@babylonjs/materials 5.0.0-rc.2 → 5.0.0-rc.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.d.ts +13 -13
- package/cell/cell.fragment.js +4 -2
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.d.ts +14 -14
- package/cell/cell.vertex.js +4 -2
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.d.ts +10 -10
- package/cell/cellMaterial.js +22 -8
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js.map +1 -1
- package/custom/customMaterial.d.ts +6 -6
- package/custom/customMaterial.js +27 -29
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js.map +1 -1
- package/custom/pbrCustomMaterial.d.ts +7 -7
- package/custom/pbrCustomMaterial.js +30 -32
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.d.ts +7 -7
- package/fire/fire.fragment.js +4 -2
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.d.ts +11 -11
- package/fire/fire.vertex.js +4 -2
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.d.ts +10 -10
- package/fire/fireMaterial.js +26 -11
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.js.map +1 -1
- package/fur/fur.fragment.d.ts +13 -13
- package/fur/fur.fragment.js +4 -2
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.d.ts +14 -14
- package/fur/fur.vertex.js +4 -2
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.d.ts +11 -11
- package/fur/furMaterial.js +33 -13
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.js.map +1 -1
- package/gradient/gradient.fragment.d.ts +13 -13
- package/gradient/gradient.fragment.js +4 -2
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.d.ts +14 -14
- package/gradient/gradient.vertex.js +4 -2
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.d.ts +10 -10
- package/gradient/gradientMaterial.js +25 -9
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js.map +1 -1
- package/grid/grid.fragment.d.ts +4 -4
- package/grid/grid.fragment.js +4 -2
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.d.ts +5 -5
- package/grid/grid.vertex.js +4 -2
- package/grid/grid.vertex.js.map +1 -1
- package/grid/gridMaterial.d.ts +9 -9
- package/grid/gridMaterial.js +21 -6
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.js.map +1 -1
- package/index.js.map +1 -1
- package/lava/index.js.map +1 -1
- package/lava/lava.fragment.d.ts +13 -13
- package/lava/lava.fragment.js +4 -2
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.d.ts +14 -14
- package/lava/lava.vertex.js +4 -2
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.d.ts +10 -10
- package/lava/lavaMaterial.js +30 -14
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.d.ts +1 -1
- package/legacy/legacy-cell.js +3 -3
- package/legacy/legacy-cell.js.map +1 -1
- package/legacy/legacy-custom.d.ts +1 -1
- package/legacy/legacy-custom.js +3 -3
- package/legacy/legacy-custom.js.map +1 -1
- package/legacy/legacy-fire.d.ts +1 -1
- package/legacy/legacy-fire.js +3 -3
- package/legacy/legacy-fire.js.map +1 -1
- package/legacy/legacy-fur.d.ts +1 -1
- package/legacy/legacy-fur.js +3 -3
- package/legacy/legacy-fur.js.map +1 -1
- package/legacy/legacy-gradient.d.ts +1 -1
- package/legacy/legacy-gradient.js +3 -3
- package/legacy/legacy-gradient.js.map +1 -1
- package/legacy/legacy-grid.d.ts +1 -1
- package/legacy/legacy-grid.js +3 -3
- package/legacy/legacy-grid.js.map +1 -1
- package/legacy/legacy-lava.d.ts +1 -1
- package/legacy/legacy-lava.js +3 -3
- package/legacy/legacy-lava.js.map +1 -1
- package/legacy/legacy-mix.d.ts +1 -1
- package/legacy/legacy-mix.js +3 -3
- package/legacy/legacy-mix.js.map +1 -1
- package/legacy/legacy-normal.d.ts +1 -1
- package/legacy/legacy-normal.js +3 -3
- package/legacy/legacy-normal.js.map +1 -1
- package/legacy/legacy-shadowOnly.d.ts +1 -1
- package/legacy/legacy-shadowOnly.js +3 -3
- package/legacy/legacy-shadowOnly.js.map +1 -1
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +3 -3
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +3 -3
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +3 -3
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +3 -3
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +3 -3
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -3
- package/legacy/legacy.js.map +1 -1
- package/mix/index.js.map +1 -1
- package/mix/mix.fragment.d.ts +13 -13
- package/mix/mix.fragment.js +4 -2
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.d.ts +14 -14
- package/mix/mix.vertex.js +4 -2
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.d.ts +11 -11
- package/mix/mixMaterial.js +40 -13
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.js.map +1 -1
- package/normal/normal.fragment.d.ts +13 -13
- package/normal/normal.fragment.js +4 -2
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.d.ts +14 -14
- package/normal/normal.vertex.js +4 -2
- package/normal/normal.vertex.js.map +1 -1
- package/normal/normalMaterial.d.ts +10 -10
- package/normal/normalMaterial.js +23 -9
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +22 -254
- package/readme.md +2 -2
- package/shadowOnly/index.js.map +1 -1
- package/shadowOnly/shadowOnly.fragment.d.ts +12 -12
- package/shadowOnly/shadowOnly.fragment.js +4 -2
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.d.ts +14 -14
- package/shadowOnly/shadowOnly.vertex.js +4 -2
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.d.ts +10 -10
- package/shadowOnly/shadowOnlyMaterial.js +23 -9
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.js.map +1 -1
- package/simple/simple.fragment.d.ts +13 -13
- package/simple/simple.fragment.js +4 -2
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.d.ts +14 -14
- package/simple/simple.vertex.js +4 -2
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.d.ts +10 -10
- package/simple/simpleMaterial.js +22 -8
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.js.map +1 -1
- package/sky/sky.fragment.d.ts +6 -6
- package/sky/sky.fragment.js +4 -2
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.d.ts +5 -5
- package/sky/sky.vertex.js +4 -2
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.d.ts +13 -14
- package/sky/skyMaterial.js +31 -12
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.js.map +1 -1
- package/terrain/terrain.fragment.d.ts +13 -13
- package/terrain/terrain.fragment.js +4 -2
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.d.ts +14 -14
- package/terrain/terrain.vertex.js +4 -2
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.d.ts +11 -11
- package/terrain/terrainMaterial.js +27 -12
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js.map +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +10 -10
- package/triPlanar/triPlanarMaterial.js +24 -12
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.d.ts +13 -13
- package/triPlanar/triplanar.fragment.js +4 -2
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.d.ts +14 -14
- package/triPlanar/triplanar.vertex.js +4 -2
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/index.js.map +1 -1
- package/water/water.fragment.d.ts +15 -15
- package/water/water.fragment.js +4 -2
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.d.ts +16 -16
- package/water/water.vertex.js +4 -2
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.d.ts +17 -14
- package/water/waterMaterial.js +51 -20
- package/water/waterMaterial.js.map +1 -1
package/cell/cell.fragment.d.ts
CHANGED
@@ -1,17 +1,17 @@
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment";
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility";
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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/** @hidden */
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export declare
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export declare const cellPixelShader: {
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name: string;
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shader: string;
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};
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package/cell/cell.fragment.js
CHANGED
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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@@ -11,8 +12,9 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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var name =
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var shader = "precision highp float;\
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var name = "cellPixelShader";
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var shader = "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{\ndiffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;\nif (info.ndl<0.5)\nlevel=0.5;\ndiffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];\nToonThresholds[0]=0.95;\nToonThresholds[1]=0.5;\nToonThresholds[2]=0.2;\nToonThresholds[3]=0.03;\nfloat ToonBrightnessLevels[5];\nToonBrightnessLevels[0]=1.0;\nToonBrightnessLevels[1]=0.8;\nToonBrightnessLevels[2]=0.6;\nToonBrightnessLevels[3]=0.35;\nToonBrightnessLevels[4]=0.2;\nif (info.ndl>ToonThresholds[0])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[0];\n}\nelse if (info.ndl>ToonThresholds[1])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[1];\n}\nelse if (info.ndl>ToonThresholds[2])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[2];\n}\nelse if (info.ndl>ToonThresholds[3])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[3];\n}\nelse\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[4];\n}\n#endif\nreturn max(diffuseBase,vec3(0.2));\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\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 VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nlightingInfo info;\nvec3 diffuseBase=vec3(0.,0.,0.);\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var cellPixelShader = { name: name, shader: shader };
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,+lFA2Gb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,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 = \"cellPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\r{\rdiffuseBase=info.diffuse*shadow;\r#ifdef CELLBASIC\nfloat level=1.0;\rif (info.ndl<0.5)\rlevel=0.5;\rdiffuseBase.rgb*vec3(level,level,level);\r#else\nfloat ToonThresholds[4];\rToonThresholds[0]=0.95;\rToonThresholds[1]=0.5;\rToonThresholds[2]=0.2;\rToonThresholds[3]=0.03;\rfloat ToonBrightnessLevels[5];\rToonBrightnessLevels[0]=1.0;\rToonBrightnessLevels[1]=0.8;\rToonBrightnessLevels[2]=0.6;\rToonBrightnessLevels[3]=0.35;\rToonBrightnessLevels[4]=0.2;\rif (info.ndl>ToonThresholds[0])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[0];\r}\relse if (info.ndl>ToonThresholds[1])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[1];\r}\relse if (info.ndl>ToonThresholds[2])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[2];\r}\relse if (info.ndl>ToonThresholds[3])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[3];\r}\relse\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[4];\r}\r#endif\nreturn max(diffuseBase,vec3(0.2));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\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 VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nlightingInfo info;\rvec3 diffuseBase=vec3(0.,0.,0.);\rfloat shadow=1.;\rfloat glossiness=0.;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 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 cellPixelShader = { name, shader };\n"]}
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package/cell/cell.vertex.d.ts
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
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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
|
15
|
+
export declare const cellVertexShader: {
|
16
16
|
name: string;
|
17
17
|
shader: string;
|
18
18
|
};
|
package/cell/cell.vertex.js
CHANGED
@@ -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 =
|
16
|
-
var shader = "precision highp float;\
|
16
|
+
var name = "cellVertexShader";
|
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#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#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 VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\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 cellVertexShader = { name: name, shader: shader };
|
package/cell/cell.vertex.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["
|
1
|
+
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/cell.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,kBAAkB,CAAC;AAChC,IAAM,MAAM,GAAG,grDA8Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,gBAAgB,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 = \"cellVertexShader\";\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#ifdef VERTEXCOLOR\nvarying vec4 vColor;\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 VERTEXCOLOR\nvColor=color;\r#elif INSTANCESCOLOR\nvColor=instanceColor;\r#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const cellVertexShader = { name, shader };\n"]}
|
package/cell/cellMaterial.d.ts
CHANGED
@@ -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 { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture";
|
5
|
-
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial";
|
6
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
|
7
|
-
import { SubMesh } from "@babylonjs/core/Meshes/subMesh";
|
8
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
9
|
-
import { Scene } from "@babylonjs/core/scene";
|
10
|
-
import { IAnimatable } from
|
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 { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
5
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
6
|
+
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
7
|
+
import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
8
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
9
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
10
|
+
import { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
11
11
|
import "./cell.fragment";
|
12
12
|
import "./cell.vertex";
|
13
13
|
export declare class CellMaterial extends PushMaterial {
|
package/cell/cellMaterial.js
CHANGED
@@ -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
|
10
|
+
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
11
11
|
import "./cell.fragment.js";
|
12
12
|
import "./cell.vertex.js";
|
13
|
-
import { EffectFallbacks } from
|
13
|
+
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
14
14
|
var CellMaterialDefines = /** @class */ (function (_super) {
|
15
15
|
__extends(CellMaterialDefines, _super);
|
16
16
|
function CellMaterialDefines() {
|
@@ -56,7 +56,7 @@ var CellMaterial = /** @class */ (function (_super) {
|
|
56
56
|
return _this;
|
57
57
|
}
|
58
58
|
CellMaterial.prototype.needAlphaBlending = function () {
|
59
|
-
return
|
59
|
+
return this.alpha < 1.0;
|
60
60
|
};
|
61
61
|
CellMaterial.prototype.needAlphaTesting = function () {
|
62
62
|
return false;
|
@@ -137,11 +137,25 @@ var CellMaterial = /** @class */ (function (_super) {
|
|
137
137
|
MaterialHelper.PrepareAttributesForInstances(attribs, defines);
|
138
138
|
var shaderName = "cell";
|
139
139
|
var join = defines.toString();
|
140
|
-
var uniforms = [
|
141
|
-
"
|
140
|
+
var uniforms = [
|
141
|
+
"world",
|
142
|
+
"view",
|
143
|
+
"viewProjection",
|
144
|
+
"vEyePosition",
|
145
|
+
"vLightsType",
|
146
|
+
"vDiffuseColor",
|
147
|
+
"vFogInfos",
|
148
|
+
"vFogColor",
|
149
|
+
"pointSize",
|
142
150
|
"vDiffuseInfos",
|
143
151
|
"mBones",
|
144
|
-
"vClipPlane",
|
152
|
+
"vClipPlane",
|
153
|
+
"vClipPlane2",
|
154
|
+
"vClipPlane3",
|
155
|
+
"vClipPlane4",
|
156
|
+
"vClipPlane5",
|
157
|
+
"vClipPlane6",
|
158
|
+
"diffuseMatrix",
|
145
159
|
];
|
146
160
|
var samplers = ["diffuseSampler"];
|
147
161
|
var uniformBuffers = new Array();
|
@@ -150,7 +164,7 @@ var CellMaterial = /** @class */ (function (_super) {
|
|
150
164
|
uniformBuffersNames: uniformBuffers,
|
151
165
|
samplers: samplers,
|
152
166
|
defines: defines,
|
153
|
-
maxSimultaneousLights: this.maxSimultaneousLights
|
167
|
+
maxSimultaneousLights: this.maxSimultaneousLights,
|
154
168
|
});
|
155
169
|
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
|
156
170
|
attributes: attribs,
|
@@ -161,7 +175,7 @@ var CellMaterial = /** @class */ (function (_super) {
|
|
161
175
|
fallbacks: fallbacks,
|
162
176
|
onCompiled: this.onCompiled,
|
163
177
|
onError: this.onError,
|
164
|
-
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights - 1 }
|
178
|
+
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights - 1 },
|
165
179
|
}, engine), defines, this._materialContext);
|
166
180
|
}
|
167
181
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
package/cell/cellMaterial.js.map
CHANGED
@@ -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 { 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"]}
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { 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 { 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\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"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 const defines = <CellMaterialDefines>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 // 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 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, 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 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 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 const shaderName = \"cell\";\r\n const join = defines.toString();\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: this.maxSimultaneousLights,\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: this.maxSimultaneousLights - 1 },\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 = <CellMaterialDefines>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\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 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 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 const 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"]}
|
package/cell/index.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/cell/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./cellMaterial\";\r\n"]}
|
@@ -1,9 +1,9 @@
|
|
1
|
-
import { Texture } from "@babylonjs/core/Materials/Textures/texture";
|
2
|
-
import { Effect } from "@babylonjs/core/Materials/effect";
|
3
|
-
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines";
|
4
|
-
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
|
5
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
6
|
-
import { Scene } from "@babylonjs/core/scene";
|
1
|
+
import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
|
2
|
+
import { Effect } from "@babylonjs/core/Materials/effect.js";
|
3
|
+
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
4
|
+
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
5
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
6
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
7
7
|
export declare class CustomShaderStructure {
|
8
8
|
FragmentStore: string;
|
9
9
|
VertexStore: string;
|
package/custom/customMaterial.js
CHANGED
@@ -1,7 +1,7 @@
|
|
1
1
|
import { __extends } from "tslib";
|
2
2
|
import { Effect } from "@babylonjs/core/Materials/effect.js";
|
3
3
|
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
4
|
-
import { RegisterClass } from
|
4
|
+
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
5
5
|
var CustomShaderStructure = /** @class */ (function () {
|
6
6
|
function CustomShaderStructure() {
|
7
7
|
}
|
@@ -27,28 +27,28 @@ var CustomMaterial = /** @class */ (function (_super) {
|
|
27
27
|
CustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
|
28
28
|
if (this._newUniformInstances) {
|
29
29
|
for (var el in this._newUniformInstances) {
|
30
|
-
var ea = el.toString().split(
|
31
|
-
if (ea[0] ==
|
30
|
+
var ea = el.toString().split("-");
|
31
|
+
if (ea[0] == "vec2") {
|
32
32
|
effect.setVector2(ea[1], this._newUniformInstances[el]);
|
33
33
|
}
|
34
|
-
else if (ea[0] ==
|
34
|
+
else if (ea[0] == "vec3") {
|
35
35
|
effect.setVector3(ea[1], this._newUniformInstances[el]);
|
36
36
|
}
|
37
|
-
else if (ea[0] ==
|
37
|
+
else if (ea[0] == "vec4") {
|
38
38
|
effect.setVector4(ea[1], this._newUniformInstances[el]);
|
39
39
|
}
|
40
|
-
else if (ea[0] ==
|
40
|
+
else if (ea[0] == "mat4") {
|
41
41
|
effect.setMatrix(ea[1], this._newUniformInstances[el]);
|
42
42
|
}
|
43
|
-
else if (ea[0] ==
|
43
|
+
else if (ea[0] == "float") {
|
44
44
|
effect.setFloat(ea[1], this._newUniformInstances[el]);
|
45
45
|
}
|
46
46
|
}
|
47
47
|
}
|
48
48
|
if (this._newSamplerInstances) {
|
49
49
|
for (var el in this._newSamplerInstances) {
|
50
|
-
var ea = el.toString().split(
|
51
|
-
if (ea[0] ==
|
50
|
+
var ea = el.toString().split("-");
|
51
|
+
if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
|
52
52
|
effect.setTexture(ea[1], this._newSamplerInstances[el]);
|
53
53
|
}
|
54
54
|
}
|
@@ -57,14 +57,14 @@ var CustomMaterial = /** @class */ (function (_super) {
|
|
57
57
|
CustomMaterial.prototype.ReviewUniform = function (name, arr) {
|
58
58
|
if (name == "uniform" && this._newUniforms) {
|
59
59
|
for (var ind = 0; ind < this._newUniforms.length; ind++) {
|
60
|
-
if (this._customUniform[ind].indexOf(
|
60
|
+
if (this._customUniform[ind].indexOf("sampler") == -1) {
|
61
61
|
arr.push(this._newUniforms[ind]);
|
62
62
|
}
|
63
63
|
}
|
64
64
|
}
|
65
65
|
if (name == "sampler" && this._newUniforms) {
|
66
66
|
for (var ind = 0; ind < this._newUniforms.length; ind++) {
|
67
|
-
if (this._customUniform[ind].indexOf(
|
67
|
+
if (this._customUniform[ind].indexOf("sampler") != -1) {
|
68
68
|
arr.push(this._newUniforms[ind]);
|
69
69
|
}
|
70
70
|
}
|
@@ -95,27 +95,25 @@ var CustomMaterial = /** @class */ (function (_super) {
|
|
95
95
|
}
|
96
96
|
catch (e) { }
|
97
97
|
};
|
98
|
-
Effect.ShadersStore[name + "VertexShader"] = this.VertexShader
|
99
|
-
.replace(
|
100
|
-
.replace(
|
101
|
-
.replace(
|
102
|
-
.replace(
|
103
|
-
.replace(
|
104
|
-
.replace('#define CUSTOM_VERTEX_MAIN_END', (this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : ""));
|
98
|
+
Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
|
99
|
+
.replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
|
100
|
+
.replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
|
101
|
+
.replace("#define CUSTOM_VERTEX_UPDATE_POSITION", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : "")
|
102
|
+
.replace("#define CUSTOM_VERTEX_UPDATE_NORMAL", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : "")
|
103
|
+
.replace("#define CUSTOM_VERTEX_MAIN_END", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : "");
|
105
104
|
if (this.CustomParts.Vertex_After_WorldPosComputed) {
|
106
|
-
Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace(
|
105
|
+
Effect.ShadersStore[name + "VertexShader"] = Effect.ShadersStore[name + "VertexShader"].replace("#define CUSTOM_VERTEX_UPDATE_WORLDPOS", this.CustomParts.Vertex_After_WorldPosComputed);
|
107
106
|
}
|
108
|
-
Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader
|
109
|
-
.replace(
|
110
|
-
.replace(
|
111
|
-
.replace(
|
112
|
-
.replace(
|
113
|
-
.replace(
|
114
|
-
.replace(
|
115
|
-
.replace(
|
116
|
-
.replace('#define CUSTOM_FRAGMENT_MAIN_END', (this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : ""));
|
107
|
+
Effect.ShadersStore[name + "PixelShader"] = this.FragmentShader.replace("#define CUSTOM_FRAGMENT_BEGIN", this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : "")
|
108
|
+
.replace("#define CUSTOM_FRAGMENT_MAIN_BEGIN", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : "")
|
109
|
+
.replace("#define CUSTOM_FRAGMENT_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : ""))
|
110
|
+
.replace("#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : "")
|
111
|
+
.replace("#define CUSTOM_FRAGMENT_UPDATE_ALPHA", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : "")
|
112
|
+
.replace("#define CUSTOM_FRAGMENT_BEFORE_LIGHTS", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : "")
|
113
|
+
.replace("#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : "")
|
114
|
+
.replace("#define CUSTOM_FRAGMENT_MAIN_END", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : "");
|
117
115
|
if (this.CustomParts.Fragment_Before_Fog) {
|
118
|
-
Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace(
|
116
|
+
Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
|
119
117
|
}
|
120
118
|
this._isCreatedShader = true;
|
121
119
|
this._createdShaderName = name;
|