@babylonjs/materials 6.39.0 → 6.41.0

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.
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\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