@babylonjs/materials 5.0.0-beta.2 → 5.0.0-beta.6
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.vertex.js +1 -1
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.d.ts +1 -1
- package/cell/cellMaterial.js +2 -1
- package/cell/cellMaterial.js.map +1 -1
- package/custom/customMaterial.d.ts +1 -1
- package/custom/customMaterial.js.map +1 -1
- package/custom/pbrCustomMaterial.d.ts +1 -1
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.vertex.js +1 -1
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.d.ts +1 -1
- package/fire/fireMaterial.js +1 -0
- package/fire/fireMaterial.js.map +1 -1
- package/fur/fur.vertex.js +1 -1
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.d.ts +1 -1
- package/fur/furMaterial.js +2 -1
- package/fur/furMaterial.js.map +1 -1
- package/gradient/gradient.vertex.js +1 -1
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.d.ts +1 -1
- package/gradient/gradientMaterial.js +2 -1
- package/gradient/gradientMaterial.js.map +1 -1
- package/grid/gridMaterial.d.ts +1 -1
- package/grid/gridMaterial.js.map +1 -1
- package/lava/lava.vertex.js +1 -1
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.d.ts +1 -1
- package/lava/lavaMaterial.js +2 -1
- package/lava/lavaMaterial.js.map +1 -1
- package/mix/mix.vertex.js +1 -1
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.d.ts +1 -1
- package/mix/mixMaterial.js +2 -1
- package/mix/mixMaterial.js.map +1 -1
- package/normal/normalMaterial.d.ts +1 -1
- package/normal/normalMaterial.js +1 -1
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnlyMaterial.d.ts +1 -1
- package/shadowOnly/shadowOnlyMaterial.js +1 -1
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/simple.fragment.js +1 -1
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.js +1 -1
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.d.ts +1 -1
- package/simple/simpleMaterial.js +2 -1
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/skyMaterial.d.ts +1 -1
- package/sky/skyMaterial.js +1 -1
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrain.fragment.js +1 -1
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.js +1 -1
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.d.ts +1 -1
- package/terrain/terrainMaterial.js +2 -1
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +1 -1
- package/triPlanar/triPlanarMaterial.js +2 -1
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.js +1 -1
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.js +1 -1
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.js +1 -1
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.js +1 -1
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.d.ts +1 -1
- package/water/waterMaterial.js +3 -2
- package/water/waterMaterial.js.map +1 -1
package/cell/cell.vertex.js
CHANGED
@@ -13,7 +13,7 @@ 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 = 'cellVertexShader';
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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#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\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#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\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 cellVertexShader = { name: name, shader: shader };
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package/cell/cell.vertex.js.map
CHANGED
@@ -1 +1 @@
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1
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-
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/cell/cell.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,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,
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+
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/cell/cell.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,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,wqDAsFZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/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 = 'cellVertexShader';\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#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var cellVertexShader = { name, shader };\n"]}
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package/cell/cellMaterial.d.ts
CHANGED
@@ -20,7 +20,7 @@ export declare class CellMaterial extends PushMaterial {
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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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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package/cell/cellMaterial.js
CHANGED
@@ -33,6 +33,7 @@ var CellMaterialDefines = /** @class */ (function (_super) {
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_this.NUM_BONE_INFLUENCERS = 0;
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_this.BonesPerMesh = 0;
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_this.INSTANCES = false;
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_this.INSTANCESCOLOR = false;
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_this.NDOTL = true;
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_this.CUSTOMUSERLIGHTING = true;
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_this.CELLBASIC = true;
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@@ -248,7 +249,7 @@ var CellMaterial = /** @class */ (function (_super) {
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return SerializationHelper.Clone(function () { return new CellMaterial(name, _this.getScene()); }, this);
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};
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CellMaterial.prototype.serialize = function () {
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var serializationObject =
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var serializationObject = _super.prototype.serialize.call(this);
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serializationObject.customType = "BABYLON.CellMaterial";
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return serializationObject;
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};
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package/cell/cellMaterial.js.map
CHANGED
@@ -1 +1 @@
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1
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-
{"version":3,"file":"cellMaterial.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/cell/cellMaterial.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAE1I,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAG1D,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAC5E,OAAO,EAAE,cAAc,EAAE,MAAM,0CAA0C,CAAC;AAC1E,OAAO,EAAE,YAAY,EAAE,MAAM,wCAAwC,CAAC;AACtE,OAAO,EAAE,aAAa,EAAE,MAAM,yCAAyC,CAAC;AACxE,OAAO,EAAE,YAAY,EAAE,MAAM,gCAAgC,CAAC;AAI9D,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAG/D,OAAO,iBAAiB,CAAC;AACzB,OAAO,eAAe,CAAC;AACvB,OAAO,EAAE,eAAe,EAAE,MAAM,2CAA2C,CAAC;AAE5E;IAAkC,uCAAe;IA0B7C;QAAA,YACI,iBAAO,SAEV;QA5BM,aAAO,GAAG,KAAK,CAAC;QAChB,eAAS,GAAG,KAAK,CAAC;QAClB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,eAAS,GAAG,KAAK,CAAC;QAClB,eAAS,GAAG,KAAK,CAAC;QAClB,SAAG,GAAG,KAAK,CAAC;QACZ,YAAM,GAAG,KAAK,CAAC;QACf,SAAG,GAAG,KAAK,CAAC;QACZ,SAAG,GAAG,KAAK,CAAC;QACZ,iBAAW,GAAG,KAAK,CAAC;QACpB,iBAAW,GAAG,KAAK,CAAC;QACpB,0BAAoB,GAAG,CAAC,CAAC;QACzB,kBAAY,GAAG,CAAC,CAAC;QACjB,eAAS,GAAG,KAAK,CAAC;QAClB,WAAK,GAAG,IAAI,CAAC;QACb,wBAAkB,GAAG,IAAI,CAAC;QAC1B,eAAS,GAAG,IAAI,CAAC;QACjB,kBAAY,GAAG,KAAK,CAAC;QACrB,gCAA0B,GAAG,KAAK,CAAC;QACnC,yBAAmB,GAAG,KAAK,CAAC;QAI/B,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,0BAAC;AAAD,CAAC,AA9BD,CAAkC,eAAe,GA8BhD;AAED;IAAkC,gCAAY;IAwB1C,sBAAY,IAAY,EAAE,KAAY;QAAtC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QAnBM,kBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAGnC,uBAAiB,GAAY,KAAK,CAAC;QAKlC,sBAAgB,GAAG,KAAK,CAAC;QAKzB,4BAAsB,GAAG,CAAC,CAAC;;IAMnC,CAAC;IAEM,wCAAiB,GAAxB;QACI,OAAO,CAAC,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;IAC9B,CAAC;IAEM,uCAAgB,GAAvB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,0CAAmB,GAA1B;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACH,wCAAiB,GAAxB,UAAyB,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,MAAM,CAAC,mBAAmB,EAAE;gBACtD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,CAAC,eAAe,GAAG,IAAI,mBAAmB,EAAE,CAAC;SACvD;QAED,IAAI,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC3D,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE5B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAI,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE/B,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC3B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE;gBACvB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE;oBAC7D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE;wBACjC,OAAO,KAAK,CAAC;qBAChB;yBAAM;wBACH,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;qBAC1B;iBACJ;aACJ;SACJ;QAED,aAAa;QACb,OAAO,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,gBAAgB,CAAC;QAE3C,QAAQ;QACR,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,CAAC;QAExI,SAAS;QACT,OAAO,CAAC,YAAY,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAE/I,kDAAkD;QAClD,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAEtG,UAAU;QACV,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAEtE,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,IAAI,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACtC,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;aACnC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAEzF,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE;gBAClC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;aAC7C;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,IAAI,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE1C,IAAI,OAAO,CAAC,MAAM,EAAE;gBAChB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aACzC;YAED,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;aACrC;YAED,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;aACtC;YAED,IAAI,OAAO,CAAC,WAAW,EAAE;gBACrB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;aACxC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC5E,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,IAAI,UAAU,GAAG,MAAM,CAAC;YACxB,IAAI,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAC9B,IAAI,QAAQ,GAAG,CAAC,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAE,cAAc,EAAE,aAAa,EAAE,eAAe;gBAC7F,WAAW,EAAE,WAAW,EAAE,WAAW;gBACrC,eAAe;gBACf,QAAQ;gBACR,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,aAAa,EAAE,eAAe;aAC3G,CAAC;YACF,IAAI,QAAQ,GAAG,CAAC,gBAAgB,CAAC,CAAC;YAClC,IAAI,cAAc,GAAG,IAAI,KAAK,EAAU,CAAC;YAEzC,cAAc,CAAC,8BAA8B,CAAyB;gBAClE,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,IAAI,CAAC,qBAAqB;aACpD,CAAC,CAAC;YACH,OAAO,CAAC,SAAS,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAAC,UAAU,EAC/B;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QA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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 { 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\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass CellMaterialDefines 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 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 NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = 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 CellMaterial 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(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\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 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 CellMaterialDefines();\r\n }\r\n\r\n var defines = <CellMaterialDefines>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 // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\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 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 var shaderName = \"cell\";\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 ];\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: this.maxSimultaneousLights\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 - 1 }\r\n }, engine), defines, this._materialContext);\r\n\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <CellMaterialDefines>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\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, 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._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 return this._diffuseTexture === texture;\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 getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(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.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
|
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 { 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\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass CellMaterialDefines 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 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 NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = 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 CellMaterial 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(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\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 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 CellMaterialDefines();\r\n }\r\n\r\n var defines = <CellMaterialDefines>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 // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\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 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 var shaderName = \"cell\";\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 ];\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: this.maxSimultaneousLights\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 - 1 }\r\n }, engine), defines, this._materialContext);\r\n\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <CellMaterialDefines>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\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, 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._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 return this._diffuseTexture === texture;\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 getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
|
@@ -47,7 +47,7 @@ export declare class CustomMaterial extends StandardMaterial {
|
|
47
47
|
AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
|
48
48
|
ReviewUniform(name: string, arr: string[]): string[];
|
49
49
|
Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string;
|
50
|
-
constructor(name: string, scene
|
50
|
+
constructor(name: string, scene?: Scene);
|
51
51
|
AddUniform(name: string, kind: string, param: any): CustomMaterial;
|
52
52
|
AddAttribute(name: string): CustomMaterial;
|
53
53
|
Fragment_Begin(shaderPart: string): CustomMaterial;
|
@@ -1 +1 @@
|
|
1
|
-
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{ Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\n\nexport class CustomShaderStructure {\n\n public FragmentStore: string;\n public VertexStore: string;\n\n constructor() { }\n}\n\nexport class ShaderSpecialParts {\n\n constructor() { }\n\n public Fragment_Begin: string;\n public Fragment_Definitions: string;\n public Fragment_MainBegin: string;\n public Fragment_MainEnd: string;\n\n // diffuseColor\n public Fragment_Custom_Diffuse: string;\n // lights\n public Fragment_Before_Lights: string;\n // fog\n public Fragment_Before_Fog: string;\n // alpha\n public Fragment_Custom_Alpha: string;\n\n public Fragment_Before_FragColor: string;\n\n public Vertex_Begin: string;\n public Vertex_Definitions: string;\n public Vertex_MainBegin: string;\n\n // positionUpdated\n public Vertex_Before_PositionUpdated: string;\n\n // normalUpdated\n public Vertex_Before_NormalUpdated: string;\n\n // worldPosComputed\n public Vertex_After_WorldPosComputed: string;\n\n // mainEnd\n public Vertex_MainEnd: string;\n}\n\nexport class CustomMaterial extends StandardMaterial {\n public static ShaderIndexer = 1;\n public CustomParts: ShaderSpecialParts;\n _isCreatedShader: boolean;\n _createdShaderName: string;\n _customUniform: string[];\n _newUniforms: string[];\n _newUniformInstances: { [name: string]: any };\n _newSamplerInstances: { [name: string]: Texture };\n _customAttributes: string[];\n\n public FragmentShader: string;\n public VertexShader: string;\n\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\n if (this._newUniformInstances) {\n for (let el in this._newUniformInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'vec2') {\n effect.setVector2(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec3') {\n effect.setVector3(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec4') {\n effect.setVector4(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'mat4') {\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'float') {\n effect.setFloat(ea[1], this._newUniformInstances[el]);\n }\n }\n }\n if (this._newSamplerInstances) {\n for (let el in this._newSamplerInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\n }\n }\n }\n }\n\n public ReviewUniform(name: string, arr: string[]): string[] {\n if (name == \"uniform\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') == -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n if (name == \"sampler\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') != -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n return arr;\n }\n\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\n\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\n attributes.push(...this._customAttributes);\n }\n\n this.ReviewUniform(\"uniform\", uniforms);\n this.ReviewUniform(\"sampler\", samplers);\n\n if (this._isCreatedShader) {\n return this._createdShaderName;\n }\n this._isCreatedShader = false;\n\n CustomMaterial.ShaderIndexer++;\n var name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\n\n var fn_afterBind = this._afterBind.bind(this);\n this._afterBind = (m, e) => {\n if (!e) {\n return;\n }\n this.AttachAfterBind(m, e);\n try { fn_afterBind(m, e); }\n catch (e) { }\n };\n\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader\n .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\"))\n .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\"));\n\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);\n }\n\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader\n .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE', (this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\"));\n\n if (this.CustomParts.Fragment_Before_Fog) {\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);\n }\n\n this._isCreatedShader = true;\n this._createdShaderName = name;\n\n return name;\n }\n\n constructor(name: string, scene: Scene) {\n super(name, scene);\n this.CustomParts = new ShaderSpecialParts();\n this.customShaderNameResolve = this.Builder;\n\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\n }\n\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\n if (!this._customUniform) {\n this._customUniform = new Array();\n this._newUniforms = new Array();\n this._newSamplerInstances = {};\n this._newUniformInstances = {};\n }\n if (param) {\n if (kind.indexOf(\"sampler\") != -1) {\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\n }\n else {\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\n }\n }\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\n this._newUniforms.push(name);\n\n return this;\n }\n\n public AddAttribute(name: string): CustomMaterial {\n if (!this._customAttributes) {\n this._customAttributes = [];\n }\n\n this._customAttributes.push(name);\n\n return this;\n }\n\n public Fragment_Begin(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Begin = shaderPart;\n return this;\n }\n\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Definitions = shaderPart;\n return this;\n }\n\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_MainBegin = shaderPart;\n return this;\n }\n\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_MainEnd = shaderPart;\n return this;\n }\n\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\n return this;\n }\n\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\n return this;\n }\n\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_Lights = shaderPart;\n return this;\n }\n\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_Fog = shaderPart;\n return this;\n }\n\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\n return this;\n }\n\n public Vertex_Begin(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Begin = shaderPart;\n return this;\n }\n\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Definitions = shaderPart;\n return this;\n }\n\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_MainBegin = shaderPart;\n return this;\n }\n\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\n return this;\n }\n\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\n return this;\n }\n\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\n return this;\n }\n\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_MainEnd = shaderPart;\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\n"]}
|
1
|
+
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{ Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\n\nexport class CustomShaderStructure {\n\n public FragmentStore: string;\n public VertexStore: string;\n\n constructor() { }\n}\n\nexport class ShaderSpecialParts {\n\n constructor() { }\n\n public Fragment_Begin: string;\n public Fragment_Definitions: string;\n public Fragment_MainBegin: string;\n public Fragment_MainEnd: string;\n\n // diffuseColor\n public Fragment_Custom_Diffuse: string;\n // lights\n public Fragment_Before_Lights: string;\n // fog\n public Fragment_Before_Fog: string;\n // alpha\n public Fragment_Custom_Alpha: string;\n\n public Fragment_Before_FragColor: string;\n\n public Vertex_Begin: string;\n public Vertex_Definitions: string;\n public Vertex_MainBegin: string;\n\n // positionUpdated\n public Vertex_Before_PositionUpdated: string;\n\n // normalUpdated\n public Vertex_Before_NormalUpdated: string;\n\n // worldPosComputed\n public Vertex_After_WorldPosComputed: string;\n\n // mainEnd\n public Vertex_MainEnd: string;\n}\n\nexport class CustomMaterial extends StandardMaterial {\n public static ShaderIndexer = 1;\n public CustomParts: ShaderSpecialParts;\n _isCreatedShader: boolean;\n _createdShaderName: string;\n _customUniform: string[];\n _newUniforms: string[];\n _newUniformInstances: { [name: string]: any };\n _newSamplerInstances: { [name: string]: Texture };\n _customAttributes: string[];\n\n public FragmentShader: string;\n public VertexShader: string;\n\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\n if (this._newUniformInstances) {\n for (let el in this._newUniformInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'vec2') {\n effect.setVector2(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec3') {\n effect.setVector3(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec4') {\n effect.setVector4(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'mat4') {\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'float') {\n effect.setFloat(ea[1], this._newUniformInstances[el]);\n }\n }\n }\n if (this._newSamplerInstances) {\n for (let el in this._newSamplerInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\n }\n }\n }\n }\n\n public ReviewUniform(name: string, arr: string[]): string[] {\n if (name == \"uniform\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') == -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n if (name == \"sampler\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') != -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n return arr;\n }\n\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\n\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\n attributes.push(...this._customAttributes);\n }\n\n this.ReviewUniform(\"uniform\", uniforms);\n this.ReviewUniform(\"sampler\", samplers);\n\n if (this._isCreatedShader) {\n return this._createdShaderName;\n }\n this._isCreatedShader = false;\n\n CustomMaterial.ShaderIndexer++;\n var name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\n\n var fn_afterBind = this._afterBind.bind(this);\n this._afterBind = (m, e) => {\n if (!e) {\n return;\n }\n this.AttachAfterBind(m, e);\n try { fn_afterBind(m, e); }\n catch (e) { }\n };\n\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader\n .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\"))\n .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\"));\n\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);\n }\n\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader\n .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE', (this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\"));\n\n if (this.CustomParts.Fragment_Before_Fog) {\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);\n }\n\n this._isCreatedShader = true;\n this._createdShaderName = name;\n\n return name;\n }\n\n constructor(name: string, scene?: Scene) {\n super(name, scene);\n this.CustomParts = new ShaderSpecialParts();\n this.customShaderNameResolve = this.Builder;\n\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\n }\n\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\n if (!this._customUniform) {\n this._customUniform = new Array();\n this._newUniforms = new Array();\n this._newSamplerInstances = {};\n this._newUniformInstances = {};\n }\n if (param) {\n if (kind.indexOf(\"sampler\") != -1) {\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\n }\n else {\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\n }\n }\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\n this._newUniforms.push(name);\n\n return this;\n }\n\n public AddAttribute(name: string): CustomMaterial {\n if (!this._customAttributes) {\n this._customAttributes = [];\n }\n\n this._customAttributes.push(name);\n\n return this;\n }\n\n public Fragment_Begin(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Begin = shaderPart;\n return this;\n }\n\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Definitions = shaderPart;\n return this;\n }\n\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_MainBegin = shaderPart;\n return this;\n }\n\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_MainEnd = shaderPart;\n return this;\n }\n\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\n return this;\n }\n\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\n return this;\n }\n\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_Lights = shaderPart;\n return this;\n }\n\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_Fog = shaderPart;\n return this;\n }\n\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\n return this;\n }\n\n public Vertex_Begin(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Begin = shaderPart;\n return this;\n }\n\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Definitions = shaderPart;\n return this;\n }\n\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_MainBegin = shaderPart;\n return this;\n }\n\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\n return this;\n }\n\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\n return this;\n }\n\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\n return this;\n }\n\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\n this.CustomParts.Vertex_MainEnd = shaderPart;\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\n"]}
|
@@ -46,7 +46,7 @@ export declare class PBRCustomMaterial extends PBRMaterial {
|
|
46
46
|
AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
|
47
47
|
ReviewUniform(name: string, arr: string[]): string[];
|
48
48
|
Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
|
49
|
-
constructor(name: string, scene
|
49
|
+
constructor(name: string, scene?: Scene);
|
50
50
|
AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
|
51
51
|
AddAttribute(name: string): PBRCustomMaterial;
|
52
52
|
Fragment_Begin(shaderPart: string): PBRCustomMaterial;
|
@@ -1 +1 @@
|
|
1
|
-
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{ Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { PBRMaterial } from \"@babylonjs/core/Materials/PBR/pbrMaterial\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\nimport { ShaderCodeInliner } from \"@babylonjs/core/Engines/Processors/shaderCodeInliner\";\nimport { ICustomShaderNameResolveOptions } from \"@babylonjs/core/Materials/material\";\n\nexport class ShaderAlebdoParts {\n\n constructor() { }\n\n public Fragment_Begin: string;\n public Fragment_Definitions: string;\n public Fragment_MainBegin: string;\n public Fragment_MainEnd: string;\n\n // albedoColor\n public Fragment_Custom_Albedo: string;\n // lights\n public Fragment_Before_Lights: string;\n // roughness\n public Fragment_Custom_MetallicRoughness: string;\n // microsurface\n public Fragment_Custom_MicroSurface: string;\n // fog\n public Fragment_Before_Fog: string;\n // alpha\n public Fragment_Custom_Alpha: string;\n // color composition\n public Fragment_Before_FinalColorComposition: string;\n // frag color\n public Fragment_Before_FragColor: string;\n\n public Vertex_Begin: string;\n public Vertex_Definitions: string;\n public Vertex_MainBegin: string;\n\n // positionUpdated\n public Vertex_Before_PositionUpdated: string;\n\n // normalUpdated\n public Vertex_Before_NormalUpdated: string;\n\n // worldPosComputed\n public Vertex_After_WorldPosComputed: string;\n\n // mainEnd\n public Vertex_MainEnd: string;\n}\n\nexport class PBRCustomMaterial extends PBRMaterial {\n public static ShaderIndexer = 1;\n public CustomParts: ShaderAlebdoParts;\n _isCreatedShader: boolean;\n _createdShaderName: string;\n _customUniform: string[];\n _newUniforms: string[];\n _newUniformInstances: { [name: string]: any };\n _newSamplerInstances: { [name: string]: Texture };\n _customAttributes: string[];\n\n public FragmentShader: string;\n public VertexShader: string;\n\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\n if (this._newUniformInstances) {\n for (let el in this._newUniformInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'vec2') {\n effect.setVector2(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec3') {\n effect.setVector3(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec4') {\n effect.setVector4(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'mat4') {\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'float') {\n effect.setFloat(ea[1], this._newUniformInstances[el]);\n }\n }\n }\n if (this._newSamplerInstances) {\n for (let el in this._newSamplerInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\n }\n }\n }\n }\n\n public ReviewUniform(name: string, arr: string[]): string[] {\n if (name == \"uniform\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') == -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n if (name == \"sampler\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') != -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n return arr;\n }\n\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string {\n if (options) {\n const currentProcessing = options.processFinalCode;\n options.processFinalCode = (type: string, code: string) => {\n if (type === \"vertex\") {\n return currentProcessing ? currentProcessing(type, code) : code;\n }\n const sci = new ShaderCodeInliner(code);\n sci.inlineToken = \"#define pbr_inline\";\n sci.processCode();\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\n };\n }\n\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\n attributes.push(...this._customAttributes);\n }\n\n this.ReviewUniform(\"uniform\", uniforms);\n this.ReviewUniform(\"sampler\", samplers);\n\n if (this._isCreatedShader) {\n return this._createdShaderName;\n }\n this._isCreatedShader = false;\n\n PBRCustomMaterial.ShaderIndexer++;\n var name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\n\n var fn_afterBind = this._afterBind.bind(this);\n this._afterBind = (m, e) => {\n if (!e) {\n return;\n }\n this.AttachAfterBind(m, e);\n try { fn_afterBind(m, e); }\n catch (e) { }\n };\n\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader\n .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\"))\n .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\"));\n\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);\n }\n\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader\n .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALBEDO', (this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS', (this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE', (this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION', (this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\"));\n\n if (this.CustomParts.Fragment_Before_Fog) {\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);\n }\n\n this._isCreatedShader = true;\n this._createdShaderName = name;\n\n return name;\n }\n\n constructor(name: string, scene: Scene) {\n super(name, scene);\n this.CustomParts = new ShaderAlebdoParts();\n this.customShaderNameResolve = this.Builder;\n\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\n\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\n }\n\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\n if (!this._customUniform) {\n this._customUniform = new Array();\n this._newUniforms = new Array();\n this._newSamplerInstances = {};\n this._newUniformInstances = {};\n }\n if (param) {\n if (kind.indexOf(\"sampler\") != -1) {\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\n }\n else {\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\n }\n }\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\n this._newUniforms.push(name);\n\n return this;\n }\n\n public AddAttribute(name: string): PBRCustomMaterial {\n if (!this._customAttributes) {\n this._customAttributes = [];\n }\n\n this._customAttributes.push(name);\n\n return this;\n }\n\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Begin = shaderPart;\n return this;\n }\n\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Definitions = shaderPart;\n return this;\n }\n\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainBegin = shaderPart;\n return this;\n }\n\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\n return this;\n }\n\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\n return this;\n }\n\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Lights = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\n return this;\n }\n\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Fog = shaderPart;\n return this;\n }\n\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\n return this;\n }\n\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\n return this;\n }\n\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainEnd = shaderPart;\n return this;\n }\n\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Begin = shaderPart;\n return this;\n }\n\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Definitions = shaderPart;\n return this;\n }\n\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainBegin = shaderPart;\n return this;\n }\n\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\n return this;\n }\n\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\n return this;\n }\n\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\n return this;\n }\n\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainEnd = shaderPart;\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\n"]}
|
1
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+
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{ Texture } from \"@babylonjs/core/Materials/Textures/texture\";\nimport { Effect } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { PBRMaterial } from \"@babylonjs/core/Materials/PBR/pbrMaterial\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\nimport { ShaderCodeInliner } from \"@babylonjs/core/Engines/Processors/shaderCodeInliner\";\nimport { ICustomShaderNameResolveOptions } from \"@babylonjs/core/Materials/material\";\n\nexport class ShaderAlebdoParts {\n\n constructor() { }\n\n public Fragment_Begin: string;\n public Fragment_Definitions: string;\n public Fragment_MainBegin: string;\n public Fragment_MainEnd: string;\n\n // albedoColor\n public Fragment_Custom_Albedo: string;\n // lights\n public Fragment_Before_Lights: string;\n // roughness\n public Fragment_Custom_MetallicRoughness: string;\n // microsurface\n public Fragment_Custom_MicroSurface: string;\n // fog\n public Fragment_Before_Fog: string;\n // alpha\n public Fragment_Custom_Alpha: string;\n // color composition\n public Fragment_Before_FinalColorComposition: string;\n // frag color\n public Fragment_Before_FragColor: string;\n\n public Vertex_Begin: string;\n public Vertex_Definitions: string;\n public Vertex_MainBegin: string;\n\n // positionUpdated\n public Vertex_Before_PositionUpdated: string;\n\n // normalUpdated\n public Vertex_Before_NormalUpdated: string;\n\n // worldPosComputed\n public Vertex_After_WorldPosComputed: string;\n\n // mainEnd\n public Vertex_MainEnd: string;\n}\n\nexport class PBRCustomMaterial extends PBRMaterial {\n public static ShaderIndexer = 1;\n public CustomParts: ShaderAlebdoParts;\n _isCreatedShader: boolean;\n _createdShaderName: string;\n _customUniform: string[];\n _newUniforms: string[];\n _newUniformInstances: { [name: string]: any };\n _newSamplerInstances: { [name: string]: Texture };\n _customAttributes: string[];\n\n public FragmentShader: string;\n public VertexShader: string;\n\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\n if (this._newUniformInstances) {\n for (let el in this._newUniformInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'vec2') {\n effect.setVector2(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec3') {\n effect.setVector3(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'vec4') {\n effect.setVector4(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'mat4') {\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\n }\n else if (ea[0] == 'float') {\n effect.setFloat(ea[1], this._newUniformInstances[el]);\n }\n }\n }\n if (this._newSamplerInstances) {\n for (let el in this._newSamplerInstances) {\n const ea = el.toString().split('-');\n if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\n }\n }\n }\n }\n\n public ReviewUniform(name: string, arr: string[]): string[] {\n if (name == \"uniform\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') == -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n if (name == \"sampler\" && this._newUniforms) {\n for (var ind = 0; ind < this._newUniforms.length; ind++) {\n if (this._customUniform[ind].indexOf('sampler') != -1) {\n arr.push(this._newUniforms[ind]);\n }\n }\n }\n return arr;\n }\n\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string {\n if (options) {\n const currentProcessing = options.processFinalCode;\n options.processFinalCode = (type: string, code: string) => {\n if (type === \"vertex\") {\n return currentProcessing ? currentProcessing(type, code) : code;\n }\n const sci = new ShaderCodeInliner(code);\n sci.inlineToken = \"#define pbr_inline\";\n sci.processCode();\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\n };\n }\n\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\n attributes.push(...this._customAttributes);\n }\n\n this.ReviewUniform(\"uniform\", uniforms);\n this.ReviewUniform(\"sampler\", samplers);\n\n if (this._isCreatedShader) {\n return this._createdShaderName;\n }\n this._isCreatedShader = false;\n\n PBRCustomMaterial.ShaderIndexer++;\n var name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\n\n var fn_afterBind = this._afterBind.bind(this);\n this._afterBind = (m, e) => {\n if (!e) {\n return;\n }\n this.AttachAfterBind(m, e);\n try { fn_afterBind(m, e); }\n catch (e) { }\n };\n\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader\n .replace('#define CUSTOM_VERTEX_BEGIN', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\"))\n .replace('#define CUSTOM_VERTEX_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_BEGIN', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_POSITION', (this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_UPDATE_NORMAL', (this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\"))\n .replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\"));\n\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace('#define CUSTOM_VERTEX_UPDATE_WORLDPOS', this.CustomParts.Vertex_After_WorldPosComputed);\n }\n\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader\n .replace('#define CUSTOM_FRAGMENT_BEGIN', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_BEGIN', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\"))\n .replace('#define CUSTOM_FRAGMENT_DEFINITIONS', (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALBEDO', (this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_ALPHA', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_LIGHTS', (this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS', (this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"))\n .replace('#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE', (this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION', (this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"))\n .replace('#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\"))\n .replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\"));\n\n if (this.CustomParts.Fragment_Before_Fog) {\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace('#define CUSTOM_FRAGMENT_BEFORE_FOG', this.CustomParts.Fragment_Before_Fog);\n }\n\n this._isCreatedShader = true;\n this._createdShaderName = name;\n\n return name;\n }\n\n constructor(name: string, scene?: Scene) {\n super(name, scene);\n this.CustomParts = new ShaderAlebdoParts();\n this.customShaderNameResolve = this.Builder;\n\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\n\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\n }\n\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\n if (!this._customUniform) {\n this._customUniform = new Array();\n this._newUniforms = new Array();\n this._newSamplerInstances = {};\n this._newUniformInstances = {};\n }\n if (param) {\n if (kind.indexOf(\"sampler\") != -1) {\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\n }\n else {\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\n }\n }\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\n this._newUniforms.push(name);\n\n return this;\n }\n\n public AddAttribute(name: string): PBRCustomMaterial {\n if (!this._customAttributes) {\n this._customAttributes = [];\n }\n\n this._customAttributes.push(name);\n\n return this;\n }\n\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Begin = shaderPart;\n return this;\n }\n\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Definitions = shaderPart;\n return this;\n }\n\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainBegin = shaderPart;\n return this;\n }\n\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\n return this;\n }\n\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\n return this;\n }\n\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Lights = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\n return this;\n }\n\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\n return this;\n }\n\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_Fog = shaderPart;\n return this;\n }\n\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\n return this;\n }\n\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\n return this;\n }\n\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Fragment_MainEnd = shaderPart;\n return this;\n }\n\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Begin = shaderPart;\n return this;\n }\n\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Definitions = shaderPart;\n return this;\n }\n\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainBegin = shaderPart;\n return this;\n }\n\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\n return this;\n }\n\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\n return this;\n }\n\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\n return this;\n }\n\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\n this.CustomParts.Vertex_MainEnd = shaderPart;\n return this;\n }\n}\n\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\n"]}
|
package/fire/fire.vertex.js
CHANGED
@@ -10,7 +10,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
10
10
|
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
11
11
|
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
12
12
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var name = 'fireVertexShader';
|
13
|
-
var shader = "precision highp float;\n\nattribute vec3 position;\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;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\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\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
13
|
+
var shader = "precision highp float;\n\nattribute vec3 position;\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;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\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\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
|
14
14
|
ShaderStore.ShadersStore[name] = shader;
|
15
15
|
/** @hidden */
|
16
16
|
export var fireVertexShader = { name: name, shader: shader };
|
package/fire/fire.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fire/fire.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,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAE1D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,
|
1
|
+
{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/fire/fire.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,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAE1D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,mnDA+EZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\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\";\n\nlet name = 'fireVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\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;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\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\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var fireVertexShader = { name, shader };\n"]}
|
package/fire/fireMaterial.d.ts
CHANGED
@@ -21,7 +21,7 @@ export declare class FireMaterial extends PushMaterial {
|
|
21
21
|
speed: number;
|
22
22
|
private _scaledDiffuse;
|
23
23
|
private _lastTime;
|
24
|
-
constructor(name: string, scene
|
24
|
+
constructor(name: string, scene?: Scene);
|
25
25
|
needAlphaBlending(): boolean;
|
26
26
|
needAlphaTesting(): boolean;
|
27
27
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
package/fire/fireMaterial.js
CHANGED
@@ -34,6 +34,7 @@ var FireMaterialDefines = /** @class */ (function (_super) {
|
|
34
34
|
_this.BonesPerMesh = 0;
|
35
35
|
_this.NUM_BONE_INFLUENCERS = 0;
|
36
36
|
_this.INSTANCES = false;
|
37
|
+
_this.INSTANCESCOLOR = false;
|
37
38
|
_this.IMAGEPROCESSINGPOSTPROCESS = false;
|
38
39
|
_this.SKIPFINALCOLORCLAMP = false;
|
39
40
|
_this.rebuild();
|