@babylonjs/materials 6.39.0 → 6.41.0

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@@ -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\nimport type { SubMesh } from \"core/Meshes/subMesh\";\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, subMesh?: SubMesh): 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, subMesh);\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"]}
@@ -6,26 +6,87 @@ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
6
  import type { Scene } from "@babylonjs/core/scene.js";
7
7
  import type { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
8
8
  import type { Nullable } from "@babylonjs/core/types.js";
9
+ import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
10
+ /**
11
+ * Albedo parts of the shader
12
+ */
9
13
  export declare class ShaderAlbedoParts {
10
14
  constructor();
15
+ /**
16
+ * Beginning of the fragment shader
17
+ */
11
18
  Fragment_Begin: string;
19
+ /**
20
+ * Fragment definitions
21
+ */
12
22
  Fragment_Definitions: string;
23
+ /**
24
+ * Beginning of the main function
25
+ */
13
26
  Fragment_MainBegin: string;
27
+ /**
28
+ * End of main function
29
+ */
14
30
  Fragment_MainEnd: string;
31
+ /**
32
+ * Albedo color
33
+ */
15
34
  Fragment_Custom_Albedo: string;
35
+ /**
36
+ * Lights
37
+ */
16
38
  Fragment_Before_Lights: string;
39
+ /**
40
+ * Metallic and roughness
41
+ */
17
42
  Fragment_Custom_MetallicRoughness: string;
43
+ /**
44
+ * Microsurface
45
+ */
18
46
  Fragment_Custom_MicroSurface: string;
47
+ /**
48
+ * Fog computations
49
+ */
19
50
  Fragment_Before_Fog: string;
51
+ /**
52
+ * Alpha
53
+ */
20
54
  Fragment_Custom_Alpha: string;
55
+ /**
56
+ * Color composition
57
+ */
21
58
  Fragment_Before_FinalColorComposition: string;
59
+ /**
60
+ * Fragment color
61
+ */
22
62
  Fragment_Before_FragColor: string;
63
+ /**
64
+ * Beginning of vertex shader
65
+ */
23
66
  Vertex_Begin: string;
67
+ /**
68
+ * Vertex definitions
69
+ */
24
70
  Vertex_Definitions: string;
71
+ /**
72
+ * Vertex main begin
73
+ */
25
74
  Vertex_MainBegin: string;
75
+ /**
76
+ * Vertex before position updated
77
+ */
26
78
  Vertex_Before_PositionUpdated: string;
79
+ /**
80
+ * Vertex before normal updated
81
+ */
27
82
  Vertex_Before_NormalUpdated: string;
83
+ /**
84
+ * Vertex after world pos computed
85
+ */
28
86
  Vertex_After_WorldPosComputed: string;
87
+ /**
88
+ * Vertex main end
89
+ */
29
90
  Vertex_MainEnd: string;
30
91
  }
31
92
  /**
@@ -33,48 +94,204 @@ export declare class ShaderAlbedoParts {
33
94
  */
34
95
  export declare const ShaderAlebdoParts: typeof ShaderAlbedoParts;
35
96
  export declare class PBRCustomMaterial extends PBRMaterial {
97
+ /**
98
+ * Index for each created shader
99
+ */
36
100
  static ShaderIndexer: number;
101
+ /**
102
+ * Custom shader structure
103
+ */
37
104
  CustomParts: ShaderAlbedoParts;
105
+ /**
106
+ * Name of the shader
107
+ */
38
108
  _createdShaderName: string;
109
+ /**
110
+ * List of custom uniforms
111
+ */
39
112
  _customUniform: string[];
113
+ /**
114
+ * Names of the new uniforms
115
+ */
40
116
  _newUniforms: string[];
117
+ /**
118
+ * Instances of the new uniform objects
119
+ */
41
120
  _newUniformInstances: {
42
121
  [name: string]: any;
43
122
  };
123
+ /**
124
+ * Instances of the new sampler objects
125
+ */
44
126
  _newSamplerInstances: {
45
127
  [name: string]: Texture;
46
128
  };
129
+ /**
130
+ * List of the custom attributes
131
+ */
47
132
  _customAttributes: string[];
133
+ /**
134
+ * Fragment shader string
135
+ */
48
136
  FragmentShader: string;
137
+ /**
138
+ * Vertex shader string
139
+ */
49
140
  VertexShader: string;
141
+ /**
142
+ * Runs after the material is bound to a mesh
143
+ * @param mesh mesh bound
144
+ * @param effect bound effect used to render
145
+ */
50
146
  AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
147
+ /**
148
+ * @internal
149
+ */
51
150
  ReviewUniform(name: string, arr: string[]): string[];
151
+ /**
152
+ * Builds the material
153
+ * @param shaderName name of the shader
154
+ * @param uniforms list of uniforms
155
+ * @param uniformBuffers list of uniform buffers
156
+ * @param samplers list of samplers
157
+ * @param defines list of defines
158
+ * @param attributes list of attributes
159
+ * @param options options to compile the shader
160
+ * @returns the shader name
161
+ */
52
162
  Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
53
163
  protected _injectCustomCode(code: string, shaderType: string): string;
54
164
  protected _getCustomCode(shaderType: string): {
55
165
  [pointName: string]: string;
56
166
  };
57
167
  constructor(name: string, scene?: Scene);
58
- protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
168
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>, subMesh?: SubMesh): void;
169
+ /**
170
+ * Adds a new uniform to the shader
171
+ * @param name the name of the uniform to add
172
+ * @param kind the type of the uniform to add
173
+ * @param param the value of the uniform to add
174
+ * @returns the current material
175
+ */
59
176
  AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
177
+ /**
178
+ * Adds a custom attribute
179
+ * @param name the name of the attribute
180
+ * @returns the current material
181
+ */
60
182
  AddAttribute(name: string): PBRCustomMaterial;
183
+ /**
184
+ * Sets the code on Fragment_Begin portion
185
+ * @param shaderPart the code string
186
+ * @returns the current material
187
+ */
61
188
  Fragment_Begin(shaderPart: string): PBRCustomMaterial;
189
+ /**
190
+ * Sets the code on Fragment_Definitions portion
191
+ * @param shaderPart the code string
192
+ * @returns the current material
193
+ */
62
194
  Fragment_Definitions(shaderPart: string): PBRCustomMaterial;
195
+ /**
196
+ * Sets the code on Fragment_MainBegin portion
197
+ * @param shaderPart the code string
198
+ * @returns the current material
199
+ */
63
200
  Fragment_MainBegin(shaderPart: string): PBRCustomMaterial;
201
+ /**
202
+ * Sets the code on Fragment_Custom_Albedo portion
203
+ * @param shaderPart the code string
204
+ * @returns the current material
205
+ */
64
206
  Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial;
207
+ /**
208
+ * Sets the code on Fragment_Custom_Alpha portion
209
+ * @param shaderPart the code string
210
+ * @returns the current material
211
+ */
65
212
  Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial;
213
+ /**
214
+ * Sets the code on Fragment_Before_Lights portion
215
+ * @param shaderPart the code string
216
+ * @returns the current material
217
+ */
66
218
  Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial;
219
+ /**
220
+ * Sets the code on Fragment_Custom_MetallicRoughness portion
221
+ * @param shaderPart the code string
222
+ * @returns the current material
223
+ */
67
224
  Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial;
225
+ /**
226
+ * Sets the code on Fragment_Custom_MicroSurface portion
227
+ * @param shaderPart the code string
228
+ * @returns the current material
229
+ */
68
230
  Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial;
231
+ /**
232
+ * Sets the code on Fragment_Before_Fog portion
233
+ * @param shaderPart the code string
234
+ * @returns the current material
235
+ */
69
236
  Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial;
237
+ /**
238
+ * Sets the code on Fragment_Before_FinalColorComposition portion
239
+ * @param shaderPart the code string
240
+ * @returns the current material
241
+ */
70
242
  Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial;
243
+ /**
244
+ * Sets the code on Fragment_Before_FragColor portion
245
+ * @param shaderPart the code string
246
+ * @returns the current material
247
+ */
71
248
  Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial;
249
+ /**
250
+ * Sets the code on Fragment_MainEnd portion
251
+ * @param shaderPart the code string
252
+ * @returns the current material
253
+ */
72
254
  Fragment_MainEnd(shaderPart: string): PBRCustomMaterial;
255
+ /**
256
+ * Sets the code on Vertex_Begin portion
257
+ * @param shaderPart the code string
258
+ * @returns the current material
259
+ */
73
260
  Vertex_Begin(shaderPart: string): PBRCustomMaterial;
261
+ /**
262
+ * Sets the code on Vertex_Definitions portion
263
+ * @param shaderPart the code string
264
+ * @returns the current material
265
+ */
74
266
  Vertex_Definitions(shaderPart: string): PBRCustomMaterial;
267
+ /**
268
+ * Sets the code on Vertex_MainBegin portion
269
+ * @param shaderPart the code string
270
+ * @returns the current material
271
+ */
75
272
  Vertex_MainBegin(shaderPart: string): PBRCustomMaterial;
273
+ /**
274
+ * Sets the code on Vertex_Before_PositionUpdated portion
275
+ * @param shaderPart the code string
276
+ * @returns the current material
277
+ */
76
278
  Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial;
279
+ /**
280
+ * Sets the code on Vertex_Before_NormalUpdated portion
281
+ * @param shaderPart the code string
282
+ * @returns the current material
283
+ */
77
284
  Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial;
285
+ /**
286
+ * Sets the code on Vertex_After_WorldPosComputed portion
287
+ * @param shaderPart the code string
288
+ * @returns the current material
289
+ */
78
290
  Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial;
291
+ /**
292
+ * Sets the code on Vertex_MainEnd portion
293
+ * @param shaderPart the code string
294
+ * @returns the current material
295
+ */
79
296
  Vertex_MainEnd(shaderPart: string): PBRCustomMaterial;
80
297
  }
@@ -3,6 +3,9 @@ import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
3
3
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
4
4
  import { ShaderCodeInliner } from "@babylonjs/core/Engines/Processors/shaderCodeInliner.js";
5
5
  import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
6
+ /**
7
+ * Albedo parts of the shader
8
+ */
6
9
  export class ShaderAlbedoParts {
7
10
  constructor() { }
8
11
  }
@@ -11,6 +14,11 @@ export class ShaderAlbedoParts {
11
14
  */
12
15
  export const ShaderAlebdoParts = ShaderAlbedoParts;
13
16
  export class PBRCustomMaterial extends PBRMaterial {
17
+ /**
18
+ * Runs after the material is bound to a mesh
19
+ * @param mesh mesh bound
20
+ * @param effect bound effect used to render
21
+ */
14
22
  AttachAfterBind(mesh, effect) {
15
23
  if (this._newUniformInstances) {
16
24
  for (const el in this._newUniformInstances) {
@@ -52,6 +60,9 @@ export class PBRCustomMaterial extends PBRMaterial {
52
60
  }
53
61
  }
54
62
  }
63
+ /**
64
+ * @internal
65
+ */
55
66
  ReviewUniform(name, arr) {
56
67
  if (name == "uniform" && this._newUniforms) {
57
68
  for (let ind = 0; ind < this._newUniforms.length; ind++) {
@@ -69,6 +80,17 @@ export class PBRCustomMaterial extends PBRMaterial {
69
80
  }
70
81
  return arr;
71
82
  }
83
+ /**
84
+ * Builds the material
85
+ * @param shaderName name of the shader
86
+ * @param uniforms list of uniforms
87
+ * @param uniformBuffers list of uniform buffers
88
+ * @param samplers list of samplers
89
+ * @param defines list of defines
90
+ * @param attributes list of attributes
91
+ * @param options options to compile the shader
92
+ * @returns the shader name
93
+ */
72
94
  Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes, options) {
73
95
  if (options) {
74
96
  const currentProcessing = options.processFinalCode;
@@ -145,16 +167,23 @@ export class PBRCustomMaterial extends PBRMaterial {
145
167
  PBRCustomMaterial.ShaderIndexer++;
146
168
  this._createdShaderName = "custompbr_" + PBRCustomMaterial.ShaderIndexer;
147
169
  }
148
- _afterBind(mesh, effect = null) {
170
+ _afterBind(mesh, effect = null, subMesh) {
149
171
  if (!effect) {
150
172
  return;
151
173
  }
152
174
  this.AttachAfterBind(mesh, effect);
153
175
  try {
154
- super._afterBind(mesh, effect);
176
+ super._afterBind(mesh, effect, subMesh);
155
177
  }
156
178
  catch (e) { }
157
179
  }
180
+ /**
181
+ * Adds a new uniform to the shader
182
+ * @param name the name of the uniform to add
183
+ * @param kind the type of the uniform to add
184
+ * @param param the value of the uniform to add
185
+ * @returns the current material
186
+ */
158
187
  AddUniform(name, kind, param) {
159
188
  if (!this._customUniform) {
160
189
  this._customUniform = new Array();
@@ -174,6 +203,11 @@ export class PBRCustomMaterial extends PBRMaterial {
174
203
  this._newUniforms.push(name);
175
204
  return this;
176
205
  }
206
+ /**
207
+ * Adds a custom attribute
208
+ * @param name the name of the attribute
209
+ * @returns the current material
210
+ */
177
211
  AddAttribute(name) {
178
212
  if (!this._customAttributes) {
179
213
  this._customAttributes = [];
@@ -181,83 +215,181 @@ export class PBRCustomMaterial extends PBRMaterial {
181
215
  this._customAttributes.push(name);
182
216
  return this;
183
217
  }
218
+ /**
219
+ * Sets the code on Fragment_Begin portion
220
+ * @param shaderPart the code string
221
+ * @returns the current material
222
+ */
184
223
  Fragment_Begin(shaderPart) {
185
224
  this.CustomParts.Fragment_Begin = shaderPart;
186
225
  return this;
187
226
  }
227
+ /**
228
+ * Sets the code on Fragment_Definitions portion
229
+ * @param shaderPart the code string
230
+ * @returns the current material
231
+ */
188
232
  Fragment_Definitions(shaderPart) {
189
233
  this.CustomParts.Fragment_Definitions = shaderPart;
190
234
  return this;
191
235
  }
236
+ /**
237
+ * Sets the code on Fragment_MainBegin portion
238
+ * @param shaderPart the code string
239
+ * @returns the current material
240
+ */
192
241
  Fragment_MainBegin(shaderPart) {
193
242
  this.CustomParts.Fragment_MainBegin = shaderPart;
194
243
  return this;
195
244
  }
245
+ /**
246
+ * Sets the code on Fragment_Custom_Albedo portion
247
+ * @param shaderPart the code string
248
+ * @returns the current material
249
+ */
196
250
  Fragment_Custom_Albedo(shaderPart) {
197
251
  this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace("result", "surfaceAlbedo");
198
252
  return this;
199
253
  }
254
+ /**
255
+ * Sets the code on Fragment_Custom_Alpha portion
256
+ * @param shaderPart the code string
257
+ * @returns the current material
258
+ */
200
259
  Fragment_Custom_Alpha(shaderPart) {
201
260
  this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
202
261
  return this;
203
262
  }
263
+ /**
264
+ * Sets the code on Fragment_Before_Lights portion
265
+ * @param shaderPart the code string
266
+ * @returns the current material
267
+ */
204
268
  Fragment_Before_Lights(shaderPart) {
205
269
  this.CustomParts.Fragment_Before_Lights = shaderPart;
206
270
  return this;
207
271
  }
272
+ /**
273
+ * Sets the code on Fragment_Custom_MetallicRoughness portion
274
+ * @param shaderPart the code string
275
+ * @returns the current material
276
+ */
208
277
  Fragment_Custom_MetallicRoughness(shaderPart) {
209
278
  this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;
210
279
  return this;
211
280
  }
281
+ /**
282
+ * Sets the code on Fragment_Custom_MicroSurface portion
283
+ * @param shaderPart the code string
284
+ * @returns the current material
285
+ */
212
286
  Fragment_Custom_MicroSurface(shaderPart) {
213
287
  this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;
214
288
  return this;
215
289
  }
290
+ /**
291
+ * Sets the code on Fragment_Before_Fog portion
292
+ * @param shaderPart the code string
293
+ * @returns the current material
294
+ */
216
295
  Fragment_Before_Fog(shaderPart) {
217
296
  this.CustomParts.Fragment_Before_Fog = shaderPart;
218
297
  return this;
219
298
  }
299
+ /**
300
+ * Sets the code on Fragment_Before_FinalColorComposition portion
301
+ * @param shaderPart the code string
302
+ * @returns the current material
303
+ */
220
304
  Fragment_Before_FinalColorComposition(shaderPart) {
221
305
  this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;
222
306
  return this;
223
307
  }
308
+ /**
309
+ * Sets the code on Fragment_Before_FragColor portion
310
+ * @param shaderPart the code string
311
+ * @returns the current material
312
+ */
224
313
  Fragment_Before_FragColor(shaderPart) {
225
314
  this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
226
315
  return this;
227
316
  }
317
+ /**
318
+ * Sets the code on Fragment_MainEnd portion
319
+ * @param shaderPart the code string
320
+ * @returns the current material
321
+ */
228
322
  Fragment_MainEnd(shaderPart) {
229
323
  this.CustomParts.Fragment_MainEnd = shaderPart;
230
324
  return this;
231
325
  }
326
+ /**
327
+ * Sets the code on Vertex_Begin portion
328
+ * @param shaderPart the code string
329
+ * @returns the current material
330
+ */
232
331
  Vertex_Begin(shaderPart) {
233
332
  this.CustomParts.Vertex_Begin = shaderPart;
234
333
  return this;
235
334
  }
335
+ /**
336
+ * Sets the code on Vertex_Definitions portion
337
+ * @param shaderPart the code string
338
+ * @returns the current material
339
+ */
236
340
  Vertex_Definitions(shaderPart) {
237
341
  this.CustomParts.Vertex_Definitions = shaderPart;
238
342
  return this;
239
343
  }
344
+ /**
345
+ * Sets the code on Vertex_MainBegin portion
346
+ * @param shaderPart the code string
347
+ * @returns the current material
348
+ */
240
349
  Vertex_MainBegin(shaderPart) {
241
350
  this.CustomParts.Vertex_MainBegin = shaderPart;
242
351
  return this;
243
352
  }
353
+ /**
354
+ * Sets the code on Vertex_Before_PositionUpdated portion
355
+ * @param shaderPart the code string
356
+ * @returns the current material
357
+ */
244
358
  Vertex_Before_PositionUpdated(shaderPart) {
245
359
  this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
246
360
  return this;
247
361
  }
362
+ /**
363
+ * Sets the code on Vertex_Before_NormalUpdated portion
364
+ * @param shaderPart the code string
365
+ * @returns the current material
366
+ */
248
367
  Vertex_Before_NormalUpdated(shaderPart) {
249
368
  this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
250
369
  return this;
251
370
  }
371
+ /**
372
+ * Sets the code on Vertex_After_WorldPosComputed portion
373
+ * @param shaderPart the code string
374
+ * @returns the current material
375
+ */
252
376
  Vertex_After_WorldPosComputed(shaderPart) {
253
377
  this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
254
378
  return this;
255
379
  }
380
+ /**
381
+ * Sets the code on Vertex_MainEnd portion
382
+ * @param shaderPart the code string
383
+ * @returns the current material
384
+ */
256
385
  Vertex_MainEnd(shaderPart) {
257
386
  this.CustomParts.Vertex_MainEnd = shaderPart;
258
387
  return this;
259
388
  }
260
389
  }
390
+ /**
391
+ * Index for each created shader
392
+ */
261
393
  PBRCustomMaterial.ShaderIndexer = 1;
262
394
  RegisterClass("BABYLON.PBRCustomMaterial", PBRCustomMaterial);
263
395
  //# sourceMappingURL=pbrCustomMaterial.js.map