@babylonjs/materials 5.0.0-beta.6 → 5.0.0-beta.8-snapshot

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (198) hide show
  1. package/cell/cell.fragment.d.ts +13 -13
  2. package/cell/cell.fragment.js +4 -2
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +14 -14
  5. package/cell/cell.vertex.js +4 -2
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/cell/cellMaterial.d.ts +10 -10
  8. package/cell/cellMaterial.js +22 -8
  9. package/cell/cellMaterial.js.map +1 -1
  10. package/cell/index.js.map +1 -1
  11. package/custom/customMaterial.d.ts +6 -6
  12. package/custom/customMaterial.js +27 -29
  13. package/custom/customMaterial.js.map +1 -1
  14. package/custom/index.js.map +1 -1
  15. package/custom/pbrCustomMaterial.d.ts +7 -7
  16. package/custom/pbrCustomMaterial.js +30 -32
  17. package/custom/pbrCustomMaterial.js.map +1 -1
  18. package/fire/fire.fragment.d.ts +7 -7
  19. package/fire/fire.fragment.js +4 -2
  20. package/fire/fire.fragment.js.map +1 -1
  21. package/fire/fire.vertex.d.ts +11 -11
  22. package/fire/fire.vertex.js +4 -2
  23. package/fire/fire.vertex.js.map +1 -1
  24. package/fire/fireMaterial.d.ts +10 -10
  25. package/fire/fireMaterial.js +26 -11
  26. package/fire/fireMaterial.js.map +1 -1
  27. package/fire/index.js.map +1 -1
  28. package/fur/fur.fragment.d.ts +13 -13
  29. package/fur/fur.fragment.js +4 -2
  30. package/fur/fur.fragment.js.map +1 -1
  31. package/fur/fur.vertex.d.ts +14 -14
  32. package/fur/fur.vertex.js +4 -2
  33. package/fur/fur.vertex.js.map +1 -1
  34. package/fur/furMaterial.d.ts +11 -11
  35. package/fur/furMaterial.js +33 -13
  36. package/fur/furMaterial.js.map +1 -1
  37. package/fur/index.js.map +1 -1
  38. package/gradient/gradient.fragment.d.ts +13 -13
  39. package/gradient/gradient.fragment.js +4 -2
  40. package/gradient/gradient.fragment.js.map +1 -1
  41. package/gradient/gradient.vertex.d.ts +14 -14
  42. package/gradient/gradient.vertex.js +4 -2
  43. package/gradient/gradient.vertex.js.map +1 -1
  44. package/gradient/gradientMaterial.d.ts +10 -10
  45. package/gradient/gradientMaterial.js +25 -9
  46. package/gradient/gradientMaterial.js.map +1 -1
  47. package/gradient/index.js.map +1 -1
  48. package/grid/grid.fragment.d.ts +4 -4
  49. package/grid/grid.fragment.js +4 -2
  50. package/grid/grid.fragment.js.map +1 -1
  51. package/grid/grid.vertex.d.ts +5 -5
  52. package/grid/grid.vertex.js +4 -2
  53. package/grid/grid.vertex.js.map +1 -1
  54. package/grid/gridMaterial.d.ts +8 -8
  55. package/grid/gridMaterial.js +19 -5
  56. package/grid/gridMaterial.js.map +1 -1
  57. package/grid/index.js.map +1 -1
  58. package/index.js.map +1 -1
  59. package/lava/index.js.map +1 -1
  60. package/lava/lava.fragment.d.ts +13 -13
  61. package/lava/lava.fragment.js +4 -2
  62. package/lava/lava.fragment.js.map +1 -1
  63. package/lava/lava.vertex.d.ts +14 -14
  64. package/lava/lava.vertex.js +4 -2
  65. package/lava/lava.vertex.js.map +1 -1
  66. package/lava/lavaMaterial.d.ts +10 -10
  67. package/lava/lavaMaterial.js +30 -14
  68. package/lava/lavaMaterial.js.map +1 -1
  69. package/legacy/legacy-cell.d.ts +1 -1
  70. package/legacy/legacy-cell.js +3 -3
  71. package/legacy/legacy-cell.js.map +1 -1
  72. package/legacy/legacy-custom.d.ts +1 -1
  73. package/legacy/legacy-custom.js +3 -3
  74. package/legacy/legacy-custom.js.map +1 -1
  75. package/legacy/legacy-fire.d.ts +1 -1
  76. package/legacy/legacy-fire.js +3 -3
  77. package/legacy/legacy-fire.js.map +1 -1
  78. package/legacy/legacy-fur.d.ts +1 -1
  79. package/legacy/legacy-fur.js +3 -3
  80. package/legacy/legacy-fur.js.map +1 -1
  81. package/legacy/legacy-gradient.d.ts +1 -1
  82. package/legacy/legacy-gradient.js +3 -3
  83. package/legacy/legacy-gradient.js.map +1 -1
  84. package/legacy/legacy-grid.d.ts +1 -1
  85. package/legacy/legacy-grid.js +3 -3
  86. package/legacy/legacy-grid.js.map +1 -1
  87. package/legacy/legacy-lava.d.ts +1 -1
  88. package/legacy/legacy-lava.js +3 -3
  89. package/legacy/legacy-lava.js.map +1 -1
  90. package/legacy/legacy-mix.d.ts +1 -1
  91. package/legacy/legacy-mix.js +3 -3
  92. package/legacy/legacy-mix.js.map +1 -1
  93. package/legacy/legacy-normal.d.ts +1 -1
  94. package/legacy/legacy-normal.js +3 -3
  95. package/legacy/legacy-normal.js.map +1 -1
  96. package/legacy/legacy-shadowOnly.d.ts +1 -1
  97. package/legacy/legacy-shadowOnly.js +3 -3
  98. package/legacy/legacy-shadowOnly.js.map +1 -1
  99. package/legacy/legacy-simple.d.ts +1 -1
  100. package/legacy/legacy-simple.js +3 -3
  101. package/legacy/legacy-simple.js.map +1 -1
  102. package/legacy/legacy-sky.d.ts +1 -1
  103. package/legacy/legacy-sky.js +3 -3
  104. package/legacy/legacy-sky.js.map +1 -1
  105. package/legacy/legacy-terrain.d.ts +1 -1
  106. package/legacy/legacy-terrain.js +3 -3
  107. package/legacy/legacy-terrain.js.map +1 -1
  108. package/legacy/legacy-triPlanar.d.ts +1 -1
  109. package/legacy/legacy-triPlanar.js +3 -3
  110. package/legacy/legacy-triPlanar.js.map +1 -1
  111. package/legacy/legacy-water.d.ts +1 -1
  112. package/legacy/legacy-water.js +3 -3
  113. package/legacy/legacy-water.js.map +1 -1
  114. package/legacy/legacy.d.ts +1 -1
  115. package/legacy/legacy.js +3 -3
  116. package/legacy/legacy.js.map +1 -1
  117. package/mix/index.js.map +1 -1
  118. package/mix/mix.fragment.d.ts +13 -13
  119. package/mix/mix.fragment.js +4 -2
  120. package/mix/mix.fragment.js.map +1 -1
  121. package/mix/mix.vertex.d.ts +14 -14
  122. package/mix/mix.vertex.js +4 -2
  123. package/mix/mix.vertex.js.map +1 -1
  124. package/mix/mixMaterial.d.ts +11 -11
  125. package/mix/mixMaterial.js +40 -13
  126. package/mix/mixMaterial.js.map +1 -1
  127. package/normal/index.js.map +1 -1
  128. package/normal/normal.fragment.d.ts +13 -13
  129. package/normal/normal.fragment.js +4 -2
  130. package/normal/normal.fragment.js.map +1 -1
  131. package/normal/normal.vertex.d.ts +14 -14
  132. package/normal/normal.vertex.js +4 -2
  133. package/normal/normal.vertex.js.map +1 -1
  134. package/normal/normalMaterial.d.ts +10 -10
  135. package/normal/normalMaterial.js +23 -9
  136. package/normal/normalMaterial.js.map +1 -1
  137. package/package.json +21 -254
  138. package/shadowOnly/index.js.map +1 -1
  139. package/shadowOnly/shadowOnly.fragment.d.ts +12 -12
  140. package/shadowOnly/shadowOnly.fragment.js +4 -2
  141. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  142. package/shadowOnly/shadowOnly.vertex.d.ts +14 -14
  143. package/shadowOnly/shadowOnly.vertex.js +4 -2
  144. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  145. package/shadowOnly/shadowOnlyMaterial.d.ts +10 -10
  146. package/shadowOnly/shadowOnlyMaterial.js +23 -9
  147. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  148. package/simple/index.js.map +1 -1
  149. package/simple/simple.fragment.d.ts +13 -13
  150. package/simple/simple.fragment.js +4 -2
  151. package/simple/simple.fragment.js.map +1 -1
  152. package/simple/simple.vertex.d.ts +14 -14
  153. package/simple/simple.vertex.js +4 -2
  154. package/simple/simple.vertex.js.map +1 -1
  155. package/simple/simpleMaterial.d.ts +10 -10
  156. package/simple/simpleMaterial.js +22 -8
  157. package/simple/simpleMaterial.js.map +1 -1
  158. package/sky/index.js.map +1 -1
  159. package/sky/sky.fragment.d.ts +6 -6
  160. package/sky/sky.fragment.js +4 -2
  161. package/sky/sky.fragment.js.map +1 -1
  162. package/sky/sky.vertex.d.ts +5 -5
  163. package/sky/sky.vertex.js +4 -2
  164. package/sky/sky.vertex.js.map +1 -1
  165. package/sky/skyMaterial.d.ts +11 -11
  166. package/sky/skyMaterial.js +29 -9
  167. package/sky/skyMaterial.js.map +1 -1
  168. package/terrain/index.js.map +1 -1
  169. package/terrain/terrain.fragment.d.ts +13 -13
  170. package/terrain/terrain.fragment.js +4 -2
  171. package/terrain/terrain.fragment.js.map +1 -1
  172. package/terrain/terrain.vertex.d.ts +14 -14
  173. package/terrain/terrain.vertex.js +4 -2
  174. package/terrain/terrain.vertex.js.map +1 -1
  175. package/terrain/terrainMaterial.d.ts +11 -11
  176. package/terrain/terrainMaterial.js +27 -12
  177. package/terrain/terrainMaterial.js.map +1 -1
  178. package/triPlanar/index.js.map +1 -1
  179. package/triPlanar/triPlanarMaterial.d.ts +10 -10
  180. package/triPlanar/triPlanarMaterial.js +24 -12
  181. package/triPlanar/triPlanarMaterial.js.map +1 -1
  182. package/triPlanar/triplanar.fragment.d.ts +13 -13
  183. package/triPlanar/triplanar.fragment.js +4 -2
  184. package/triPlanar/triplanar.fragment.js.map +1 -1
  185. package/triPlanar/triplanar.vertex.d.ts +14 -14
  186. package/triPlanar/triplanar.vertex.js +4 -2
  187. package/triPlanar/triplanar.vertex.js.map +1 -1
  188. package/water/index.js.map +1 -1
  189. package/water/water.fragment.d.ts +15 -15
  190. package/water/water.fragment.js +4 -2
  191. package/water/water.fragment.js.map +1 -1
  192. package/water/water.vertex.d.ts +16 -16
  193. package/water/water.vertex.js +4 -2
  194. package/water/water.vertex.js.map +1 -1
  195. package/water/waterMaterial.d.ts +14 -14
  196. package/water/waterMaterial.js +48 -20
  197. package/water/waterMaterial.js.map +1 -1
  198. package/readme.md +0 -30
@@ -1,17 +1,17 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions";
2
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
3
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions";
5
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions";
6
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
7
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration";
8
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment";
9
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass";
10
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment";
11
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
12
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility";
1
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
13
13
  /** @hidden */
14
- export declare var normalPixelShader: {
14
+ export declare const normalPixelShader: {
15
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  name: string;
16
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  shader: string;
17
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  };
@@ -1,3 +1,4 @@
1
+ // Do not edit.
1
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
3
  import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
3
4
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
@@ -11,8 +12,9 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
11
12
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
13
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
13
14
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
14
- var name = 'normalPixelShader';
15
- var shader = "precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef LIGHTING\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=baseColor.rgb;\n#endif\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
15
+ var name = "normalPixelShader";
16
+ var shader = "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse= baseColor.rgb;\n#endif\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
17
+ // Sideeffect
16
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  ShaderStore.ShadersStore[name] = shader;
17
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  /** @hidden */
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  export var normalPixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"normal.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/normal/normal.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,ovDA6EX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/helperFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/depthPrePass\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'normalPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef LIGHTING\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=baseColor.rgb;\n#endif\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"normal.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/normal/normal.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,+tDAkEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"normalPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef LIGHTING\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\n#ifdef LIGHTING\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\rfloat glossiness=0.;\r#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\r#else\nvec3 finalDiffuse= baseColor.rgb;\r#endif\nvec4 color=vec4(finalDiffuse,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const normalPixelShader = { name, shader };\n"]}
@@ -1,18 +1,18 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
2
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
3
- import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
4
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
5
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
6
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
7
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
8
- import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
9
- import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
10
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation";
11
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
12
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
13
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
1
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
14
14
  /** @hidden */
15
- export declare var normalVertexShader: {
15
+ export declare const normalVertexShader: {
16
16
  name: string;
17
17
  shader: string;
18
18
  };
@@ -1,3 +1,4 @@
1
+ // Do not edit.
1
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
3
  import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
3
4
  import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
@@ -12,8 +13,9 @@ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
13
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
14
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
14
15
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
15
- var name = 'normalVertexShader';
16
- var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
16
+ var name = "normalVertexShader";
17
+ var shader = "precision highp float;\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#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\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#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#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
18
+ // Sideeffect
17
19
  ShaderStore.ShadersStore[name] = shader;
18
20
  /** @hidden */
19
21
  export var normalVertexShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/normal/normal.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,oBAAoB,CAAC;AAChC,IAAI,MAAM,GAAG,4hDA6EZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,kBAAkB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\n\nlet name = 'normalVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var normalVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"normal.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/normal/normal.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AAEnD,IAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,IAAM,MAAM,GAAG,4gDAsEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,kBAAkB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"normalVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform mat4 diffuseMatrix;\runiform vec2 vDiffuseInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const normalVertexShader = { name, shader };\n"]}
@@ -1,13 +1,13 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { Matrix } from "@babylonjs/core/Maths/math.vector";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color";
4
- import { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';
5
- import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
6
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
7
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
8
- import { SubMesh } from "@babylonjs/core/Meshes/subMesh";
9
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
10
- import { Scene } from "@babylonjs/core/scene";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
5
+ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
6
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
+ import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
10
+ import { Scene } from "@babylonjs/core/scene.js";
11
11
  import "./normal.fragment";
12
12
  import "./normal.vertex";
13
13
  export declare class NormalMaterial extends PushMaterial {
@@ -7,10 +7,10 @@ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
7
  import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
8
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
9
  import { Scene } from "@babylonjs/core/scene.js";
10
- import { RegisterClass } from '@babylonjs/core/Misc/typeStore.js';
10
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
11
11
  import "./normal.fragment.js";
12
12
  import "./normal.vertex.js";
13
- import { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks.js';
13
+ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
14
14
  var NormalMaterialDefines = /** @class */ (function (_super) {
15
15
  __extends(NormalMaterialDefines, _super);
16
16
  function NormalMaterialDefines() {
@@ -91,10 +91,10 @@ var NormalMaterial = /** @class */ (function (_super) {
91
91
  return _this;
92
92
  }
93
93
  NormalMaterial.prototype.needAlphaBlending = function () {
94
- return (this.alpha < 1.0);
94
+ return this.alpha < 1.0;
95
95
  };
96
96
  NormalMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
97
- return this.needAlphaBlending() || (mesh.visibility < 1.0);
97
+ return this.needAlphaBlending() || mesh.visibility < 1.0;
98
98
  };
99
99
  NormalMaterial.prototype.needAlphaTesting = function () {
100
100
  return false;
@@ -172,11 +172,25 @@ var NormalMaterial = /** @class */ (function (_super) {
172
172
  MaterialHelper.PrepareAttributesForInstances(attribs, defines);
173
173
  var shaderName = "normal";
174
174
  var join = defines.toString();
175
- var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
176
- "vFogInfos", "vFogColor", "pointSize",
175
+ var uniforms = [
176
+ "world",
177
+ "view",
178
+ "viewProjection",
179
+ "vEyePosition",
180
+ "vLightsType",
181
+ "vDiffuseColor",
182
+ "vFogInfos",
183
+ "vFogColor",
184
+ "pointSize",
177
185
  "vDiffuseInfos",
178
186
  "mBones",
179
- "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "vClipPlane5", "vClipPlane6", "diffuseMatrix"
187
+ "vClipPlane",
188
+ "vClipPlane2",
189
+ "vClipPlane3",
190
+ "vClipPlane4",
191
+ "vClipPlane5",
192
+ "vClipPlane6",
193
+ "diffuseMatrix",
180
194
  ];
181
195
  var samplers = ["diffuseSampler"];
182
196
  var uniformBuffers = new Array();
@@ -185,7 +199,7 @@ var NormalMaterial = /** @class */ (function (_super) {
185
199
  uniformBuffersNames: uniformBuffers,
186
200
  samplers: samplers,
187
201
  defines: defines,
188
- maxSimultaneousLights: 4
202
+ maxSimultaneousLights: 4,
189
203
  });
190
204
  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
191
205
  attributes: attribs,
@@ -196,7 +210,7 @@ var NormalMaterial = /** @class */ (function (_super) {
196
210
  fallbacks: fallbacks,
197
211
  onCompiled: this.onCompiled,
198
212
  onError: this.onError,
199
- indexParameters: { maxSimultaneousLights: 4 }
213
+ indexParameters: { maxSimultaneousLights: 4 },
200
214
  }, engine), defines, this._materialContext);
201
215
  }
202
216
  if (!subMesh.effect || !subMesh.effect.isReady()) {
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\r\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return (this.alpha < 1.0);\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0);\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new NormalMaterialDefines();\r\n }\r\n\r\n var defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n var scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n var engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n var shaderName = \"normal\";\r\n var join = defines.toString();\r\n\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"diffuseMatrix\"\r\n ];\r\n var samplers = [\"diffuseSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n var results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);"]}
1
+ 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{ Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nclass NormalMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class NormalMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || mesh.visibility < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new NormalMaterialDefines();\r\n }\r\n\r\n const defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"normal\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"diffuseMatrix\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n 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 const scene = this.getScene();\r\n\r\n const defines = <NormalMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const 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 const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);\r\n"]}