@babylonjs/materials 5.0.0-rc.6 → 5.0.0
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 +17 -17
- package/cell/cell.fragment.js +20 -20
- package/cell/cell.vertex.d.ts +18 -18
- package/cell/cell.vertex.js +21 -21
- package/cell/cellMaterial.d.ts +37 -37
- package/cell/cellMaterial.js +304 -304
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.d.ts +1 -1
- package/cell/index.js +1 -1
- package/custom/customMaterial.d.ts +69 -69
- package/custom/customMaterial.js +216 -216
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.d.ts +2 -2
- package/custom/index.js +2 -2
- package/custom/pbrCustomMaterial.d.ts +71 -71
- package/custom/pbrCustomMaterial.js +241 -241
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.d.ts +11 -11
- package/fire/fire.fragment.js +14 -14
- package/fire/fire.vertex.d.ts +15 -15
- package/fire/fire.vertex.js +18 -18
- package/fire/fireMaterial.d.ts +38 -38
- package/fire/fireMaterial.js +342 -342
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.d.ts +1 -1
- package/fire/index.js +1 -1
- package/fur/fur.fragment.d.ts +17 -17
- package/fur/fur.fragment.js +20 -20
- package/fur/fur.vertex.d.ts +18 -18
- package/fur/fur.vertex.js +21 -21
- package/fur/furMaterial.d.ts +57 -56
- package/fur/furMaterial.js +500 -500
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.d.ts +1 -1
- package/fur/index.js +1 -1
- package/gradient/gradient.fragment.d.ts +17 -17
- package/gradient/gradient.fragment.js +20 -20
- package/gradient/gradient.vertex.d.ts +18 -18
- package/gradient/gradient.vertex.js +21 -21
- package/gradient/gradientMaterial.d.ts +37 -37
- package/gradient/gradientMaterial.js +275 -275
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.d.ts +1 -1
- package/gradient/index.js +1 -1
- package/grid/grid.fragment.d.ts +8 -8
- package/grid/grid.fragment.js +11 -11
- package/grid/grid.vertex.d.ts +9 -9
- package/grid/grid.vertex.js +12 -12
- package/grid/gridMaterial.d.ts +78 -77
- package/grid/gridMaterial.js +276 -276
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.d.ts +1 -1
- package/grid/index.js +1 -1
- package/index.d.ts +15 -15
- package/index.js +16 -15
- package/index.js.map +1 -1
- package/lava/index.d.ts +1 -1
- package/lava/index.js +1 -1
- package/lava/lava.fragment.d.ts +17 -17
- package/lava/lava.fragment.js +20 -20
- package/lava/lava.vertex.d.ts +18 -18
- package/lava/lava.vertex.js +21 -21
- package/lava/lavaMaterial.d.ts +45 -45
- package/lava/lavaMaterial.js +394 -394
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.d.ts +1 -1
- package/legacy/legacy-cell.js +13 -12
- package/legacy/legacy-cell.js.map +1 -1
- package/legacy/legacy-custom.d.ts +1 -1
- package/legacy/legacy-custom.js +13 -12
- package/legacy/legacy-custom.js.map +1 -1
- package/legacy/legacy-fire.d.ts +1 -1
- package/legacy/legacy-fire.js +13 -12
- package/legacy/legacy-fire.js.map +1 -1
- package/legacy/legacy-fur.d.ts +1 -1
- package/legacy/legacy-fur.js +13 -12
- package/legacy/legacy-fur.js.map +1 -1
- package/legacy/legacy-gradient.d.ts +1 -1
- package/legacy/legacy-gradient.js +13 -12
- package/legacy/legacy-gradient.js.map +1 -1
- package/legacy/legacy-grid.d.ts +1 -1
- package/legacy/legacy-grid.js +13 -12
- package/legacy/legacy-grid.js.map +1 -1
- package/legacy/legacy-lava.d.ts +1 -1
- package/legacy/legacy-lava.js +13 -12
- package/legacy/legacy-lava.js.map +1 -1
- package/legacy/legacy-mix.d.ts +1 -1
- package/legacy/legacy-mix.js +13 -12
- package/legacy/legacy-mix.js.map +1 -1
- package/legacy/legacy-normal.d.ts +1 -1
- package/legacy/legacy-normal.js +13 -12
- package/legacy/legacy-normal.js.map +1 -1
- package/legacy/legacy-shadowOnly.d.ts +1 -1
- package/legacy/legacy-shadowOnly.js +13 -12
- package/legacy/legacy-shadowOnly.js.map +1 -1
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js +13 -12
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js +13 -12
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js +13 -12
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js +13 -12
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js +13 -12
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +16 -15
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/mix/index.d.ts +1 -1
- package/mix/index.js +1 -1
- package/mix/mix.fragment.d.ts +17 -17
- package/mix/mix.fragment.js +20 -20
- package/mix/mix.vertex.d.ts +18 -18
- package/mix/mix.vertex.js +21 -21
- package/mix/mixMaterial.d.ts +65 -65
- package/mix/mixMaterial.js +510 -510
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.d.ts +1 -1
- package/normal/index.js +1 -1
- package/normal/normal.fragment.d.ts +17 -17
- package/normal/normal.fragment.js +20 -20
- package/normal/normal.vertex.d.ts +18 -18
- package/normal/normal.vertex.js +21 -21
- package/normal/normalMaterial.d.ts +36 -36
- package/normal/normalMaterial.js +336 -336
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +24 -5
- package/shadowOnly/index.d.ts +1 -1
- package/shadowOnly/index.js +1 -1
- package/shadowOnly/shadowOnly.fragment.d.ts +16 -16
- package/shadowOnly/shadowOnly.fragment.js +19 -19
- package/shadowOnly/shadowOnly.vertex.d.ts +18 -18
- package/shadowOnly/shadowOnly.vertex.js +21 -21
- package/shadowOnly/shadowOnlyMaterial.d.ts +30 -30
- package/shadowOnly/shadowOnlyMaterial.js +254 -254
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.d.ts +1 -1
- package/simple/index.js +1 -1
- package/simple/simple.fragment.d.ts +17 -17
- package/simple/simple.fragment.js +20 -20
- package/simple/simple.vertex.d.ts +18 -18
- package/simple/simple.vertex.js +21 -21
- package/simple/simpleMaterial.d.ts +35 -35
- package/simple/simpleMaterial.js +295 -295
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.d.ts +1 -1
- package/sky/index.js +1 -1
- package/sky/sky.fragment.d.ts +10 -10
- package/sky/sky.fragment.js +13 -13
- package/sky/sky.vertex.d.ts +9 -9
- package/sky/sky.vertex.js +12 -12
- package/sky/skyMaterial.d.ts +147 -146
- package/sky/skyMaterial.js +359 -359
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.d.ts +1 -1
- package/terrain/index.js +1 -1
- package/terrain/terrain.fragment.d.ts +17 -17
- package/terrain/terrain.fragment.js +20 -20
- package/terrain/terrain.vertex.d.ts +18 -18
- package/terrain/terrain.vertex.js +21 -21
- package/terrain/terrainMaterial.d.ts +50 -50
- package/terrain/terrainMaterial.js +426 -426
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.d.ts +1 -1
- package/triPlanar/index.js +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +49 -49
- package/triPlanar/triPlanarMaterial.js +403 -403
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.d.ts +17 -17
- package/triPlanar/triplanar.fragment.js +20 -20
- package/triPlanar/triplanar.vertex.d.ts +18 -18
- package/triPlanar/triplanar.vertex.js +21 -21
- package/water/index.d.ts +1 -1
- package/water/index.js +1 -1
- package/water/water.fragment.d.ts +19 -19
- package/water/water.fragment.js +22 -22
- package/water/water.vertex.d.ts +20 -20
- package/water/water.vertex.js +23 -23
- package/water/waterMaterial.d.ts +135 -135
- package/water/waterMaterial.js +736 -736
- package/water/waterMaterial.js.map +1 -1
package/fur/furMaterial.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\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 { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>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 if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n 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 // Legacy browser patch\r\n const shaderName = \"fur\";\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 \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\"];\r\n\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\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 },\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 = <FurMaterialDefines>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 (scene.getCachedMaterial() !== this) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n 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 if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}
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1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport type { 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 type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>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 if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n 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 // Legacy browser patch\r\n const shaderName = \"fur\";\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 \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\"];\r\n\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\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 },\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 = <FurMaterialDefines>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 (scene.getCachedMaterial() !== this) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n 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 if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i) as Mesh;\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}
|
package/fur/index.d.ts
CHANGED
@@ -1 +1 @@
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1
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-
export * from "./furMaterial";
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1
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+
export * from "./furMaterial";
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package/fur/index.js
CHANGED
@@ -1,2 +1,2 @@
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1
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-
export * from "./furMaterial.js";
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export * from "./furMaterial.js";
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2
2
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//# sourceMappingURL=index.js.map
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@@ -1,17 +1,17 @@
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1
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-
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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2
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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3
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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4
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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5
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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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9
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
|
10
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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";
|
13
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-
/** @hidden */
|
14
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export declare const gradientPixelShader: {
|
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-
name: string;
|
16
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shader: string;
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-
};
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1
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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";
|
7
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
|
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
|
9
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+
import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
|
10
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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 const gradientPixelShader: {
|
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+
name: string;
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shader: string;
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};
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@@ -1,21 +1,21 @@
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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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var shader = "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\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#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);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\nvec3 diffuseColor=baseColor.rgb;\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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export var gradientPixelShader = { name: name, shader: shader };
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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/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 = "gradientPixelShader";
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var shader = "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\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#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);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\nvec3 diffuseColor=baseColor.rgb;\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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/** @hidden */
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export var gradientPixelShader = { name: name, shader: shader };
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//# sourceMappingURL=gradient.fragment.js.map
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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/** @hidden */
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export declare const gradientVertexShader: {
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name: string;
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shader: string;
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};
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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/** @hidden */
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export declare const gradientVertexShader: {
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name: string;
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shader: string;
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};
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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/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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var name = "gradientVertexShader";
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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 POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\nvPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\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";
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/** @hidden */
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export var gradientVertexShader = { name: name, shader: shader };
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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var name = "gradientVertexShader";
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var shader = "precision highp float;\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 POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\nvPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\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";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var gradientVertexShader = { name: name, shader: shader };
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//# sourceMappingURL=gradient.vertex.js.map
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@@ -1,37 +1,37 @@
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import { Nullable } from "@babylonjs/core/types.js";
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import { Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import "./gradient.fragment";
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import "./gradient.vertex";
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export declare class GradientMaterial extends PushMaterial {
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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topColor: Color3;
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topColorAlpha: number;
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bottomColor: Color3;
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bottomColorAlpha: number;
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offset: number;
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scale: number;
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smoothness: number;
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private _disableLighting;
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disableLighting: boolean;
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constructor(name: string, scene?: Scene);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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getAnimatables(): IAnimatable[];
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dispose(forceDisposeEffect?: boolean): void;
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clone(name: string): GradientMaterial;
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serialize(): any;
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getClassName(): string;
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static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
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}
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import "./gradient.fragment";
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import "./gradient.vertex";
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export declare class GradientMaterial extends PushMaterial {
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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topColor: Color3;
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topColorAlpha: number;
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bottomColor: Color3;
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bottomColorAlpha: number;
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offset: number;
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scale: number;
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smoothness: number;
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private _disableLighting;
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disableLighting: boolean;
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constructor(name: string, scene?: Scene);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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getAnimatables(): IAnimatable[];
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dispose(forceDisposeEffect?: boolean): void;
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clone(name: string): GradientMaterial;
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serialize(): any;
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getClassName(): string;
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static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
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}
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