@babylonjs/materials 6.32.0 → 6.32.1

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@@ -4,6 +4,7 @@ import type { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.
4
4
  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
5
5
  import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
6
  import type { Scene } from "@babylonjs/core/scene.js";
7
+ import type { Nullable } from "@babylonjs/core/types.js";
7
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  export declare class CustomShaderStructure {
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9
  FragmentStore: string;
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10
  VertexStore: string;
@@ -31,7 +32,6 @@ export declare class ShaderSpecialParts {
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  export declare class CustomMaterial extends StandardMaterial {
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  static ShaderIndexer: number;
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34
  CustomParts: ShaderSpecialParts;
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- _isCreatedShader: boolean;
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  _createdShaderName: string;
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  _customUniform: string[];
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  _newUniforms: string[];
@@ -48,6 +48,7 @@ export declare class CustomMaterial extends StandardMaterial {
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  ReviewUniform(name: string, arr: string[]): string[];
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  Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string;
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  constructor(name: string, scene?: Scene);
51
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
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52
  AddUniform(name: string, kind: string, param: any): CustomMaterial;
52
53
  AddAttribute(name: string): CustomMaterial;
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  Fragment_Begin(shaderPart: string): CustomMaterial;
@@ -73,23 +73,10 @@ export class CustomMaterial extends StandardMaterial {
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  }
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74
  this.ReviewUniform("uniform", uniforms);
75
75
  this.ReviewUniform("sampler", samplers);
76
- if (this._isCreatedShader) {
77
- return this._createdShaderName;
76
+ const name = this._createdShaderName;
77
+ if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
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+ return name;
78
79
  }
79
- this._isCreatedShader = false;
80
- CustomMaterial.ShaderIndexer++;
81
- const name = "custom_" + CustomMaterial.ShaderIndexer;
82
- const fn_afterBind = this._afterBind.bind(this);
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- this._afterBind = (m, e) => {
84
- if (!e) {
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- return;
86
- }
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- this.AttachAfterBind(m, e);
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- try {
89
- fn_afterBind(m, e);
90
- }
91
- catch (e) { }
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- };
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  Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
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81
  .replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
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  .replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
@@ -110,8 +97,6 @@ export class CustomMaterial extends StandardMaterial {
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97
  if (this.CustomParts.Fragment_Before_Fog) {
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  Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
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  }
113
- this._isCreatedShader = true;
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- this._createdShaderName = name;
115
100
  return name;
116
101
  }
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  constructor(name, scene) {
@@ -120,6 +105,18 @@ export class CustomMaterial extends StandardMaterial {
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  this.customShaderNameResolve = this.Builder;
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  this.FragmentShader = Effect.ShadersStore["defaultPixelShader"];
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107
  this.VertexShader = Effect.ShadersStore["defaultVertexShader"];
108
+ CustomMaterial.ShaderIndexer++;
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+ this._createdShaderName = "custom_" + CustomMaterial.ShaderIndexer;
110
+ }
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+ _afterBind(mesh, effect = null) {
112
+ if (!effect) {
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+ return;
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+ }
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+ this.AttachAfterBind(mesh, effect);
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+ try {
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+ super._afterBind(mesh, effect);
118
+ }
119
+ catch (e) { }
123
120
  }
124
121
  AddUniform(name, kind, param) {
125
122
  if (!this._customUniform) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
@@ -5,6 +5,7 @@ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
5
5
  import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
6
  import type { Scene } from "@babylonjs/core/scene.js";
7
7
  import type { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
8
+ import type { Nullable } from "@babylonjs/core/types.js";
8
9
  export declare class ShaderAlbedoParts {
9
10
  constructor();
10
11
  Fragment_Begin: string;
@@ -34,7 +35,6 @@ export declare const ShaderAlebdoParts: typeof ShaderAlbedoParts;
34
35
  export declare class PBRCustomMaterial extends PBRMaterial {
35
36
  static ShaderIndexer: number;
36
37
  CustomParts: ShaderAlbedoParts;
37
- _isCreatedShader: boolean;
38
38
  _createdShaderName: string;
39
39
  _customUniform: string[];
40
40
  _newUniforms: string[];
@@ -51,6 +51,7 @@ export declare class PBRCustomMaterial extends PBRMaterial {
51
51
  ReviewUniform(name: string, arr: string[]): string[];
52
52
  Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
53
53
  constructor(name: string, scene?: Scene);
54
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
54
55
  AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
55
56
  AddAttribute(name: string): PBRCustomMaterial;
56
57
  Fragment_Begin(shaderPart: string): PBRCustomMaterial;
@@ -87,23 +87,10 @@ export class PBRCustomMaterial extends PBRMaterial {
87
87
  }
88
88
  this.ReviewUniform("uniform", uniforms);
89
89
  this.ReviewUniform("sampler", samplers);
90
- if (this._isCreatedShader) {
91
- return this._createdShaderName;
90
+ const name = this._createdShaderName;
91
+ if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
92
+ return name;
92
93
  }
93
- this._isCreatedShader = false;
94
- PBRCustomMaterial.ShaderIndexer++;
95
- const name = "custom_" + PBRCustomMaterial.ShaderIndexer;
96
- const fn_afterBind = this._afterBind.bind(this);
97
- this._afterBind = (m, e) => {
98
- if (!e) {
99
- return;
100
- }
101
- this.AttachAfterBind(m, e);
102
- try {
103
- fn_afterBind(m, e);
104
- }
105
- catch (e) { }
106
- };
107
94
  Effect.ShadersStore[name + "VertexShader"] = this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : "")
108
95
  .replace("#define CUSTOM_VERTEX_DEFINITIONS", (this._customUniform ? this._customUniform.join("\n") : "") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : ""))
109
96
  .replace("#define CUSTOM_VERTEX_MAIN_BEGIN", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : "")
@@ -127,8 +114,6 @@ export class PBRCustomMaterial extends PBRMaterial {
127
114
  if (this.CustomParts.Fragment_Before_Fog) {
128
115
  Effect.ShadersStore[name + "PixelShader"] = Effect.ShadersStore[name + "PixelShader"].replace("#define CUSTOM_FRAGMENT_BEFORE_FOG", this.CustomParts.Fragment_Before_Fog);
129
116
  }
130
- this._isCreatedShader = true;
131
- this._createdShaderName = name;
132
117
  return name;
133
118
  }
134
119
  constructor(name, scene) {
@@ -140,6 +125,18 @@ export class PBRCustomMaterial extends PBRMaterial {
140
125
  this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore["pbrBlockAlbedoOpacity"]);
141
126
  this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore["pbrBlockReflectivity"]);
142
127
  this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
128
+ PBRCustomMaterial.ShaderIndexer++;
129
+ this._createdShaderName = "custom_" + PBRCustomMaterial.ShaderIndexer;
130
+ }
131
+ _afterBind(mesh, effect = null) {
132
+ if (!effect) {
133
+ return;
134
+ }
135
+ this.AttachAfterBind(mesh, effect);
136
+ try {
137
+ super._afterBind(mesh, effect);
138
+ }
139
+ catch (e) { }
143
140
  }
144
141
  AddUniform(name, kind, param) {
145
142
  if (!this._customUniform) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\n\r\nexport class ShaderAlbedoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlbedoParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class ShaderAlbedoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlbedoParts;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/materials",
3
- "version": "6.32.0",
3
+ "version": "6.32.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^6.32.0",
21
+ "@babylonjs/core": "^6.32.1",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/materials": "^1.0.0"
24
24
  },