@babylonjs/materials 9.25.0 → 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/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@babylonjs/materials",
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-
"version": "9.
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"version": "9.26.0",
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"main": "index.js",
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"module": "index.js",
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"types": "index.d.ts",
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@@ -18,7 +18,7 @@
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"postcompile": "build-tools -c add-js-to-es6"
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},
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"devDependencies": {
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-
"@babylonjs/core": "9.
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"@babylonjs/core": "9.26.0",
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"@dev/build-tools": "^1.0.0",
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"@dev/materials": "^1.0.0"
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},
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@@ -18,7 +18,9 @@ import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInc
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const name = "shadowOnlyPixelShader";
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const shader = `precision highp float;
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#include<__decl__sceneFragment>
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-
uniform float alpha;uniform vec3 shadowColor;
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uniform float alpha;uniform vec3 shadowColor;
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#define ADDITIONAL_FRAGMENT_DECLARATION
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varying vec3 vPositionW;
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#ifdef NORMAL
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varying vec3 vNormalW;
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#endif
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@@ -47,6 +49,7 @@ vec3 normalW=vec3(1.0,1.0,1.0);
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#endif
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vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
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#include<lightFragment>[0..1]
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#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION
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vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);
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#include<logDepthFragment>
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#include<fogFragment>
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@@ -1 +1 @@
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-
{"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
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{"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"]}
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@@ -8,6 +8,16 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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/**
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* A transparent "shadow catcher" material: it renders only shadow strength into its alpha channel
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* (over {@link ShadowOnlyMaterial.shadowColor | shadowColor}, black by default), so shadows can be
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* composited over an arbitrary background.
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*
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* It can receive IBL shadows (via `IblShadowsRenderPipeline.addShadowReceivingMaterial` /
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* the Frame Graph IBL shadows task). Because the material has a single alpha output channel, IBL
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* shadows are received as **monochrome**: a colored IBL shadow is reduced to its luminance rather
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* than preserving per-channel hue.
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*/
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export declare class ShadowOnlyMaterial extends PushMaterial {
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private _activeLight;
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private _needAlphaBlending;
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@@ -19,6 +29,19 @@ export declare class ShadowOnlyMaterial extends PushMaterial {
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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/**
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* @internal
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* Force the material uniform buffer into "no UBO" (individual uniform) mode so that any attached
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* material plugin (e.g. IBLShadowsPluginMaterial) binds its uniforms directly on the effect. This
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* lets ShadowOnlyMaterial host plugins without declaring a dedicated "Material" uniform block in its
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* shaders (its own uniforms - alpha/shadowColor/... - stay individual uniforms). The base class only
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* does this on WebGPU ("leftovers UBO"); we extend it to every backend.
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*/
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_createUniformBuffer(): void;
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/**
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* The color the shadow is rendered with (black by default). Only its RGB is used; shadow
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* strength is written to the material's alpha channel.
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*/
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shadowColor: Color3;
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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@@ -31,5 +54,12 @@ export declare class ShadowOnlyMaterial extends PushMaterial {
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clone(name: string): ShadowOnlyMaterial;
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serialize(): any;
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getClassName(): string;
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/**
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* Creates a ShadowOnly material from parsed material data.
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* @param source defines the JSON representation of the material
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* @param scene defines the hosting scene
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* @param rootUrl defines the root URL to use to load textures and relative dependencies
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* @returns a new ShadowOnly material
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*/
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static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
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}
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@@ -2,6 +2,7 @@ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serializati
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import { UniformBuffer } from "@babylonjs/core/Materials/uniformBuffer.js";
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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@@ -10,8 +11,8 @@ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
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class ShadowOnlyMaterialDefines extends MaterialDefines {
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constructor() {
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super();
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constructor(externalProperties) {
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super(externalProperties);
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this.CLIPPLANE = false;
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this.CLIPPLANE2 = false;
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this.CLIPPLANE3 = false;
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this.rebuild();
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}
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}
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/**
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* A transparent "shadow catcher" material: it renders only shadow strength into its alpha channel
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* (over {@link ShadowOnlyMaterial.shadowColor | shadowColor}, black by default), so shadows can be
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* composited over an arbitrary background.
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*
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* It can receive IBL shadows (via `IblShadowsRenderPipeline.addShadowReceivingMaterial` /
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* the Frame Graph IBL shadows task). Because the material has a single alpha output channel, IBL
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* shadows are received as **monochrome**: a colored IBL shadow is reduced to its luminance rather
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* than preserving per-channel hue.
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*/
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export class ShadowOnlyMaterial extends PushMaterial {
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/**
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* Instantiates a ShadowOnly Material in the given scene
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constructor(name, scene, forceGLSL = false) {
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super(name, scene, undefined, forceGLSL);
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this._needAlphaBlending = true;
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/**
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* The color the shadow is rendered with (black by default). Only its RGB is used; shadow
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* strength is written to the material's alpha channel.
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*/
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this.shadowColor = Color3.Black();
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}
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/**
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* @internal
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* Force the material uniform buffer into "no UBO" (individual uniform) mode so that any attached
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* material plugin (e.g. IBLShadowsPluginMaterial) binds its uniforms directly on the effect. This
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* lets ShadowOnlyMaterial host plugins without declaring a dedicated "Material" uniform block in its
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* shaders (its own uniforms - alpha/shadowColor/... - stay individual uniforms). The base class only
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* does this on WebGPU ("leftovers UBO"); we extend it to every backend.
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*/
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_createUniformBuffer() {
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super._createUniformBuffer();
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// The base leaves a real UBO in place on WebGL2 (useUbo === true); re-create it as no-UBO so
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// the plugin's uniforms are set individually on the effect (no shader-side "Material" block).
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if (this._uniformBuffer.useUbo) {
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this._uniformBuffer.dispose();
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this._uniformBuffer = new UniformBuffer(this.getScene().getEngine(), undefined, undefined, this.name, true);
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this._uniformBufferLayoutBuilt = false;
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}
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}
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needAlphaBlending() {
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return this._needAlphaBlending;
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}
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@@ -67,6 +100,9 @@ export class ShadowOnlyMaterial extends PushMaterial {
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}
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// Methods
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isReadyForSubMesh(mesh, subMesh, useInstances) {
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if (!this._uniformBufferLayoutBuilt) {
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this.buildUniformLayout();
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}
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const drawWrapper = subMesh._drawWrapper;
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if (this.isFrozen) {
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if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
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}
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}
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if (!subMesh.materialDefines) {
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-
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this._callbackPluginEventGeneric(4 /* MaterialPluginEvent.GetDefineNames */, this._eventInfo);
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subMesh.materialDefines = new ShadowOnlyMaterialDefines(this._eventInfo.defineNames);
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}
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const defines = subMesh.materialDefines;
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const scene = this.getScene();
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|
@@ -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
|
-
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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
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+
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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"]}
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@@ -14,7 +14,9 @@ import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude
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import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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const name = "shadowOnlyPixelShader";
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const shader = `#include<sceneUboDeclaration>
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uniform alpha: f32;uniform shadowColor: vec3f;
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+
uniform alpha: f32;uniform shadowColor: vec3f;
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+
#define ADDITIONAL_UBO_DECLARATION
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varying vPositionW: vec3f;
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#ifdef NORMAL
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varying vNormalW: vec3f;
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#endif
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@@ -41,6 +43,7 @@ var normalW: vec3f= vec3f(1.0,1.0,1.0);
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#endif
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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.;
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#include<lightFragment>[0..1]
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+
#define CUSTOM_FRAGMENT_BEFORE_LIGHT_COMPOSITION
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var color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);
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#include<logDepthFragment>
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#include<fogFragment>
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@@ -1 +1 @@
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1
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-
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1
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+
{"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
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@@ -14,13 +14,16 @@ const shader = `precision highp float;varying vec3 vPositionW;
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14
14
|
varying vec4 vColor;
|
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15
15
|
#endif
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16
16
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#include<clipPlaneFragmentDeclaration>
|
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17
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-
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;
|
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17
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+
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;
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18
|
+
#ifdef SKY_RAW_HDR_OUTPUT
|
|
19
|
+
uniform float maxColorValue;
|
|
20
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+
#endif
|
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18
21
|
#ifdef LOGARITHMICDEPTH
|
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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
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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
|
-
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|
|
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"]}
|
package/sky/skyMaterial.d.ts
CHANGED
|
@@ -7,6 +7,17 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
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7
7
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import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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8
8
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import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
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9
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import { Scene } from "@babylonjs/core/scene.js";
|
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10
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+
/**
|
|
11
|
+
* Max value the sky shader may write before the bound render target stores it as +Inf (which would
|
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12
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+
* corrupt anything reading the texture back, e.g. an IBL CDF). Derived from the RT's texture type:
|
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13
|
+
* half-float caps at its 65504 ceiling; float is effectively unbounded (a huge finite +Inf guard);
|
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14
|
+
* anything else (8-bit LDR, or the default framebuffer when no RT is bound) is [0,1]. Only used when
|
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+
* `rawHdrOutput` is enabled.
|
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16
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+
* @param textureType the bound render target's texture type (Constants.TEXTURETYPE_*), or undefined
|
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|
+
* @returns the maximum color value that can be stored without overflowing to +Inf
|
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|
+
* @internal
|
|
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|
+
*/
|
|
20
|
+
export declare function _MaxColorValueForRenderTarget(textureType: number | undefined): number;
|
|
10
21
|
/**
|
|
11
22
|
* This is the sky material which allows to create dynamic and texture free effects for skyboxes.
|
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12
23
|
* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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|
@@ -69,6 +80,28 @@ export declare class SkyMaterial extends PushMaterial {
|
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69
80
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* Defines if sky should be dithered.
|
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*/
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|
dithering: boolean;
|
|
83
|
+
/**
|
|
84
|
+
* When enabled, the material emits scene-referred linear HDR: `luminance` acts as a plain linear
|
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85
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+
* gain (no filmic tonemap), the output is clamped to the bound render target's max representable
|
|
86
|
+
* value rather than [0, 1] (so a bright sun cannot overflow to +Inf), and no sRGB encode is
|
|
87
|
+
* applied. Enable this to bake the sky into an HDR (float / half-float) render target — e.g. an
|
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88
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+
* IBL environment cube — where the full dynamic range of the sun disc must be preserved. The
|
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89
|
+
* clamp ceiling follows whatever target is bound at draw time (65504 for half-float, effectively
|
|
90
|
+
* unbounded for float); if the sky is drawn to an LDR target or the default framebuffer it falls
|
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91
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+
* back to [0, 1], so this flag is only meaningful when rendering into a float/half-float target.
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* When disabled, the material produces tonemapped, display-referred output for direct viewing.
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*/
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rawHdrOutput: boolean;
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/**
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|
+
* Cloud cover over the sun in [0, 1] (0 = clear direct sun, default; 1 = sun fully hidden). This
|
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97
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+
* softens only the *sun disc* — the sky dome color itself is unchanged (there is no overcast
|
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+
* graying or whitening of the sky). At 0 the sun is a sharp solar disc; above 0 a physically-
|
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|
+
* based single-scattering cloud model attenuates the direct beam (Beer–Lambert) and redistributes
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|
+
* the removed energy into a dual-lobe Henyey–Greenstein aureole, energy-conserving as it broadens
|
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|
+
* (thin cloud → tight silver lining; heavy cloud → broad, directionless glow). See the sun-disc
|
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+
* branch in sky.fragment for the model + references.
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*/
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+
cloudiness: number;
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private _cameraPosition;
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private _skyOrientation;
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private static readonly _ShaderLoader;
|
package/sky/skyMaterial.js
CHANGED
|
@@ -4,6 +4,7 @@ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serializati
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|
|
4
4
|
import { Vector3, Quaternion, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
|
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5
5
|
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
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6
6
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
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7
|
+
import { Constants } from "@babylonjs/core/Engines/constants.js";
|
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7
8
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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8
9
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import { Scene } from "@babylonjs/core/scene.js";
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9
10
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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@@ -29,9 +30,33 @@ class SkyMaterialDefines extends MaterialDefines {
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29
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this.SKIPFINALCOLORCLAMP = false;
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30
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|
this.DITHER = false;
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|
this.LOGARITHMICDEPTH = false;
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|
+
this.SKY_RAW_HDR_OUTPUT = false;
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this.rebuild();
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}
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}
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/**
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+
* Max value the sky shader may write before the bound render target stores it as +Inf (which would
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39
|
+
* corrupt anything reading the texture back, e.g. an IBL CDF). Derived from the RT's texture type:
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+
* half-float caps at its 65504 ceiling; float is effectively unbounded (a huge finite +Inf guard);
|
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41
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+
* anything else (8-bit LDR, or the default framebuffer when no RT is bound) is [0,1]. Only used when
|
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+
* `rawHdrOutput` is enabled.
|
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* @param textureType the bound render target's texture type (Constants.TEXTURETYPE_*), or undefined
|
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44
|
+
* @returns the maximum color value that can be stored without overflowing to +Inf
|
|
45
|
+
* @internal
|
|
46
|
+
*/
|
|
47
|
+
export function _MaxColorValueForRenderTarget(textureType) {
|
|
48
|
+
switch (textureType) {
|
|
49
|
+
case Constants.TEXTURETYPE_HALF_FLOAT:
|
|
50
|
+
// IEEE-754 half-float max (core's `MaxHalfFloat`). Inlined, not imported: it's not on
|
|
51
|
+
// the public `BABYLON` namespace, so the materials UMD build resolves the import to
|
|
52
|
+
// `undefined` at runtime (→ NaN clamp ceiling).
|
|
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|
+
return 65504;
|
|
54
|
+
case Constants.TEXTURETYPE_FLOAT:
|
|
55
|
+
return 3.0e38;
|
|
56
|
+
default:
|
|
57
|
+
return 1.0;
|
|
58
|
+
}
|
|
59
|
+
}
|
|
35
60
|
/**
|
|
36
61
|
* This is the sky material which allows to create dynamic and texture free effects for skyboxes.
|
|
37
62
|
* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
|
|
@@ -78,6 +103,12 @@ let SkyMaterial = (() => {
|
|
|
78
103
|
let _dithering_decorators;
|
|
79
104
|
let _dithering_initializers = [];
|
|
80
105
|
let _dithering_extraInitializers = [];
|
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|
+
let _rawHdrOutput_decorators;
|
|
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|
+
let _rawHdrOutput_initializers = [];
|
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|
+
let _rawHdrOutput_extraInitializers = [];
|
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|
+
let _cloudiness_decorators;
|
|
110
|
+
let _cloudiness_initializers = [];
|
|
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|
+
let _cloudiness_extraInitializers = [];
|
|
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112
|
return _a = class SkyMaterial extends _classSuper {
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|
/**
|
|
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|
* Instantiates a new sky material.
|
|
@@ -147,8 +178,30 @@ let SkyMaterial = (() => {
|
|
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|
* Defines if sky should be dithered.
|
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|
*/
|
|
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|
this.dithering = (__runInitializers(this, _up_extraInitializers), __runInitializers(this, _dithering_initializers, false));
|
|
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|
+
/**
|
|
182
|
+
* When enabled, the material emits scene-referred linear HDR: `luminance` acts as a plain linear
|
|
183
|
+
* gain (no filmic tonemap), the output is clamped to the bound render target's max representable
|
|
184
|
+
* value rather than [0, 1] (so a bright sun cannot overflow to +Inf), and no sRGB encode is
|
|
185
|
+
* applied. Enable this to bake the sky into an HDR (float / half-float) render target — e.g. an
|
|
186
|
+
* IBL environment cube — where the full dynamic range of the sun disc must be preserved. The
|
|
187
|
+
* clamp ceiling follows whatever target is bound at draw time (65504 for half-float, effectively
|
|
188
|
+
* unbounded for float); if the sky is drawn to an LDR target or the default framebuffer it falls
|
|
189
|
+
* back to [0, 1], so this flag is only meaningful when rendering into a float/half-float target.
|
|
190
|
+
* When disabled, the material produces tonemapped, display-referred output for direct viewing.
|
|
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|
+
*/
|
|
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|
+
this.rawHdrOutput = (__runInitializers(this, _dithering_extraInitializers), __runInitializers(this, _rawHdrOutput_initializers, false));
|
|
193
|
+
/**
|
|
194
|
+
* Cloud cover over the sun in [0, 1] (0 = clear direct sun, default; 1 = sun fully hidden). This
|
|
195
|
+
* softens only the *sun disc* — the sky dome color itself is unchanged (there is no overcast
|
|
196
|
+
* graying or whitening of the sky). At 0 the sun is a sharp solar disc; above 0 a physically-
|
|
197
|
+
* based single-scattering cloud model attenuates the direct beam (Beer–Lambert) and redistributes
|
|
198
|
+
* the removed energy into a dual-lobe Henyey–Greenstein aureole, energy-conserving as it broadens
|
|
199
|
+
* (thin cloud → tight silver lining; heavy cloud → broad, directionless glow). See the sun-disc
|
|
200
|
+
* branch in sky.fragment for the model + references.
|
|
201
|
+
*/
|
|
202
|
+
this.cloudiness = (__runInitializers(this, _rawHdrOutput_extraInitializers), __runInitializers(this, _cloudiness_initializers, 0));
|
|
150
203
|
// Private members
|
|
151
|
-
this._cameraPosition = (__runInitializers(this,
|
|
204
|
+
this._cameraPosition = (__runInitializers(this, _cloudiness_extraInitializers), Vector3.Zero());
|
|
152
205
|
this._skyOrientation = new Quaternion();
|
|
153
206
|
}
|
|
154
207
|
/**
|
|
@@ -203,6 +256,9 @@ let SkyMaterial = (() => {
|
|
|
203
256
|
if (defines.DITHER !== this.dithering) {
|
|
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257
|
defines.markAsMiscDirty();
|
|
205
258
|
}
|
|
259
|
+
if (defines.SKY_RAW_HDR_OUTPUT !== this.rawHdrOutput) {
|
|
260
|
+
defines.markAsMiscDirty();
|
|
261
|
+
}
|
|
206
262
|
// Get correct effect
|
|
207
263
|
if (defines.isDirty) {
|
|
208
264
|
defines.markAsProcessed();
|
|
@@ -214,6 +270,7 @@ let SkyMaterial = (() => {
|
|
|
214
270
|
}
|
|
215
271
|
defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
|
|
216
272
|
defines.DITHER = this.dithering;
|
|
273
|
+
defines.SKY_RAW_HDR_OUTPUT = this.rawHdrOutput;
|
|
217
274
|
//Attributes
|
|
218
275
|
const attribs = [VertexBuffer.PositionKind];
|
|
219
276
|
if (defines.VERTEXCOLOR) {
|
|
@@ -237,6 +294,8 @@ let SkyMaterial = (() => {
|
|
|
237
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|
"cameraPosition",
|
|
238
295
|
"cameraOffset",
|
|
239
296
|
"up",
|
|
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|
+
"cloudiness",
|
|
298
|
+
"maxColorValue",
|
|
240
299
|
];
|
|
241
300
|
AddClipPlaneUniforms(uniforms);
|
|
242
301
|
const join = defines.toString();
|
|
@@ -295,8 +354,9 @@ let SkyMaterial = (() => {
|
|
|
295
354
|
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
|
|
296
355
|
this._activeEffect.setMatrix("view", scene.getViewMatrix());
|
|
297
356
|
}
|
|
298
|
-
// Fog
|
|
299
|
-
|
|
357
|
+
// Fog. In raw-HDR mode the shader output is linear scene-referred color, so the gamma-space
|
|
358
|
+
// scene.fogColor must be converted to linear before it is mixed in (linearSpace = true).
|
|
359
|
+
BindFogParameters(scene, mesh, this._activeEffect, this.rawHdrOutput);
|
|
300
360
|
// Sky
|
|
301
361
|
const camera = scene.activeCamera;
|
|
302
362
|
if (camera) {
|
|
@@ -308,13 +368,23 @@ let SkyMaterial = (() => {
|
|
|
308
368
|
}
|
|
309
369
|
this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
|
|
310
370
|
this._activeEffect.setVector3("up", this.up);
|
|
311
|
-
|
|
371
|
+
// In raw-HDR mode `luminance` is a linear gain, so 0 is valid and must be uploaded (it
|
|
372
|
+
// produces black). The tonemapped path uses `luminance` as a divisor (0.1 / luminance,
|
|
373
|
+
// log2(2 / luminance^4)), where 0 is invalid — keep the guard that skips uploading it there.
|
|
374
|
+
if (this.rawHdrOutput || this.luminance > 0) {
|
|
312
375
|
this._activeEffect.setFloat("luminance", this.luminance);
|
|
313
376
|
}
|
|
314
377
|
this._activeEffect.setFloat("turbidity", this.turbidity);
|
|
315
378
|
this._activeEffect.setFloat("rayleigh", this.rayleigh);
|
|
316
379
|
this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
|
|
317
380
|
this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
|
|
381
|
+
this._activeEffect.setFloat("cloudiness", this.cloudiness);
|
|
382
|
+
if (this.rawHdrOutput) {
|
|
383
|
+
// Match the clamp ceiling to the render target the sky is drawn into (read at bind time,
|
|
384
|
+
// since the same material may bake into a half-float cube yet also draw to an LDR view).
|
|
385
|
+
const currentRenderTarget = scene.getEngine()._currentRenderTarget;
|
|
386
|
+
this._activeEffect.setFloat("maxColorValue", _MaxColorValueForRenderTarget(currentRenderTarget?.texture?.type));
|
|
387
|
+
}
|
|
318
388
|
if (!this.useSunPosition) {
|
|
319
389
|
const theta = Math.PI * (this.inclination - 0.5);
|
|
320
390
|
const phi = 2 * Math.PI * (this.azimuth - 0.5);
|
|
@@ -392,6 +462,8 @@ let SkyMaterial = (() => {
|
|
|
392
462
|
_cameraOffset_decorators = [serializeAsVector3()];
|
|
393
463
|
_up_decorators = [serializeAsVector3()];
|
|
394
464
|
_dithering_decorators = [serialize()];
|
|
465
|
+
_rawHdrOutput_decorators = [serialize()];
|
|
466
|
+
_cloudiness_decorators = [serialize()];
|
|
395
467
|
__esDecorate(null, null, _luminance_decorators, { kind: "field", name: "luminance", static: false, private: false, access: { has: obj => "luminance" in obj, get: obj => obj.luminance, set: (obj, value) => { obj.luminance = value; } }, metadata: _metadata }, _luminance_initializers, _luminance_extraInitializers);
|
|
396
468
|
__esDecorate(null, null, _turbidity_decorators, { kind: "field", name: "turbidity", static: false, private: false, access: { has: obj => "turbidity" in obj, get: obj => obj.turbidity, set: (obj, value) => { obj.turbidity = value; } }, metadata: _metadata }, _turbidity_initializers, _turbidity_extraInitializers);
|
|
397
469
|
__esDecorate(null, null, _rayleigh_decorators, { kind: "field", name: "rayleigh", static: false, private: false, access: { has: obj => "rayleigh" in obj, get: obj => obj.rayleigh, set: (obj, value) => { obj.rayleigh = value; } }, metadata: _metadata }, _rayleigh_initializers, _rayleigh_extraInitializers);
|
|
@@ -405,6 +477,8 @@ let SkyMaterial = (() => {
|
|
|
405
477
|
__esDecorate(null, null, _cameraOffset_decorators, { kind: "field", name: "cameraOffset", static: false, private: false, access: { has: obj => "cameraOffset" in obj, get: obj => obj.cameraOffset, set: (obj, value) => { obj.cameraOffset = value; } }, metadata: _metadata }, _cameraOffset_initializers, _cameraOffset_extraInitializers);
|
|
406
478
|
__esDecorate(null, null, _up_decorators, { kind: "field", name: "up", static: false, private: false, access: { has: obj => "up" in obj, get: obj => obj.up, set: (obj, value) => { obj.up = value; } }, metadata: _metadata }, _up_initializers, _up_extraInitializers);
|
|
407
479
|
__esDecorate(null, null, _dithering_decorators, { kind: "field", name: "dithering", static: false, private: false, access: { has: obj => "dithering" in obj, get: obj => obj.dithering, set: (obj, value) => { obj.dithering = value; } }, metadata: _metadata }, _dithering_initializers, _dithering_extraInitializers);
|
|
480
|
+
__esDecorate(null, null, _rawHdrOutput_decorators, { kind: "field", name: "rawHdrOutput", static: false, private: false, access: { has: obj => "rawHdrOutput" in obj, get: obj => obj.rawHdrOutput, set: (obj, value) => { obj.rawHdrOutput = value; } }, metadata: _metadata }, _rawHdrOutput_initializers, _rawHdrOutput_extraInitializers);
|
|
481
|
+
__esDecorate(null, null, _cloudiness_decorators, { kind: "field", name: "cloudiness", static: false, private: false, access: { has: obj => "cloudiness" in obj, get: obj => obj.cloudiness, set: (obj, value) => { obj.cloudiness = value; } }, metadata: _metadata }, _cloudiness_initializers, _cloudiness_extraInitializers);
|
|
408
482
|
if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
|
|
409
483
|
})(),
|
|
410
484
|
_a._ShaderLoader = new _ShaderImportLoader(() => [import("./sky.vertex.js"), import("./sky.fragment.js")], () => [import("./wgsl/sky.vertex.js"), import("./wgsl/sky.fragment.js")]),
|
package/sky/skyMaterial.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\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\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = 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\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n private static readonly _ShaderLoader = /*#__PURE__*/ new _ShaderImportLoader(\r\n () => [import(\"./sky.vertex\"), import(\"./sky.fragment\")],\r\n () => [import(\"./wgsl/sky.vertex\"), import(\"./wgsl/sky.fragment\")]\r\n );\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong 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 * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: SkyMaterial._ShaderLoader.getLoadCallback(this._shaderLanguage),\r\n },\r\n scene.getEngine()\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\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 // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky 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 sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { Constants } from \"core/Engines/constants\";\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\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n public LOGARITHMICDEPTH = false;\r\n public SKY_RAW_HDR_OUTPUT = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Max value the sky shader may write before the bound render target stores it as +Inf (which would\r\n * corrupt anything reading the texture back, e.g. an IBL CDF). Derived from the RT's texture type:\r\n * half-float caps at its 65504 ceiling; float is effectively unbounded (a huge finite +Inf guard);\r\n * anything else (8-bit LDR, or the default framebuffer when no RT is bound) is [0,1]. Only used when\r\n * `rawHdrOutput` is enabled.\r\n * @param textureType the bound render target's texture type (Constants.TEXTURETYPE_*), or undefined\r\n * @returns the maximum color value that can be stored without overflowing to +Inf\r\n * @internal\r\n */\r\nexport function _MaxColorValueForRenderTarget(textureType: number | undefined): number {\r\n switch (textureType) {\r\n case Constants.TEXTURETYPE_HALF_FLOAT:\r\n // IEEE-754 half-float max (core's `MaxHalfFloat`). Inlined, not imported: it's not on\r\n // the public `BABYLON` namespace, so the materials UMD build resolves the import to\r\n // `undefined` at runtime (→ NaN clamp ceiling).\r\n return 65504;\r\n case Constants.TEXTURETYPE_FLOAT:\r\n return 3.0e38;\r\n default:\r\n return 1.0;\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n /**\r\n * When enabled, the material emits scene-referred linear HDR: `luminance` acts as a plain linear\r\n * gain (no filmic tonemap), the output is clamped to the bound render target's max representable\r\n * value rather than [0, 1] (so a bright sun cannot overflow to +Inf), and no sRGB encode is\r\n * applied. Enable this to bake the sky into an HDR (float / half-float) render target — e.g. an\r\n * IBL environment cube — where the full dynamic range of the sun disc must be preserved. The\r\n * clamp ceiling follows whatever target is bound at draw time (65504 for half-float, effectively\r\n * unbounded for float); if the sky is drawn to an LDR target or the default framebuffer it falls\r\n * back to [0, 1], so this flag is only meaningful when rendering into a float/half-float target.\r\n * When disabled, the material produces tonemapped, display-referred output for direct viewing.\r\n */\r\n @serialize()\r\n public rawHdrOutput: boolean = false;\r\n\r\n /**\r\n * Cloud cover over the sun in [0, 1] (0 = clear direct sun, default; 1 = sun fully hidden). This\r\n * softens only the *sun disc* — the sky dome color itself is unchanged (there is no overcast\r\n * graying or whitening of the sky). At 0 the sun is a sharp solar disc; above 0 a physically-\r\n * based single-scattering cloud model attenuates the direct beam (Beer–Lambert) and redistributes\r\n * the removed energy into a dual-lobe Henyey–Greenstein aureole, energy-conserving as it broadens\r\n * (thin cloud → tight silver lining; heavy cloud → broad, directionless glow). See the sun-disc\r\n * branch in sky.fragment for the model + references.\r\n */\r\n @serialize()\r\n public cloudiness: number = 0;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n private static readonly _ShaderLoader = /*#__PURE__*/ new _ShaderImportLoader(\r\n () => [import(\"./sky.vertex\"), import(\"./sky.fragment\")],\r\n () => [import(\"./wgsl/sky.vertex\"), import(\"./wgsl/sky.fragment\")]\r\n );\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong 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 * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.SKY_RAW_HDR_OUTPUT !== this.rawHdrOutput) {\r\n defines.markAsMiscDirty();\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n defines.SKY_RAW_HDR_OUTPUT = this.rawHdrOutput;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n \"cloudiness\",\r\n \"maxColorValue\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: SkyMaterial._ShaderLoader.getLoadCallback(this._shaderLanguage),\r\n },\r\n scene.getEngine()\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\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 // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog. In raw-HDR mode the shader output is linear scene-referred color, so the gamma-space\r\n // scene.fogColor must be converted to linear before it is mixed in (linearSpace = true).\r\n BindFogParameters(scene, mesh, this._activeEffect, this.rawHdrOutput);\r\n\r\n // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n // In raw-HDR mode `luminance` is a linear gain, so 0 is valid and must be uploaded (it\r\n // produces black). The tonemapped path uses `luminance` as a divisor (0.1 / luminance,\r\n // log2(2 / luminance^4)), where 0 is invalid — keep the guard that skips uploading it there.\r\n if (this.rawHdrOutput || this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n this._activeEffect.setFloat(\"cloudiness\", this.cloudiness);\r\n\r\n if (this.rawHdrOutput) {\r\n // Match the clamp ceiling to the render target the sky is drawn into (read at bind time,\r\n // since the same material may bake into a half-float cube yet also draw to an LDR view).\r\n const currentRenderTarget = scene.getEngine()._currentRenderTarget;\r\n this._activeEffect.setFloat(\"maxColorValue\", _MaxColorValueForRenderTarget(currentRenderTarget?.texture?.type));\r\n }\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky 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 sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
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package/sky/wgsl/sky.fragment.js
CHANGED
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@@ -14,10 +14,13 @@ const shader = `varying vPositionW: vec3f;
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14
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varying vColor: vec4f;
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#endif
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#include<clipPlaneFragmentDeclaration>
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-
uniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;
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17
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+
uniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;uniform cloudiness: f32;
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18
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+
#ifdef SKY_RAW_HDR_OUTPUT
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19
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+
uniform maxColorValue: f32;
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+
#endif
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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20
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-
const ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;fn totalRayleigh(lambdaIn: vec3f)->vec3f
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23
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+
const ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;const CLOUD_TAU_MAX: f32=15.0;const CLOUD_G: f32=0.5;const CLOUD_G_BACK: f32=-0.5;const CLOUD_BACK_WEIGHT: f32=0.2;fn totalRayleigh(lambdaIn: vec3f)->vec3f
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24
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{return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}
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fn simplifiedRayleigh()->vec3f
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23
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{return vec3f(0.0005)/ vec3f(94,40,18);}
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@@ -27,6 +30,8 @@ fn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f
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{var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}
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fn hgPhase(cosTheta: f32,g: f32)->f32
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{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));}
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fn cloudPhase(cosTheta: f32,gForward: f32)->f32
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{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}
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fn sunIntensity(zenithAngleCos: f32)->f32
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{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}
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const A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f
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@@ -42,7 +47,14 @@ fn main(input: FragmentInputs)->FragmentOutputs {
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/**
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* Sky Color
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*/
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-
var sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var
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var sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundiskTerm: f32=0.0;if (uniforms.cloudiness>0.0) {var cloudTau: f32=uniforms.cloudiness*CLOUD_TAU_MAX;var cloudT: f32=exp(-cloudTau);var cloudG: f32=CLOUD_G*cloudT;var omegaSun: f32=2.0*pi*(1.0-sunAngularDiameterCos);var sharpDisk: f32=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);sundiskTerm=cloudT*sharpDisk+(1.0-cloudT)*omegaSun*cloudPhase(cosTheta,cloudG);} else {sundiskTerm=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);}
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L0=L0+(sunE*19000.0*Fex)*sundiskTerm;var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;
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#ifdef SKY_RAW_HDR_OUTPUT
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var retColor: vec3f=texColor*uniforms.luminance;
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#else
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var whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;
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#endif
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var alpha: f32=1.0;
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#ifdef VERTEXCOLOR
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retColor=retColor.rgb*fragmentInputs.vColor.rgb;
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#endif
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@@ -52,11 +64,17 @@ alpha*=fragmentInputs.vColor.a;
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#if DITHER
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retColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);
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#endif
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#ifdef SKY_RAW_HDR_OUTPUT
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var color: vec4f= vec4f(clamp(retColor.rgb, vec3f(0.0), vec3f(uniforms.maxColorValue)),alpha);
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#else
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var color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));
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#endif
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#include<logDepthFragment>
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#include<fogFragment>
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fragmentOutputs.color=color;
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#ifndef SKY_RAW_HDR_OUTPUT
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#include<imageProcessingCompatibility>
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#endif
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/sky/wgsl/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,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,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAEhH,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG
|
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1
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+
{"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/sky/wgsl/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,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,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAEhH,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,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,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,mBAAmB,EAAE,qBAAqB,EAAE,oBAAoB,EAAE,eAAe,EAAE,gCAAgC,CAAC,CAAC;AAC9N,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,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { clipPlaneFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibilityWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;uniform cloudiness: f32;\n#ifdef SKY_RAW_HDR_OUTPUT\nuniform maxColorValue: f32;\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;const CLOUD_TAU_MAX: f32=15.0;const CLOUD_G: f32=0.5;const CLOUD_G_BACK: f32=-0.5;const CLOUD_BACK_WEIGHT: f32=0.2;fn totalRayleigh(lambdaIn: vec3f)->vec3f\n{return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}\nfn simplifiedRayleigh()->vec3f\n{return vec3f(0.0005)/ vec3f(94,40,18);}\nfn rayleighPhase(cosTheta: f32)->f32\n{return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nfn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f\n{var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}\nfn hgPhase(cosTheta: f32,g: f32)->f32\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));}\nfn cloudPhase(cosTheta: f32,gForward: f32)->f32\n{return mix(hgPhase(cosTheta,gForward),hgPhase(cosTheta,CLOUD_G_BACK),CLOUD_BACK_WEIGHT);}\nfn sunIntensity(zenithAngleCos: f32)->f32\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f\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\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n* Sky Color\n*/\nvar sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundiskTerm: f32=0.0;if (uniforms.cloudiness>0.0) {var cloudTau: f32=uniforms.cloudiness*CLOUD_TAU_MAX;var cloudT: f32=exp(-cloudTau);var cloudG: f32=CLOUD_G*cloudT;var omegaSun: f32=2.0*pi*(1.0-sunAngularDiameterCos);var sharpDisk: f32=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=L0+(sunE*19000.0*Fex)*sundiskTerm;var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;\n#ifdef SKY_RAW_HDR_OUTPUT\nvar retColor: vec3f=texColor*uniforms.luminance;\n#else\nvar whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;\n#endif\nvar alpha: f32=1.0;\n#ifdef VERTEXCOLOR\nretColor=retColor.rgb*fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#if DITHER\nretColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);\n#endif\n#ifdef SKY_RAW_HDR_OUTPUT\nvar color: vec4f= vec4f(clamp(retColor.rgb, vec3f(0.0), vec3f(uniforms.maxColorValue)),alpha);\n#else\nvar color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#ifndef SKY_RAW_HDR_OUTPUT\n#include<imageProcessingCompatibility>\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, helperFunctionsWGSL, clipPlaneFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];\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 skyPixelShaderWGSL = { name, shader };\n"]}
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