@babylonjs/materials 9.23.0 → 9.26.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.fragment.js +4 -1
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
- package/shadowOnly/shadowOnlyMaterial.js +84 -5
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.fragment.js +4 -1
- package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -1
- package/sky/sky.fragment.js +21 -5
- package/sky/sky.fragment.js.map +1 -1
- package/sky/skyMaterial.d.ts +33 -0
- package/sky/skyMaterial.js +78 -4
- package/sky/skyMaterial.js.map +1 -1
- package/sky/wgsl/sky.fragment.js +21 -3
- package/sky/wgsl/sky.fragment.js.map +1 -1
- package/water/waterMaterial.js +1 -0
- package/water/waterMaterial.js.map +1 -1
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@babylonjs/materials",
|
|
3
|
-
"version": "9.
|
|
3
|
+
"version": "9.26.0",
|
|
4
4
|
"main": "index.js",
|
|
5
5
|
"module": "index.js",
|
|
6
6
|
"types": "index.d.ts",
|
|
@@ -18,7 +18,7 @@
|
|
|
18
18
|
"postcompile": "build-tools -c add-js-to-es6"
|
|
19
19
|
},
|
|
20
20
|
"devDependencies": {
|
|
21
|
-
"@babylonjs/core": "9.
|
|
21
|
+
"@babylonjs/core": "9.26.0",
|
|
22
22
|
"@dev/build-tools": "^1.0.0",
|
|
23
23
|
"@dev/materials": "^1.0.0"
|
|
24
24
|
},
|
|
@@ -18,7 +18,9 @@ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInc
|
|
|
18
18
|
const name = "shadowOnlyPixelShader";
|
|
19
19
|
const shader = `precision highp float;
|
|
20
20
|
#include<__decl__sceneFragment>
|
|
21
|
-
uniform float alpha;uniform vec3 shadowColor;
|
|
21
|
+
uniform float alpha;uniform vec3 shadowColor;
|
|
22
|
+
#define ADDITIONAL_FRAGMENT_DECLARATION
|
|
23
|
+
varying vec3 vPositionW;
|
|
22
24
|
#ifdef NORMAL
|
|
23
25
|
varying vec3 vNormalW;
|
|
24
26
|
#endif
|
|
@@ -47,6 +49,7 @@ vec3 normalW=vec3(1.0,1.0,1.0);
|
|
|
47
49
|
#endif
|
|
48
50
|
vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
|
|
49
51
|
#include<lightFragment>[0..1]
|
|
52
|
+
#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION
|
|
50
53
|
vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);
|
|
51
54
|
#include<logDepthFragment>
|
|
52
55
|
#include<fogFragment>
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,wBAAwB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,aAAa,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC9V,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { sceneFragmentDeclaration } from \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { lightFragment } from \"core/Shaders/ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;\n#define ADDITIONAL_FRAGMENT_DECLARATION\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..1]\n#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [sceneFragmentDeclaration, sceneUboDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const shadowOnlyPixelShader = { name, shader };\n"]}
|
|
@@ -8,6 +8,16 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
|
8
8
|
import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
|
9
9
|
import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
10
10
|
import { Scene } from "@babylonjs/core/scene.js";
|
|
11
|
+
/**
|
|
12
|
+
* A transparent "shadow catcher" material: it renders only shadow strength into its alpha channel
|
|
13
|
+
* (over {@link ShadowOnlyMaterial.shadowColor | shadowColor}, black by default), so shadows can be
|
|
14
|
+
* composited over an arbitrary background.
|
|
15
|
+
*
|
|
16
|
+
* It can receive IBL shadows (via `IblShadowsRenderPipeline.addShadowReceivingMaterial` /
|
|
17
|
+
* the Frame Graph IBL shadows task). Because the material has a single alpha output channel, IBL
|
|
18
|
+
* shadows are received as **monochrome**: a colored IBL shadow is reduced to its luminance rather
|
|
19
|
+
* than preserving per-channel hue.
|
|
20
|
+
*/
|
|
11
21
|
export declare class ShadowOnlyMaterial extends PushMaterial {
|
|
12
22
|
private _activeLight;
|
|
13
23
|
private _needAlphaBlending;
|
|
@@ -19,6 +29,19 @@ export declare class ShadowOnlyMaterial extends PushMaterial {
|
|
|
19
29
|
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
20
30
|
*/
|
|
21
31
|
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
32
|
+
/**
|
|
33
|
+
* @internal
|
|
34
|
+
* Force the material uniform buffer into "no UBO" (individual uniform) mode so that any attached
|
|
35
|
+
* material plugin (e.g. IBLShadowsPluginMaterial) binds its uniforms directly on the effect. This
|
|
36
|
+
* lets ShadowOnlyMaterial host plugins without declaring a dedicated "Material" uniform block in its
|
|
37
|
+
* shaders (its own uniforms - alpha/shadowColor/... - stay individual uniforms). The base class only
|
|
38
|
+
* does this on WebGPU ("leftovers UBO"); we extend it to every backend.
|
|
39
|
+
*/
|
|
40
|
+
_createUniformBuffer(): void;
|
|
41
|
+
/**
|
|
42
|
+
* The color the shadow is rendered with (black by default). Only its RGB is used; shadow
|
|
43
|
+
* strength is written to the material's alpha channel.
|
|
44
|
+
*/
|
|
22
45
|
shadowColor: Color3;
|
|
23
46
|
needAlphaBlending(): boolean;
|
|
24
47
|
needAlphaTesting(): boolean;
|
|
@@ -31,5 +54,12 @@ export declare class ShadowOnlyMaterial extends PushMaterial {
|
|
|
31
54
|
clone(name: string): ShadowOnlyMaterial;
|
|
32
55
|
serialize(): any;
|
|
33
56
|
getClassName(): string;
|
|
57
|
+
/**
|
|
58
|
+
* Creates a ShadowOnly material from parsed material data.
|
|
59
|
+
* @param source defines the JSON representation of the material
|
|
60
|
+
* @param scene defines the hosting scene
|
|
61
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
62
|
+
* @returns a new ShadowOnly material
|
|
63
|
+
*/
|
|
34
64
|
static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
|
|
35
65
|
}
|
|
@@ -2,6 +2,7 @@ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serializati
|
|
|
2
2
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
3
3
|
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
|
4
4
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
5
|
+
import { UniformBuffer } from "@babylonjs/core/Materials/uniformBuffer.js";
|
|
5
6
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
|
6
7
|
import { Scene } from "@babylonjs/core/scene.js";
|
|
7
8
|
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
|
@@ -10,8 +11,8 @@ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
|
|
10
11
|
import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
|
|
11
12
|
import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
|
|
12
13
|
class ShadowOnlyMaterialDefines extends MaterialDefines {
|
|
13
|
-
constructor() {
|
|
14
|
-
super();
|
|
14
|
+
constructor(externalProperties) {
|
|
15
|
+
super(externalProperties);
|
|
15
16
|
this.CLIPPLANE = false;
|
|
16
17
|
this.CLIPPLANE2 = false;
|
|
17
18
|
this.CLIPPLANE3 = false;
|
|
@@ -30,6 +31,16 @@ class ShadowOnlyMaterialDefines extends MaterialDefines {
|
|
|
30
31
|
this.rebuild();
|
|
31
32
|
}
|
|
32
33
|
}
|
|
34
|
+
/**
|
|
35
|
+
* A transparent "shadow catcher" material: it renders only shadow strength into its alpha channel
|
|
36
|
+
* (over {@link ShadowOnlyMaterial.shadowColor | shadowColor}, black by default), so shadows can be
|
|
37
|
+
* composited over an arbitrary background.
|
|
38
|
+
*
|
|
39
|
+
* It can receive IBL shadows (via `IblShadowsRenderPipeline.addShadowReceivingMaterial` /
|
|
40
|
+
* the Frame Graph IBL shadows task). Because the material has a single alpha output channel, IBL
|
|
41
|
+
* shadows are received as **monochrome**: a colored IBL shadow is reduced to its luminance rather
|
|
42
|
+
* than preserving per-channel hue.
|
|
43
|
+
*/
|
|
33
44
|
export class ShadowOnlyMaterial extends PushMaterial {
|
|
34
45
|
/**
|
|
35
46
|
* Instantiates a ShadowOnly Material in the given scene
|
|
@@ -40,8 +51,30 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
40
51
|
constructor(name, scene, forceGLSL = false) {
|
|
41
52
|
super(name, scene, undefined, forceGLSL);
|
|
42
53
|
this._needAlphaBlending = true;
|
|
54
|
+
/**
|
|
55
|
+
* The color the shadow is rendered with (black by default). Only its RGB is used; shadow
|
|
56
|
+
* strength is written to the material's alpha channel.
|
|
57
|
+
*/
|
|
43
58
|
this.shadowColor = Color3.Black();
|
|
44
59
|
}
|
|
60
|
+
/**
|
|
61
|
+
* @internal
|
|
62
|
+
* Force the material uniform buffer into "no UBO" (individual uniform) mode so that any attached
|
|
63
|
+
* material plugin (e.g. IBLShadowsPluginMaterial) binds its uniforms directly on the effect. This
|
|
64
|
+
* lets ShadowOnlyMaterial host plugins without declaring a dedicated "Material" uniform block in its
|
|
65
|
+
* shaders (its own uniforms - alpha/shadowColor/... - stay individual uniforms). The base class only
|
|
66
|
+
* does this on WebGPU ("leftovers UBO"); we extend it to every backend.
|
|
67
|
+
*/
|
|
68
|
+
_createUniformBuffer() {
|
|
69
|
+
super._createUniformBuffer();
|
|
70
|
+
// The base leaves a real UBO in place on WebGL2 (useUbo === true); re-create it as no-UBO so
|
|
71
|
+
// the plugin's uniforms are set individually on the effect (no shader-side "Material" block).
|
|
72
|
+
if (this._uniformBuffer.useUbo) {
|
|
73
|
+
this._uniformBuffer.dispose();
|
|
74
|
+
this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, this.name, true);
|
|
75
|
+
this._uniformBufferLayoutBuilt = false;
|
|
76
|
+
}
|
|
77
|
+
}
|
|
45
78
|
needAlphaBlending() {
|
|
46
79
|
return this._needAlphaBlending;
|
|
47
80
|
}
|
|
@@ -67,6 +100,9 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
67
100
|
}
|
|
68
101
|
// Methods
|
|
69
102
|
isReadyForSubMesh(mesh, subMesh, useInstances) {
|
|
103
|
+
if (!this._uniformBufferLayoutBuilt) {
|
|
104
|
+
this.buildUniformLayout();
|
|
105
|
+
}
|
|
70
106
|
const drawWrapper = subMesh._drawWrapper;
|
|
71
107
|
if (this.isFrozen) {
|
|
72
108
|
if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
|
|
@@ -74,7 +110,8 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
74
110
|
}
|
|
75
111
|
}
|
|
76
112
|
if (!subMesh.materialDefines) {
|
|
77
|
-
|
|
113
|
+
this._callbackPluginEventGeneric(4 /* MaterialPluginEvent.GetDefineNames */, this._eventInfo);
|
|
114
|
+
subMesh.materialDefines = new ShadowOnlyMaterialDefines(this._eventInfo.defineNames);
|
|
78
115
|
}
|
|
79
116
|
const defines = subMesh.materialDefines;
|
|
80
117
|
const scene = this.getScene();
|
|
@@ -107,8 +144,22 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
107
144
|
const csg = shadowGenerator;
|
|
108
145
|
this._needAlphaBlending = !csg.autoCalcDepthBounds;
|
|
109
146
|
}
|
|
147
|
+
// External config
|
|
148
|
+
this._eventInfo.defines = defines;
|
|
149
|
+
this._eventInfo.mesh = mesh;
|
|
150
|
+
this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);
|
|
110
151
|
// Attribs
|
|
111
152
|
PrepareDefinesForAttributes(mesh, defines, false, true);
|
|
153
|
+
// External config
|
|
154
|
+
this._callbackPluginEventPrepareDefines(this._eventInfo);
|
|
155
|
+
// Plugin readiness
|
|
156
|
+
this._eventInfo.isReadyForSubMesh = true;
|
|
157
|
+
this._eventInfo.defines = defines;
|
|
158
|
+
this._eventInfo.subMesh = subMesh;
|
|
159
|
+
this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);
|
|
160
|
+
if (!this._eventInfo.isReadyForSubMesh) {
|
|
161
|
+
return false;
|
|
162
|
+
}
|
|
112
163
|
// Get correct effect
|
|
113
164
|
if (defines.isDirty) {
|
|
114
165
|
defines.markAsProcessed();
|
|
@@ -147,7 +198,8 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
147
198
|
"logarithmicDepthConstant",
|
|
148
199
|
];
|
|
149
200
|
const samplers = [];
|
|
150
|
-
const uniformBuffers = ["Scene"];
|
|
201
|
+
const uniformBuffers = ["Scene", "Material"];
|
|
202
|
+
const indexParameters = { maxSimultaneousLights: 1 };
|
|
151
203
|
AddClipPlaneUniforms(uniforms);
|
|
152
204
|
PrepareUniformsAndSamplersList({
|
|
153
205
|
uniformsNames: uniforms,
|
|
@@ -157,6 +209,18 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
157
209
|
maxSimultaneousLights: 1,
|
|
158
210
|
shaderLanguage: this._shaderLanguage,
|
|
159
211
|
});
|
|
212
|
+
// External config
|
|
213
|
+
this._eventInfo.fallbacks = fallbacks;
|
|
214
|
+
this._eventInfo.fallbackRank = 0;
|
|
215
|
+
this._eventInfo.defines = defines;
|
|
216
|
+
this._eventInfo.uniforms = uniforms;
|
|
217
|
+
this._eventInfo.attributes = attribs;
|
|
218
|
+
this._eventInfo.samplers = samplers;
|
|
219
|
+
this._eventInfo.uniformBuffersNames = uniformBuffers;
|
|
220
|
+
this._eventInfo.customCode = undefined;
|
|
221
|
+
this._eventInfo.mesh = mesh;
|
|
222
|
+
this._eventInfo.indexParameters = indexParameters;
|
|
223
|
+
this._callbackPluginEventGeneric(128 /* MaterialPluginEvent.PrepareEffect */, this._eventInfo);
|
|
160
224
|
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
|
|
161
225
|
attributes: attribs,
|
|
162
226
|
uniformsNames: uniforms,
|
|
@@ -166,7 +230,8 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
166
230
|
fallbacks: fallbacks,
|
|
167
231
|
onCompiled: this.onCompiled,
|
|
168
232
|
onError: this.onError,
|
|
169
|
-
indexParameters
|
|
233
|
+
indexParameters,
|
|
234
|
+
processCodeAfterIncludes: this._eventInfo.customCode,
|
|
170
235
|
shaderLanguage: this._shaderLanguage,
|
|
171
236
|
extraInitializationsAsync: ShadowOnlyMaterial._ShaderLoader.getLoadCallback(this._shaderLanguage),
|
|
172
237
|
}, engine), defines, this._materialContext);
|
|
@@ -190,9 +255,13 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
190
255
|
return;
|
|
191
256
|
}
|
|
192
257
|
this._activeEffect = effect;
|
|
258
|
+
// Binding unconditionally
|
|
259
|
+
this._uniformBuffer.bindToEffect(effect, "Material");
|
|
193
260
|
// Matrices
|
|
194
261
|
this.bindOnlyWorldMatrix(world);
|
|
195
262
|
this.bindViewProjection(effect);
|
|
263
|
+
this._eventInfo.subMesh = subMesh;
|
|
264
|
+
this._callbackPluginEventHardBindForSubMesh(this._eventInfo);
|
|
196
265
|
// Bones
|
|
197
266
|
BindBonesParameters(mesh, this._activeEffect);
|
|
198
267
|
if (this._mustRebind(scene, effect, subMesh)) {
|
|
@@ -209,6 +278,8 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
209
278
|
BindLogDepth(defines, effect, scene);
|
|
210
279
|
}
|
|
211
280
|
scene.bindEyePosition(effect);
|
|
281
|
+
this._eventInfo.subMesh = subMesh;
|
|
282
|
+
this._callbackPluginEventBindForSubMesh(this._eventInfo);
|
|
212
283
|
}
|
|
213
284
|
// Lights
|
|
214
285
|
if (scene.lightsEnabled) {
|
|
@@ -230,6 +301,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
230
301
|
// Fog
|
|
231
302
|
BindFogParameters(scene, mesh, this._activeEffect);
|
|
232
303
|
this._afterBind(mesh, this._activeEffect, subMesh);
|
|
304
|
+
this._uniformBuffer.update();
|
|
233
305
|
}
|
|
234
306
|
clone(name) {
|
|
235
307
|
return SerializationHelper.Clone(() => new ShadowOnlyMaterial(name, this.getScene()), this);
|
|
@@ -243,6 +315,13 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
|
243
315
|
return "ShadowOnlyMaterial";
|
|
244
316
|
}
|
|
245
317
|
// Statics
|
|
318
|
+
/**
|
|
319
|
+
* Creates a ShadowOnly material from parsed material data.
|
|
320
|
+
* @param source defines the JSON representation of the material
|
|
321
|
+
* @param scene defines the hosting scene
|
|
322
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
323
|
+
* @returns a new ShadowOnly material
|
|
324
|
+
*/
|
|
246
325
|
static Parse(source, scene, rootUrl) {
|
|
247
326
|
return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);
|
|
248
327
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowOnlyMaterial.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnlyMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,oCAAoC,CAAC;AAEzE,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAC;AAI/C,OAAO,EAAE,eAAe,EAAE,MAAM,gCAAgC,CAAC;AACjE,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AAInD,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,mBAAmB,EAAE,MAAM,8BAA8B,CAAC;AAEnE,OAAO,EAAE,eAAe,EAAE,MAAM,gCAAgC,CAAC;AAEjE,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,wCAAwC,CAAC;AAC7F,OAAO,EACH,mBAAmB,EACnB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,yBAAyB,EACzB,yBAAyB,EACzB,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,uBAAuB,EACvB,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,yCAAyC,CAAC;AAEjD,MAAM,yBAA0B,SAAQ,eAAe;IAiBnD;QACI,KAAK,EAAE,CAAC;QAjBL,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,KAAK,CAAC;QAClB,QAAG,GAAG,KAAK,CAAC;QACZ,WAAM,GAAG,KAAK,CAAC;QACf,yBAAoB,GAAG,CAAC,CAAC;QACzB,iBAAY,GAAG,CAAC,CAAC;QACjB,cAAS,GAAG,KAAK,CAAC;QAClB,+BAA0B,GAAG,KAAK,CAAC;QACnC,wBAAmB,GAAG,KAAK,CAAC;QAC5B,qBAAgB,GAAG,KAAK,CAAC;QAI5B,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED,MAAM,OAAO,kBAAmB,SAAQ,YAAY;IAQhD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,SAAS,GAAG,KAAK;QACtD,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAbrC,uBAAkB,GAAG,IAAI,CAAC;QAgB3B,gBAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;IAFpC,CAAC;IAIe,iBAAiB;QAC7B,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEe,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAEe,mBAAmB;QAC/B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAmB;QACtC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAEO,2BAA2B,CAAC,IAAkB;QAClD,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpC,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;gBACtB,OAAO,KAAqB,CAAC;YACjC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACM,iBAAiB,CAAC,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QAC1F,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QAEzC,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,WAAW,CAAC,MAAM,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBACrH,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,CAAC,eAAe,GAAG,IAAI,yBAAyB,EAAE,CAAC;QAC9D,CAAC;QAED,MAAM,OAAO,GAA8B,OAAO,CAAC,eAAe,CAAC;QACnE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,qDAAqD;QACrD,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpC,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;oBACtB,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;wBAC9B,MAAM,CAAC,cAAc;oBACzB,CAAC;oBAED,MAAM,aAAa,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;oBAEnE,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE,CAAC;wBACvB,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;wBAC3C,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;oBACtD,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAE7F,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,EAClC,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,OAAO,CAAC,YAAY,GAAG,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAE/E,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,EAAE,kBAAkB,EAAE,CAAC;QAErF,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,IAAI,eAAe,IAAK,eAAuB,CAAC,YAAY,IAAK,eAAuB,CAAC,YAAY,EAAE,KAAK,yBAAyB,EAAE,CAAC;YACpI,MAAM,GAAG,GAAG,eAA0C,CAAC;YAEvD,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,CAAC,mBAAmB,CAAC;QACvD,CAAC;QAED,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAExD,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAE1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;gBACd,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACpC,CAAC;YAED,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAEjD,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE,CAAC;gBACnC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE5C,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;gBACjB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YAC1C,CAAC;YAED,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC7D,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAEhD,MAAM,UAAU,GAAG,YAAY,CAAC;YAChC,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,MAAM;gBACN,gBAAgB;gBAChB,cAAc;gBACd,aAAa;gBACb,WAAW;gBACX,WAAW;gBACX,WAAW;gBACX,OAAO;gBACP,aAAa;gBACb,QAAQ;gBACR,0BAA0B;aAC7B,CAAC;YACF,MAAM,QAAQ,GAAa,EAAE,CAAC;YAE9B,MAAM,cAAc,GAAa,CAAC,OAAO,CAAC,CAAC;YAE3C,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAC/B,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,CAAC;gBACxB,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,CAAC,CAAC;YAEH,OAAO,CAAC,SAAS,CACb,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAC1B,UAAU,EACV;gBACI,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE,qBAAqB,EAAE,CAAC,EAAE;gBAC7C,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,kBAAkB,CAAC,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC;aACpG,EACD,MAAM,CACT,EACD,OAAO,EACP,IAAI,CAAC,gBAAgB,CACxB,CAAC;QACN,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,CAAC,CAAC,YAAY,CAAC;QAE1D,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAA8B,OAAO,CAAC,eAAe,CAAC;QACnE,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;QAChC,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAEhC,QAAQ;QACR,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9C,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;YAC3C,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAEnC,aAAa;YACb,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;gBACnB,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC7D,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;YACjD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE9D,aAAa;YACb,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;gBAC5B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;YACzC,CAAC;YAED,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;QAClC,CAAC;QAED,SAAS;QACT,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;YACtB,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC;YAExD,MAAM,KAAK,GAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAErD,IAAI,KAAK,EAAE,CAAC;gBACR,+HAA+H;gBAC/H,gIAAgI;gBAChI,sHAAsH;gBACtH,kIAAkI;gBAClI,0CAA0C;gBAC1C,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC;QACL,CAAC;QAED,OAAO;QACP,IAAI,CAAC,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,CAAC,IAAI,OAAO,CAAC,YAAY,CAAC,EAAE,CAAC;YACvG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAC1B,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAEnD,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;IACvD,CAAC;IAEe,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAqB,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACpH,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,4BAA4B,CAAC;QAC9D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED,UAAU;IACH,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IAC/G,CAAC;;AAzSuB,gCAAa,GAAiB,IAAI,mBAAmB,CACzE,GAAG,EAAE,CAAC,CAAC,MAAM,CAAC,qBAAqB,CAAC,EAAE,MAAM,CAAC,uBAAuB,CAAC,CAAC,EACtE,GAAG,EAAE,CAAC,CAAC,MAAM,CAAC,0BAA0B,CAAC,EAAE,MAAM,CAAC,4BAA4B,CAAC,CAAC,CACnF,AAHoC,CAGnC;AAySN,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IShadowLight } from \"core/Lights/shadowLight\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { _ShaderImportLoader } from \"core/Misc/shaderImportLoader\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n private static readonly _ShaderLoader = /*#__PURE__*/ new _ShaderImportLoader(\r\n () => [import(\"./shadowOnly.vertex\"), import(\"./shadowOnly.fragment\")],\r\n () => [import(\"./wgsl/shadowOnly.vertex\"), import(\"./wgsl/shadowOnly.fragment\")]\r\n );\r\n\r\n /**\r\n * Instantiates a ShadowOnly Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [\"Scene\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 1 },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: ShadowOnlyMaterial._ShaderLoader.getLoadCallback(this._shaderLanguage),\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this.bindViewProjection(effect);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
|
|
1
|
+
{"version":3,"file":"shadowOnlyMaterial.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnlyMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,oCAAoC,CAAC;AAEzE,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAC;AAI/C,OAAO,EAAE,eAAe,EAAE,MAAM,gCAAgC,CAAC;AAEjE,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAC3D,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AAInD,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AACpD,OAAO,EAAE,mBAAmB,EAAE,MAAM,8BAA8B,CAAC;AAEnE,OAAO,EAAE,eAAe,EAAE,MAAM,gCAAgC,CAAC;AAEjE,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,MAAM,wCAAwC,CAAC;AAC7F,OAAO,EACH,mBAAmB,EACnB,iBAAiB,EACjB,UAAU,EACV,YAAY,EACZ,yBAAyB,EACzB,yBAAyB,EACzB,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,uBAAuB,EACvB,qBAAqB,EACrB,8BAA8B,GACjC,MAAM,yCAAyC,CAAC;AAEjD,MAAM,yBAA0B,SAAQ,eAAe;IAiBnD,YAAY,kBAAuE;QAC/E,KAAK,CAAC,kBAAkB,CAAC,CAAC;QAjBvB,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,KAAK,CAAC;QAClB,QAAG,GAAG,KAAK,CAAC;QACZ,WAAM,GAAG,KAAK,CAAC;QACf,yBAAoB,GAAG,CAAC,CAAC;QACzB,iBAAY,GAAG,CAAC,CAAC;QACjB,cAAS,GAAG,KAAK,CAAC;QAClB,+BAA0B,GAAG,KAAK,CAAC;QACnC,wBAAmB,GAAG,KAAK,CAAC;QAC5B,qBAAgB,GAAG,KAAK,CAAC;QAI5B,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;;;;;;;GASG;AACH,MAAM,OAAO,kBAAmB,SAAQ,YAAY;IAQhD;;;;;OAKG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,SAAS,GAAG,KAAK;QACtD,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAbrC,uBAAkB,GAAG,IAAI,CAAC;QAmClC;;;WAGG;QACI,gBAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;IAzBpC,CAAC;IAED;;;;;;;OAOG;IACa,oBAAoB;QAChC,KAAK,CAAC,oBAAoB,EAAE,CAAC;QAC7B,6FAA6F;QAC7F,8FAA8F;QAC9F,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;YAC7B,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;YAC5G,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;QAC3C,CAAC;IACL,CAAC;IAQe,iBAAiB;QAC7B,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEe,gBAAgB;QAC5B,OAAO,KAAK,CAAC;IACjB,CAAC;IAEe,mBAAmB;QAC/B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAmB;QACtC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAEO,2BAA2B,CAAC,IAAkB;QAClD,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpC,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;gBACtB,OAAO,KAAqB,CAAC;YACjC,CAAC;QACL,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACM,iBAAiB,CAAC,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QAC1F,IAAI,CAAC,IAAI,CAAC,yBAAyB,EAAE,CAAC;YAClC,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC9B,CAAC;QAED,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QAEzC,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,WAAW,CAAC,MAAM,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBACrH,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,IAAI,CAAC,2BAA2B,6CAAqC,IAAI,CAAC,UAAU,CAAC,CAAC;YACtF,OAAO,CAAC,eAAe,GAAG,IAAI,yBAAyB,CAAC,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC;QACzF,CAAC;QAED,MAAM,OAAO,GAA8B,OAAO,CAAC,eAAe,CAAC;QACnE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,qDAAqD;QACrD,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpC,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;oBACtB,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE,CAAC;wBAC9B,MAAM,CAAC,cAAc;oBACzB,CAAC;oBAED,MAAM,aAAa,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;oBAEnE,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE,CAAC;wBACvB,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;wBAC3C,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;oBACtD,CAAC;oBACD,MAAM;gBACV,CAAC;YACL,CAAC;QACL,CAAC;QAED,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAE7F,qBAAqB,CACjB,IAAI,EACJ,KAAK,EACL,IAAI,CAAC,oBAAoB,EACzB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,EAClC,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,wBAAwB,CAChC,CAAC;QAEF,OAAO,CAAC,YAAY,GAAG,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAE/E,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,EAAE,kBAAkB,EAAE,CAAC;QAErF,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,IAAI,eAAe,IAAK,eAAuB,CAAC,YAAY,IAAK,eAAuB,CAAC,YAAY,EAAE,KAAK,yBAAyB,EAAE,CAAC;YACpI,MAAM,GAAG,GAAG,eAA0C,CAAC;YAEvD,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,CAAC,mBAAmB,CAAC;QACvD,CAAC;QAED,kBAAkB;QAClB,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,UAAU,CAAC,IAAI,GAAG,IAAI,CAAC;QAC5B,IAAI,CAAC,kDAAkD,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzE,UAAU;QACV,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAExD,kBAAkB;QAClB,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzD,mBAAmB;QACnB,IAAI,CAAC,UAAU,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACzC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,qCAAqC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAC5D,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC;YACrC,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAE1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;gBACd,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;YACpC,CAAC;YAED,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAEjD,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE,CAAC;gBACnC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC9C,CAAC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE5C,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;gBACjB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;YAC1C,CAAC;YAED,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC7D,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAEhD,MAAM,UAAU,GAAG,YAAY,CAAC;YAChC,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,MAAM;gBACN,gBAAgB;gBAChB,cAAc;gBACd,aAAa;gBACb,WAAW;gBACX,WAAW;gBACX,WAAW;gBACX,OAAO;gBACP,aAAa;gBACb,QAAQ;gBACR,0BAA0B;aAC7B,CAAC;YACF,MAAM,QAAQ,GAAa,EAAE,CAAC;YAE9B,MAAM,cAAc,GAAa,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;YAEvD,MAAM,eAAe,GAAG,EAAE,qBAAqB,EAAE,CAAC,EAAE,CAAC;YAErD,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAC/B,8BAA8B,CAAyB;gBACnD,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,CAAC;gBACxB,cAAc,EAAE,IAAI,CAAC,eAAe;aACvC,CAAC,CAAC;YAEH,kBAAkB;YAClB,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,SAAS,CAAC;YACtC,IAAI,CAAC,UAAU,CAAC,YAAY,GAAG,CAAC,CAAC;YACjC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;YAClC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,OAAO,CAAC;YACrC,IAAI,CAAC,UAAU,CAAC,QAAQ,GAAG,QAAQ,CAAC;YACpC,IAAI,CAAC,UAAU,CAAC,mBAAmB,GAAG,cAAc,CAAC;YACrD,IAAI,CAAC,UAAU,CAAC,UAAU,GAAG,SAAS,CAAC;YACvC,IAAI,CAAC,UAAU,CAAC,IAAI,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,UAAU,CAAC,eAAe,GAAG,eAAe,CAAC;YAClD,IAAI,CAAC,2BAA2B,8CAAoC,IAAI,CAAC,UAAU,CAAC,CAAC;YAErF,OAAO,CAAC,SAAS,CACb,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAC1B,UAAU,EACV;gBACI,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe;gBACf,wBAAwB,EAAE,IAAI,CAAC,UAAU,CAAC,UAAU;gBACpD,cAAc,EAAE,IAAI,CAAC,eAAe;gBACpC,yBAAyB,EAAE,kBAAkB,CAAC,aAAa,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC;aACpG,EACD,MAAM,CACT,EACD,OAAO,EACP,IAAI,CAAC,gBAAgB,CACxB,CAAC;QACN,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,CAAC,CAAC,YAAY,CAAC;QAE1D,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,cAAc,CAAC,KAAa,EAAE,IAAU,EAAE,OAAgB;QACtE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,MAAM,OAAO,GAA8B,OAAO,CAAC,eAAe,CAAC;QACnE,IAAI,CAAC,OAAO,EAAE,CAAC;YACX,OAAO;QACX,CAAC;QAED,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;QAC9B,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,OAAO;QACX,CAAC;QACD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC;QAE5B,0BAA0B;QAC1B,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QAErD,WAAW;QACX,IAAI,CAAC,mBAAmB,CAAC,KAAK,CAAC,CAAC;QAChC,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;QAEhC,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,sCAAsC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAE7D,QAAQ;QACR,mBAAmB,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9C,IAAI,IAAI,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,CAAC;YAC3C,aAAa;YACb,aAAa,CAAC,MAAM,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAEnC,aAAa;YACb,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC;gBACnB,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC7D,CAAC;YAED,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;YACjD,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAE9D,aAAa;YACb,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;gBAC5B,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;YACzC,CAAC;YAED,KAAK,CAAC,eAAe,CAAC,MAAM,CAAC,CAAC;YAE9B,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,OAAO,CAAC;YAClC,IAAI,CAAC,kCAAkC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAC7D,CAAC;QAED,SAAS;QACT,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;YACtB,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC;YAExD,MAAM,KAAK,GAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;YAErD,IAAI,KAAK,EAAE,CAAC;gBACR,+HAA+H;gBAC/H,gIAAgI;gBAChI,sHAAsH;gBACtH,kIAAkI;gBAClI,0CAA0C;gBAC1C,KAAK,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;YACzB,CAAC;QACL,CAAC;QAED,OAAO;QACP,IAAI,CAAC,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,CAAC,IAAI,OAAO,CAAC,YAAY,CAAC,EAAE,CAAC;YACvG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC;QAC1B,CAAC;QAED,MAAM;QACN,iBAAiB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAEnD,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,EAAE,OAAO,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEe,KAAK,CAAC,IAAY;QAC9B,OAAO,mBAAmB,CAAC,KAAK,CAAqB,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACpH,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAC9C,mBAAmB,CAAC,UAAU,GAAG,4BAA4B,CAAC;QAC9D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY;QACxB,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED,UAAU;IACV;;;;;;OAMG;IACI,MAAM,CAAU,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnE,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,kBAAkB,CAAC,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IAC/G,CAAC;;AAvXuB,gCAAa,GAAiB,IAAI,mBAAmB,CACzE,GAAG,EAAE,CAAC,CAAC,MAAM,CAAC,qBAAqB,CAAC,EAAE,MAAM,CAAC,uBAAuB,CAAC,CAAC,EACtE,GAAG,EAAE,CAAC,CAAC,MAAM,CAAC,0BAA0B,CAAC,EAAE,MAAM,CAAC,4BAA4B,CAAC,CAAC,CACnF,AAHoC,CAGnC;AAuXN,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IShadowLight } from \"core/Lights/shadowLight\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginEvent } from \"core/Materials/materialPluginEvent\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { _ShaderImportLoader } from \"core/Misc/shaderImportLoader\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * A transparent \"shadow catcher\" material: it renders only shadow strength into its alpha channel\r\n * (over {@link ShadowOnlyMaterial.shadowColor | shadowColor}, black by default), so shadows can be\r\n * composited over an arbitrary background.\r\n *\r\n * It can receive IBL shadows (via `IblShadowsRenderPipeline.addShadowReceivingMaterial` /\r\n * the Frame Graph IBL shadows task). Because the material has a single alpha output channel, IBL\r\n * shadows are received as **monochrome**: a colored IBL shadow is reduced to its luminance rather\r\n * than preserving per-channel hue.\r\n */\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n private static readonly _ShaderLoader = /*#__PURE__*/ new _ShaderImportLoader(\r\n () => [import(\"./shadowOnly.vertex\"), import(\"./shadowOnly.fragment\")],\r\n () => [import(\"./wgsl/shadowOnly.vertex\"), import(\"./wgsl/shadowOnly.fragment\")]\r\n );\r\n\r\n /**\r\n * Instantiates a ShadowOnly Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n /**\r\n * @internal\r\n * Force the material uniform buffer into \"no UBO\" (individual uniform) mode so that any attached\r\n * material plugin (e.g. IBLShadowsPluginMaterial) binds its uniforms directly on the effect. This\r\n * lets ShadowOnlyMaterial host plugins without declaring a dedicated \"Material\" uniform block in its\r\n * shaders (its own uniforms - alpha/shadowColor/... - stay individual uniforms). The base class only\r\n * does this on WebGPU (\"leftovers UBO\"); we extend it to every backend.\r\n */\r\n public override _createUniformBuffer(): void {\r\n super._createUniformBuffer();\r\n // The base leaves a real UBO in place on WebGL2 (useUbo === true); re-create it as no-UBO so\r\n // the plugin's uniforms are set individually on the effect (no shader-side \"Material\" block).\r\n if (this._uniformBuffer.useUbo) {\r\n this._uniformBuffer.dispose();\r\n this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, this.name, true);\r\n this._uniformBufferLayoutBuilt = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color the shadow is rendered with (black by default). Only its RGB is used; shadow\r\n * strength is written to the material's alpha channel.\r\n */\r\n public shadowColor = Color3.Black();\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines(this._eventInfo.defineNames);\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // External config\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.mesh = mesh;\r\n this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // External config\r\n this._callbackPluginEventPrepareDefines(this._eventInfo);\r\n\r\n // Plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [\"Scene\", \"Material\"];\r\n\r\n const indexParameters = { maxSimultaneousLights: 1 };\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n // External config\r\n this._eventInfo.fallbacks = fallbacks;\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n this._eventInfo.indexParameters = indexParameters;\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters,\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: ShadowOnlyMaterial._ShaderLoader.getLoadCallback(this._shaderLanguage),\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Binding unconditionally\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this.bindViewProjection(effect);\r\n\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventHardBindForSubMesh(this._eventInfo);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n this._uniformBuffer.update();\r\n }\r\n\r\n public override clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a ShadowOnly material from parsed material data.\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new ShadowOnly material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
|
|
@@ -14,7 +14,9 @@ import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude
|
|
|
14
14
|
import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
|
|
15
15
|
const name = "shadowOnlyPixelShader";
|
|
16
16
|
const shader = `#include<sceneUboDeclaration>
|
|
17
|
-
uniform alpha: f32;uniform shadowColor: vec3f;
|
|
17
|
+
uniform alpha: f32;uniform shadowColor: vec3f;
|
|
18
|
+
#define ADDITIONAL_UBO_DECLARATION
|
|
19
|
+
varying vPositionW: vec3f;
|
|
18
20
|
#ifdef NORMAL
|
|
19
21
|
varying vNormalW: vec3f;
|
|
20
22
|
#endif
|
|
@@ -41,6 +43,7 @@ var normalW: vec3f= vec3f(1.0,1.0,1.0);
|
|
|
41
43
|
#endif
|
|
42
44
|
var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;
|
|
43
45
|
#include<lightFragment>[0..1]
|
|
46
|
+
#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION
|
|
44
47
|
var color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);
|
|
45
48
|
#include<logDepthFragment>
|
|
46
49
|
#include<fogFragment>
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/shadowOnly/wgsl/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,2BAA2B,EAAE,MAAM,yDAAyD,CAAC;AACtG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAChH,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAE9E,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/shadowOnly/wgsl/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,2BAA2B,EAAE,MAAM,yDAAyD,CAAC;AACtG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAChH,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAE9E,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,uBAAuB,EAAE,mBAAmB,EAAE,uBAAuB,EAAE,2BAA2B,EAAE,4BAA4B,EAAE,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,eAAe,CAAC,CAAC;AAC5T,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport { lightFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `#include<sceneUboDeclaration>\nuniform alpha: f32;uniform shadowColor: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..1]\n#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION\nvar color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const shadowOnlyPixelShaderWGSL = { name, shader };\n"]}
|
package/sky/sky.fragment.js
CHANGED
|
@@ -14,13 +14,16 @@ const shader = `precision highp float;varying vec3 vPositionW;
|
|
|
14
14
|
varying vec4 vColor;
|
|
15
15
|
#endif
|
|
16
16
|
#include<clipPlaneFragmentDeclaration>
|
|
17
|
-
uniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;
|
|
17
|
+
uniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;uniform float cloudiness;
|
|
18
|
+
#ifdef SKY_RAW_HDR_OUTPUT
|
|
19
|
+
uniform float maxColorValue;
|
|
20
|
+
#endif
|
|
18
21
|
#ifdef LOGARITHMICDEPTH
|
|
19
22
|
#extension GL_EXT_frag_depth : enable
|
|
20
23
|
#endif
|
|
21
24
|
#include<logDepthDeclaration>
|
|
22
25
|
#include<fogFragmentDeclaration>
|
|
23
|
-
const float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)
|
|
26
|
+
const float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;const float CLOUD_TAU_MAX=15.0;const float CLOUD_G=0.5;const float CLOUD_G_BACK=-0.5;const float CLOUD_BACK_WEIGHT=0.2;vec3 totalRayleigh(vec3 lambda)
|
|
24
27
|
{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}
|
|
25
28
|
vec3 simplifiedRayleigh()
|
|
26
29
|
{return 0.0005/vec3(94,40,18);}
|
|
@@ -31,6 +34,8 @@ vec3 totalMie(vec3 lambda,vec3 K,float T)
|
|
|
31
34
|
{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}
|
|
32
35
|
float hgPhase(float cosTheta,float g)
|
|
33
36
|
{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}
|
|
37
|
+
float cloudPhase(float cosTheta,float gForward)
|
|
38
|
+
{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}
|
|
34
39
|
float sunIntensity(float zenithAngleCos)
|
|
35
40
|
{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}
|
|
36
41
|
float A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)
|
|
@@ -47,9 +52,14 @@ void main(void) {
|
|
|
47
52
|
* Sky Color
|
|
48
53
|
*--------------------------------------------------------------------------------------------------
|
|
49
54
|
*/
|
|
50
|
-
float sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float
|
|
51
|
-
|
|
52
|
-
|
|
55
|
+
float sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundiskTerm;if (cloudiness>0.0) {float cloudTau=cloudiness*CLOUD_TAU_MAX;float cloudT=exp(-cloudTau);float cloudG=CLOUD_G*cloudT;float omegaSun=2.0*pi*(1.0-sunAngularDiameterCos);float sharpDisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);sundiskTerm=cloudT*sharpDisk+(1.0-cloudT)*omegaSun*cloudPhase(cosTheta,cloudG);} else {sundiskTerm=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);}
|
|
56
|
+
L0+=(sunE*19000.0*Fex)*sundiskTerm;vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;
|
|
57
|
+
#ifdef SKY_RAW_HDR_OUTPUT
|
|
58
|
+
vec3 retColor=texColor*luminance;
|
|
59
|
+
#else
|
|
60
|
+
vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance;float fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);float ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;
|
|
61
|
+
#endif
|
|
62
|
+
/**
|
|
53
63
|
*--------------------------------------------------------------------------------------------------
|
|
54
64
|
* Sky Color
|
|
55
65
|
*--------------------------------------------------------------------------------------------------
|
|
@@ -64,11 +74,17 @@ alpha*=vColor.a;
|
|
|
64
74
|
#if DITHER
|
|
65
75
|
retColor.rgb+=dither(gl_FragCoord.xy,0.5);
|
|
66
76
|
#endif
|
|
77
|
+
#ifdef SKY_RAW_HDR_OUTPUT
|
|
78
|
+
vec4 color=vec4(clamp(retColor.rgb,0.0,maxColorValue),alpha);
|
|
79
|
+
#else
|
|
67
80
|
vec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);
|
|
81
|
+
#endif
|
|
68
82
|
#include<logDepthFragment>
|
|
69
83
|
#include<fogFragment>
|
|
70
84
|
gl_FragColor=color;
|
|
85
|
+
#ifndef SKY_RAW_HDR_OUTPUT
|
|
71
86
|
#include<imageProcessingCompatibility>
|
|
87
|
+
#endif
|
|
72
88
|
#define CUSTOM_FRAGMENT_MAIN_END
|
|
73
89
|
}
|
|
74
90
|
`;
|
package/sky/sky.fragment.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,eAAe,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC9L,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;uniform float cloudiness;\n#ifdef SKY_RAW_HDR_OUTPUT\nuniform float maxColorValue;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;const float CLOUD_TAU_MAX=15.0;const float CLOUD_G=0.5;const float CLOUD_G_BACK=-0.5;const float CLOUD_BACK_WEIGHT=0.2;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat cloudPhase(float cosTheta,float gForward)\n{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundiskTerm;if (cloudiness>0.0) {float cloudTau=cloudiness*CLOUD_TAU_MAX;float cloudT=exp(-cloudTau);float cloudG=CLOUD_G*cloudT;float omegaSun=2.0*pi*(1.0-sunAngularDiameterCos);float sharpDisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);sundiskTerm=cloudT*sharpDisk+(1.0-cloudT)*omegaSun*cloudPhase(cosTheta,cloudG);} else {sundiskTerm=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);}\nL0+=(sunE*19000.0*Fex)*sundiskTerm;vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;\n#ifdef SKY_RAW_HDR_OUTPUT\nvec3 retColor=texColor*luminance;\n#else\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance;float fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);float ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;\n#endif\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\n#ifdef SKY_RAW_HDR_OUTPUT\nvec4 color=vec4(clamp(retColor.rgb,0.0,maxColorValue),alpha);\n#else\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#ifndef SKY_RAW_HDR_OUTPUT\n#include<imageProcessingCompatibility>\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, helperFunctions, clipPlaneFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const skyPixelShader = { name, shader };\n"]}
|