@babylonjs/materials 5.20.0 → 5.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (121) hide show
  1. package/cell/cell.fragment.js +14 -2
  2. package/cell/cell.fragment.js.map +1 -1
  3. package/cell/cell.vertex.js +45 -3
  4. package/cell/cell.vertex.js.map +1 -1
  5. package/cell/cellMaterial.js +112 -120
  6. package/cell/cellMaterial.js.map +1 -1
  7. package/custom/customMaterial.js +69 -81
  8. package/custom/customMaterial.js.map +1 -1
  9. package/custom/pbrCustomMaterial.js +80 -89
  10. package/custom/pbrCustomMaterial.js.map +1 -1
  11. package/fire/fire.fragment.js +44 -3
  12. package/fire/fire.fragment.js.map +1 -1
  13. package/fire/fire.vertex.js +54 -3
  14. package/fire/fire.vertex.js.map +1 -1
  15. package/fire/fireMaterial.js +101 -109
  16. package/fire/fireMaterial.js.map +1 -1
  17. package/fur/fur.fragment.js +67 -3
  18. package/fur/fur.fragment.js.map +1 -1
  19. package/fur/fur.vertex.js +97 -3
  20. package/fur/fur.vertex.js.map +1 -1
  21. package/fur/furMaterial.js +181 -193
  22. package/fur/furMaterial.js.map +1 -1
  23. package/gradient/gradient.fragment.js +36 -3
  24. package/gradient/gradient.fragment.js.map +1 -1
  25. package/gradient/gradient.vertex.js +41 -3
  26. package/gradient/gradient.vertex.js.map +1 -1
  27. package/gradient/gradientMaterial.js +113 -121
  28. package/gradient/gradientMaterial.js.map +1 -1
  29. package/grid/grid.fragment.js +8 -2
  30. package/grid/grid.fragment.js.map +1 -1
  31. package/grid/grid.vertex.js +22 -3
  32. package/grid/grid.vertex.js.map +1 -1
  33. package/grid/gridMaterial.js +93 -101
  34. package/grid/gridMaterial.js.map +1 -1
  35. package/lava/lava.fragment.js +62 -3
  36. package/lava/lava.fragment.js.map +1 -1
  37. package/lava/lava.vertex.js +84 -3
  38. package/lava/lava.vertex.js.map +1 -1
  39. package/lava/lavaMaterial.js +175 -183
  40. package/lava/lavaMaterial.js.map +1 -1
  41. package/legacy/legacy-cell.js +2 -2
  42. package/legacy/legacy-cell.js.map +1 -1
  43. package/legacy/legacy-custom.js +2 -2
  44. package/legacy/legacy-custom.js.map +1 -1
  45. package/legacy/legacy-fire.js +2 -2
  46. package/legacy/legacy-fire.js.map +1 -1
  47. package/legacy/legacy-fur.js +2 -2
  48. package/legacy/legacy-fur.js.map +1 -1
  49. package/legacy/legacy-gradient.js +2 -2
  50. package/legacy/legacy-gradient.js.map +1 -1
  51. package/legacy/legacy-grid.js +2 -2
  52. package/legacy/legacy-grid.js.map +1 -1
  53. package/legacy/legacy-lava.js +2 -2
  54. package/legacy/legacy-lava.js.map +1 -1
  55. package/legacy/legacy-mix.js +2 -2
  56. package/legacy/legacy-mix.js.map +1 -1
  57. package/legacy/legacy-normal.js +2 -2
  58. package/legacy/legacy-normal.js.map +1 -1
  59. package/legacy/legacy-shadowOnly.js +2 -2
  60. package/legacy/legacy-shadowOnly.js.map +1 -1
  61. package/legacy/legacy-simple.js +2 -2
  62. package/legacy/legacy-simple.js.map +1 -1
  63. package/legacy/legacy-sky.js +2 -2
  64. package/legacy/legacy-sky.js.map +1 -1
  65. package/legacy/legacy-terrain.js +2 -2
  66. package/legacy/legacy-terrain.js.map +1 -1
  67. package/legacy/legacy-triPlanar.js +2 -2
  68. package/legacy/legacy-triPlanar.js.map +1 -1
  69. package/legacy/legacy-water.js +2 -2
  70. package/legacy/legacy-water.js.map +1 -1
  71. package/legacy/legacy.js +2 -2
  72. package/legacy/legacy.js.map +1 -1
  73. package/mix/mix.fragment.js +33 -2
  74. package/mix/mix.fragment.js.map +1 -1
  75. package/mix/mix.vertex.js +67 -3
  76. package/mix/mix.vertex.js.map +1 -1
  77. package/mix/mixMaterial.js +166 -174
  78. package/mix/mixMaterial.js.map +1 -1
  79. package/normal/normal.fragment.js +41 -3
  80. package/normal/normal.fragment.js.map +1 -1
  81. package/normal/normal.vertex.js +42 -3
  82. package/normal/normal.vertex.js.map +1 -1
  83. package/normal/normalMaterial.js +143 -151
  84. package/normal/normalMaterial.js.map +1 -1
  85. package/package.json +3 -6
  86. package/shadowOnly/shadowOnly.fragment.js +21 -3
  87. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  88. package/shadowOnly/shadowOnly.vertex.js +30 -3
  89. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  90. package/shadowOnly/shadowOnlyMaterial.js +73 -89
  91. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  92. package/simple/simple.fragment.js +36 -3
  93. package/simple/simple.fragment.js.map +1 -1
  94. package/simple/simple.vertex.js +45 -3
  95. package/simple/simple.vertex.js.map +1 -1
  96. package/simple/simpleMaterial.js +102 -110
  97. package/simple/simpleMaterial.js.map +1 -1
  98. package/sky/sky.fragment.js +17 -3
  99. package/sky/sky.fragment.js.map +1 -1
  100. package/sky/sky.vertex.js +20 -3
  101. package/sky/sky.vertex.js.map +1 -1
  102. package/sky/skyMaterial.js +111 -119
  103. package/sky/skyMaterial.js.map +1 -1
  104. package/terrain/terrain.fragment.js +36 -2
  105. package/terrain/terrain.fragment.js.map +1 -1
  106. package/terrain/terrain.vertex.js +67 -3
  107. package/terrain/terrain.vertex.js.map +1 -1
  108. package/terrain/terrainMaterial.js +148 -156
  109. package/terrain/terrainMaterial.js.map +1 -1
  110. package/triPlanar/triPlanarMaterial.js +157 -165
  111. package/triPlanar/triPlanarMaterial.js.map +1 -1
  112. package/triPlanar/triplanar.fragment.js +64 -3
  113. package/triPlanar/triplanar.fragment.js.map +1 -1
  114. package/triPlanar/triplanar.vertex.js +45 -3
  115. package/triPlanar/triplanar.vertex.js.map +1 -1
  116. package/water/water.fragment.js +83 -3
  117. package/water/water.fragment.js.map +1 -1
  118. package/water/water.vertex.js +56 -3
  119. package/water/water.vertex.js.map +1 -1
  120. package/water/waterMaterial.js +284 -313
  121. package/water/waterMaterial.js.map +1 -1
@@ -1,33 +1,24 @@
1
- import { __extends } from "tslib";
2
1
  import { Effect } from "@babylonjs/core/Materials/effect.js";
3
2
  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
4
3
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
5
- var CustomShaderStructure = /** @class */ (function () {
6
- function CustomShaderStructure() {
7
- }
8
- return CustomShaderStructure;
9
- }());
10
- export { CustomShaderStructure };
11
- var ShaderSpecialParts = /** @class */ (function () {
12
- function ShaderSpecialParts() {
13
- }
14
- return ShaderSpecialParts;
15
- }());
16
- export { ShaderSpecialParts };
17
- var CustomMaterial = /** @class */ (function (_super) {
18
- __extends(CustomMaterial, _super);
19
- function CustomMaterial(name, scene) {
20
- var _this = _super.call(this, name, scene) || this;
21
- _this.CustomParts = new ShaderSpecialParts();
22
- _this.customShaderNameResolve = _this.Builder;
23
- _this.FragmentShader = Effect.ShadersStore["defaultPixelShader"];
24
- _this.VertexShader = Effect.ShadersStore["defaultVertexShader"];
25
- return _this;
26
- }
27
- CustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
4
+ export class CustomShaderStructure {
5
+ constructor() { }
6
+ }
7
+ export class ShaderSpecialParts {
8
+ constructor() { }
9
+ }
10
+ export class CustomMaterial extends StandardMaterial {
11
+ constructor(name, scene) {
12
+ super(name, scene);
13
+ this.CustomParts = new ShaderSpecialParts();
14
+ this.customShaderNameResolve = this.Builder;
15
+ this.FragmentShader = Effect.ShadersStore["defaultPixelShader"];
16
+ this.VertexShader = Effect.ShadersStore["defaultVertexShader"];
17
+ }
18
+ AttachAfterBind(mesh, effect) {
28
19
  if (this._newUniformInstances) {
29
- for (var el in this._newUniformInstances) {
30
- var ea = el.toString().split("-");
20
+ for (const el in this._newUniformInstances) {
21
+ const ea = el.toString().split("-");
31
22
  if (ea[0] == "vec2") {
32
23
  effect.setVector2(ea[1], this._newUniformInstances[el]);
33
24
  }
@@ -46,35 +37,34 @@ var CustomMaterial = /** @class */ (function (_super) {
46
37
  }
47
38
  }
48
39
  if (this._newSamplerInstances) {
49
- for (var el in this._newSamplerInstances) {
50
- var ea = el.toString().split("-");
40
+ for (const el in this._newSamplerInstances) {
41
+ const ea = el.toString().split("-");
51
42
  if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
52
43
  effect.setTexture(ea[1], this._newSamplerInstances[el]);
53
44
  }
54
45
  }
55
46
  }
56
- };
57
- CustomMaterial.prototype.ReviewUniform = function (name, arr) {
47
+ }
48
+ ReviewUniform(name, arr) {
58
49
  if (name == "uniform" && this._newUniforms) {
59
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
50
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
60
51
  if (this._customUniform[ind].indexOf("sampler") == -1) {
61
52
  arr.push(this._newUniforms[ind]);
62
53
  }
63
54
  }
64
55
  }
65
56
  if (name == "sampler" && this._newUniforms) {
66
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
57
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
67
58
  if (this._customUniform[ind].indexOf("sampler") != -1) {
68
59
  arr.push(this._newUniforms[ind]);
69
60
  }
70
61
  }
71
62
  }
72
63
  return arr;
73
- };
74
- CustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
75
- var _this = this;
64
+ }
65
+ Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
76
66
  if (attributes && this._customAttributes && this._customAttributes.length > 0) {
77
- attributes.push.apply(attributes, this._customAttributes);
67
+ attributes.push(...this._customAttributes);
78
68
  }
79
69
  this.ReviewUniform("uniform", uniforms);
80
70
  this.ReviewUniform("sampler", samplers);
@@ -83,13 +73,13 @@ var CustomMaterial = /** @class */ (function (_super) {
83
73
  }
84
74
  this._isCreatedShader = false;
85
75
  CustomMaterial.ShaderIndexer++;
86
- var name = "custom_" + CustomMaterial.ShaderIndexer;
87
- var fn_afterBind = this._afterBind.bind(this);
88
- this._afterBind = function (m, e) {
76
+ const name = "custom_" + CustomMaterial.ShaderIndexer;
77
+ const fn_afterBind = this._afterBind.bind(this);
78
+ this._afterBind = (m, e) => {
89
79
  if (!e) {
90
80
  return;
91
81
  }
92
- _this.AttachAfterBind(m, e);
82
+ this.AttachAfterBind(m, e);
93
83
  try {
94
84
  fn_afterBind(m, e);
95
85
  }
@@ -118,8 +108,8 @@ var CustomMaterial = /** @class */ (function (_super) {
118
108
  this._isCreatedShader = true;
119
109
  this._createdShaderName = name;
120
110
  return name;
121
- };
122
- CustomMaterial.prototype.AddUniform = function (name, kind, param) {
111
+ }
112
+ AddUniform(name, kind, param) {
123
113
  if (!this._customUniform) {
124
114
  this._customUniform = new Array();
125
115
  this._newUniforms = new Array();
@@ -137,81 +127,79 @@ var CustomMaterial = /** @class */ (function (_super) {
137
127
  this._customUniform.push("uniform " + kind + " " + name + ";");
138
128
  this._newUniforms.push(name);
139
129
  return this;
140
- };
141
- CustomMaterial.prototype.AddAttribute = function (name) {
130
+ }
131
+ AddAttribute(name) {
142
132
  if (!this._customAttributes) {
143
133
  this._customAttributes = [];
144
134
  }
145
135
  this._customAttributes.push(name);
146
136
  return this;
147
- };
148
- CustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
137
+ }
138
+ Fragment_Begin(shaderPart) {
149
139
  this.CustomParts.Fragment_Begin = shaderPart;
150
140
  return this;
151
- };
152
- CustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
141
+ }
142
+ Fragment_Definitions(shaderPart) {
153
143
  this.CustomParts.Fragment_Definitions = shaderPart;
154
144
  return this;
155
- };
156
- CustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
145
+ }
146
+ Fragment_MainBegin(shaderPart) {
157
147
  this.CustomParts.Fragment_MainBegin = shaderPart;
158
148
  return this;
159
- };
160
- CustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
149
+ }
150
+ Fragment_MainEnd(shaderPart) {
161
151
  this.CustomParts.Fragment_MainEnd = shaderPart;
162
152
  return this;
163
- };
164
- CustomMaterial.prototype.Fragment_Custom_Diffuse = function (shaderPart) {
153
+ }
154
+ Fragment_Custom_Diffuse(shaderPart) {
165
155
  this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
166
156
  return this;
167
- };
168
- CustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
157
+ }
158
+ Fragment_Custom_Alpha(shaderPart) {
169
159
  this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
170
160
  return this;
171
- };
172
- CustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
161
+ }
162
+ Fragment_Before_Lights(shaderPart) {
173
163
  this.CustomParts.Fragment_Before_Lights = shaderPart;
174
164
  return this;
175
- };
176
- CustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
165
+ }
166
+ Fragment_Before_Fog(shaderPart) {
177
167
  this.CustomParts.Fragment_Before_Fog = shaderPart;
178
168
  return this;
179
- };
180
- CustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
169
+ }
170
+ Fragment_Before_FragColor(shaderPart) {
181
171
  this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
182
172
  return this;
183
- };
184
- CustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
173
+ }
174
+ Vertex_Begin(shaderPart) {
185
175
  this.CustomParts.Vertex_Begin = shaderPart;
186
176
  return this;
187
- };
188
- CustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
177
+ }
178
+ Vertex_Definitions(shaderPart) {
189
179
  this.CustomParts.Vertex_Definitions = shaderPart;
190
180
  return this;
191
- };
192
- CustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
181
+ }
182
+ Vertex_MainBegin(shaderPart) {
193
183
  this.CustomParts.Vertex_MainBegin = shaderPart;
194
184
  return this;
195
- };
196
- CustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
185
+ }
186
+ Vertex_Before_PositionUpdated(shaderPart) {
197
187
  this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
198
188
  return this;
199
- };
200
- CustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
189
+ }
190
+ Vertex_Before_NormalUpdated(shaderPart) {
201
191
  this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
202
192
  return this;
203
- };
204
- CustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
193
+ }
194
+ Vertex_After_WorldPosComputed(shaderPart) {
205
195
  this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
206
196
  return this;
207
- };
208
- CustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
197
+ }
198
+ Vertex_MainEnd(shaderPart) {
209
199
  this.CustomParts.Vertex_MainEnd = shaderPart;
210
200
  return this;
211
- };
212
- CustomMaterial.ShaderIndexer = 1;
213
- return CustomMaterial;
214
- }(StandardMaterial));
215
- export { CustomMaterial };
201
+ }
202
+ }
203
+ CustomMaterial.ShaderIndexer = 1;
216
204
  RegisterClass("BABYLON.CustomMaterial", CustomMaterial);
217
205
  //# sourceMappingURL=customMaterial.js.map
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
@@ -1,31 +1,25 @@
1
- import { __extends } from "tslib";
2
1
  import { Effect } from "@babylonjs/core/Materials/effect.js";
3
2
  import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
4
3
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
5
4
  import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
6
- var ShaderAlebdoParts = /** @class */ (function () {
7
- function ShaderAlebdoParts() {
8
- }
9
- return ShaderAlebdoParts;
10
- }());
11
- export { ShaderAlebdoParts };
12
- var PBRCustomMaterial = /** @class */ (function (_super) {
13
- __extends(PBRCustomMaterial, _super);
14
- function PBRCustomMaterial(name, scene) {
15
- var _this = _super.call(this, name, scene) || this;
16
- _this.CustomParts = new ShaderAlebdoParts();
17
- _this.customShaderNameResolve = _this.Builder;
18
- _this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
19
- _this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
20
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
21
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
22
- _this.FragmentShader = _this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
23
- return _this;
24
- }
25
- PBRCustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
5
+ export class ShaderAlebdoParts {
6
+ constructor() { }
7
+ }
8
+ export class PBRCustomMaterial extends PBRMaterial {
9
+ constructor(name, scene) {
10
+ super(name, scene);
11
+ this.CustomParts = new ShaderAlebdoParts();
12
+ this.customShaderNameResolve = this.Builder;
13
+ this.FragmentShader = Effect.ShadersStore["pbrPixelShader"];
14
+ this.VertexShader = Effect.ShadersStore["pbrVertexShader"];
15
+ this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
16
+ this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
17
+ this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
18
+ }
19
+ AttachAfterBind(mesh, effect) {
26
20
  if (this._newUniformInstances) {
27
- for (var el in this._newUniformInstances) {
28
- var ea = el.toString().split("-");
21
+ for (const el in this._newUniformInstances) {
22
+ const ea = el.toString().split("-");
29
23
  if (ea[0] == "vec2") {
30
24
  effect.setVector2(ea[1], this._newUniformInstances[el]);
31
25
  }
@@ -44,47 +38,46 @@ var PBRCustomMaterial = /** @class */ (function (_super) {
44
38
  }
45
39
  }
46
40
  if (this._newSamplerInstances) {
47
- for (var el in this._newSamplerInstances) {
48
- var ea = el.toString().split("-");
41
+ for (const el in this._newSamplerInstances) {
42
+ const ea = el.toString().split("-");
49
43
  if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
50
44
  effect.setTexture(ea[1], this._newSamplerInstances[el]);
51
45
  }
52
46
  }
53
47
  }
54
- };
55
- PBRCustomMaterial.prototype.ReviewUniform = function (name, arr) {
48
+ }
49
+ ReviewUniform(name, arr) {
56
50
  if (name == "uniform" && this._newUniforms) {
57
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
51
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
58
52
  if (this._customUniform[ind].indexOf("sampler") == -1) {
59
53
  arr.push(this._newUniforms[ind]);
60
54
  }
61
55
  }
62
56
  }
63
57
  if (name == "sampler" && this._newUniforms) {
64
- for (var ind = 0; ind < this._newUniforms.length; ind++) {
58
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
65
59
  if (this._customUniform[ind].indexOf("sampler") != -1) {
66
60
  arr.push(this._newUniforms[ind]);
67
61
  }
68
62
  }
69
63
  }
70
64
  return arr;
71
- };
72
- PBRCustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
- var _this = this;
65
+ }
66
+ Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
74
67
  if (options) {
75
- var currentProcessing_1 = options.processFinalCode;
76
- options.processFinalCode = function (type, code) {
68
+ const currentProcessing = options.processFinalCode;
69
+ options.processFinalCode = (type, code) => {
77
70
  if (type === "vertex") {
78
- return currentProcessing_1 ? currentProcessing_1(type, code) : code;
71
+ return currentProcessing ? currentProcessing(type, code) : code;
79
72
  }
80
- var sci = new ShaderCodeInliner(code);
73
+ const sci = new ShaderCodeInliner(code);
81
74
  sci.inlineToken = "#define pbr_inline";
82
75
  sci.processCode();
83
- return currentProcessing_1 ? currentProcessing_1(type, sci.code) : sci.code;
76
+ return currentProcessing ? currentProcessing(type, sci.code) : sci.code;
84
77
  };
85
78
  }
86
79
  if (attributes && this._customAttributes && this._customAttributes.length > 0) {
87
- attributes.push.apply(attributes, this._customAttributes);
80
+ attributes.push(...this._customAttributes);
88
81
  }
89
82
  this.ReviewUniform("uniform", uniforms);
90
83
  this.ReviewUniform("sampler", samplers);
@@ -93,13 +86,13 @@ var PBRCustomMaterial = /** @class */ (function (_super) {
93
86
  }
94
87
  this._isCreatedShader = false;
95
88
  PBRCustomMaterial.ShaderIndexer++;
96
- var name = "custom_" + PBRCustomMaterial.ShaderIndexer;
97
- var fn_afterBind = this._afterBind.bind(this);
98
- this._afterBind = function (m, e) {
89
+ const name = "custom_" + PBRCustomMaterial.ShaderIndexer;
90
+ const fn_afterBind = this._afterBind.bind(this);
91
+ this._afterBind = (m, e) => {
99
92
  if (!e) {
100
93
  return;
101
94
  }
102
- _this.AttachAfterBind(m, e);
95
+ this.AttachAfterBind(m, e);
103
96
  try {
104
97
  fn_afterBind(m, e);
105
98
  }
@@ -131,8 +124,8 @@ var PBRCustomMaterial = /** @class */ (function (_super) {
131
124
  this._isCreatedShader = true;
132
125
  this._createdShaderName = name;
133
126
  return name;
134
- };
135
- PBRCustomMaterial.prototype.AddUniform = function (name, kind, param) {
127
+ }
128
+ AddUniform(name, kind, param) {
136
129
  if (!this._customUniform) {
137
130
  this._customUniform = new Array();
138
131
  this._newUniforms = new Array();
@@ -150,93 +143,91 @@ var PBRCustomMaterial = /** @class */ (function (_super) {
150
143
  this._customUniform.push("uniform " + kind + " " + name + ";");
151
144
  this._newUniforms.push(name);
152
145
  return this;
153
- };
154
- PBRCustomMaterial.prototype.AddAttribute = function (name) {
146
+ }
147
+ AddAttribute(name) {
155
148
  if (!this._customAttributes) {
156
149
  this._customAttributes = [];
157
150
  }
158
151
  this._customAttributes.push(name);
159
152
  return this;
160
- };
161
- PBRCustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
153
+ }
154
+ Fragment_Begin(shaderPart) {
162
155
  this.CustomParts.Fragment_Begin = shaderPart;
163
156
  return this;
164
- };
165
- PBRCustomMaterial.prototype.Fragment_Definitions = function (shaderPart) {
157
+ }
158
+ Fragment_Definitions(shaderPart) {
166
159
  this.CustomParts.Fragment_Definitions = shaderPart;
167
160
  return this;
168
- };
169
- PBRCustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
161
+ }
162
+ Fragment_MainBegin(shaderPart) {
170
163
  this.CustomParts.Fragment_MainBegin = shaderPart;
171
164
  return this;
172
- };
173
- PBRCustomMaterial.prototype.Fragment_Custom_Albedo = function (shaderPart) {
165
+ }
166
+ Fragment_Custom_Albedo(shaderPart) {
174
167
  this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
175
168
  return this;
176
- };
177
- PBRCustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
169
+ }
170
+ Fragment_Custom_Alpha(shaderPart) {
178
171
  this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
179
172
  return this;
180
- };
181
- PBRCustomMaterial.prototype.Fragment_Before_Lights = function (shaderPart) {
173
+ }
174
+ Fragment_Before_Lights(shaderPart) {
182
175
  this.CustomParts.Fragment_Before_Lights = shaderPart;
183
176
  return this;
184
- };
185
- PBRCustomMaterial.prototype.Fragment_Custom_MetallicRoughness = function (shaderPart) {
177
+ }
178
+ Fragment_Custom_MetallicRoughness(shaderPart) {
186
179
  this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
187
180
  return this;
188
- };
189
- PBRCustomMaterial.prototype.Fragment_Custom_MicroSurface = function (shaderPart) {
181
+ }
182
+ Fragment_Custom_MicroSurface(shaderPart) {
190
183
  this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
191
184
  return this;
192
- };
193
- PBRCustomMaterial.prototype.Fragment_Before_Fog = function (shaderPart) {
185
+ }
186
+ Fragment_Before_Fog(shaderPart) {
194
187
  this.CustomParts.Fragment_Before_Fog = shaderPart;
195
188
  return this;
196
- };
197
- PBRCustomMaterial.prototype.Fragment_Before_FinalColorComposition = function (shaderPart) {
189
+ }
190
+ Fragment_Before_FinalColorComposition(shaderPart) {
198
191
  this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
199
192
  return this;
200
- };
201
- PBRCustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
193
+ }
194
+ Fragment_Before_FragColor(shaderPart) {
202
195
  this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
203
196
  return this;
204
- };
205
- PBRCustomMaterial.prototype.Fragment_MainEnd = function (shaderPart) {
197
+ }
198
+ Fragment_MainEnd(shaderPart) {
206
199
  this.CustomParts.Fragment_MainEnd = shaderPart;
207
200
  return this;
208
- };
209
- PBRCustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
201
+ }
202
+ Vertex_Begin(shaderPart) {
210
203
  this.CustomParts.Vertex_Begin = shaderPart;
211
204
  return this;
212
- };
213
- PBRCustomMaterial.prototype.Vertex_Definitions = function (shaderPart) {
205
+ }
206
+ Vertex_Definitions(shaderPart) {
214
207
  this.CustomParts.Vertex_Definitions = shaderPart;
215
208
  return this;
216
- };
217
- PBRCustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
209
+ }
210
+ Vertex_MainBegin(shaderPart) {
218
211
  this.CustomParts.Vertex_MainBegin = shaderPart;
219
212
  return this;
220
- };
221
- PBRCustomMaterial.prototype.Vertex_Before_PositionUpdated = function (shaderPart) {
213
+ }
214
+ Vertex_Before_PositionUpdated(shaderPart) {
222
215
  this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
223
216
  return this;
224
- };
225
- PBRCustomMaterial.prototype.Vertex_Before_NormalUpdated = function (shaderPart) {
217
+ }
218
+ Vertex_Before_NormalUpdated(shaderPart) {
226
219
  this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
227
220
  return this;
228
- };
229
- PBRCustomMaterial.prototype.Vertex_After_WorldPosComputed = function (shaderPart) {
221
+ }
222
+ Vertex_After_WorldPosComputed(shaderPart) {
230
223
  this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
231
224
  return this;
232
- };
233
- PBRCustomMaterial.prototype.Vertex_MainEnd = function (shaderPart) {
225
+ }
226
+ Vertex_MainEnd(shaderPart) {
234
227
  this.CustomParts.Vertex_MainEnd = shaderPart;
235
228
  return this;
236
- };
237
- PBRCustomMaterial.ShaderIndexer = 1;
238
- return PBRCustomMaterial;
239
- }(PBRMaterial));
240
- export { PBRCustomMaterial };
229
+ }
230
+ }
231
+ PBRCustomMaterial.ShaderIndexer = 1;
241
232
  RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
242
233
  //# sourceMappingURL=pbrCustomMaterial.js.map