@babylonjs/materials 5.0.0-alpha.9 → 5.0.0-beta.4
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.js +20 -19
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js +1 -1
- package/custom/customMaterial.d.ts +3 -1
- package/custom/customMaterial.js +10 -5
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js +2 -2
- package/custom/pbrCustomMaterial.d.ts +5 -1
- 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.js +22 -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.js +24 -23
- 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.js +19 -18
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js +1 -1
- package/grid/grid.fragment.js +6 -6
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.js +7 -7
- package/grid/grid.vertex.js.map +1 -1
- package/grid/gridMaterial.d.ts +4 -0
- 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.js +20 -19
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.js +2 -2
- package/legacy/legacy-custom.js +2 -2
- package/legacy/legacy-fire.js +2 -2
- package/legacy/legacy-fur.js +2 -2
- package/legacy/legacy-gradient.js +2 -2
- package/legacy/legacy-grid.js +2 -2
- package/legacy/legacy-lava.js +2 -2
- package/legacy/legacy-mix.js +2 -2
- package/legacy/legacy-normal.js +2 -2
- package/legacy/legacy-shadowOnly.js +2 -2
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +2 -2
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +2 -2
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +2 -2
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +2 -2
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +2 -2
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.js +2 -2
- package/mix/index.js +1 -1
- package/mix/mix.fragment.js +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.js +20 -19
- 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.js +20 -19
- 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.js +19 -18
- 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.js +20 -19
- 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.js +24 -20
- 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.js +20 -19
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js +1 -1
- package/triPlanar/triPlanarMaterial.js +20 -19
- 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.js +31 -29
- package/water/waterMaterial.js.map +1 -1
@@ -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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package/normal/normal.vertex.js
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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 "@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 "@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 = 'normalVertexShader';
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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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\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 normalVertexShader = { name: name, shader: shader };
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//# sourceMappingURL=normal.vertex.js.map
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{"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/normal/normal.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/normal/normal.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,oBAAoB,CAAC;AAChC,IAAI,MAAM,GAAG,4hDA6EZ,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/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 = 'normalVertexShader';\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 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalVertexShader = { name, shader };\n"]}
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package/normal/normalMaterial.js
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import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags";
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import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';
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import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
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import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
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var NormalMaterialDefines = /** @class */ (function (_super) {
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if (!subMesh.materialDefines) {
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subMesh.materialDefines = new NormalMaterialDefines();
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var defines = subMesh.materialDefines;
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return true;
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@@ -196,7 +197,7 @@ var NormalMaterial = /** @class */ (function (_super) {
|
|
196
197
|
onCompiled: this.onCompiled,
|
197
198
|
onError: this.onError,
|
198
199
|
indexParameters: { maxSimultaneousLights: 4 }
|
199
|
-
}, engine), defines);
|
200
|
+
}, engine), defines, this._materialContext);
|
200
201
|
}
|
201
202
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
202
203
|
return false;
|
@@ -207,7 +208,7 @@ var NormalMaterial = /** @class */ (function (_super) {
|
|
207
208
|
};
|
208
209
|
NormalMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
|
209
210
|
var scene = this.getScene();
|
210
|
-
var defines = subMesh.
|
211
|
+
var defines = subMesh.materialDefines;
|
211
212
|
if (!defines) {
|
212
213
|
return;
|
213
214
|
}
|
@@ -234,7 +235,7 @@ var NormalMaterial = /** @class */ (function (_super) {
|
|
234
235
|
if (this.pointsCloud) {
|
235
236
|
this._activeEffect.setFloat("pointSize", this.pointSize);
|
236
237
|
}
|
237
|
-
|
238
|
+
scene.bindEyePosition(effect);
|
238
239
|
}
|
239
240
|
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
|
240
241
|
// Lights
|
@@ -318,5 +319,5 @@ var NormalMaterial = /** @class */ (function (_super) {
|
|
318
319
|
return NormalMaterial;
|
319
320
|
}(PushMaterial));
|
320
321
|
export { NormalMaterial };
|
321
|
-
|
322
|
+
RegisterClass("BABYLON.NormalMaterial", NormalMaterial);
|
322
323
|
//# sourceMappingURL=normalMaterial.js.map
|
@@ -1 +1 @@
|
|
1
|
-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Meshes/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { _TypeStore } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0);\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new NormalMaterialDefines();\r\n }\r\n\r\n var defines = <NormalMaterialDefines>subMesh._materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"normal\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\"\r\n ];\r\n var samplers = [\"diffuseSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <NormalMaterialDefines>subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.NormalMaterial\"] = NormalMaterial;"]}
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1
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+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0);\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new NormalMaterialDefines();\r\n }\r\n\r\n var defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"normal\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\"\r\n ];\r\n var samplers = [\"diffuseSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);"]}
|
package/package.json
CHANGED
@@ -4,7 +4,7 @@
|
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4
4
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},
|
5
5
|
"name": "@babylonjs/materials",
|
6
6
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"description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
|
7
|
-
"version": "5.0.0-
|
7
|
+
"version": "5.0.0-beta.4",
|
8
8
|
"repository": {
|
9
9
|
"type": "git",
|
10
10
|
"url": "https://github.com/BabylonJS/Babylon.js.git"
|
@@ -251,8 +251,8 @@
|
|
251
251
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],
|
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252
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"license": "Apache-2.0",
|
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253
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"dependencies": {
|
254
|
-
"@babylonjs/core": "5.0.0-
|
255
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-
"tslib": "
|
254
|
+
"@babylonjs/core": "5.0.0-beta.4",
|
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+
"tslib": "^2.3.1"
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256
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},
|
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"engines": {
|
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"node": "*"
|
package/shadowOnly/index.js
CHANGED
@@ -1,2 +1,2 @@
|
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1
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-
export * from "./shadowOnlyMaterial";
|
1
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+
export * from "./shadowOnlyMaterial.js";
|
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2
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//# sourceMappingURL=index.js.map
|
@@ -1,18 +1,18 @@
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1
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-
import {
|
2
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-
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions";
|
3
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-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
|
4
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
|
5
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions";
|
6
|
-
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions";
|
7
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
|
8
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration";
|
9
|
-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment";
|
10
|
-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment";
|
11
|
-
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
|
12
|
-
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility";
|
1
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
|
11
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
13
13
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var name = 'shadowOnlyPixelShader';
|
14
|
-
var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}";
|
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-
|
14
|
+
var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
|
15
|
+
ShaderStore.ShadersStore[name] = shader;
|
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/** @hidden */
|
17
17
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export var shadowOnlyPixelShader = { name: name, shader: shader };
|
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//# sourceMappingURL=shadowOnly.fragment.js.map
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
1
|
+
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,k/BA0CX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,qBAAqB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/helperFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'shadowOnlyPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var shadowOnlyPixelShader = { name, shader };\n"]}
|
@@ -1,4 +1,5 @@
|
|
1
1
|
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
|
2
3
|
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
|
3
4
|
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
|
4
5
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
|
@@ -6,6 +7,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
|
|
6
7
|
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
|
7
8
|
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
|
8
9
|
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation";
|
9
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import {
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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/clipPlaneVertexDeclaration.js";
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var name = 'shadowOnlyVertexShader';
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var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
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var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\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 shadowOnlyVertexShader = { name: name, shader: shader };
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//# sourceMappingURL=shadowOnly.vertex.js.map
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{"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
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{"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/shadowOnly/shadowOnly.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,0lCAiDZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\n\nlet name = 'shadowOnlyVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\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 shadowOnlyVertexShader = { name, shader };\n"]}
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}, engine), defines);
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}, engine), defines, this._materialContext);
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this._activeEffect.setFloat("alpha", this.alpha);
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// Lights
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}(PushMaterial));
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RegisterClass("BABYLON.ShadowOnlyMaterial", ShadowOnlyMaterial);
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//# sourceMappingURL=shadowOnlyMaterial.js.map
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