@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.
@@ -6,26 +6,86 @@ 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 { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
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  import type { Nullable } from "@babylonjs/core/types.js";
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+ /**
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+ * Albedo parts of the shader
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+ */
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  export declare class ShaderAlbedoParts {
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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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+ * Fragment definitions
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+ */
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  Fragment_Definitions: string;
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+ /**
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+ * Beginning of the main function
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+ */
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  Fragment_MainBegin: string;
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+ /**
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+ * End of main function
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+ */
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  Fragment_MainEnd: string;
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+ /**
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+ * Albedo color
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+ */
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  Fragment_Custom_Albedo: string;
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+ /**
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+ * Lights
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+ */
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  Fragment_Before_Lights: string;
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+ /**
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+ * Metallic and roughness
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+ */
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  Fragment_Custom_MetallicRoughness: string;
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+ /**
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+ * Microsurface
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+ */
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  Fragment_Custom_MicroSurface: string;
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+ /**
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+ * Fog computations
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+ */
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  Fragment_Before_Fog: string;
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+ /**
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+ * Alpha
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+ */
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  Fragment_Custom_Alpha: string;
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+ /**
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+ * Color composition
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+ */
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  Fragment_Before_FinalColorComposition: string;
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+ /**
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+ * Fragment color
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+ */
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  Fragment_Before_FragColor: string;
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+ /**
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+ * Beginning of vertex shader
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+ */
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  Vertex_Begin: string;
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+ /**
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+ * Vertex definitions
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+ */
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  Vertex_Definitions: string;
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+ /**
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+ * Vertex main begin
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+ */
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  Vertex_MainBegin: string;
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+ /**
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+ * Vertex before position updated
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+ */
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  Vertex_Before_PositionUpdated: string;
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+ /**
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+ * Vertex before normal updated
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+ */
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  Vertex_Before_NormalUpdated: string;
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+ /**
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+ * Vertex after world pos computed
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+ */
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  Vertex_After_WorldPosComputed: string;
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+ /**
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+ * Vertex main end
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+ */
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  Vertex_MainEnd: string;
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  }
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  /**
@@ -33,22 +93,71 @@ export declare class ShaderAlbedoParts {
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  */
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  export declare const ShaderAlebdoParts: typeof ShaderAlbedoParts;
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  export declare class PBRCustomMaterial extends PBRMaterial {
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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: ShaderAlbedoParts;
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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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+ * @param options options to compile the shader
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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[], options?: ICustomShaderNameResolveOptions): string;
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  protected _injectCustomCode(code: string, shaderType: string): string;
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  protected _getCustomCode(shaderType: string): {
@@ -56,25 +165,132 @@ export declare class PBRCustomMaterial extends PBRMaterial {
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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+ /**
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+ * Sets the code on Fragment_Custom_Albedo 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_Albedo(shaderPart: string): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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+ /**
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+ * Sets the code on Fragment_Custom_MetallicRoughness 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_MetallicRoughness(shaderPart: string): PBRCustomMaterial;
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+ /**
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+ * Sets the code on Fragment_Custom_MicroSurface 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_MicroSurface(shaderPart: string): PBRCustomMaterial;
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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): PBRCustomMaterial;
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+ /**
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+ * Sets the code on Fragment_Before_FinalColorComposition 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_FinalColorComposition(shaderPart: string): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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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): PBRCustomMaterial;
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  }
@@ -3,6 +3,9 @@ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
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  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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  import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
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  import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
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+ /**
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+ * Albedo parts of the shader
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+ */
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  export class ShaderAlbedoParts {
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  constructor() { }
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  }
@@ -11,6 +14,11 @@ export class ShaderAlbedoParts {
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  */
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  export const ShaderAlebdoParts = ShaderAlbedoParts;
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  export class PBRCustomMaterial extends PBRMaterial {
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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) {
@@ -52,6 +60,9 @@ export class PBRCustomMaterial extends PBRMaterial {
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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++) {
@@ -69,6 +80,17 @@ export class PBRCustomMaterial extends PBRMaterial {
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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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+ * @param options options to compile the shader
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+ * @returns the shader name
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+ */
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  Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
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  if (options) {
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  const currentProcessing = options.processFinalCode;
@@ -155,6 +177,13 @@ export class PBRCustomMaterial extends PBRMaterial {
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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();
@@ -174,6 +203,11 @@ export class PBRCustomMaterial extends PBRMaterial {
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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 = [];
@@ -181,83 +215,181 @@ export class PBRCustomMaterial extends PBRMaterial {
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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_Custom_Albedo 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_Albedo(shaderPart) {
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  this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
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  return this;
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  }
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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) {
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  this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
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  return this;
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  }
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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) {
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  this.CustomParts.Fragment_Before_Lights = shaderPart;
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  return this;
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  }
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+ /**
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+ * Sets the code on Fragment_Custom_MetallicRoughness 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_MetallicRoughness(shaderPart) {
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  this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
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  return this;
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  }
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+ /**
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+ * Sets the code on Fragment_Custom_MicroSurface 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_MicroSurface(shaderPart) {
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  this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Fragment_Before_Fog = shaderPart;
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  return this;
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  }
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+ /**
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+ * Sets the code on Fragment_Before_FinalColorComposition 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_FinalColorComposition(shaderPart) {
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  this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
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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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  }
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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) {
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  this.CustomParts.Vertex_Begin = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_Definitions = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_MainBegin = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
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  return this;
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  }
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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) {
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  this.CustomParts.Vertex_MainEnd = shaderPart;
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  return this;
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  }
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  }
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+ /**
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+ * Index for each created shader
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+ */
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  PBRCustomMaterial.ShaderIndexer = 1;
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  RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
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  //# sourceMappingURL=pbrCustomMaterial.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 { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class ShaderAlbedoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlbedoParts;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n 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_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,\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_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,\r\n CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,\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 ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Albedo parts of the shader\r\n */\r\nexport class ShaderAlbedoParts {\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 * Fragment definitions\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Albedo color\r\n */\r\n public Fragment_Custom_Albedo: string;\r\n /**\r\n * Lights\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Metallic and roughness\r\n */\r\n public Fragment_Custom_MetallicRoughness: string;\r\n /**\r\n * Microsurface\r\n */\r\n public Fragment_Custom_MicroSurface: string;\r\n /**\r\n * Fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Color composition\r\n */\r\n public Fragment_Before_FinalColorComposition: string;\r\n /**\r\n * Fragment color\r\n */\r\n public Fragment_Before_FragColor: string;\r\n\r\n /**\r\n * Beginning of vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Vertex definitions\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Vertex main begin\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Vertex before position updated\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Vertex before normal updated\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * Vertex after world pos computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Vertex main end\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n /**\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: ShaderAlbedoParts;\r\n /**\r\n * Name of the shader\r\n */\r\n _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n _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 * @param options options to compile the shader\r\n * @returns the shader name\r\n */\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n 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_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,\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_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,\r\n CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,\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 ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Albedo portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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_Custom_MetallicRoughness portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_MicroSurface portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\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_FinalColorComposition portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\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): PBRCustomMaterial {\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 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): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\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): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}