@babylonjs/materials 6.39.0 → 6.40.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/custom/customMaterial.d.ts +203 -0
- package/custom/customMaterial.js +122 -0
- package/custom/customMaterial.js.map +1 -1
- package/custom/pbrCustomMaterial.d.ts +216 -0
- package/custom/pbrCustomMaterial.js +132 -0
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fur/furMaterial.js +1 -0
- package/fur/furMaterial.js.map +1 -1
- package/grid/gridMaterial.d.ts +4 -1
- package/grid/gridMaterial.js +1 -1
- package/grid/gridMaterial.js.map +1 -1
- package/package.json +2 -2
@@ -5,47 +5,158 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js"
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import type { Scene } from "@babylonjs/core/scene.js";
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import type { Nullable } from "@babylonjs/core/types.js";
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/**
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* Structure of a custom shader
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*/
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export declare class CustomShaderStructure {
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/**
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* Fragment store
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*/
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FragmentStore: string;
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/**
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* Vertex store
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*/
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VertexStore: string;
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constructor();
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}
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/**
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* Parts of a shader
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*/
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export declare class ShaderSpecialParts {
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constructor();
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/**
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* Beginning of the fragment shader
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*/
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Fragment_Begin: string;
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/**
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* Variable definitions of the fragment shader
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*/
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Fragment_Definitions: string;
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/**
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* Beginning of the fragment main function
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*/
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Fragment_MainBegin: string;
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/**
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* End of the fragment main function
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*/
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Fragment_MainEnd: string;
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/**
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* Diffuse color calculation
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*/
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Fragment_Custom_Diffuse: string;
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/**
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* Before lightning computations
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*/
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Fragment_Before_Lights: string;
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/**
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* Before fog computations
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*/
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Fragment_Before_Fog: string;
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/**
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* Alpha calculations
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*/
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Fragment_Custom_Alpha: string;
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/**
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* Before frag color is assigned
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*/
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Fragment_Before_FragColor: string;
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/**
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* Beginning of the vertex shader
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*/
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Vertex_Begin: string;
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/**
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* Variable definitions of the vertex shader
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*/
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Vertex_Definitions: string;
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/**
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* Start of the main function of the vertex shader
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*/
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Vertex_MainBegin: string;
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/**
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* Before the world position computation
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*/
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Vertex_Before_PositionUpdated: string;
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/**
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* Before the normal computation
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*/
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Vertex_Before_NormalUpdated: string;
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/**
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* After the world position has been computed
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*/
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Vertex_After_WorldPosComputed: string;
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/**
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* Main end of the vertex shader
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*/
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Vertex_MainEnd: string;
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}
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/**
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* Customized material
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*/
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export declare class CustomMaterial extends StandardMaterial {
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/**
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* Index for each created shader
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*/
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static ShaderIndexer: number;
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/**
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* Custom shader structure
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*/
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CustomParts: ShaderSpecialParts;
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/**
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* Name of the shader
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*/
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_createdShaderName: string;
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/**
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* List of custom uniforms
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*/
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_customUniform: string[];
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/**
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* Names of the new uniforms
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*/
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_newUniforms: string[];
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/**
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* Instances of the new uniform objects
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*/
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_newUniformInstances: {
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[name: string]: any;
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};
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/**
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* Instances of the new sampler objects
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*/
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_newSamplerInstances: {
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[name: string]: Texture;
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};
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/**
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* List of the custom attributes
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*/
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_customAttributes: string[];
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/**
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* Fragment shader string
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*/
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FragmentShader: string;
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/**
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* Vertex shader string
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*/
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VertexShader: string;
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/**
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* Runs after the material is bound to a mesh
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* @param mesh mesh bound
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* @param effect bound effect used to render
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*/
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AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
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/**
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* @internal
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*/
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ReviewUniform(name: string, arr: string[]): string[];
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/**
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* Builds the material
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* @param shaderName name of the shader
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* @param uniforms list of uniforms
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* @param uniformBuffers list of uniform buffers
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* @param samplers list of samplers
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* @param defines list of defines
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* @param attributes list of attributes
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* @returns the shader name
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*/
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Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string;
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protected _injectCustomCode(code: string, shaderType: string): string;
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protected _getCustomCode(shaderType: string): {
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@@ -53,22 +164,114 @@ export declare class CustomMaterial extends StandardMaterial {
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};
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constructor(name: string, scene?: Scene);
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protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
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/**
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* Adds a new uniform to the shader
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* @param name the name of the uniform to add
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* @param kind the type of the uniform to add
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* @param param the value of the uniform to add
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* @returns the current material
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*/
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AddUniform(name: string, kind: string, param: any): CustomMaterial;
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/**
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* Adds a custom attribute
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* @param name the name of the attribute
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* @returns the current material
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*/
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AddAttribute(name: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Begin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Begin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Definitions portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Definitions(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_MainBegin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainBegin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_MainEnd portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainEnd(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Custom_Diffuse portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Custom_Alpha portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_Lights portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_Lights(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_Fog portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_Fog(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_FragColor portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Begin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_Begin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Definitions portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_Definitions(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_MainBegin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_MainBegin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Before_PositionUpdated portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Before_NormalUpdated portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_After_WorldPosComputed portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_MainEnd portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_MainEnd(shaderPart: string): CustomMaterial;
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}
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package/custom/customMaterial.js
CHANGED
@@ -2,13 +2,27 @@ import { Effect } from "@babylonjs/core/Materials/effect.js";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
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/**
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* Structure of a custom shader
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*/
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export class CustomShaderStructure {
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constructor() { }
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}
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/**
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* Parts of a shader
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*/
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export class ShaderSpecialParts {
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constructor() { }
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}
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/**
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* Customized material
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*/
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export class CustomMaterial extends StandardMaterial {
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/**
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* Runs after the material is bound to a mesh
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* @param mesh mesh bound
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* @param effect bound effect used to render
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*/
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AttachAfterBind(mesh, effect) {
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if (this._newUniformInstances) {
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for (const el in this._newUniformInstances) {
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}
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}
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}
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/**
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* @internal
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*/
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ReviewUniform(name, arr) {
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if (name == "uniform" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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}
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return arr;
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}
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/**
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* Builds the material
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* @param shaderName name of the shader
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* @param uniforms list of uniforms
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* @param uniformBuffers list of uniform buffers
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* @param samplers list of samplers
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* @param defines list of defines
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* @param attributes list of attributes
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* @returns the shader name
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*/
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Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
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if (attributes && this._customAttributes && this._customAttributes.length > 0) {
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attributes.push(...this._customAttributes);
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}
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catch (e) { }
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}
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/**
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* Adds a new uniform to the shader
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* @param name the name of the uniform to add
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* @param kind the type of the uniform to add
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* @param param the value of the uniform to add
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* @returns the current material
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*/
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AddUniform(name, kind, param) {
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if (!this._customUniform) {
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this._customUniform = new Array();
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this._newUniforms.push(name);
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return this;
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}
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/**
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* Adds a custom attribute
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* @param name the name of the attribute
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* @returns the current material
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*/
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AddAttribute(name) {
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if (!this._customAttributes) {
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this._customAttributes = [];
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this._customAttributes.push(name);
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return this;
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}
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/**
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* Sets the code on Fragment_Begin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Begin(shaderPart) {
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this.CustomParts.Fragment_Begin = shaderPart;
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return this;
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}
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/**
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* Sets the code on Fragment_Definitions portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Definitions(shaderPart) {
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this.CustomParts.Fragment_Definitions = shaderPart;
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return this;
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}
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/**
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* Sets the code on Fragment_MainBegin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainBegin(shaderPart) {
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this.CustomParts.Fragment_MainBegin = shaderPart;
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return this;
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}
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/**
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* Sets the code on Fragment_MainEnd portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainEnd(shaderPart) {
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this.CustomParts.Fragment_MainEnd = shaderPart;
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return this;
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238
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}
|
239
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+
/**
|
240
|
+
* Sets the code on Fragment_Custom_Diffuse portion
|
241
|
+
* @param shaderPart the code string
|
242
|
+
* @returns the current material
|
243
|
+
*/
|
180
244
|
Fragment_Custom_Diffuse(shaderPart) {
|
181
245
|
this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
|
182
246
|
return this;
|
183
247
|
}
|
248
|
+
/**
|
249
|
+
* Sets the code on Fragment_Custom_Alpha portion
|
250
|
+
* @param shaderPart the code string
|
251
|
+
* @returns the current material
|
252
|
+
*/
|
184
253
|
Fragment_Custom_Alpha(shaderPart) {
|
185
254
|
this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
|
186
255
|
return this;
|
187
256
|
}
|
257
|
+
/**
|
258
|
+
* Sets the code on Fragment_Before_Lights portion
|
259
|
+
* @param shaderPart the code string
|
260
|
+
* @returns the current material
|
261
|
+
*/
|
188
262
|
Fragment_Before_Lights(shaderPart) {
|
189
263
|
this.CustomParts.Fragment_Before_Lights = shaderPart;
|
190
264
|
return this;
|
191
265
|
}
|
266
|
+
/**
|
267
|
+
* Sets the code on Fragment_Before_Fog portion
|
268
|
+
* @param shaderPart the code string
|
269
|
+
* @returns the current material
|
270
|
+
*/
|
192
271
|
Fragment_Before_Fog(shaderPart) {
|
193
272
|
this.CustomParts.Fragment_Before_Fog = shaderPart;
|
194
273
|
return this;
|
195
274
|
}
|
275
|
+
/**
|
276
|
+
* Sets the code on Fragment_Before_FragColor portion
|
277
|
+
* @param shaderPart the code string
|
278
|
+
* @returns the current material
|
279
|
+
*/
|
196
280
|
Fragment_Before_FragColor(shaderPart) {
|
197
281
|
this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
|
198
282
|
return this;
|
199
283
|
}
|
284
|
+
/**
|
285
|
+
* Sets the code on Vertex_Begin portion
|
286
|
+
* @param shaderPart the code string
|
287
|
+
* @returns the current material
|
288
|
+
*/
|
200
289
|
Vertex_Begin(shaderPart) {
|
201
290
|
this.CustomParts.Vertex_Begin = shaderPart;
|
202
291
|
return this;
|
203
292
|
}
|
293
|
+
/**
|
294
|
+
* Sets the code on Vertex_Definitions portion
|
295
|
+
* @param shaderPart the code string
|
296
|
+
* @returns the current material
|
297
|
+
*/
|
204
298
|
Vertex_Definitions(shaderPart) {
|
205
299
|
this.CustomParts.Vertex_Definitions = shaderPart;
|
206
300
|
return this;
|
207
301
|
}
|
302
|
+
/**
|
303
|
+
* Sets the code on Vertex_MainBegin portion
|
304
|
+
* @param shaderPart the code string
|
305
|
+
* @returns the current material
|
306
|
+
*/
|
208
307
|
Vertex_MainBegin(shaderPart) {
|
209
308
|
this.CustomParts.Vertex_MainBegin = shaderPart;
|
210
309
|
return this;
|
211
310
|
}
|
311
|
+
/**
|
312
|
+
* Sets the code on Vertex_Before_PositionUpdated portion
|
313
|
+
* @param shaderPart the code string
|
314
|
+
* @returns the current material
|
315
|
+
*/
|
212
316
|
Vertex_Before_PositionUpdated(shaderPart) {
|
213
317
|
this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
|
214
318
|
return this;
|
215
319
|
}
|
320
|
+
/**
|
321
|
+
* Sets the code on Vertex_Before_NormalUpdated portion
|
322
|
+
* @param shaderPart the code string
|
323
|
+
* @returns the current material
|
324
|
+
*/
|
216
325
|
Vertex_Before_NormalUpdated(shaderPart) {
|
217
326
|
this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
|
218
327
|
return this;
|
219
328
|
}
|
329
|
+
/**
|
330
|
+
* Sets the code on Vertex_After_WorldPosComputed portion
|
331
|
+
* @param shaderPart the code string
|
332
|
+
* @returns the current material
|
333
|
+
*/
|
220
334
|
Vertex_After_WorldPosComputed(shaderPart) {
|
221
335
|
this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
|
222
336
|
return this;
|
223
337
|
}
|
338
|
+
/**
|
339
|
+
* Sets the code on Vertex_MainEnd portion
|
340
|
+
* @param shaderPart the code string
|
341
|
+
* @returns the current material
|
342
|
+
*/
|
224
343
|
Vertex_MainEnd(shaderPart) {
|
225
344
|
this.CustomParts.Vertex_MainEnd = shaderPart;
|
226
345
|
return this;
|
227
346
|
}
|
228
347
|
}
|
348
|
+
/**
|
349
|
+
* Index for each created shader
|
350
|
+
*/
|
229
351
|
CustomMaterial.ShaderIndexer = 1;
|
230
352
|
RegisterClass("BABYLON.CustomMaterial", CustomMaterial);
|
231
353
|
//# sourceMappingURL=customMaterial.js.map
|
@@ -1 +1 @@
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
|
1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Structure of a custom shader\r\n */\r\nexport class CustomShaderStructure {\r\n /**\r\n * Fragment store\r\n */\r\n public FragmentStore: string;\r\n /**\r\n * Vertex store\r\n */\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\n/**\r\n * Parts of a shader\r\n */\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Variable definitions of the fragment shader\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the fragment main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of the fragment main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Diffuse color calculation\r\n */\r\n public Fragment_Custom_Diffuse: string;\r\n /**\r\n * Before lightning computations\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Before fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha calculations\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Before frag color is assigned\r\n */\r\n public Fragment_Before_FragColor: string;\r\n /**\r\n * Beginning of the vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Variable definitions of the vertex shader\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Start of the main function of the vertex shader\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Before the world position computation\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Before the normal computation\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * After the world position has been computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Main end of the vertex shader\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * Customized material\r\n */\r\nexport class CustomMaterial extends StandardMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderSpecialParts;\r\n /**\r\n * Name of the shader\r\n */\r\n public _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n public _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n public _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n public _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n public _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n public _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @returns the shader name\r\n */\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Diffuse portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
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