@babylonjs/materials 6.10.0 → 6.11.1

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Files changed (95) hide show
  1. package/cell/cell.fragment.js.map +1 -1
  2. package/cell/cell.vertex.js.map +1 -1
  3. package/cell/cellMaterial.js.map +1 -1
  4. package/cell/index.js.map +1 -1
  5. package/custom/customMaterial.js.map +1 -1
  6. package/custom/index.js.map +1 -1
  7. package/custom/pbrCustomMaterial.js.map +1 -1
  8. package/fire/fire.fragment.js.map +1 -1
  9. package/fire/fire.vertex.js.map +1 -1
  10. package/fire/fireMaterial.js.map +1 -1
  11. package/fire/index.js.map +1 -1
  12. package/fur/fur.fragment.js.map +1 -1
  13. package/fur/fur.vertex.js.map +1 -1
  14. package/fur/furMaterial.js.map +1 -1
  15. package/fur/index.js.map +1 -1
  16. package/gradient/gradient.fragment.js.map +1 -1
  17. package/gradient/gradient.vertex.js.map +1 -1
  18. package/gradient/gradientMaterial.js.map +1 -1
  19. package/gradient/index.js.map +1 -1
  20. package/grid/grid.fragment.js.map +1 -1
  21. package/grid/grid.vertex.js.map +1 -1
  22. package/grid/gridMaterial.js.map +1 -1
  23. package/grid/index.js.map +1 -1
  24. package/index.js.map +1 -1
  25. package/lava/index.js.map +1 -1
  26. package/lava/lava.fragment.js.map +1 -1
  27. package/lava/lava.vertex.js.map +1 -1
  28. package/lava/lavaMaterial.js.map +1 -1
  29. package/legacy/legacy-cell.d.ts +1 -1
  30. package/legacy/legacy-cell.js.map +1 -1
  31. package/legacy/legacy-custom.d.ts +1 -1
  32. package/legacy/legacy-custom.js.map +1 -1
  33. package/legacy/legacy-fire.d.ts +1 -1
  34. package/legacy/legacy-fire.js.map +1 -1
  35. package/legacy/legacy-fur.d.ts +1 -1
  36. package/legacy/legacy-fur.js.map +1 -1
  37. package/legacy/legacy-gradient.d.ts +1 -1
  38. package/legacy/legacy-gradient.js.map +1 -1
  39. package/legacy/legacy-grid.d.ts +1 -1
  40. package/legacy/legacy-grid.js.map +1 -1
  41. package/legacy/legacy-lava.d.ts +1 -1
  42. package/legacy/legacy-lava.js.map +1 -1
  43. package/legacy/legacy-mix.d.ts +1 -1
  44. package/legacy/legacy-mix.js.map +1 -1
  45. package/legacy/legacy-normal.d.ts +1 -1
  46. package/legacy/legacy-normal.js.map +1 -1
  47. package/legacy/legacy-shadowOnly.d.ts +1 -1
  48. package/legacy/legacy-shadowOnly.js.map +1 -1
  49. package/legacy/legacy-simple.d.ts +1 -1
  50. package/legacy/legacy-simple.js.map +1 -1
  51. package/legacy/legacy-sky.d.ts +1 -1
  52. package/legacy/legacy-sky.js.map +1 -1
  53. package/legacy/legacy-terrain.d.ts +1 -1
  54. package/legacy/legacy-terrain.js.map +1 -1
  55. package/legacy/legacy-triPlanar.d.ts +1 -1
  56. package/legacy/legacy-triPlanar.js.map +1 -1
  57. package/legacy/legacy-water.d.ts +1 -1
  58. package/legacy/legacy-water.js.map +1 -1
  59. package/legacy/legacy.d.ts +1 -1
  60. package/legacy/legacy.js.map +1 -1
  61. package/mix/index.js.map +1 -1
  62. package/mix/mix.fragment.js.map +1 -1
  63. package/mix/mix.vertex.js.map +1 -1
  64. package/mix/mixMaterial.js.map +1 -1
  65. package/normal/index.js.map +1 -1
  66. package/normal/normal.fragment.js.map +1 -1
  67. package/normal/normal.vertex.js.map +1 -1
  68. package/normal/normalMaterial.js.map +1 -1
  69. package/package.json +4 -4
  70. package/shadowOnly/index.js.map +1 -1
  71. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  72. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  73. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  74. package/simple/index.js.map +1 -1
  75. package/simple/simple.fragment.js.map +1 -1
  76. package/simple/simple.vertex.js.map +1 -1
  77. package/simple/simpleMaterial.js.map +1 -1
  78. package/sky/index.js.map +1 -1
  79. package/sky/sky.fragment.js.map +1 -1
  80. package/sky/sky.vertex.js.map +1 -1
  81. package/sky/skyMaterial.js.map +1 -1
  82. package/terrain/index.js.map +1 -1
  83. package/terrain/terrain.fragment.js.map +1 -1
  84. package/terrain/terrain.vertex.js.map +1 -1
  85. package/terrain/terrainMaterial.js.map +1 -1
  86. package/triPlanar/index.js.map +1 -1
  87. package/triPlanar/triPlanarMaterial.js.map +1 -1
  88. package/triPlanar/triplanar.fragment.js.map +1 -1
  89. package/triPlanar/triplanar.vertex.js.map +1 -1
  90. package/water/index.js.map +1 -1
  91. package/water/water.fragment.js.map +1 -1
  92. package/water/water.vertex.js.map +1 -1
  93. package/water/waterMaterial.d.ts +1 -0
  94. package/water/waterMaterial.js +14 -0
  95. package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, 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 = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"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 = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, 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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass SimpleMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, 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 = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"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 = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, 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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
package/sky/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/materials/generated/sky/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./skyMaterial\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./skyMaterial\";\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../lts/materials/generated/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,0EAA4D;AAC5D,mEAAqD;AACrD,qEAAuD;AACvD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,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/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPositionW;\r#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;\runiform vec3 cameraOffset;\runiform vec3 up;\runiform float luminance;\runiform float turbidity;\runiform float rayleigh;\runiform float mieCoefficient;\runiform float mieDirectionalG;\runiform vec3 sunPosition;\r#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;\rconst float pi=3.141592653589793238462643383279502884197169;\rconst float n=1.0003;\rconst float N=2.545E25;\rconst float pn=0.035;\rconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\rconst vec3 K=vec3(0.686,0.678,0.666);\rconst float v=4.0;\rconst float rayleighZenithLength=8.4E3;\rconst float mieZenithLength=1.25E3;\rconst float EE=1000.0;\rconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\rconst float cutoffAngle=pi/1.95;\rconst float steepness=1.5;\rvec3 totalRayleigh(vec3 lambda)\r{\rreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\r}\rvec3 simplifiedRayleigh()\r{\rreturn 0.0005/vec3(94,40,18);\r}\rfloat rayleighPhase(float cosTheta)\r{ \rreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\r}\rvec3 totalMie(vec3 lambda,vec3 K,float T)\r{\rfloat c=(0.2*T )*10E-18;\rreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\r}\rfloat hgPhase(float cosTheta,float g)\r{\rreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\r}\rfloat sunIntensity(float zenithAngleCos)\r{\rreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\r}\rfloat A=0.15;\rfloat B=0.50;\rfloat C=0.10;\rfloat D=0.20;\rfloat EEE=0.02;\rfloat F=0.30;\rfloat W=1000.0;\rvec3 Uncharted2Tonemap(vec3 x)\r{\rreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\r}\r#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\r*--------------------------------------------------------------------------------------------------\r* Sky Color\r*--------------------------------------------------------------------------------------------------\r*/\rfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\rfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\rvec3 sunDirection=normalize(sunPosition);\rfloat sunE=sunIntensity(dot(sunDirection,up));\rvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\rvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\rfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));\rfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\rfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\rvec3 Fex=exp(-(betaR*sR+betaM*sM));\rfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\rfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\rvec3 betaRTheta=betaR*rPhase;\rfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\rvec3 betaMTheta=betaM*mPhase;\rvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\rLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\rvec3 direction=normalize(vPositionW-cameraPosition);\rfloat theta=acos(direction.y);\rfloat phi=atan(direction.z,direction.x);\rvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\rvec3 L0=vec3(0.1)*Fex;\rfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\rL0+=(sunE*19000.0*Fex)*sundisk;\rvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\rvec3 texColor=(Lin+L0);\rtexColor*=0.04 ;\rtexColor+=vec3(0.0,0.001,0.0025)*0.3;\rfloat g_fMaxLuminance=1.0;\rfloat fLumScaled=0.1/luminance; \rfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \rfloat ExposureBias=fLumCompressed;\rvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\rvec3 retColor=curr*whiteScale;\r/**\r*--------------------------------------------------------------------------------------------------\r* Sky Color\r*--------------------------------------------------------------------------------------------------\r*/\rfloat alpha=1.0;\r#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\r#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const skyPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,0EAA4D;AAC5D,mEAAqD;AACrD,qEAAuD;AACvD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,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/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPositionW;\r#ifdef VERTEXCOLOR\nvarying vec4 vColor;\r#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;\runiform vec3 cameraOffset;\runiform vec3 up;\runiform float luminance;\runiform float turbidity;\runiform float rayleigh;\runiform float mieCoefficient;\runiform float mieDirectionalG;\runiform vec3 sunPosition;\r#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;\rconst float pi=3.141592653589793238462643383279502884197169;\rconst float n=1.0003;\rconst float N=2.545E25;\rconst float pn=0.035;\rconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\rconst vec3 K=vec3(0.686,0.678,0.666);\rconst float v=4.0;\rconst float rayleighZenithLength=8.4E3;\rconst float mieZenithLength=1.25E3;\rconst float EE=1000.0;\rconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\rconst float cutoffAngle=pi/1.95;\rconst float steepness=1.5;\rvec3 totalRayleigh(vec3 lambda)\r{\rreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\r}\rvec3 simplifiedRayleigh()\r{\rreturn 0.0005/vec3(94,40,18);\r}\rfloat rayleighPhase(float cosTheta)\r{ \rreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\r}\rvec3 totalMie(vec3 lambda,vec3 K,float T)\r{\rfloat c=(0.2*T )*10E-18;\rreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\r}\rfloat hgPhase(float cosTheta,float g)\r{\rreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\r}\rfloat sunIntensity(float zenithAngleCos)\r{\rreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\r}\rfloat A=0.15;\rfloat B=0.50;\rfloat C=0.10;\rfloat D=0.20;\rfloat EEE=0.02;\rfloat F=0.30;\rfloat W=1000.0;\rvec3 Uncharted2Tonemap(vec3 x)\r{\rreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\r}\r#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\r*--------------------------------------------------------------------------------------------------\r* Sky Color\r*--------------------------------------------------------------------------------------------------\r*/\rfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\rfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\rvec3 sunDirection=normalize(sunPosition);\rfloat sunE=sunIntensity(dot(sunDirection,up));\rvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\rvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\rfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));\rfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\rfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\rvec3 Fex=exp(-(betaR*sR+betaM*sM));\rfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\rfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\rvec3 betaRTheta=betaR*rPhase;\rfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\rvec3 betaMTheta=betaM*mPhase;\rvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\rLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\rvec3 direction=normalize(vPositionW-cameraPosition);\rfloat theta=acos(direction.y);\rfloat phi=atan(direction.z,direction.x);\rvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\rvec3 L0=vec3(0.1)*Fex;\rfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\rL0+=(sunE*19000.0*Fex)*sundisk;\rvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\rvec3 texColor=(Lin+L0);\rtexColor*=0.04 ;\rtexColor+=vec3(0.0,0.001,0.0025)*0.3;\rfloat g_fMaxLuminance=1.0;\rfloat fLumScaled=0.1/luminance; \rfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \rfloat ExposureBias=fLumCompressed;\rvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\rvec3 retColor=curr*whiteScale;\r/**\r*--------------------------------------------------------------------------------------------------\r* Sky Color\r*--------------------------------------------------------------------------------------------------\r*/\rfloat alpha=1.0;\r#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\r#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const skyPixelShader = { name, shader };\n"]}
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines extends MaterialDefines {\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 POINTSIZE = false;\r\n public FOG = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect)) {\r\n bindClipPlane(effect, 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\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 // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines extends MaterialDefines {\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 POINTSIZE = false;\r\n public FOG = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect)) {\r\n bindClipPlane(effect, 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\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 // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/materials/generated/terrain/index.ts"],"names":[],"mappings":"AAAA,cAAc,mBAAmB,CAAC","sourcesContent":["export * from \"./terrainMaterial\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/terrain/index.ts"],"names":[],"mappings":"AAAA,cAAc,mBAAmB,CAAC","sourcesContent":["export * from \"./terrainMaterial\";\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../../lts/materials/generated/terrain/terrain.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,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Hd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/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 = \"terrainPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\runiform sampler2D textureSampler;\runiform vec2 vTextureInfos;\runiform sampler2D diffuse1Sampler;\runiform sampler2D diffuse2Sampler;\runiform sampler2D diffuse3Sampler;\runiform vec2 diffuse1Infos;\runiform vec2 diffuse2Infos;\runiform vec2 diffuse3Infos;\r#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\runiform sampler2D bump2Sampler;\runiform sampler2D bump3Sampler;\r#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\r{\rvec3 dp1=dFdx(p);\rvec3 dp2=dFdy(p);\rvec2 duv1=dFdx(uv);\rvec2 duv2=dFdy(uv);\rvec3 dp2perp=cross(dp2,normal);\rvec3 dp1perp=cross(normal,dp1);\rvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\rvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\rfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\rreturn mat3(tangent*invmax,binormal*invmax,normal);\r}\rvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\r{\rvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\rvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\rvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\rbump1Color.rgb*=mixColor.r;\rbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\rvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\rmap=map*255./127.-128./127.;\rmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\rreturn normalize(TBN*map);\r}\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\nfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\r#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\r#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\rvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\rvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\rvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\rdiffuse1Color.rgb*=baseColor.r;\rdiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\rbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\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\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\rvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const terrainPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/terrain/terrain.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,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Hd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/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 = \"terrainPixelShader\";\nconst shader = `precision highp float;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\runiform sampler2D textureSampler;\runiform vec2 vTextureInfos;\runiform sampler2D diffuse1Sampler;\runiform sampler2D diffuse2Sampler;\runiform sampler2D diffuse3Sampler;\runiform vec2 diffuse1Infos;\runiform vec2 diffuse2Infos;\runiform vec2 diffuse3Infos;\r#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\runiform sampler2D bump2Sampler;\runiform sampler2D bump3Sampler;\r#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\r{\rvec3 dp1=dFdx(p);\rvec3 dp2=dFdy(p);\rvec2 duv1=dFdx(uv);\rvec2 duv2=dFdy(uv);\rvec3 dp2perp=cross(dp2,normal);\rvec3 dp1perp=cross(normal,dp1);\rvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\rvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\rfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\rreturn mat3(tangent*invmax,binormal*invmax,normal);\r}\rvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\r{\rvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\rvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\rvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\rbump1Color.rgb*=mixColor.r;\rbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\rvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\rmap=map*255./127.-128./127.;\rmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\rreturn normalize(TBN*map);\r}\r#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\nfloat alpha=vDiffuseColor.a;\r#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\r#else\nvec3 normalW=vec3(1.0,1.0,1.0);\r#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\r#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\r#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\rvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\rvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\rvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\rdiffuse1Color.rgb*=baseColor.r;\rdiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\rbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\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\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);\rvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const terrainPixelShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"terrain.vertex.js","sourceRoot":"","sources":["../../../../lts/materials/generated/terrain/terrain.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,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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 = \"terrainVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const terrainVertexShader = { name, shader };\n"]}
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@@ -1 +1 @@
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./terrain.fragment\";\r\nimport \"./terrain.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, 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 // Legacy browser patch\r\n const shaderName = \"terrain\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\"textureSampler\", \"diffuse1Sampler\", \"diffuse2Sampler\", \"diffuse3Sampler\", \"bump1Sampler\", \"bump2Sampler\", \"bump3Sampler\"];\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n 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 = <TerrainMaterialDefines>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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\r\n }\r\n }\r\n // Clip plane\r\n bindClipPlane(effect, 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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\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._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./terrain.fragment\";\r\nimport \"./terrain.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, 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 // Legacy browser patch\r\n const shaderName = \"terrain\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\"textureSampler\", \"diffuse1Sampler\", \"diffuse2Sampler\", \"diffuse3Sampler\", \"bump1Sampler\", \"bump2Sampler\", \"bump3Sampler\"];\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n 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 = <TerrainMaterialDefines>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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\r\n }\r\n }\r\n // Clip plane\r\n bindClipPlane(effect, 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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\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._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/materials/generated/triPlanar/index.ts"],"names":[],"mappings":"AAAA,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./triPlanarMaterial\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/triPlanar/index.ts"],"names":[],"mappings":"AAAA,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./triPlanarMaterial\";\r\n"]}