@babylonjs/materials 9.4.0 → 9.5.0
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/cell/cellMaterial.d.ts +8 -3
- package/cell/cellMaterial.js +21 -4
- package/cell/cellMaterial.js.map +1 -1
- package/cell/wgsl/cell.fragment.d.ts +18 -0
- package/cell/wgsl/cell.fragment.js +99 -0
- package/cell/wgsl/cell.fragment.js.map +1 -0
- package/cell/wgsl/cell.vertex.d.ts +21 -0
- package/cell/wgsl/cell.vertex.js +101 -0
- package/cell/wgsl/cell.vertex.js.map +1 -0
- package/fire/fireMaterial.d.ts +8 -3
- package/fire/fireMaterial.js +21 -4
- package/fire/fireMaterial.js.map +1 -1
- package/fire/wgsl/fire.fragment.d.ts +13 -0
- package/fire/wgsl/fire.fragment.js +63 -0
- package/fire/wgsl/fire.fragment.js.map +1 -0
- package/fire/wgsl/fire.vertex.d.ts +18 -0
- package/fire/wgsl/fire.vertex.js +78 -0
- package/fire/wgsl/fire.vertex.js.map +1 -0
- package/fur/furMaterial.d.ts +8 -3
- package/fur/furMaterial.js +21 -4
- package/fur/furMaterial.js.map +1 -1
- package/fur/wgsl/fur.fragment.d.ts +18 -0
- package/fur/wgsl/fur.fragment.js +94 -0
- package/fur/wgsl/fur.fragment.js.map +1 -0
- package/fur/wgsl/fur.vertex.d.ts +21 -0
- package/fur/wgsl/fur.vertex.js +127 -0
- package/fur/wgsl/fur.vertex.js.map +1 -0
- package/gradient/gradientMaterial.d.ts +8 -3
- package/gradient/gradientMaterial.js +21 -4
- package/gradient/gradientMaterial.js.map +1 -1
- package/gradient/wgsl/gradient.fragment.d.ts +18 -0
- package/gradient/wgsl/gradient.fragment.js +79 -0
- package/gradient/wgsl/gradient.fragment.js.map +1 -0
- package/gradient/wgsl/gradient.vertex.d.ts +21 -0
- package/gradient/wgsl/gradient.vertex.js +92 -0
- package/gradient/wgsl/gradient.vertex.js.map +1 -0
- package/grid/gridMaterial.d.ts +3 -3
- package/grid/gridMaterial.js +16 -4
- package/grid/gridMaterial.js.map +1 -1
- package/grid/wgsl/grid.fragment.d.ts +12 -0
- package/grid/wgsl/grid.fragment.js +74 -0
- package/grid/wgsl/grid.fragment.js.map +1 -0
- package/grid/wgsl/grid.vertex.d.ts +14 -0
- package/grid/wgsl/grid.vertex.js +65 -0
- package/grid/wgsl/grid.vertex.js.map +1 -0
- package/lava/lavaMaterial.d.ts +8 -3
- package/lava/lavaMaterial.js +21 -4
- package/lava/lavaMaterial.js.map +1 -1
- package/lava/wgsl/lava.fragment.d.ts +18 -0
- package/lava/wgsl/lava.fragment.js +89 -0
- package/lava/wgsl/lava.fragment.js.map +1 -0
- package/lava/wgsl/lava.vertex.d.ts +21 -0
- package/lava/wgsl/lava.vertex.js +116 -0
- package/lava/wgsl/lava.vertex.js.map +1 -0
- package/mix/mixMaterial.d.ts +8 -3
- package/mix/mixMaterial.js +21 -4
- package/mix/mixMaterial.js.map +1 -1
- package/mix/wgsl/mix.fragment.d.ts +18 -0
- package/mix/wgsl/mix.fragment.js +106 -0
- package/mix/wgsl/mix.fragment.js.map +1 -0
- package/mix/wgsl/mix.vertex.d.ts +21 -0
- package/mix/wgsl/mix.vertex.js +101 -0
- package/mix/wgsl/mix.vertex.js.map +1 -0
- package/normal/normalMaterial.d.ts +8 -3
- package/normal/normalMaterial.js +21 -4
- package/normal/normalMaterial.js.map +1 -1
- package/normal/wgsl/normal.fragment.d.ts +18 -0
- package/normal/wgsl/normal.fragment.js +85 -0
- package/normal/wgsl/normal.fragment.js.map +1 -0
- package/normal/wgsl/normal.vertex.d.ts +20 -0
- package/normal/wgsl/normal.vertex.js +93 -0
- package/normal/wgsl/normal.vertex.js.map +1 -0
- package/package.json +2 -2
- package/shadowOnly/shadowOnlyMaterial.d.ts +8 -3
- package/shadowOnly/shadowOnlyMaterial.js +21 -4
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +17 -0
- package/shadowOnly/wgsl/shadowOnly.fragment.js +57 -0
- package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -0
- package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +21 -0
- package/shadowOnly/wgsl/shadowOnly.vertex.js +69 -0
- package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -0
- package/simple/simpleMaterial.d.ts +8 -3
- package/simple/simpleMaterial.js +21 -4
- package/simple/simpleMaterial.js.map +1 -1
- package/simple/wgsl/simple.fragment.d.ts +18 -0
- package/simple/wgsl/simple.fragment.js +81 -0
- package/simple/wgsl/simple.fragment.js.map +1 -0
- package/simple/wgsl/simple.vertex.d.ts +21 -0
- package/simple/wgsl/simple.vertex.js +101 -0
- package/simple/wgsl/simple.vertex.js.map +1 -0
- package/sky/skyMaterial.d.ts +3 -3
- package/sky/skyMaterial.js +26 -5
- package/sky/skyMaterial.js.map +1 -1
- package/sky/wgsl/sky.fragment.d.ts +13 -0
- package/sky/wgsl/sky.fragment.js +69 -0
- package/sky/wgsl/sky.fragment.js.map +1 -0
- package/sky/wgsl/sky.vertex.d.ts +11 -0
- package/sky/wgsl/sky.vertex.js +45 -0
- package/sky/wgsl/sky.vertex.js.map +1 -0
- package/terrain/terrainMaterial.d.ts +8 -3
- package/terrain/terrainMaterial.js +21 -4
- package/terrain/terrainMaterial.js.map +1 -1
- package/terrain/wgsl/terrain.fragment.d.ts +18 -0
- package/terrain/wgsl/terrain.fragment.js +108 -0
- package/terrain/wgsl/terrain.fragment.js.map +1 -0
- package/terrain/wgsl/terrain.vertex.d.ts +21 -0
- package/terrain/wgsl/terrain.vertex.js +101 -0
- package/terrain/wgsl/terrain.vertex.js.map +1 -0
- package/triPlanar/triPlanarMaterial.d.ts +8 -3
- package/triPlanar/triPlanarMaterial.js +21 -4
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/wgsl/triplanar.fragment.d.ts +18 -0
- package/triPlanar/wgsl/triplanar.fragment.js +125 -0
- package/triPlanar/wgsl/triplanar.fragment.js.map +1 -0
- package/triPlanar/wgsl/triplanar.vertex.d.ts +22 -0
- package/triPlanar/wgsl/triplanar.vertex.js +102 -0
- package/triPlanar/wgsl/triplanar.vertex.js.map +1 -0
- package/water/waterMaterial.d.ts +3 -3
- package/water/waterMaterial.js +16 -4
- package/water/waterMaterial.js.map +1 -1
- package/water/wgsl/water.fragment.d.ts +18 -0
- package/water/wgsl/water.fragment.js +159 -0
- package/water/wgsl/water.fragment.js.map +1 -0
- package/water/wgsl/water.vertex.d.ts +21 -0
- package/water/wgsl/water.vertex.js +138 -0
- package/water/wgsl/water.vertex.js.map +1 -0
package/lava/lavaMaterial.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\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 IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\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\n\r\nimport \"./lava.fragment\";\r\nimport \"./lava.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\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 LavaMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\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 ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public UNLIT = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class LavaMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture()\r\n public noiseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public fogColor: Color3;\r\n\r\n @serialize()\r\n public speed: number = 1;\r\n\r\n @serialize()\r\n public movingSpeed: number = 1;\r\n\r\n @serialize()\r\n public lowFrequencySpeed: number = 1;\r\n\r\n @serialize()\r\n public fogDensity: number = 0.15;\r\n\r\n private _lastTime: number = 0;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"unlit\")\r\n private _unlit = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public unlit: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n private _scaledDiffuse = new Color3();\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\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 // 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 LavaMaterialDefines();\r\n }\r\n\r\n const defines = <LavaMaterialDefines>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 // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\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 // Lights\r\n defines._needNormals = true;\r\n\r\n PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\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);\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 if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"lava\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n \"time\",\r\n \"speed\",\r\n \"movingSpeed\",\r\n \"fogColor\",\r\n \"fogDensity\",\r\n \"lowFrequencySpeed\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const samplers = [\"diffuseSampler\", \"noiseTexture\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\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: 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: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\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 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 = <LavaMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n defines.UNLIT = this._unlit;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this.noiseTexture) {\r\n this._activeEffect.setTexture(\"noiseTexture\", this.noiseTexture);\r\n }\r\n\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 // 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 this._activeEffect.setColor4(\"vDiffuseColor\", this._scaledDiffuse, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines);\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 this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", (this._lastTime * this.speed) / 1000);\r\n\r\n if (!this.fogColor) {\r\n this.fogColor = Color3.Black();\r\n }\r\n this._activeEffect.setColor3(\"fogColor\", this.fogColor);\r\n this._activeEffect.setFloat(\"fogDensity\", this.fogDensity);\r\n\r\n this._activeEffect.setFloat(\"lowFrequencySpeed\", this.lowFrequencySpeed);\r\n this._activeEffect.setFloat(\"movingSpeed\", this.movingSpeed);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {\r\n results.push(this.noiseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n if (this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): LavaMaterial {\r\n return SerializationHelper.Clone(() => new LavaMaterial(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.LavaMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"LavaMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial {\r\n return SerializationHelper.Parse(() => new LavaMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LavaMaterial\", LavaMaterial);\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 { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\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 IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\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 { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\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 LavaMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\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 ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public UNLIT = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class LavaMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture()\r\n public noiseTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public fogColor: Color3;\r\n\r\n @serialize()\r\n public speed: number = 1;\r\n\r\n @serialize()\r\n public movingSpeed: number = 1;\r\n\r\n @serialize()\r\n public lowFrequencySpeed: number = 1;\r\n\r\n @serialize()\r\n public fogDensity: number = 0.15;\r\n\r\n private _lastTime: number = 0;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"unlit\")\r\n private _unlit = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public unlit: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Lava 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 override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\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 // 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 LavaMaterialDefines();\r\n }\r\n\r\n const defines = <LavaMaterialDefines>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 // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\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 // Lights\r\n defines._needNormals = true;\r\n\r\n PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\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);\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 if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"lava\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n \"time\",\r\n \"speed\",\r\n \"movingSpeed\",\r\n \"fogColor\",\r\n \"fogDensity\",\r\n \"lowFrequencySpeed\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const samplers = [\"diffuseSampler\", \"noiseTexture\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\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: 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: this.maxSimultaneousLights },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/lava.vertex\"), import(\"./wgsl/lava.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./lava.vertex\"), import(\"./lava.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\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 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 = <LavaMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n defines.UNLIT = this._unlit;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this.diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this.diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this.noiseTexture) {\r\n this._activeEffect.setTexture(\"noiseTexture\", this.noiseTexture);\r\n }\r\n\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 // 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 this._activeEffect.setColor4(\"vDiffuseColor\", this._scaledDiffuse, this.alpha * mesh.visibility);\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines);\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 this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", (this._lastTime * this.speed) / 1000);\r\n\r\n if (!this.fogColor) {\r\n this.fogColor = Color3.Black();\r\n }\r\n this._activeEffect.setColor3(\"fogColor\", this.fogColor);\r\n this._activeEffect.setFloat(\"fogDensity\", this.fogDensity);\r\n\r\n this._activeEffect.setFloat(\"lowFrequencySpeed\", this.lowFrequencySpeed);\r\n this._activeEffect.setFloat(\"movingSpeed\", this.movingSpeed);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {\r\n results.push(this.noiseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n if (this.noiseTexture) {\r\n this.noiseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): LavaMaterial {\r\n return SerializationHelper.Clone(() => new LavaMaterial(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.LavaMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"LavaMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial {\r\n return SerializationHelper.Parse(() => new LavaMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LavaMaterial\", LavaMaterial);\r\n"]}
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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/** @internal */
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export declare const lavaPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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const name = "lavaPixelShader";
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const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;uniform time: f32;uniform speed: f32;uniform movingSpeed: f32;uniform fogColor: vec3f;var noiseTextureSampler: sampler;var noiseTexture: texture_2d<f32>;uniform fogDensity: f32;varying noise: f32;
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#ifdef NORMAL
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varying vNormalW: vec3f;
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#endif
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#ifdef VERTEXCOLOR
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varying vColor: vec4f;
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#endif
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#include<helperFunctions>
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#include<lightUboDeclaration>[0]
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#include<lightUboDeclaration>[1]
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#include<lightUboDeclaration>[2]
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#include<lightUboDeclaration>[3]
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#include<lightsFragmentFunctions>
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#include<shadowsFragmentFunctions>
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#ifdef DIFFUSE
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varying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;
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#endif
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#include<clipPlaneFragmentDeclaration>
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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fn random(scale: vec3f,seed: f32)->f32 {return fract(sin(dot(fragmentInputs.position.xyz+seed,scale))*43758.5453+seed);}
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#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
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varying vViewDepth: f32;
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#endif
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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var viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
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#ifdef DIFFUSE
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var noiseTex: vec4f=textureSample(noiseTexture,noiseTextureSampler,fragmentInputs.vDiffuseUV);var T1: vec2f=fragmentInputs.vDiffuseUV+ vec2f(1.5,-1.5)*uniforms.time*0.02;var T2: vec2f=fragmentInputs.vDiffuseUV+ vec2f(-0.5,2.0)*uniforms.time*0.01*uniforms.speed;T1=vec2f(T1.x+noiseTex.x*2.0,T1.y+noiseTex.y*2.0);T2=vec2f(T2.x-noiseTex.y*0.2-uniforms.time*0.001*uniforms.movingSpeed,T2.y+noiseTex.z*0.2+uniforms.time*0.002*uniforms.movingSpeed);var p: f32=textureSample(noiseTexture,noiseTextureSampler,T1*3.0).a;var lavaColor: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,T2*4.0);var temp: vec4f=lavaColor*( vec4f(p,p,p,p)*2.)+(lavaColor*lavaColor-0.1);baseColor=temp;var depth: f32=fragmentInputs.position.z*4.0;let LOG2: f32=1.442695;var fogFactor: f32=exp2(-uniforms.fogDensity*uniforms.fogDensity*depth*depth*LOG2);fogFactor=1.0-clamp(fogFactor,0.0,1.0);baseColor=mix(baseColor, vec4f(uniforms.fogColor,baseColor.w), vec4f(fogFactor));diffuseColor=baseColor.rgb;
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#ifdef ALPHATEST
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if (baseColor.a<0.4) {discard;}
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#endif
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#include<depthPrePass>
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baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
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#endif
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#ifdef VERTEXCOLOR
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baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
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#endif
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#ifdef NORMAL
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var normalW: vec3f=normalize(fragmentInputs.vNormalW);
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#else
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var normalW: vec3f= vec3f(1.0,1.0,1.0);
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#endif
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#ifdef UNLIT
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var diffuseBase: vec3f= vec3f(1.,1.,1.);
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#else
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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]
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#include<lightFragment>[1]
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#include<lightFragment>[2]
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#include<lightFragment>[3]
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#endif
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=fragmentInputs.vColor.a;
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#endif
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var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);
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#include<logDepthFragment>
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#include<fogFragment>
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fragmentOutputs.color=color;
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#include<imageProcessingCompatibility>
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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+
export const lavaPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=lava.fragment.js.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"lava.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/lava/wgsl/lava.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,iDAAiD,CAAC;AACzD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,yDAAyD,CAAC;AACjE,OAAO,0DAA0D,CAAC;AAClE,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,8CAA8C,CAAC;AACtD,OAAO,+CAA+C,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiEd,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"lavaPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;uniform time: f32;uniform speed: f32;uniform movingSpeed: f32;uniform fogColor: vec3f;var noiseTextureSampler: sampler;var noiseTexture: texture_2d<f32>;uniform fogDensity: f32;varying noise: f32;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0]\n#include<lightUboDeclaration>[1]\n#include<lightUboDeclaration>[2]\n#include<lightUboDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn random(scale: vec3f,seed: f32)->f32 {return fract(sin(dot(fragmentInputs.position.xyz+seed,scale))*43758.5453+seed);}\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(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nvar noiseTex: vec4f=textureSample(noiseTexture,noiseTextureSampler,fragmentInputs.vDiffuseUV);var T1: vec2f=fragmentInputs.vDiffuseUV+ vec2f(1.5,-1.5)*uniforms.time*0.02;var T2: vec2f=fragmentInputs.vDiffuseUV+ vec2f(-0.5,2.0)*uniforms.time*0.01*uniforms.speed;T1=vec2f(T1.x+noiseTex.x*2.0,T1.y+noiseTex.y*2.0);T2=vec2f(T2.x-noiseTex.y*0.2-uniforms.time*0.001*uniforms.movingSpeed,T2.y+noiseTex.z*0.2+uniforms.time*0.002*uniforms.movingSpeed);var p: f32=textureSample(noiseTexture,noiseTextureSampler,T1*3.0).a;var lavaColor: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,T2*4.0);var temp: vec4f=lavaColor*( vec4f(p,p,p,p)*2.)+(lavaColor*lavaColor-0.1);baseColor=temp;var depth: f32=fragmentInputs.position.z*4.0;let LOG2: f32=1.442695;var fogFactor: f32=exp2(-uniforms.fogDensity*uniforms.fogDensity*depth*depth*LOG2);fogFactor=1.0-clamp(fogFactor,0.0,1.0);baseColor=mix(baseColor, vec4f(uniforms.fogColor,baseColor.w), vec4f(fogFactor));diffuseColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\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]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lavaPixelShaderWGSL = { name, shader };\n"]}
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
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/** @internal */
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export declare const lavaVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
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const name = "lavaVertexShader";
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const shader = `uniform time: f32;uniform lowFrequencySpeed: f32;varying noise: f32;attribute position: vec3f;
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#ifdef NORMAL
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attribute normal: vec3f;
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#endif
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#ifdef UV1
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attribute uv: vec2f;
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#endif
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#ifdef UV2
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attribute uv2: vec2f;
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#endif
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#ifdef VERTEXCOLOR
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attribute color: vec4f;
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#endif
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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uniform view: mat4x4f;uniform viewProjection: mat4x4f;
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#ifdef DIFFUSE
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varying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;
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#endif
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#ifdef POINTSIZE
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uniform pointSize: f32;
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#endif
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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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#ifdef VERTEXCOLOR
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varying vColor: vec4f;
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#endif
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#include<clipPlaneVertexDeclaration>
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#include<logDepthDeclaration>
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#include<fogVertexDeclaration>
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#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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/* NOISE FUNCTIONS */
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fn mod289v3(x: vec3f)->vec3f
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{return x-floor(x*(1.0/289.0))*289.0;}
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fn mod289v4(x: vec4f)->vec4f
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{return x-floor(x*(1.0/289.0))*289.0;}
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fn permute(x: vec4f)->vec4f
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{return mod289v4(((x*34.0)+1.0)*x);}
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fn taylorInvSqrt(r: vec4f)->vec4f
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{return vec4f(1.79284291400159)-0.85373472095314*r;}
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fn fade(t: vec3f)->vec3f {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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fn pnoise(P: vec3f,rep: vec3f)->f32
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{var Pi0: vec3f=(P-rep*floor(P/rep));
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Pi0=floor(Pi0);var Pi1: vec3f=Pi0+ vec3f(1.0);Pi1=Pi1-rep*floor(Pi1/rep);Pi0=mod289v3(Pi0);Pi1=mod289v3(Pi1);var Pf0: vec3f=fract(P);var Pf1: vec3f=Pf0- vec3f(1.0);var ix: vec4f= vec4f(Pi0.x,Pi1.x,Pi0.x,Pi1.x);var iy: vec4f= vec4f(Pi0.y,Pi0.y,Pi1.y,Pi1.y);var iz0: vec4f= vec4f(Pi0.z);var iz1: vec4f= vec4f(Pi1.z);var ixy: vec4f=permute(permute(ix)+iy);var ixy0: vec4f=permute(ixy+iz0);var ixy1: vec4f=permute(ixy+iz1);var gx0: vec4f=ixy0*(1.0/7.0);var gy0: vec4f=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);var gz0: vec4f= vec4f(0.5)-abs(gx0)-abs(gy0);var sz0: vec4f=step(gz0, vec4f(0.0));gx0=gx0-sz0*(step( vec4f(0.0),gx0)-0.5);gy0=gy0-sz0*(step( vec4f(0.0),gy0)-0.5);var gx1: vec4f=ixy1*(1.0/7.0);var gy1: vec4f=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);var gz1: vec4f= vec4f(0.5)-abs(gx1)-abs(gy1);var sz1: vec4f=step(gz1, vec4f(0.0));gx1=gx1-sz1*(step( vec4f(0.0),gx1)-0.5);gy1=gy1-sz1*(step( vec4f(0.0),gy1)-0.5);var g000: vec3f= vec3f(gx0.x,gy0.x,gz0.x);var g100: vec3f= vec3f(gx0.y,gy0.y,gz0.y);var g010: vec3f= vec3f(gx0.z,gy0.z,gz0.z);var g110: vec3f= vec3f(gx0.w,gy0.w,gz0.w);var g001: vec3f= vec3f(gx1.x,gy1.x,gz1.x);var g101: vec3f= vec3f(gx1.y,gy1.y,gz1.y);var g011: vec3f= vec3f(gx1.z,gy1.z,gz1.z);var g111: vec3f= vec3f(gx1.w,gy1.w,gz1.w);var norm0: vec4f=taylorInvSqrt( vec4f(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000=g000*norm0.x;g010=g010*norm0.y;g100=g100*norm0.z;g110=g110*norm0.w;var norm1: vec4f=taylorInvSqrt( vec4f(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001=g001*norm1.x;g011=g011*norm1.y;g101=g101*norm1.z;g111=g111*norm1.w;var n000: f32=dot(g000,Pf0);var n100: f32=dot(g100, vec3f(Pf1.x,Pf0.yz));var n010: f32=dot(g010, vec3f(Pf0.x,Pf1.y,Pf0.z));var n110: f32=dot(g110, vec3f(Pf1.xy,Pf0.z));var n001: f32=dot(g001, vec3f(Pf0.xy,Pf1.z));var n101: f32=dot(g101, vec3f(Pf1.x,Pf0.y,Pf1.z));var n011: f32=dot(g011, vec3f(Pf0.x,Pf1.yz));var n111: f32=dot(g111,Pf1);var fade_xyz: vec3f=fade(Pf0);var n_z: vec4f=mix( vec4f(n000,n100,n010,n110), vec4f(n001,n101,n011,n111), vec4f(fade_xyz.z));var n_yz: vec2f=mix(n_z.xy,n_z.zw, vec2f(fade_xyz.y));var n_xyz: f32=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}
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/* END FUNCTION */
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fn turbulence(p: vec3f)->f32 {var w: f32=100.0;var t: f32=-.5;for (var f: f32=1.0; f<=10.0; f=f+1.0){var power: f32=pow(2.0,f);t=t+abs(pnoise( vec3f(power*p), vec3f(10.0,10.0,10.0))/power);}
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return t;}
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#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
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varying vViewDepth: f32;
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#endif
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#define CUSTOM_VERTEX_DEFINITIONS
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {
|
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#define CUSTOM_VERTEX_MAIN_BEGIN
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#ifdef VERTEXCOLOR
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var colorUpdated: vec4f=vertexInputs.color;
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#endif
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#include<instancesVertex>
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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#ifdef NORMAL
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vertexOutputs.noise=10.0*-.10*turbulence(.5*vertexInputs.normal+uniforms.time*1.15);var b: f32=uniforms.lowFrequencySpeed*5.0*pnoise(0.05*vertexInputs.position+ vec3f(uniforms.time*1.025), vec3f(100.0));var displacement: f32=-1.5*vertexOutputs.noise+b;var newPosition: vec3f=vertexInputs.position+vertexInputs.normal*displacement;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(newPosition,1.0);var worldPos: vec4f=finalWorld* vec4f(newPosition,1.0);vertexOutputs.vPositionW= worldPos.xyz;vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);
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#endif
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#ifndef UV1
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var uv: vec2f= vec2f(0.,0.);
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#else
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var uv: vec2f=vertexInputs.uv;
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#endif
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#ifndef UV2
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var uv2: vec2f= vec2f(0.,0.);
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#else
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var uv2: vec2f=vertexInputs.uv2;
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#endif
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#ifdef DIFFUSE
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if (uniforms.vDiffuseInfos.x==0.)
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{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}
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else
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{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}
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#endif
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#include<clipPlaneVertex>
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#include<fogVertex>
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#include<shadowsVertex>[0..maxSimultaneousLights]
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#include<vertexColorMixing>
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#include<logDepthVertex>
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#define CUSTOM_VERTEX_MAIN_END
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}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const lavaVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=lava.vertex.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"lava.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/lava/wgsl/lava.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,gDAAgD,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyFd,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,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"lavaVertexShader\";\nconst shader = `uniform time: f32;uniform lowFrequencySpeed: f32;varying noise: f32;attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n/* NOISE FUNCTIONS */\nfn mod289v3(x: vec3f)->vec3f\n{return x-floor(x*(1.0/289.0))*289.0;}\nfn mod289v4(x: vec4f)->vec4f\n{return x-floor(x*(1.0/289.0))*289.0;}\nfn permute(x: vec4f)->vec4f\n{return mod289v4(((x*34.0)+1.0)*x);}\nfn taylorInvSqrt(r: vec4f)->vec4f\n{return vec4f(1.79284291400159)-0.85373472095314*r;}\nfn fade(t: vec3f)->vec3f {return t*t*t*(t*(t*6.0-15.0)+10.0);}\nfn pnoise(P: vec3f,rep: vec3f)->f32\n{var Pi0: vec3f=(P-rep*floor(P/rep)); \nPi0=floor(Pi0);var Pi1: vec3f=Pi0+ vec3f(1.0);Pi1=Pi1-rep*floor(Pi1/rep);Pi0=mod289v3(Pi0);Pi1=mod289v3(Pi1);var Pf0: vec3f=fract(P);var Pf1: vec3f=Pf0- vec3f(1.0);var ix: vec4f= vec4f(Pi0.x,Pi1.x,Pi0.x,Pi1.x);var iy: vec4f= vec4f(Pi0.y,Pi0.y,Pi1.y,Pi1.y);var iz0: vec4f= vec4f(Pi0.z);var iz1: vec4f= vec4f(Pi1.z);var ixy: vec4f=permute(permute(ix)+iy);var ixy0: vec4f=permute(ixy+iz0);var ixy1: vec4f=permute(ixy+iz1);var gx0: vec4f=ixy0*(1.0/7.0);var gy0: vec4f=fract(floor(gx0)*(1.0/7.0))-0.5;gx0=fract(gx0);var gz0: vec4f= vec4f(0.5)-abs(gx0)-abs(gy0);var sz0: vec4f=step(gz0, vec4f(0.0));gx0=gx0-sz0*(step( vec4f(0.0),gx0)-0.5);gy0=gy0-sz0*(step( vec4f(0.0),gy0)-0.5);var gx1: vec4f=ixy1*(1.0/7.0);var gy1: vec4f=fract(floor(gx1)*(1.0/7.0))-0.5;gx1=fract(gx1);var gz1: vec4f= vec4f(0.5)-abs(gx1)-abs(gy1);var sz1: vec4f=step(gz1, vec4f(0.0));gx1=gx1-sz1*(step( vec4f(0.0),gx1)-0.5);gy1=gy1-sz1*(step( vec4f(0.0),gy1)-0.5);var g000: vec3f= vec3f(gx0.x,gy0.x,gz0.x);var g100: vec3f= vec3f(gx0.y,gy0.y,gz0.y);var g010: vec3f= vec3f(gx0.z,gy0.z,gz0.z);var g110: vec3f= vec3f(gx0.w,gy0.w,gz0.w);var g001: vec3f= vec3f(gx1.x,gy1.x,gz1.x);var g101: vec3f= vec3f(gx1.y,gy1.y,gz1.y);var g011: vec3f= vec3f(gx1.z,gy1.z,gz1.z);var g111: vec3f= vec3f(gx1.w,gy1.w,gz1.w);var norm0: vec4f=taylorInvSqrt( vec4f(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));g000=g000*norm0.x;g010=g010*norm0.y;g100=g100*norm0.z;g110=g110*norm0.w;var norm1: vec4f=taylorInvSqrt( vec4f(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));g001=g001*norm1.x;g011=g011*norm1.y;g101=g101*norm1.z;g111=g111*norm1.w;var n000: f32=dot(g000,Pf0);var n100: f32=dot(g100, vec3f(Pf1.x,Pf0.yz));var n010: f32=dot(g010, vec3f(Pf0.x,Pf1.y,Pf0.z));var n110: f32=dot(g110, vec3f(Pf1.xy,Pf0.z));var n001: f32=dot(g001, vec3f(Pf0.xy,Pf1.z));var n101: f32=dot(g101, vec3f(Pf1.x,Pf0.y,Pf1.z));var n011: f32=dot(g011, vec3f(Pf0.x,Pf1.yz));var n111: f32=dot(g111,Pf1);var fade_xyz: vec3f=fade(Pf0);var n_z: vec4f=mix( vec4f(n000,n100,n010,n110), vec4f(n001,n101,n011,n111), vec4f(fade_xyz.z));var n_yz: vec2f=mix(n_z.xy,n_z.zw, vec2f(fade_xyz.y));var n_xyz: f32=mix(n_yz.x,n_yz.y,fade_xyz.x);return 2.2*n_xyz;}\n/* END FUNCTION */\nfn turbulence(p: vec3f)->f32 {var w: f32=100.0;var t: f32=-.5;for (var f: f32=1.0; f<=10.0; f=f+1.0){var power: f32=pow(2.0,f);t=t+abs(pnoise( vec3f(power*p), vec3f(10.0,10.0,10.0))/power);}\nreturn t;}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef NORMAL\nvertexOutputs.noise=10.0*-.10*turbulence(.5*vertexInputs.normal+uniforms.time*1.15);var b: f32=uniforms.lowFrequencySpeed*5.0*pnoise(0.05*vertexInputs.position+ vec3f(uniforms.time*1.025), vec3f(100.0));var displacement: f32=-1.5*vertexOutputs.noise+b;var newPosition: vec3f=vertexInputs.position+vertexInputs.normal*displacement;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(newPosition,1.0);var worldPos: vec4f=finalWorld* vec4f(newPosition,1.0);vertexOutputs.vPositionW= worldPos.xyz;vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lavaVertexShaderWGSL = { name, shader };\n"]}
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package/mix/mixMaterial.d.ts
CHANGED
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@@ -9,8 +9,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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9
9
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import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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10
10
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import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
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11
11
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import { Scene } from "@babylonjs/core/scene.js";
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12
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-
import "./mix.fragment.js";
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13
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-
import "./mix.vertex.js";
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14
12
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export declare class MixMaterial extends PushMaterial {
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15
13
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/**
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16
14
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* Mix textures
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@@ -48,7 +46,14 @@ export declare class MixMaterial extends PushMaterial {
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48
46
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disableLighting: boolean;
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49
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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51
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-
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49
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+
private _shadersLoaded;
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50
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+
/**
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51
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+
* Instantiates a Mix Material in the given scene
|
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52
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+
* @param name The friendly name of the material
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|
53
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+
* @param scene The scene to add the material to
|
|
54
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+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
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55
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+
*/
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56
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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52
57
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needAlphaBlending(): boolean;
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53
58
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needAlphaTesting(): boolean;
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54
59
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getAlphaTestTexture(): Nullable<BaseTexture>;
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package/mix/mixMaterial.js
CHANGED
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@@ -8,8 +8,6 @@ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
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|
8
8
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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9
9
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import { Scene } from "@babylonjs/core/scene.js";
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10
10
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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11
|
-
import "./mix.fragment.js";
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12
|
-
import "./mix.vertex.js";
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13
11
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import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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14
12
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import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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15
13
|
import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
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|
@@ -45,8 +43,14 @@ class MixMaterialDefines extends MaterialDefines {
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45
43
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}
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46
44
|
}
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47
45
|
export class MixMaterial extends PushMaterial {
|
|
48
|
-
|
|
49
|
-
|
|
46
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+
/**
|
|
47
|
+
* Instantiates a Mix Material in the given scene
|
|
48
|
+
* @param name The friendly name of the material
|
|
49
|
+
* @param scene The scene to add the material to
|
|
50
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
51
|
+
*/
|
|
52
|
+
constructor(name, scene, forceGLSL = false) {
|
|
53
|
+
super(name, scene, undefined, forceGLSL);
|
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50
54
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/**
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51
55
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* Uniforms
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52
56
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*/
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@@ -55,6 +59,7 @@ export class MixMaterial extends PushMaterial {
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55
59
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this.specularPower = 64;
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|
56
60
|
this._disableLighting = false;
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57
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|
this._maxSimultaneousLights = 4;
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|
+
this._shadersLoaded = false;
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|
}
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64
|
needAlphaBlending() {
|
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60
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|
return this.alpha < 1.0;
|
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@@ -218,6 +223,18 @@ export class MixMaterial extends PushMaterial {
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218
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onCompiled: this.onCompiled,
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|
onError: this.onError,
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|
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
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|
+
shaderLanguage: this._shaderLanguage,
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|
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|
+
extraInitializationsAsync: this._shadersLoaded
|
|
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|
+
? undefined
|
|
229
|
+
: async () => {
|
|
230
|
+
if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
231
|
+
await Promise.all([import("./wgsl/mix.vertex.js"), import("./wgsl/mix.fragment.js")]);
|
|
232
|
+
}
|
|
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|
+
else {
|
|
234
|
+
await Promise.all([import("./mix.vertex.js"), import("./mix.fragment.js")]);
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|
+
}
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|
+
this._shadersLoaded = true;
|
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+
},
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|
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238
|
}, engine), defines, this._materialContext);
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|
}
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|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|