@babylonjs/materials 5.21.0 → 5.22.0

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.
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 +2 -5
  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 +283 -313
  121. package/water/waterMaterial.js.map +1 -1
@@ -12,10 +12,43 @@ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
12
12
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
13
13
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
14
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
- var name = "simplePixelShader";
16
- var shader = "precision highp float;\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\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\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\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}";
15
+ const name = "simplePixelShader";
16
+ const shader = `precision highp float;
17
+ varying vec3 vNormalW;
18
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
19
+ varying vec4 vColor;
20
+ #include<helperFunctions>
21
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
22
+ #include<lightsFragmentFunctions>
23
+ #include<shadowsFragmentFunctions>
24
+ #ifdef DIFFUSE
25
+ varying vec2 vDiffuseUV;
26
+ #include<clipPlaneFragmentDeclaration>
27
+ #include<fogFragmentDeclaration>
28
+ #define CUSTOM_FRAGMENT_DEFINITIONS
29
+ void main(void) {
30
+ #include<clipPlaneFragment>
31
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
32
+ baseColor=texture2D(diffuseSampler,vDiffuseUV);
33
+ if (baseColor.a<0.4)
34
+ #include<depthPrePass>
35
+ baseColor.rgb*=vDiffuseInfos.y;
36
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
37
+ baseColor.rgb*=vColor.rgb;
38
+ #ifdef NORMAL
39
+ vec3 normalW=normalize(vNormalW);
40
+ vec3 normalW=vec3(1.0,1.0,1.0);
41
+ vec3 diffuseBase=vec3(0.,0.,0.);
42
+ vec3 specularBase=vec3(0.,0.,0.);
43
+ #include<lightFragment>[0..maxSimultaneousLights]
44
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
45
+ alpha*=vColor.a;
46
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;
47
+ gl_FragColor=color;
48
+ #define CUSTOM_FRAGMENT_MAIN_END
49
+ }`;
17
50
  // Sideeffect
18
51
  ShaderStore.ShadersStore[name] = shader;
19
52
  /** @hidden */
20
- export var simplePixelShader = { name: name, shader: shader };
53
+ export const simplePixelShader = { name, shader };
21
54
  //# sourceMappingURL=simple.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/simple/simple.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,ouDA+Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"simplePixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\rfloat glossiness=0.;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const simplePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/simple/simple.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"simplePixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\rfloat glossiness=0.;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\rvec4 color=vec4(finalDiffuse,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const simplePixelShader = { name, shader };\n"]}
@@ -14,10 +14,52 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
14
14
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
15
15
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
16
16
  import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
17
- var name = "simpleVertexShader";
18
- var shader = "precision highp float;\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
17
+ const name = "simpleVertexShader";
18
+ const shader = `precision highp float;
19
+ attribute vec3 normal;
20
+ #ifdef UV1
21
+ attribute vec2 uv;
22
+ #ifdef UV2
23
+ attribute vec2 uv2;
24
+ #ifdef VERTEXCOLOR
25
+ attribute vec4 color;
26
+ #include<bonesDeclaration>
27
+ #include<bakedVertexAnimationDeclaration>
28
+ #include<instancesDeclaration>
29
+ uniform mat4 view;
30
+ varying vec2 vDiffuseUV;
31
+ #ifdef POINTSIZE
32
+ uniform float pointSize;
33
+ varying vec3 vPositionW;
34
+ varying vec3 vNormalW;
35
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)
36
+ varying vec4 vColor;
37
+ #include<clipPlaneVertexDeclaration>
38
+ #include<fogVertexDeclaration>
39
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
40
+ #define CUSTOM_VERTEX_DEFINITIONS
41
+ void main(void) {
42
+ #include<instancesVertex>
43
+ #include<bonesVertex>
44
+ #include<bakedVertexAnimation>
45
+ vec4 worldPos=finalWorld*vec4(position,1.0);
46
+ vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
47
+ #ifndef UV1
48
+ vec2 uv=vec2(0.,0.);
49
+ #ifndef UV2
50
+ vec2 uv2=vec2(0.,0.);
51
+ #ifdef DIFFUSE
52
+ if (vDiffuseInfos.x==0.)
53
+ #include<clipPlaneVertex>
54
+ #include<fogVertex>
55
+ #include<shadowsVertex>[0..maxSimultaneousLights]
56
+ #include<vertexColorMixing>
57
+ #if defined(POINTSIZE) && !defined(WEBGPU)
58
+ gl_PointSize=pointSize;
59
+ #define CUSTOM_VERTEX_MAIN_END
60
+ }
19
61
  // Sideeffect
20
62
  ShaderStore.ShadersStore[name] = shader;
21
63
  /** @hidden */
22
- export var simpleVertexShader = { name: name, shader: shader };
64
+ export const simpleVertexShader = { name, shader };
23
65
  //# sourceMappingURL=simple.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/simple/simple.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,IAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,IAAM,MAAM,GAAG,spDA0Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,kBAAkB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform mat4 diffuseMatrix;\runiform vec2 vDiffuseInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const simpleVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/simple/simple.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform mat4 diffuseMatrix;\runiform vec2 vDiffuseInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const simpleVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- import { __decorate, __extends } from "tslib";
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
2
  import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
4
  import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
@@ -11,57 +11,52 @@ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
11
11
  import "./simple.fragment.js";
12
12
  import "./simple.vertex.js";
13
13
  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
14
- var SimpleMaterialDefines = /** @class */ (function (_super) {
15
- __extends(SimpleMaterialDefines, _super);
16
- function SimpleMaterialDefines() {
17
- var _this = _super.call(this) || this;
18
- _this.DIFFUSE = false;
19
- _this.CLIPPLANE = false;
20
- _this.CLIPPLANE2 = false;
21
- _this.CLIPPLANE3 = false;
22
- _this.CLIPPLANE4 = false;
23
- _this.CLIPPLANE5 = false;
24
- _this.CLIPPLANE6 = false;
25
- _this.ALPHATEST = false;
26
- _this.DEPTHPREPASS = false;
27
- _this.POINTSIZE = false;
28
- _this.FOG = false;
29
- _this.NORMAL = false;
30
- _this.UV1 = false;
31
- _this.UV2 = false;
32
- _this.VERTEXCOLOR = false;
33
- _this.VERTEXALPHA = false;
34
- _this.NUM_BONE_INFLUENCERS = 0;
35
- _this.BonesPerMesh = 0;
36
- _this.INSTANCES = false;
37
- _this.INSTANCESCOLOR = false;
38
- _this.IMAGEPROCESSINGPOSTPROCESS = false;
39
- _this.SKIPFINALCOLORCLAMP = false;
40
- _this.rebuild();
41
- return _this;
14
+ class SimpleMaterialDefines extends MaterialDefines {
15
+ constructor() {
16
+ super();
17
+ this.DIFFUSE = false;
18
+ this.CLIPPLANE = false;
19
+ this.CLIPPLANE2 = false;
20
+ this.CLIPPLANE3 = false;
21
+ this.CLIPPLANE4 = false;
22
+ this.CLIPPLANE5 = false;
23
+ this.CLIPPLANE6 = false;
24
+ this.ALPHATEST = false;
25
+ this.DEPTHPREPASS = false;
26
+ this.POINTSIZE = false;
27
+ this.FOG = false;
28
+ this.NORMAL = false;
29
+ this.UV1 = false;
30
+ this.UV2 = false;
31
+ this.VERTEXCOLOR = false;
32
+ this.VERTEXALPHA = false;
33
+ this.NUM_BONE_INFLUENCERS = 0;
34
+ this.BonesPerMesh = 0;
35
+ this.INSTANCES = false;
36
+ this.INSTANCESCOLOR = false;
37
+ this.IMAGEPROCESSINGPOSTPROCESS = false;
38
+ this.SKIPFINALCOLORCLAMP = false;
39
+ this.rebuild();
42
40
  }
43
- return SimpleMaterialDefines;
44
- }(MaterialDefines));
45
- var SimpleMaterial = /** @class */ (function (_super) {
46
- __extends(SimpleMaterial, _super);
47
- function SimpleMaterial(name, scene) {
48
- var _this = _super.call(this, name, scene) || this;
49
- _this.diffuseColor = new Color3(1, 1, 1);
50
- _this._disableLighting = false;
51
- _this._maxSimultaneousLights = 4;
52
- return _this;
41
+ }
42
+ export class SimpleMaterial extends PushMaterial {
43
+ constructor(name, scene) {
44
+ super(name, scene);
45
+ this.diffuseColor = new Color3(1, 1, 1);
46
+ this._disableLighting = false;
47
+ this._maxSimultaneousLights = 4;
53
48
  }
54
- SimpleMaterial.prototype.needAlphaBlending = function () {
49
+ needAlphaBlending() {
55
50
  return this.alpha < 1.0;
56
- };
57
- SimpleMaterial.prototype.needAlphaTesting = function () {
51
+ }
52
+ needAlphaTesting() {
58
53
  return false;
59
- };
60
- SimpleMaterial.prototype.getAlphaTestTexture = function () {
54
+ }
55
+ getAlphaTestTexture() {
61
56
  return null;
62
- };
57
+ }
63
58
  // Methods
64
- SimpleMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
59
+ isReadyForSubMesh(mesh, subMesh, useInstances) {
65
60
  if (this.isFrozen) {
66
61
  if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {
67
62
  return true;
@@ -70,12 +65,12 @@ var SimpleMaterial = /** @class */ (function (_super) {
70
65
  if (!subMesh.materialDefines) {
71
66
  subMesh.materialDefines = new SimpleMaterialDefines();
72
67
  }
73
- var defines = subMesh.materialDefines;
74
- var scene = this.getScene();
68
+ const defines = subMesh.materialDefines;
69
+ const scene = this.getScene();
75
70
  if (this._isReadyForSubMesh(subMesh)) {
76
71
  return true;
77
72
  }
78
- var engine = scene.getEngine();
73
+ const engine = scene.getEngine();
79
74
  // Textures
80
75
  if (defines._areTexturesDirty) {
81
76
  defines._needUVs = false;
@@ -104,7 +99,7 @@ var SimpleMaterial = /** @class */ (function (_super) {
104
99
  defines.markAsProcessed();
105
100
  scene.resetCachedMaterial();
106
101
  // Fallbacks
107
- var fallbacks = new EffectFallbacks();
102
+ const fallbacks = new EffectFallbacks();
108
103
  if (defines.FOG) {
109
104
  fallbacks.addFallback(1, "FOG");
110
105
  }
@@ -114,7 +109,7 @@ var SimpleMaterial = /** @class */ (function (_super) {
114
109
  }
115
110
  defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
116
111
  //Attributes
117
- var attribs = [VertexBuffer.PositionKind];
112
+ const attribs = [VertexBuffer.PositionKind];
118
113
  if (defines.NORMAL) {
119
114
  attribs.push(VertexBuffer.NormalKind);
120
115
  }
@@ -129,9 +124,9 @@ var SimpleMaterial = /** @class */ (function (_super) {
129
124
  }
130
125
  MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
131
126
  MaterialHelper.PrepareAttributesForInstances(attribs, defines);
132
- var shaderName = "simple";
133
- var join = defines.toString();
134
- var uniforms = [
127
+ const shaderName = "simple";
128
+ const join = defines.toString();
129
+ const uniforms = [
135
130
  "world",
136
131
  "view",
137
132
  "viewProjection",
@@ -151,8 +146,8 @@ var SimpleMaterial = /** @class */ (function (_super) {
151
146
  "vClipPlane6",
152
147
  "diffuseMatrix",
153
148
  ];
154
- var samplers = ["diffuseSampler"];
155
- var uniformBuffers = new Array();
149
+ const samplers = ["diffuseSampler"];
150
+ const uniformBuffers = new Array();
156
151
  MaterialHelper.PrepareUniformsAndSamplersList({
157
152
  uniformsNames: uniforms,
158
153
  uniformBuffersNames: uniformBuffers,
@@ -179,14 +174,14 @@ var SimpleMaterial = /** @class */ (function (_super) {
179
174
  subMesh.effect._wasPreviouslyReady = true;
180
175
  subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;
181
176
  return true;
182
- };
183
- SimpleMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
184
- var scene = this.getScene();
185
- var defines = subMesh.materialDefines;
177
+ }
178
+ bindForSubMesh(world, mesh, subMesh) {
179
+ const scene = this.getScene();
180
+ const defines = subMesh.materialDefines;
186
181
  if (!defines) {
187
182
  return;
188
183
  }
189
- var effect = subMesh.effect;
184
+ const effect = subMesh.effect;
190
185
  if (!effect) {
191
186
  return;
192
187
  }
@@ -223,75 +218,72 @@ var SimpleMaterial = /** @class */ (function (_super) {
223
218
  // Fog
224
219
  MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
225
220
  this._afterBind(mesh, this._activeEffect);
226
- };
227
- SimpleMaterial.prototype.getAnimatables = function () {
228
- var results = [];
221
+ }
222
+ getAnimatables() {
223
+ const results = [];
229
224
  if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
230
225
  results.push(this._diffuseTexture);
231
226
  }
232
227
  return results;
233
- };
234
- SimpleMaterial.prototype.getActiveTextures = function () {
235
- var activeTextures = _super.prototype.getActiveTextures.call(this);
228
+ }
229
+ getActiveTextures() {
230
+ const activeTextures = super.getActiveTextures();
236
231
  if (this._diffuseTexture) {
237
232
  activeTextures.push(this._diffuseTexture);
238
233
  }
239
234
  return activeTextures;
240
- };
241
- SimpleMaterial.prototype.hasTexture = function (texture) {
242
- if (_super.prototype.hasTexture.call(this, texture)) {
235
+ }
236
+ hasTexture(texture) {
237
+ if (super.hasTexture(texture)) {
243
238
  return true;
244
239
  }
245
240
  if (this.diffuseTexture === texture) {
246
241
  return true;
247
242
  }
248
243
  return false;
249
- };
250
- SimpleMaterial.prototype.dispose = function (forceDisposeEffect) {
244
+ }
245
+ dispose(forceDisposeEffect) {
251
246
  if (this._diffuseTexture) {
252
247
  this._diffuseTexture.dispose();
253
248
  }
254
- _super.prototype.dispose.call(this, forceDisposeEffect);
255
- };
256
- SimpleMaterial.prototype.clone = function (name) {
257
- var _this = this;
258
- return SerializationHelper.Clone(function () { return new SimpleMaterial(name, _this.getScene()); }, this);
259
- };
260
- SimpleMaterial.prototype.serialize = function () {
261
- var serializationObject = _super.prototype.serialize.call(this);
249
+ super.dispose(forceDisposeEffect);
250
+ }
251
+ clone(name) {
252
+ return SerializationHelper.Clone(() => new SimpleMaterial(name, this.getScene()), this);
253
+ }
254
+ serialize() {
255
+ const serializationObject = super.serialize();
262
256
  serializationObject.customType = "BABYLON.SimpleMaterial";
263
257
  return serializationObject;
264
- };
265
- SimpleMaterial.prototype.getClassName = function () {
258
+ }
259
+ getClassName() {
266
260
  return "SimpleMaterial";
267
- };
261
+ }
268
262
  // Statics
269
- SimpleMaterial.Parse = function (source, scene, rootUrl) {
270
- return SerializationHelper.Parse(function () { return new SimpleMaterial(source.name, scene); }, source, scene, rootUrl);
271
- };
272
- __decorate([
273
- serializeAsTexture("diffuseTexture")
274
- ], SimpleMaterial.prototype, "_diffuseTexture", void 0);
275
- __decorate([
276
- expandToProperty("_markAllSubMeshesAsTexturesDirty")
277
- ], SimpleMaterial.prototype, "diffuseTexture", void 0);
278
- __decorate([
279
- serializeAsColor3("diffuse")
280
- ], SimpleMaterial.prototype, "diffuseColor", void 0);
281
- __decorate([
282
- serialize("disableLighting")
283
- ], SimpleMaterial.prototype, "_disableLighting", void 0);
284
- __decorate([
285
- expandToProperty("_markAllSubMeshesAsLightsDirty")
286
- ], SimpleMaterial.prototype, "disableLighting", void 0);
287
- __decorate([
288
- serialize("maxSimultaneousLights")
289
- ], SimpleMaterial.prototype, "_maxSimultaneousLights", void 0);
290
- __decorate([
291
- expandToProperty("_markAllSubMeshesAsLightsDirty")
292
- ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
293
- return SimpleMaterial;
294
- }(PushMaterial));
295
- export { SimpleMaterial };
263
+ static Parse(source, scene, rootUrl) {
264
+ return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);
265
+ }
266
+ }
267
+ __decorate([
268
+ serializeAsTexture("diffuseTexture")
269
+ ], SimpleMaterial.prototype, "_diffuseTexture", void 0);
270
+ __decorate([
271
+ expandToProperty("_markAllSubMeshesAsTexturesDirty")
272
+ ], SimpleMaterial.prototype, "diffuseTexture", void 0);
273
+ __decorate([
274
+ serializeAsColor3("diffuse")
275
+ ], SimpleMaterial.prototype, "diffuseColor", void 0);
276
+ __decorate([
277
+ serialize("disableLighting")
278
+ ], SimpleMaterial.prototype, "_disableLighting", void 0);
279
+ __decorate([
280
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
281
+ ], SimpleMaterial.prototype, "disableLighting", void 0);
282
+ __decorate([
283
+ serialize("maxSimultaneousLights")
284
+ ], SimpleMaterial.prototype, "_maxSimultaneousLights", void 0);
285
+ __decorate([
286
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
287
+ ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
296
288
  RegisterClass("BABYLON.SimpleMaterial", SimpleMaterial);
297
289
  //# sourceMappingURL=simpleMaterial.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"simpleMaterial.js","sourceRoot":"","sources":["../../../../../lts/materials/generated/simple/simpleMaterial.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,2CAA6B;AAE/H,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAI/C,OAAO,EAAE,eAAe,EAAE,qDAAuC;AACjE,OAAO,EAAE,cAAc,EAAE,oDAAsC;AAC/D,OAAO,EAAE,YAAY,EAAE,kDAAoC;AAC3D,OAAO,EAAE,aAAa,EAAE,mDAAqC;AAC7D,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAInD,OAAO,EAAE,KAAK,EAAE,iCAAmB;AACnC,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,mBAAmB,CAAC;AAC3B,OAAO,iBAAiB,CAAC;AACzB,OAAO,EAAE,eAAe,EAAE,qDAAuC;AAEjE;IAAoC,yCAAe;IAwB/C;QAAA,YACI,iBAAO,SAEV;QA1BM,aAAO,GAAG,KAAK,CAAC;QAChB,eAAS,GAAG,KAAK,CAAC;QAClB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,gBAAU,GAAG,KAAK,CAAC;QACnB,eAAS,GAAG,KAAK,CAAC;QAClB,kBAAY,GAAG,KAAK,CAAC;QACrB,eAAS,GAAG,KAAK,CAAC;QAClB,SAAG,GAAG,KAAK,CAAC;QACZ,YAAM,GAAG,KAAK,CAAC;QACf,SAAG,GAAG,KAAK,CAAC;QACZ,SAAG,GAAG,KAAK,CAAC;QACZ,iBAAW,GAAG,KAAK,CAAC;QACpB,iBAAW,GAAG,KAAK,CAAC;QACpB,0BAAoB,GAAG,CAAC,CAAC;QACzB,kBAAY,GAAG,CAAC,CAAC;QACjB,eAAS,GAAG,KAAK,CAAC;QAClB,oBAAc,GAAG,KAAK,CAAC;QACvB,gCAA0B,GAAG,KAAK,CAAC;QACnC,yBAAmB,GAAG,KAAK,CAAC;QAI/B,KAAI,CAAC,OAAO,EAAE,CAAC;;IACnB,CAAC;IACL,4BAAC;AAAD,CAAC,AA5BD,CAAoC,eAAe,GA4BlD;AAED;IAAoC,kCAAY;IAmB5C,wBAAY,IAAY,EAAE,KAAa;QAAvC,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SACrB;QAdM,kBAAY,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAGlC,sBAAgB,GAAG,KAAK,CAAC;QAKzB,4BAAsB,GAAG,CAAC,CAAC;;IAMnC,CAAC;IAEM,0CAAiB,GAAxB;QACI,OAAO,IAAI,CAAC,KAAK,GAAG,GAAG,CAAC;IAC5B,CAAC;IAEM,yCAAgB,GAAvB;QACI,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,4CAAmB,GAA1B;QACI,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACH,0CAAiB,GAAxB,UAAyB,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,CAAC,MAAM,CAAC,mBAAmB,IAAI,OAAO,CAAC,MAAM,CAAC,4BAA4B,KAAK,YAAY,EAAE;gBACtH,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,CAAC,eAAe,GAAG,IAAI,qBAAqB,EAAE,CAAC;SACzD;QAED,IAAM,OAAO,GAA0B,OAAO,CAAC,eAAe,CAAC;QAC/D,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,IAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE;YAC3B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE;gBACvB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE;oBAC7D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE;wBACjC,OAAO,KAAK,CAAC;qBAChB;yBAAM;wBACH,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;qBAC1B;iBACJ;aACJ;SACJ;QAED,QAAQ;QACR,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,CAAC;QAExI,SAAS;QACT,OAAO,CAAC,YAAY,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAE/I,kDAAkD;QAClD,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAEtG,UAAU;QACV,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAEtE,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,IAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;aACnC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;YAEzF,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE;gBAClC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;aAC7C;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,IAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE5C,IAAI,OAAO,CAAC,MAAM,EAAE;gBAChB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aACzC;YAED,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;aACrC;YAED,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;aACtC;YAED,IAAI,OAAO,CAAC,WAAW,EAAE;gBACrB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;aACxC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC5E,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,IAAM,UAAU,GAAG,QAAQ,CAAC;YAC5B,IAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,IAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,MAAM;gBACN,gBAAgB;gBAChB,cAAc;gBACd,aAAa;gBACb,eAAe;gBACf,WAAW;gBACX,WAAW;gBACX,WAAW;gBACX,eAAe;gBACf,QAAQ;gBACR,YAAY;gBACZ,aAAa;gBACb,aAAa;gBACb,aAAa;gBACb,aAAa;gBACb,aAAa;gBACb,eAAe;aAClB,CAAC;YACF,IAAM,QAAQ,GAAG,CAAC,gBAAgB,CAAC,CAAC;YACpC,IAAM,cAAc,GAAG,IAAI,KAAK,EAAU,CAAC;YAE3C,cAAc,CAAC,8BAA8B,CAAyB;gBAClE,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,IAAI,CAAC,qBAAqB;aACpD,CAAC,CAAC;YACH,OAAO,CAAC,SAAS,CACb,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAC1B,UAAU,EACc;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE,qBAAqB,EAAE,IAAI,CAAC,sBAAsB,GAAG,CAAC,EAAE;aAC9E,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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\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\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public 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 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 SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"diffuseMatrix\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;\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 = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\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\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public 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 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 SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"diffuseMatrix\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;\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 = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
@@ -5,10 +5,24 @@ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
5
5
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
7
7
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
8
- var name = "skyPixelShader";
9
- var shader = "precision highp float;\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;\nuniform vec3 cameraOffset;\nuniform vec3 up;\nuniform float luminance;\nuniform float turbidity;\nuniform float rayleigh;\nuniform float mieCoefficient;\nuniform float mieDirectionalG;\nuniform vec3 sunPosition;\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;\nconst float pi=3.141592653589793238462643383279502884197169;\nconst float n=1.0003;\nconst float N=2.545E25;\nconst float pn=0.035;\nconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\nconst vec3 K=vec3(0.686,0.678,0.666);\nconst float v=4.0;\nconst float rayleighZenithLength=8.4E3;\nconst float mieZenithLength=1.25E3;\nconst float EE=1000.0;\nconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\nconst float cutoffAngle=pi/1.95;\nconst float steepness=1.5;\nvec3 totalRayleigh(vec3 lambda)\n{\nreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\n}\nvec3 simplifiedRayleigh()\n{\nreturn 0.0005/vec3(94,40,18);\n}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\n}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{\nfloat c=(0.2*T )*10E-18;\nreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\n}\nfloat hgPhase(float cosTheta,float g)\n{\nreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\n}\nfloat sunIntensity(float zenithAngleCos)\n{\nreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\n}\nfloat A=0.15;\nfloat B=0.50;\nfloat C=0.10;\nfloat D=0.20;\nfloat EEE=0.02;\nfloat F=0.30;\nfloat W=1000.0;\nvec3 Uncharted2Tonemap(vec3 x)\n{\nreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\n}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\nfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\nvec3 sunDirection=normalize(sunPosition);\nfloat sunE=sunIntensity(dot(sunDirection,up));\nvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\nvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\nfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));\nfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nvec3 Fex=exp(-(betaR*sR+betaM*sM));\nfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\nfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\nvec3 betaRTheta=betaR*rPhase;\nfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\nvec3 betaMTheta=betaM*mPhase;\nvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\nLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\nvec3 direction=normalize(vPositionW-cameraPosition);\nfloat theta=acos(direction.y);\nfloat phi=atan(direction.z,direction.x);\nvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\nvec3 L0=vec3(0.1)*Fex;\nfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\nL0+=(sunE*19000.0*Fex)*sundisk;\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\nvec3 texColor=(Lin+L0);\ntexColor*=0.04 ;\ntexColor+=vec3(0.0,0.001,0.0025)*0.3;\nfloat g_fMaxLuminance=1.0;\nfloat fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;\nvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\nvec3 retColor=curr*whiteScale;\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\n#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
8
+ const name = "skyPixelShader";
9
+ const shader = `precision highp float;
10
+ varying vec4 vColor;
11
+ #include<clipPlaneFragmentDeclaration>
12
+ uniform vec3 cameraPosition;
13
+ const float e=2.71828182845904523536028747135266249775724709369995957;
14
+ void main(void) {
15
+ #include<clipPlaneFragment>
16
+ /**
17
+ retColor.rgb*=vColor.rgb;
18
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)
19
+ alpha*=vColor.a;
20
+ vec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);
21
+ gl_FragColor=color;
22
+ #define CUSTOM_FRAGMENT_MAIN_END
23
+ }
10
24
  // Sideeffect
11
25
  ShaderStore.ShadersStore[name] = shader;
12
26
  /** @hidden */
13
- export var skyPixelShader = { name: name, shader: shader };
27
+ export const skyPixelShader = { name, shader };
14
28
  //# sourceMappingURL=sky.fragment.js.map