@babylonjs/materials 6.10.0 → 6.11.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.js.map +1 -1
- package/cell/index.js.map +1 -1
- package/custom/customMaterial.js.map +1 -1
- package/custom/index.js.map +1 -1
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.js.map +1 -1
- package/fire/index.js.map +1 -1
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.js.map +1 -1
- package/fur/index.js.map +1 -1
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/index.js.map +1 -1
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.js.map +1 -1
- package/grid/gridMaterial.js.map +1 -1
- package/grid/index.js.map +1 -1
- package/index.js.map +1 -1
- package/lava/index.js.map +1 -1
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.js.map +1 -1
- package/legacy/legacy-cell.d.ts +1 -1
- package/legacy/legacy-cell.js.map +1 -1
- package/legacy/legacy-custom.d.ts +1 -1
- package/legacy/legacy-custom.js.map +1 -1
- package/legacy/legacy-fire.d.ts +1 -1
- package/legacy/legacy-fire.js.map +1 -1
- package/legacy/legacy-fur.d.ts +1 -1
- package/legacy/legacy-fur.js.map +1 -1
- package/legacy/legacy-gradient.d.ts +1 -1
- package/legacy/legacy-gradient.js.map +1 -1
- package/legacy/legacy-grid.d.ts +1 -1
- package/legacy/legacy-grid.js.map +1 -1
- package/legacy/legacy-lava.d.ts +1 -1
- package/legacy/legacy-lava.js.map +1 -1
- package/legacy/legacy-mix.d.ts +1 -1
- package/legacy/legacy-mix.js.map +1 -1
- package/legacy/legacy-normal.d.ts +1 -1
- package/legacy/legacy-normal.js.map +1 -1
- package/legacy/legacy-shadowOnly.d.ts +1 -1
- package/legacy/legacy-shadowOnly.js.map +1 -1
- package/legacy/legacy-simple.d.ts +1 -1
- package/legacy/legacy-simple.js.map +1 -1
- package/legacy/legacy-sky.d.ts +1 -1
- package/legacy/legacy-sky.js.map +1 -1
- package/legacy/legacy-terrain.d.ts +1 -1
- package/legacy/legacy-terrain.js.map +1 -1
- package/legacy/legacy-triPlanar.d.ts +1 -1
- package/legacy/legacy-triPlanar.js.map +1 -1
- package/legacy/legacy-water.d.ts +1 -1
- package/legacy/legacy-water.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js.map +1 -1
- package/mix/index.js.map +1 -1
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.js.map +1 -1
- package/normal/index.js.map +1 -1
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.js.map +1 -1
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +4 -4
- package/shadowOnly/index.js.map +1 -1
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/index.js.map +1 -1
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/index.js.map +1 -1
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/index.js.map +1 -1
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/index.js.map +1 -1
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/index.js.map +1 -1
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.d.ts +1 -0
- package/water/waterMaterial.js +14 -0
- package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Gb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,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 = \"cellPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\rvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform sampler2D diffuseSampler;\runiform vec2 vDiffuseInfos;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\r{\rdiffuseBase=info.diffuse*shadow;\r#ifdef CELLBASIC\nfloat level=1.0;\rif (info.ndl<0.5)\rlevel=0.5;\rdiffuseBase.rgb*vec3(level,level,level);\r#else\nfloat ToonThresholds[4];\rToonThresholds[0]=0.95;\rToonThresholds[1]=0.5;\rToonThresholds[2]=0.2;\rToonThresholds[3]=0.03;\rfloat ToonBrightnessLevels[5];\rToonBrightnessLevels[0]=1.0;\rToonBrightnessLevels[1]=0.8;\rToonBrightnessLevels[2]=0.6;\rToonBrightnessLevels[3]=0.35;\rToonBrightnessLevels[4]=0.2;\rif (info.ndl>ToonThresholds[0])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[0];\r}\relse if (info.ndl>ToonThresholds[1])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[1];\r}\relse if (info.ndl>ToonThresholds[2])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[2];\r}\relse if (info.ndl>ToonThresholds[3])\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[3];\r}\relse\r{\rdiffuseBase.rgb*=ToonBrightnessLevels[4];\r}\r#endif\nreturn max(diffuseBase,vec3(0.2));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\r#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\nlightingInfo info;\rvec3 diffuseBase=vec3(0.,0.,0.);\rfloat shadow=1.;\rfloat glossiness=0.;\r#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\r#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\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/** @internal */\nexport const cellPixelShader = { name, shader };\n"]}
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package/cell/cell.vertex.js.map
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@@ -1 +1 @@
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{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../
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{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,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 = \"cellVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\runiform mat4 diffuseMatrix;\runiform vec2 vDiffuseInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rgl_Position=viewProjection*worldPos;\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\r}\relse\r{\rvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#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/** @internal */\nexport const cellVertexShader = { name, shader };\n"]}
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package/cell/cellMaterial.js.map
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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 { 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\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n addClipPlaneUniforms(uniforms);\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 = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
|
1
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+
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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 { 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\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n addClipPlaneUniforms(uniforms);\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 = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
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package/cell/index.js.map
CHANGED
@@ -1 +1 @@
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1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./cellMaterial\";\r\n"]}
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@@ -1 +1 @@
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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].replace(/\\[\\d*\\]/g, \"\"));\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].replace(/\\[\\d*\\]/g, \"\"));\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].replace(/\\[\\d*\\]/g, \"\"));\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].replace(/\\[\\d*\\]/g, \"\"));\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"]}
|
package/custom/index.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/custom/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./customMaterial\";\r\nexport * from \"./pbrCustomMaterial\";\r\n"]}
|
@@ -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 { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\n\r\nexport class ShaderAlebdoParts {\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 // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\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 PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlebdoParts;\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].replace(/\\[\\d*\\]/g, \"\"));\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].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\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 PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.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_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\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(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\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 ShaderAlebdoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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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 { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\n\r\nexport class ShaderAlebdoParts {\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 // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\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 PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlebdoParts;\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].replace(/\\[\\d*\\]/g, \"\"));\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].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\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 PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.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_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\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(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\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 ShaderAlebdoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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{"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../
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{"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\nuniform sampler2D distortionSampler;uniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{return vec4(2.0)*x-vec4(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);float alpha=1.0;\n#ifdef DIFFUSE\nconst float distortionAmount0 =0.092;const float distortionAmount1 =0.092;const float distortionAmount2 =0.092;vec2 heightAttenuation=vec2(0.3,0.39);vec4 noise0=texture2D(distortionSampler,vDistortionCoords1);vec4 noise1=texture2D(distortionSampler,vDistortionCoords2);vec4 noise2=texture2D(distortionSampler,vDistortionCoords3);vec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;vec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);vec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;baseColor*=opacityColor;baseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const firePixelShader = { name, shader };\n"]}
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package/fire/fire.vertex.js.map
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{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../
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{"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/fire.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,qEAAuD;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,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/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/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\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;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\nuniform float time;uniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;varying vec2 vDistortionCoords2;varying vec2 vDistortionCoords3;\n#endif\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);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef DIFFUSE\nvDiffuseUV=uv;vDiffuseUV.y-=0.2;\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;vDistortionCoords1.x=uv.x;vDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;vDistortionCoords2.x=uv.x;vDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;vDistortionCoords3.x=uv.x;vDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fireVertexShader = { name, shader };\n"]}
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package/fire/fireMaterial.js.map
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1
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-
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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 { Tags } from \"core/Misc/tags\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./fire.fragment\";\r\nimport \"./fire.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass FireMaterialDefines 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 UV1 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public BonesPerMesh = 0;\r\n public NUM_BONE_INFLUENCERS = 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 FireMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"distortionTexture\")\r\n private _distortionTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public distortionTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public speed = 1.0;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _lastTime: number = 0;\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 false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\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 FireMaterialDefines();\r\n }\r\n\r\n const defines = <FireMaterialDefines>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 (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 defines.ALPHATEST = this._opacityTexture ? true : false;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n defines.POINTSIZE = this.pointsCloud || scene.forcePointsCloud;\r\n defines.FOG = scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled;\r\n }\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n 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.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fire\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n // Fire\r\n \"time\",\r\n \"speed\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"diffuseSampler\",\r\n // Fire\r\n \"distortionSampler\",\r\n \"opacitySampler\",\r\n ],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: null,\r\n maxSimultaneousLights: 4,\r\n transformFeedbackVaryings: null,\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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 = <FireMaterialDefines>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 this._activeEffect.setTexture(\"distortionSampler\", this._distortionTexture);\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, 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._scaledDiffuse, this.alpha * mesh.visibility);\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 // Time\r\n this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", this._lastTime);\r\n\r\n // Speed\r\n this._activeEffect.setFloat(\"speed\", this.speed);\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 if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {\r\n results.push(this._distortionTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._distortionTexture) {\r\n activeTextures.push(this._distortionTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._distortionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FireMaterial\";\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 if (this._distortionTexture) {\r\n this._distortionTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FireMaterial {\r\n return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FireMaterial\";\r\n serializationObject.diffuseColor = this.diffuseColor.asArray();\r\n serializationObject.speed = this.speed;\r\n\r\n if (this._diffuseTexture) {\r\n serializationObject._diffuseTexture = this._diffuseTexture.serialize();\r\n }\r\n\r\n if (this._distortionTexture) {\r\n serializationObject._distortionTexture = this._distortionTexture.serialize();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n serializationObject._opacityTexture = this._opacityTexture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {\r\n const material = new FireMaterial(source.name, scene);\r\n\r\n material.diffuseColor = Color3.FromArray(source.diffuseColor);\r\n material.speed = source.speed;\r\n\r\n material.alpha = source.alpha;\r\n\r\n material.id = source.id;\r\n\r\n Tags.AddTagsTo(material, source.tags);\r\n material.backFaceCulling = source.backFaceCulling;\r\n material.wireframe = source.wireframe;\r\n\r\n if (source._diffuseTexture) {\r\n material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._distortionTexture) {\r\n material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._opacityTexture) {\r\n material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireMaterial\", FireMaterial);\r\n"]}
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1
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+
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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 { Tags } from \"core/Misc/tags\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./fire.fragment\";\r\nimport \"./fire.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass FireMaterialDefines 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 UV1 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public BonesPerMesh = 0;\r\n public NUM_BONE_INFLUENCERS = 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 FireMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"distortionTexture\")\r\n private _distortionTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public distortionTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public speed = 1.0;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _lastTime: number = 0;\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 false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return true;\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 FireMaterialDefines();\r\n }\r\n\r\n const defines = <FireMaterialDefines>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 (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 defines.ALPHATEST = this._opacityTexture ? true : false;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n defines.POINTSIZE = this.pointsCloud || scene.forcePointsCloud;\r\n defines.FOG = scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled;\r\n }\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n 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.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fire\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n // Fire\r\n \"time\",\r\n \"speed\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"diffuseSampler\",\r\n // Fire\r\n \"distortionSampler\",\r\n \"opacitySampler\",\r\n ],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: null,\r\n maxSimultaneousLights: 4,\r\n transformFeedbackVaryings: null,\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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 = <FireMaterialDefines>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 this._activeEffect.setTexture(\"distortionSampler\", this._distortionTexture);\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, 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._scaledDiffuse, this.alpha * mesh.visibility);\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 // Time\r\n this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", this._lastTime);\r\n\r\n // Speed\r\n this._activeEffect.setFloat(\"speed\", this.speed);\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 if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {\r\n results.push(this._distortionTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._distortionTexture) {\r\n activeTextures.push(this._distortionTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._distortionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FireMaterial\";\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 if (this._distortionTexture) {\r\n this._distortionTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FireMaterial {\r\n return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FireMaterial\";\r\n serializationObject.diffuseColor = this.diffuseColor.asArray();\r\n serializationObject.speed = this.speed;\r\n\r\n if (this._diffuseTexture) {\r\n serializationObject._diffuseTexture = this._diffuseTexture.serialize();\r\n }\r\n\r\n if (this._distortionTexture) {\r\n serializationObject._distortionTexture = this._distortionTexture.serialize();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n serializationObject._opacityTexture = this._opacityTexture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {\r\n const material = new FireMaterial(source.name, scene);\r\n\r\n material.diffuseColor = Color3.FromArray(source.diffuseColor);\r\n material.speed = source.speed;\r\n\r\n material.alpha = source.alpha;\r\n\r\n material.id = source.id;\r\n\r\n Tags.AddTagsTo(material, source.tags);\r\n material.backFaceCulling = source.backFaceCulling;\r\n material.wireframe = source.wireframe;\r\n\r\n if (source._diffuseTexture) {\r\n material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._distortionTexture) {\r\n material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._opacityTexture) {\r\n material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireMaterial\", FireMaterial);\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./fireMaterial\";\r\n"]}
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