@babylonjs/materials 6.32.1 → 6.33.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (110) hide show
  1. package/cell/cell.fragment.d.ts +2 -0
  2. package/cell/cell.fragment.js +7 -0
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +2 -0
  5. package/cell/cell.vertex.js +4 -0
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/cell/cellMaterial.js +7 -1
  8. package/cell/cellMaterial.js.map +1 -1
  9. package/custom/pbrCustomMaterial.js +1 -1
  10. package/custom/pbrCustomMaterial.js.map +1 -1
  11. package/fire/fire.fragment.d.ts +2 -0
  12. package/fire/fire.fragment.js +7 -0
  13. package/fire/fire.fragment.js.map +1 -1
  14. package/fire/fire.vertex.d.ts +2 -0
  15. package/fire/fire.vertex.js +4 -0
  16. package/fire/fire.vertex.js.map +1 -1
  17. package/fire/fireMaterial.js +7 -0
  18. package/fire/fireMaterial.js.map +1 -1
  19. package/fur/fur.fragment.d.ts +2 -0
  20. package/fur/fur.fragment.js +7 -0
  21. package/fur/fur.fragment.js.map +1 -1
  22. package/fur/fur.vertex.d.ts +2 -0
  23. package/fur/fur.vertex.js +4 -0
  24. package/fur/fur.vertex.js.map +1 -1
  25. package/fur/furMaterial.js +7 -1
  26. package/fur/furMaterial.js.map +1 -1
  27. package/gradient/gradient.fragment.d.ts +2 -0
  28. package/gradient/gradient.fragment.js +7 -0
  29. package/gradient/gradient.fragment.js.map +1 -1
  30. package/gradient/gradient.vertex.d.ts +2 -0
  31. package/gradient/gradient.vertex.js +4 -0
  32. package/gradient/gradient.vertex.js.map +1 -1
  33. package/gradient/gradientMaterial.js +7 -1
  34. package/gradient/gradientMaterial.js.map +1 -1
  35. package/grid/grid.fragment.d.ts +2 -0
  36. package/grid/grid.fragment.js +7 -0
  37. package/grid/grid.fragment.js.map +1 -1
  38. package/grid/grid.vertex.d.ts +2 -0
  39. package/grid/grid.vertex.js +4 -0
  40. package/grid/grid.vertex.js.map +1 -1
  41. package/grid/gridMaterial.js +7 -1
  42. package/grid/gridMaterial.js.map +1 -1
  43. package/lava/lava.fragment.d.ts +2 -0
  44. package/lava/lava.fragment.js +7 -0
  45. package/lava/lava.fragment.js.map +1 -1
  46. package/lava/lava.vertex.d.ts +2 -0
  47. package/lava/lava.vertex.js +4 -0
  48. package/lava/lava.vertex.js.map +1 -1
  49. package/lava/lavaMaterial.js +7 -1
  50. package/lava/lavaMaterial.js.map +1 -1
  51. package/mix/mix.fragment.d.ts +2 -0
  52. package/mix/mix.fragment.js +7 -0
  53. package/mix/mix.fragment.js.map +1 -1
  54. package/mix/mix.vertex.d.ts +2 -0
  55. package/mix/mix.vertex.js +4 -0
  56. package/mix/mix.vertex.js.map +1 -1
  57. package/mix/mixMaterial.js +7 -1
  58. package/mix/mixMaterial.js.map +1 -1
  59. package/normal/normal.fragment.d.ts +2 -0
  60. package/normal/normal.fragment.js +7 -0
  61. package/normal/normal.fragment.js.map +1 -1
  62. package/normal/normal.vertex.d.ts +2 -0
  63. package/normal/normal.vertex.js +4 -0
  64. package/normal/normal.vertex.js.map +1 -1
  65. package/normal/normalMaterial.js +7 -1
  66. package/normal/normalMaterial.js.map +1 -1
  67. package/package.json +2 -2
  68. package/shadowOnly/shadowOnly.fragment.d.ts +2 -0
  69. package/shadowOnly/shadowOnly.fragment.js +7 -0
  70. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  71. package/shadowOnly/shadowOnly.vertex.d.ts +2 -0
  72. package/shadowOnly/shadowOnly.vertex.js +4 -0
  73. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  74. package/shadowOnly/shadowOnlyMaterial.js +20 -2
  75. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  76. package/simple/simple.fragment.d.ts +2 -0
  77. package/simple/simple.fragment.js +7 -0
  78. package/simple/simple.fragment.js.map +1 -1
  79. package/simple/simple.vertex.d.ts +2 -0
  80. package/simple/simple.vertex.js +4 -0
  81. package/simple/simple.vertex.js.map +1 -1
  82. package/simple/simpleMaterial.js +7 -1
  83. package/simple/simpleMaterial.js.map +1 -1
  84. package/sky/sky.fragment.d.ts +2 -0
  85. package/sky/sky.fragment.js +7 -0
  86. package/sky/sky.fragment.js.map +1 -1
  87. package/sky/sky.vertex.d.ts +2 -0
  88. package/sky/sky.vertex.js +4 -0
  89. package/sky/sky.vertex.js.map +1 -1
  90. package/sky/skyMaterial.js +7 -1
  91. package/sky/skyMaterial.js.map +1 -1
  92. package/terrain/terrain.fragment.d.ts +2 -0
  93. package/terrain/terrain.fragment.js +7 -0
  94. package/terrain/terrain.fragment.js.map +1 -1
  95. package/terrain/terrain.vertex.d.ts +2 -0
  96. package/terrain/terrain.vertex.js +4 -0
  97. package/terrain/terrain.vertex.js.map +1 -1
  98. package/terrain/terrainMaterial.js +16 -2
  99. package/terrain/terrainMaterial.js.map +1 -1
  100. package/triPlanar/triPlanarMaterial.js +7 -2
  101. package/triPlanar/triPlanarMaterial.js.map +1 -1
  102. package/triPlanar/triplanar.fragment.d.ts +2 -0
  103. package/triPlanar/triplanar.fragment.js +7 -0
  104. package/triPlanar/triplanar.fragment.js.map +1 -1
  105. package/triPlanar/triplanar.vertex.d.ts +2 -0
  106. package/triPlanar/triplanar.vertex.js +4 -0
  107. package/triPlanar/triplanar.vertex.js.map +1 -1
  108. package/water/waterMaterial.d.ts +0 -3
  109. package/water/waterMaterial.js +4 -10
  110. package/water/waterMaterial.js.map +1 -1
@@ -79,6 +79,7 @@ class LavaMaterialDefines extends MaterialDefines {
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  this.UNLIT = false;
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  this.IMAGEPROCESSINGPOSTPROCESS = false;
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  this.SKIPFINALCOLORCLAMP = false;
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+ this.LOGARITHMICDEPTH = false;
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  this.rebuild();
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  }
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  }
@@ -137,7 +138,7 @@ export class LavaMaterial extends PushMaterial {
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  }
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  }
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  // Misc.
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- MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
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+ MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
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  // Lights
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  defines._needNormals = true;
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  MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
@@ -191,6 +192,7 @@ export class LavaMaterial extends PushMaterial {
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  "vDiffuseInfos",
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  "mBones",
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  "diffuseMatrix",
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+ "logarithmicDepthConstant",
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  "time",
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  "speed",
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  "movingSpeed",
@@ -261,6 +263,10 @@ export class LavaMaterial extends PushMaterial {
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  if (this.pointsCloud) {
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  this._activeEffect.setFloat("pointSize", this.pointSize);
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  }
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+ // Log. depth
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+ if (this._useLogarithmicDepth) {
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+ MaterialHelper.BindLogDepth(defines, effect, scene);
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+ }
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  scene.bindEyePosition(effect);
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  }
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  this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
@@ -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 \"./lava.fragment\";\r\nimport \"./lava.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass LavaMaterialDefines 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 LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = 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 UNLIT = 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 LavaMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture()\r\n public noiseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public fogColor: Color3;\r\n\r\n @serialize()\r\n public speed: number = 1;\r\n\r\n @serialize()\r\n public movingSpeed: number = 1;\r\n\r\n @serialize()\r\n public lowFrequencySpeed: number = 1;\r\n\r\n @serialize()\r\n public fogDensity: number = 0.15;\r\n\r\n private _lastTime: number = 0;\r\n\r\n @serializeAsColor3()\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(\"unlit\")\r\n private _unlit = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public unlit: 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 private _scaledDiffuse = new Color3();\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 LavaMaterialDefines();\r\n }\r\n\r\n const defines = <LavaMaterialDefines>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 = true;\r\n\r\n 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);\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 = \"lava\";\r\n const join = defines.toString();\r\n\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 \"time\",\r\n \"speed\",\r\n \"movingSpeed\",\r\n \"fogColor\",\r\n \"fogDensity\",\r\n \"lowFrequencySpeed\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const samplers = [\"diffuseSampler\", \"noiseTexture\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\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 = <LavaMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n defines.UNLIT = this._unlit;\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 if (this.noiseTexture) {\r\n this._activeEffect.setTexture(\"noiseTexture\", this.noiseTexture);\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._scaledDiffuse, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\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._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", (this._lastTime * this.speed) / 1000);\r\n\r\n if (!this.fogColor) {\r\n this.fogColor = Color3.Black();\r\n }\r\n this._activeEffect.setColor3(\"fogColor\", this.fogColor);\r\n this._activeEffect.setFloat(\"fogDensity\", this.fogDensity);\r\n\r\n this._activeEffect.setFloat(\"lowFrequencySpeed\", this.lowFrequencySpeed);\r\n this._activeEffect.setFloat(\"movingSpeed\", this.movingSpeed);\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 if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {\r\n results.push(this.noiseTexture);\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 if (this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): LavaMaterial {\r\n return SerializationHelper.Clone(() => new LavaMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.LavaMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"LavaMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial {\r\n return SerializationHelper.Parse(() => new LavaMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LavaMaterial\", LavaMaterial);\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 \"./lava.fragment\";\r\nimport \"./lava.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass LavaMaterialDefines 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 LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = 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 UNLIT = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class LavaMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture()\r\n public noiseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public fogColor: Color3;\r\n\r\n @serialize()\r\n public speed: number = 1;\r\n\r\n @serialize()\r\n public movingSpeed: number = 1;\r\n\r\n @serialize()\r\n public lowFrequencySpeed: number = 1;\r\n\r\n @serialize()\r\n public fogDensity: number = 0.15;\r\n\r\n private _lastTime: number = 0;\r\n\r\n @serializeAsColor3()\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(\"unlit\")\r\n private _unlit = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public unlit: 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 private _scaledDiffuse = new Color3();\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 LavaMaterialDefines();\r\n }\r\n\r\n const defines = <LavaMaterialDefines>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, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n\r\n 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);\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 = \"lava\";\r\n const join = defines.toString();\r\n\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 \"logarithmicDepthConstant\",\r\n \"time\",\r\n \"speed\",\r\n \"movingSpeed\",\r\n \"fogColor\",\r\n \"fogDensity\",\r\n \"lowFrequencySpeed\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const samplers = [\"diffuseSampler\", \"noiseTexture\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\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 = <LavaMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n defines.UNLIT = this._unlit;\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 if (this.noiseTexture) {\r\n this._activeEffect.setTexture(\"noiseTexture\", this.noiseTexture);\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 // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this._scaledDiffuse, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);\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._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", (this._lastTime * this.speed) / 1000);\r\n\r\n if (!this.fogColor) {\r\n this.fogColor = Color3.Black();\r\n }\r\n this._activeEffect.setColor3(\"fogColor\", this.fogColor);\r\n this._activeEffect.setFloat(\"fogDensity\", this.fogDensity);\r\n\r\n this._activeEffect.setFloat(\"lowFrequencySpeed\", this.lowFrequencySpeed);\r\n this._activeEffect.setFloat(\"movingSpeed\", this.movingSpeed);\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 if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {\r\n results.push(this.noiseTexture);\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 if (this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): LavaMaterial {\r\n return SerializationHelper.Clone(() => new LavaMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.LavaMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"LavaMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial {\r\n return SerializationHelper.Parse(() => new LavaMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LavaMaterial\", LavaMaterial);\r\n"]}
@@ -4,10 +4,12 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
4
  import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
5
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
8
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
8
9
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
9
10
  import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
10
11
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
11
13
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
12
14
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
13
15
  /** @internal */
@@ -6,10 +6,12 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
7
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
8
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
9
10
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
10
11
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
11
12
  import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
12
13
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
13
15
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
16
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
17
  const name = "mixPixelShader";
@@ -39,6 +41,10 @@ uniform sampler2D diffuse5Sampler;uniform sampler2D diffuse6Sampler;uniform samp
39
41
  #include<lightsFragmentFunctions>
40
42
  #include<shadowsFragmentFunctions>
41
43
  #include<clipPlaneFragmentDeclaration>
44
+ #ifdef LOGARITHMICDEPTH
45
+ #extension GL_EXT_frag_depth : enable
46
+ #endif
47
+ #include<logDepthDeclaration>
42
48
  #include<fogFragmentDeclaration>
43
49
  #define CUSTOM_FRAGMENT_DEFINITIONS
44
50
  void main(void) {
@@ -84,6 +90,7 @@ vec3 finalSpecular=specularBase*specularColor;
84
90
  vec3 finalSpecular=vec3(0.0);
85
91
  #endif
86
92
  vec3 finalDiffuse=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
93
+ #include<logDepthFragment>
87
94
  #include<fogFragment>
88
95
  gl_FragColor=color;
89
96
  #include<imageProcessingCompatibility>
@@ -1 +1 @@
1
- {"version":3,"file":"mix.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/mix/mix.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,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ed,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/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 = \"mixPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D mixMap1Sampler;uniform vec2 vTextureInfos;\n#ifdef MIXMAP2\nuniform sampler2D mixMap2Sampler;\n#endif\nuniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform sampler2D diffuse4Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;uniform vec2 diffuse4Infos;\n#ifdef MIXMAP2\nuniform sampler2D diffuse5Sampler;uniform sampler2D diffuse6Sampler;uniform sampler2D diffuse7Sampler;uniform sampler2D diffuse8Sampler;uniform vec2 diffuse5Infos;uniform vec2 diffuse6Infos;uniform vec2 diffuse7Infos;uniform vec2 diffuse8Infos;\n#endif\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 finalMixColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvec4 mixColor2=vec4(1.,1.,1.,1.);\n#endif\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nvec4 mixColor=texture2D(mixMap1Sampler,vTextureUV);\n#include<depthPrePass>\nmixColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);vec4 diffuse4Color=texture2D(diffuse4Sampler,vTextureUV*diffuse4Infos);diffuse1Color.rgb*=mixColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,mixColor.g);diffuse3Color.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse3Color.rgb,diffuse4Color.rgb,1.0-mixColor.a);\n#ifdef MIXMAP2\nmixColor=texture2D(mixMap2Sampler,vTextureUV);mixColor.rgb*=vTextureInfos.y;vec4 diffuse5Color=texture2D(diffuse5Sampler,vTextureUV*diffuse5Infos);vec4 diffuse6Color=texture2D(diffuse6Sampler,vTextureUV*diffuse6Infos);vec4 diffuse7Color=texture2D(diffuse7Sampler,vTextureUV*diffuse7Infos);vec4 diffuse8Color=texture2D(diffuse8Sampler,vTextureUV*diffuse8Infos);diffuse5Color.rgb=mix(finalMixColor.rgb,diffuse5Color.rgb,mixColor.r);diffuse6Color.rgb=mix(diffuse5Color.rgb,diffuse6Color.rgb,mixColor.g);diffuse7Color.rgb=mix(diffuse6Color.rgb,diffuse7Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse7Color.rgb,diffuse8Color.rgb,1.0-mixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mixPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mix.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/mix/mix.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,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiFd,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/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/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"mixPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D mixMap1Sampler;uniform vec2 vTextureInfos;\n#ifdef MIXMAP2\nuniform sampler2D mixMap2Sampler;\n#endif\nuniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform sampler2D diffuse4Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;uniform vec2 diffuse4Infos;\n#ifdef MIXMAP2\nuniform sampler2D diffuse5Sampler;uniform sampler2D diffuse6Sampler;uniform sampler2D diffuse7Sampler;uniform sampler2D diffuse8Sampler;uniform vec2 diffuse5Infos;uniform vec2 diffuse6Infos;uniform vec2 diffuse7Infos;uniform vec2 diffuse8Infos;\n#endif\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 finalMixColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvec4 mixColor2=vec4(1.,1.,1.,1.);\n#endif\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nvec4 mixColor=texture2D(mixMap1Sampler,vTextureUV);\n#include<depthPrePass>\nmixColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);vec4 diffuse4Color=texture2D(diffuse4Sampler,vTextureUV*diffuse4Infos);diffuse1Color.rgb*=mixColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,mixColor.g);diffuse3Color.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse3Color.rgb,diffuse4Color.rgb,1.0-mixColor.a);\n#ifdef MIXMAP2\nmixColor=texture2D(mixMap2Sampler,vTextureUV);mixColor.rgb*=vTextureInfos.y;vec4 diffuse5Color=texture2D(diffuse5Sampler,vTextureUV*diffuse5Infos);vec4 diffuse6Color=texture2D(diffuse6Sampler,vTextureUV*diffuse6Infos);vec4 diffuse7Color=texture2D(diffuse7Sampler,vTextureUV*diffuse7Infos);vec4 diffuse8Color=texture2D(diffuse8Sampler,vTextureUV*diffuse8Infos);diffuse5Color.rgb=mix(finalMixColor.rgb,diffuse5Color.rgb,mixColor.r);diffuse6Color.rgb=mix(diffuse5Color.rgb,diffuse6Color.rgb,mixColor.g);diffuse7Color.rgb=mix(diffuse6Color.rgb,diffuse7Color.rgb,mixColor.b);finalMixColor.rgb=mix(diffuse7Color.rgb,diffuse8Color.rgb,1.0-mixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mixPixelShader = { name, shader };\n"]}
@@ -2,6 +2,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
2
  import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
3
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
4
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
5
6
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
6
7
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
8
  import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
@@ -12,6 +13,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
12
13
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
13
14
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
14
15
  import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
15
17
  /** @internal */
16
18
  export declare const mixVertexShader: {
17
19
  name: string;
package/mix/mix.vertex.js CHANGED
@@ -4,6 +4,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
4
4
  import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
5
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
8
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
8
9
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
9
10
  import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
@@ -14,6 +15,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
14
15
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
15
16
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
16
17
  import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
18
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
17
19
  const name = "mixVertexShader";
18
20
  const shader = `precision highp float;attribute vec3 position;
19
21
  #ifdef NORMAL
@@ -46,6 +48,7 @@ varying vec3 vNormalW;
46
48
  varying vec4 vColor;
47
49
  #endif
48
50
  #include<clipPlaneVertexDeclaration>
51
+ #include<logDepthDeclaration>
49
52
  #include<fogVertexDeclaration>
50
53
  #include<__decl__lightFragment>[0..maxSimultaneousLights]
51
54
  #define CUSTOM_VERTEX_DEFINITIONS
@@ -77,6 +80,7 @@ else
77
80
  #if defined(POINTSIZE) && !defined(WEBGPU)
78
81
  gl_PointSize=pointSize;
79
82
  #endif
83
+ #include<logDepthVertex>
80
84
  #define CUSTOM_VERTEX_MAIN_END
81
85
  }
82
86
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"mix.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/mix/mix.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,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/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 = \"mixVertexShader\";\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#ifdef VERTEXCOLOR\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 mixVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mix.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/mix/mix.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,uEAAyD;AACzD,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\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\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"mixVertexShader\";\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#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\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#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mixVertexShader = { name, shader };\n"]}
@@ -39,6 +39,7 @@ class MixMaterialDefines extends MaterialDefines {
39
39
  this.MIXMAP2 = false;
40
40
  this.IMAGEPROCESSINGPOSTPROCESS = false;
41
41
  this.SKIPFINALCOLORCLAMP = false;
42
+ this.LOGARITHMICDEPTH = false;
42
43
  this.rebuild();
43
44
  }
44
45
  }
@@ -120,7 +121,7 @@ export class MixMaterial extends PushMaterial {
120
121
  }
121
122
  }
122
123
  // Misc.
123
- MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
124
+ MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
124
125
  // Lights
125
126
  defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
126
127
  // Values that need to be evaluated on every frame
@@ -174,6 +175,7 @@ export class MixMaterial extends PushMaterial {
174
175
  "vTextureInfos",
175
176
  "mBones",
176
177
  "textureMatrix",
178
+ "logarithmicDepthConstant",
177
179
  "diffuse1Infos",
178
180
  "diffuse2Infos",
179
181
  "diffuse3Infos",
@@ -292,6 +294,10 @@ export class MixMaterial extends PushMaterial {
292
294
  if (this.pointsCloud) {
293
295
  this._activeEffect.setFloat("pointSize", this.pointSize);
294
296
  }
297
+ // Log. depth
298
+ if (this._useLogarithmicDepth) {
299
+ MaterialHelper.BindLogDepth(defines, effect, scene);
300
+ }
295
301
  scene.bindEyePosition(effect);
296
302
  }
297
303
  this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
@@ -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 { 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 \"./mix.fragment\";\r\nimport \"./mix.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass MixMaterialDefines 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 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 MIXMAP2 = 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 MixMaterial extends PushMaterial {\r\n /**\r\n * Mix textures\r\n */\r\n\r\n @serializeAsTexture(\"mixTexture1\")\r\n private _mixTexture1: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture1: BaseTexture;\r\n\r\n @serializeAsTexture(\"mixTexture2\")\r\n private _mixTexture2: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture2: BaseTexture;\r\n\r\n /**\r\n * Diffuse textures\r\n */\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(\"diffuseTexture4\")\r\n private _diffuseTexture4: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture4: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture5: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture5: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture6: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture6: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture7: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture7: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture4\")\r\n private _diffuseTexture8: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture8: Texture;\r\n\r\n /**\r\n * Uniforms\r\n */\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 MixMaterialDefines();\r\n }\r\n\r\n const defines = <MixMaterialDefines>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._mixTexture1 || !this._mixTexture1.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\r\n defines.DIFFUSE = true;\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 if (!this._diffuseTexture4 || !this._diffuseTexture4.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this._mixTexture2) {\r\n if (!this._mixTexture2.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.MIXMAP2 = true;\r\n\r\n if (!this._diffuseTexture5 || !this._diffuseTexture5.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture6 || !this._diffuseTexture6.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture7 || !this._diffuseTexture7.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture8 || !this._diffuseTexture8.isReady()) {\r\n return false;\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 // Legacy browser patch\r\n const shaderName = \"mix\";\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 \"diffuse4Infos\",\r\n \"diffuse5Infos\",\r\n \"diffuse6Infos\",\r\n \"diffuse7Infos\",\r\n \"diffuse8Infos\",\r\n ];\r\n const samplers = [\r\n \"mixMap1Sampler\",\r\n \"mixMap2Sampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"diffuse4Sampler\",\r\n \"diffuse5Sampler\",\r\n \"diffuse6Sampler\",\r\n \"diffuse7Sampler\",\r\n \"diffuse8Sampler\",\r\n ];\r\n\r\n const uniformBuffers: 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\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 = <MixMaterialDefines>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._mixTexture1) {\r\n this._activeEffect.setTexture(\"mixMap1Sampler\", this._mixTexture1);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture1.coordinatesIndex, this._mixTexture1.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture1.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 if (this._diffuseTexture4) {\r\n this._activeEffect.setTexture(\"diffuse4Sampler\", this._diffuseTexture4);\r\n this._activeEffect.setFloat2(\"diffuse4Infos\", this._diffuseTexture4.uScale, this._diffuseTexture4.vScale);\r\n }\r\n }\r\n }\r\n\r\n if (this._mixTexture2) {\r\n this._activeEffect.setTexture(\"mixMap2Sampler\", this._mixTexture2);\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture5) {\r\n this._activeEffect.setTexture(\"diffuse5Sampler\", this._diffuseTexture5);\r\n this._activeEffect.setFloat2(\"diffuse5Infos\", this._diffuseTexture5.uScale, this._diffuseTexture5.vScale);\r\n }\r\n if (this._diffuseTexture6) {\r\n this._activeEffect.setTexture(\"diffuse6Sampler\", this._diffuseTexture6);\r\n this._activeEffect.setFloat2(\"diffuse6Infos\", this._diffuseTexture6.uScale, this._diffuseTexture6.vScale);\r\n }\r\n if (this._diffuseTexture7) {\r\n this._activeEffect.setTexture(\"diffuse7Sampler\", this._diffuseTexture7);\r\n this._activeEffect.setFloat2(\"diffuse7Infos\", this._diffuseTexture7.uScale, this._diffuseTexture7.vScale);\r\n }\r\n if (this._diffuseTexture8) {\r\n this._activeEffect.setTexture(\"diffuse8Sampler\", this._diffuseTexture8);\r\n this._activeEffect.setFloat2(\"diffuse8Infos\", this._diffuseTexture8.uScale, this._diffuseTexture8.vScale);\r\n }\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._mixTexture1 && this._mixTexture1.animations && this._mixTexture1.animations.length > 0) {\r\n results.push(this._mixTexture1);\r\n }\r\n\r\n if (this._mixTexture2 && this._mixTexture2.animations && this._mixTexture2.animations.length > 0) {\r\n results.push(this._mixTexture2);\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 // Mix map 1\r\n if (this._mixTexture1) {\r\n activeTextures.push(this._mixTexture1);\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._diffuseTexture4) {\r\n activeTextures.push(this._diffuseTexture4);\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2) {\r\n activeTextures.push(this._mixTexture2);\r\n }\r\n\r\n if (this._diffuseTexture5) {\r\n activeTextures.push(this._diffuseTexture5);\r\n }\r\n\r\n if (this._diffuseTexture6) {\r\n activeTextures.push(this._diffuseTexture6);\r\n }\r\n\r\n if (this._diffuseTexture7) {\r\n activeTextures.push(this._diffuseTexture7);\r\n }\r\n\r\n if (this._diffuseTexture8) {\r\n activeTextures.push(this._diffuseTexture8);\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 // Mix map 1\r\n if (this._mixTexture1 === 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._diffuseTexture4 === texture) {\r\n return true;\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture5 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture6 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture7 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture8 === 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._mixTexture1) {\r\n this._mixTexture1.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MixMaterial {\r\n return SerializationHelper.Clone(() => new MixMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MixMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MixMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial {\r\n return SerializationHelper.Parse(() => new MixMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MixMaterial\", MixMaterial);\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 \"./mix.fragment\";\r\nimport \"./mix.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass MixMaterialDefines 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 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 MIXMAP2 = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MixMaterial extends PushMaterial {\r\n /**\r\n * Mix textures\r\n */\r\n\r\n @serializeAsTexture(\"mixTexture1\")\r\n private _mixTexture1: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture1: BaseTexture;\r\n\r\n @serializeAsTexture(\"mixTexture2\")\r\n private _mixTexture2: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture2: BaseTexture;\r\n\r\n /**\r\n * Diffuse textures\r\n */\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(\"diffuseTexture4\")\r\n private _diffuseTexture4: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture4: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture5: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture5: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture6: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture6: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture7: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture7: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture4\")\r\n private _diffuseTexture8: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture8: Texture;\r\n\r\n /**\r\n * Uniforms\r\n */\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 MixMaterialDefines();\r\n }\r\n\r\n const defines = <MixMaterialDefines>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._mixTexture1 || !this._mixTexture1.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\r\n defines.DIFFUSE = true;\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 if (!this._diffuseTexture4 || !this._diffuseTexture4.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this._mixTexture2) {\r\n if (!this._mixTexture2.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.MIXMAP2 = true;\r\n\r\n if (!this._diffuseTexture5 || !this._diffuseTexture5.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture6 || !this._diffuseTexture6.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture7 || !this._diffuseTexture7.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture8 || !this._diffuseTexture8.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, 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 = \"mix\";\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 \"logarithmicDepthConstant\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n \"diffuse4Infos\",\r\n \"diffuse5Infos\",\r\n \"diffuse6Infos\",\r\n \"diffuse7Infos\",\r\n \"diffuse8Infos\",\r\n ];\r\n const samplers = [\r\n \"mixMap1Sampler\",\r\n \"mixMap2Sampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"diffuse4Sampler\",\r\n \"diffuse5Sampler\",\r\n \"diffuse6Sampler\",\r\n \"diffuse7Sampler\",\r\n \"diffuse8Sampler\",\r\n ];\r\n\r\n const uniformBuffers: 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\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 = <MixMaterialDefines>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._mixTexture1) {\r\n this._activeEffect.setTexture(\"mixMap1Sampler\", this._mixTexture1);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture1.coordinatesIndex, this._mixTexture1.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture1.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 if (this._diffuseTexture4) {\r\n this._activeEffect.setTexture(\"diffuse4Sampler\", this._diffuseTexture4);\r\n this._activeEffect.setFloat2(\"diffuse4Infos\", this._diffuseTexture4.uScale, this._diffuseTexture4.vScale);\r\n }\r\n }\r\n }\r\n\r\n if (this._mixTexture2) {\r\n this._activeEffect.setTexture(\"mixMap2Sampler\", this._mixTexture2);\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture5) {\r\n this._activeEffect.setTexture(\"diffuse5Sampler\", this._diffuseTexture5);\r\n this._activeEffect.setFloat2(\"diffuse5Infos\", this._diffuseTexture5.uScale, this._diffuseTexture5.vScale);\r\n }\r\n if (this._diffuseTexture6) {\r\n this._activeEffect.setTexture(\"diffuse6Sampler\", this._diffuseTexture6);\r\n this._activeEffect.setFloat2(\"diffuse6Infos\", this._diffuseTexture6.uScale, this._diffuseTexture6.vScale);\r\n }\r\n if (this._diffuseTexture7) {\r\n this._activeEffect.setTexture(\"diffuse7Sampler\", this._diffuseTexture7);\r\n this._activeEffect.setFloat2(\"diffuse7Infos\", this._diffuseTexture7.uScale, this._diffuseTexture7.vScale);\r\n }\r\n if (this._diffuseTexture8) {\r\n this._activeEffect.setTexture(\"diffuse8Sampler\", this._diffuseTexture8);\r\n this._activeEffect.setFloat2(\"diffuse8Infos\", this._diffuseTexture8.uScale, this._diffuseTexture8.vScale);\r\n }\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 // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\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._mixTexture1 && this._mixTexture1.animations && this._mixTexture1.animations.length > 0) {\r\n results.push(this._mixTexture1);\r\n }\r\n\r\n if (this._mixTexture2 && this._mixTexture2.animations && this._mixTexture2.animations.length > 0) {\r\n results.push(this._mixTexture2);\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 // Mix map 1\r\n if (this._mixTexture1) {\r\n activeTextures.push(this._mixTexture1);\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._diffuseTexture4) {\r\n activeTextures.push(this._diffuseTexture4);\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2) {\r\n activeTextures.push(this._mixTexture2);\r\n }\r\n\r\n if (this._diffuseTexture5) {\r\n activeTextures.push(this._diffuseTexture5);\r\n }\r\n\r\n if (this._diffuseTexture6) {\r\n activeTextures.push(this._diffuseTexture6);\r\n }\r\n\r\n if (this._diffuseTexture7) {\r\n activeTextures.push(this._diffuseTexture7);\r\n }\r\n\r\n if (this._diffuseTexture8) {\r\n activeTextures.push(this._diffuseTexture8);\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 // Mix map 1\r\n if (this._mixTexture1 === 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._diffuseTexture4 === texture) {\r\n return true;\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture5 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture6 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture7 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture8 === 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._mixTexture1) {\r\n this._mixTexture1.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MixMaterial {\r\n return SerializationHelper.Clone(() => new MixMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MixMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MixMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial {\r\n return SerializationHelper.Parse(() => new MixMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MixMaterial\", MixMaterial);\r\n"]}
@@ -4,10 +4,12 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
4
  import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
5
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
8
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
8
9
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
9
10
  import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
10
11
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
11
13
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
12
14
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
13
15
  /** @internal */
@@ -6,10 +6,12 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
6
  import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
7
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
8
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
9
10
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
10
11
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
11
12
  import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
12
13
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
13
15
  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
16
  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
17
  const name = "normalPixelShader";
@@ -30,6 +32,10 @@ varying vec3 vNormalW;
30
32
  varying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;
31
33
  #endif
32
34
  #include<clipPlaneFragmentDeclaration>
35
+ #ifdef LOGARITHMICDEPTH
36
+ #extension GL_EXT_frag_depth : enable
37
+ #endif
38
+ #include<logDepthDeclaration>
33
39
  #include<fogFragmentDeclaration>
34
40
  #define CUSTOM_FRAGMENT_DEFINITIONS
35
41
  void main(void) {
@@ -64,6 +70,7 @@ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;
64
70
  vec3 finalDiffuse= baseColor.rgb;
65
71
  #endif
66
72
  vec4 color=vec4(finalDiffuse,alpha);
73
+ #include<logDepthFragment>
67
74
  #include<fogFragment>
68
75
  gl_FragColor=color;
69
76
  #include<imageProcessingCompatibility>