@babylonjs/materials 9.4.1 → 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.
Files changed (127) hide show
  1. package/cell/cellMaterial.d.ts +8 -3
  2. package/cell/cellMaterial.js +21 -4
  3. package/cell/cellMaterial.js.map +1 -1
  4. package/cell/wgsl/cell.fragment.d.ts +18 -0
  5. package/cell/wgsl/cell.fragment.js +99 -0
  6. package/cell/wgsl/cell.fragment.js.map +1 -0
  7. package/cell/wgsl/cell.vertex.d.ts +21 -0
  8. package/cell/wgsl/cell.vertex.js +101 -0
  9. package/cell/wgsl/cell.vertex.js.map +1 -0
  10. package/fire/fireMaterial.d.ts +8 -3
  11. package/fire/fireMaterial.js +21 -4
  12. package/fire/fireMaterial.js.map +1 -1
  13. package/fire/wgsl/fire.fragment.d.ts +13 -0
  14. package/fire/wgsl/fire.fragment.js +63 -0
  15. package/fire/wgsl/fire.fragment.js.map +1 -0
  16. package/fire/wgsl/fire.vertex.d.ts +18 -0
  17. package/fire/wgsl/fire.vertex.js +78 -0
  18. package/fire/wgsl/fire.vertex.js.map +1 -0
  19. package/fur/furMaterial.d.ts +8 -3
  20. package/fur/furMaterial.js +21 -4
  21. package/fur/furMaterial.js.map +1 -1
  22. package/fur/wgsl/fur.fragment.d.ts +18 -0
  23. package/fur/wgsl/fur.fragment.js +94 -0
  24. package/fur/wgsl/fur.fragment.js.map +1 -0
  25. package/fur/wgsl/fur.vertex.d.ts +21 -0
  26. package/fur/wgsl/fur.vertex.js +127 -0
  27. package/fur/wgsl/fur.vertex.js.map +1 -0
  28. package/gradient/gradientMaterial.d.ts +8 -3
  29. package/gradient/gradientMaterial.js +21 -4
  30. package/gradient/gradientMaterial.js.map +1 -1
  31. package/gradient/wgsl/gradient.fragment.d.ts +18 -0
  32. package/gradient/wgsl/gradient.fragment.js +79 -0
  33. package/gradient/wgsl/gradient.fragment.js.map +1 -0
  34. package/gradient/wgsl/gradient.vertex.d.ts +21 -0
  35. package/gradient/wgsl/gradient.vertex.js +92 -0
  36. package/gradient/wgsl/gradient.vertex.js.map +1 -0
  37. package/grid/gridMaterial.d.ts +3 -3
  38. package/grid/gridMaterial.js +16 -4
  39. package/grid/gridMaterial.js.map +1 -1
  40. package/grid/wgsl/grid.fragment.d.ts +12 -0
  41. package/grid/wgsl/grid.fragment.js +74 -0
  42. package/grid/wgsl/grid.fragment.js.map +1 -0
  43. package/grid/wgsl/grid.vertex.d.ts +14 -0
  44. package/grid/wgsl/grid.vertex.js +65 -0
  45. package/grid/wgsl/grid.vertex.js.map +1 -0
  46. package/lava/lavaMaterial.d.ts +8 -3
  47. package/lava/lavaMaterial.js +21 -4
  48. package/lava/lavaMaterial.js.map +1 -1
  49. package/lava/wgsl/lava.fragment.d.ts +18 -0
  50. package/lava/wgsl/lava.fragment.js +89 -0
  51. package/lava/wgsl/lava.fragment.js.map +1 -0
  52. package/lava/wgsl/lava.vertex.d.ts +21 -0
  53. package/lava/wgsl/lava.vertex.js +116 -0
  54. package/lava/wgsl/lava.vertex.js.map +1 -0
  55. package/mix/mixMaterial.d.ts +8 -3
  56. package/mix/mixMaterial.js +21 -4
  57. package/mix/mixMaterial.js.map +1 -1
  58. package/mix/wgsl/mix.fragment.d.ts +18 -0
  59. package/mix/wgsl/mix.fragment.js +106 -0
  60. package/mix/wgsl/mix.fragment.js.map +1 -0
  61. package/mix/wgsl/mix.vertex.d.ts +21 -0
  62. package/mix/wgsl/mix.vertex.js +101 -0
  63. package/mix/wgsl/mix.vertex.js.map +1 -0
  64. package/normal/normalMaterial.d.ts +8 -3
  65. package/normal/normalMaterial.js +21 -4
  66. package/normal/normalMaterial.js.map +1 -1
  67. package/normal/wgsl/normal.fragment.d.ts +18 -0
  68. package/normal/wgsl/normal.fragment.js +85 -0
  69. package/normal/wgsl/normal.fragment.js.map +1 -0
  70. package/normal/wgsl/normal.vertex.d.ts +20 -0
  71. package/normal/wgsl/normal.vertex.js +93 -0
  72. package/normal/wgsl/normal.vertex.js.map +1 -0
  73. package/package.json +2 -2
  74. package/shadowOnly/shadowOnlyMaterial.d.ts +8 -3
  75. package/shadowOnly/shadowOnlyMaterial.js +21 -4
  76. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  77. package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +17 -0
  78. package/shadowOnly/wgsl/shadowOnly.fragment.js +57 -0
  79. package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -0
  80. package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +21 -0
  81. package/shadowOnly/wgsl/shadowOnly.vertex.js +69 -0
  82. package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -0
  83. package/simple/simpleMaterial.d.ts +8 -3
  84. package/simple/simpleMaterial.js +21 -4
  85. package/simple/simpleMaterial.js.map +1 -1
  86. package/simple/wgsl/simple.fragment.d.ts +18 -0
  87. package/simple/wgsl/simple.fragment.js +81 -0
  88. package/simple/wgsl/simple.fragment.js.map +1 -0
  89. package/simple/wgsl/simple.vertex.d.ts +21 -0
  90. package/simple/wgsl/simple.vertex.js +101 -0
  91. package/simple/wgsl/simple.vertex.js.map +1 -0
  92. package/sky/skyMaterial.d.ts +3 -3
  93. package/sky/skyMaterial.js +26 -5
  94. package/sky/skyMaterial.js.map +1 -1
  95. package/sky/wgsl/sky.fragment.d.ts +13 -0
  96. package/sky/wgsl/sky.fragment.js +69 -0
  97. package/sky/wgsl/sky.fragment.js.map +1 -0
  98. package/sky/wgsl/sky.vertex.d.ts +11 -0
  99. package/sky/wgsl/sky.vertex.js +45 -0
  100. package/sky/wgsl/sky.vertex.js.map +1 -0
  101. package/terrain/terrainMaterial.d.ts +8 -3
  102. package/terrain/terrainMaterial.js +21 -4
  103. package/terrain/terrainMaterial.js.map +1 -1
  104. package/terrain/wgsl/terrain.fragment.d.ts +18 -0
  105. package/terrain/wgsl/terrain.fragment.js +108 -0
  106. package/terrain/wgsl/terrain.fragment.js.map +1 -0
  107. package/terrain/wgsl/terrain.vertex.d.ts +21 -0
  108. package/terrain/wgsl/terrain.vertex.js +101 -0
  109. package/terrain/wgsl/terrain.vertex.js.map +1 -0
  110. package/triPlanar/triPlanarMaterial.d.ts +8 -3
  111. package/triPlanar/triPlanarMaterial.js +21 -4
  112. package/triPlanar/triPlanarMaterial.js.map +1 -1
  113. package/triPlanar/wgsl/triplanar.fragment.d.ts +18 -0
  114. package/triPlanar/wgsl/triplanar.fragment.js +125 -0
  115. package/triPlanar/wgsl/triplanar.fragment.js.map +1 -0
  116. package/triPlanar/wgsl/triplanar.vertex.d.ts +22 -0
  117. package/triPlanar/wgsl/triplanar.vertex.js +102 -0
  118. package/triPlanar/wgsl/triplanar.vertex.js.map +1 -0
  119. package/water/waterMaterial.d.ts +3 -3
  120. package/water/waterMaterial.js +16 -4
  121. package/water/waterMaterial.js.map +1 -1
  122. package/water/wgsl/water.fragment.d.ts +18 -0
  123. package/water/wgsl/water.fragment.js +159 -0
  124. package/water/wgsl/water.fragment.js.map +1 -0
  125. package/water/wgsl/water.vertex.d.ts +21 -0
  126. package/water/wgsl/water.vertex.js +138 -0
  127. package/water/wgsl/water.vertex.js.map +1 -0
@@ -1 +1 @@
1
- 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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 Texture } from \"core/Materials/Textures/texture\";\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 \"./terrain.fragment\";\r\nimport \"./terrain.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 TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = 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 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 TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\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 = 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, this.maxSimultaneousLights);\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 = \"terrain\";\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 \"vDiffuseColor\",\r\n \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\r\n \"textureSampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"bump1Sampler\",\r\n \"bump2Sampler\",\r\n \"bump3Sampler\",\r\n \"logarithmicDepthConstant\",\r\n \"areaLightsLTC1Sampler\",\r\n \"areaLightsLTC2Sampler\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\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 = <TerrainMaterialDefines>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(\"view\", scene.getViewMatrix());\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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\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.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\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._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.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\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._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === 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.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(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.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\r\n"]}
1
+ 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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 Texture } from \"core/Materials/Textures/texture\";\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 TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = 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 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 TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Terrain 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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\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 = 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, this.maxSimultaneousLights);\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 = \"terrain\";\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 \"vDiffuseColor\",\r\n \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\r\n \"textureSampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"bump1Sampler\",\r\n \"bump2Sampler\",\r\n \"bump3Sampler\",\r\n \"logarithmicDepthConstant\",\r\n \"areaLightsLTC1Sampler\",\r\n \"areaLightsLTC2Sampler\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\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/terrain.vertex\"), import(\"./wgsl/terrain.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./terrain.vertex\"), import(\"./terrain.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 = <TerrainMaterialDefines>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(\"view\", scene.getViewMatrix());\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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\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.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\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._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.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\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._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === 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.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(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.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\r\n"]}
@@ -0,0 +1,18 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
14
+ /** @internal */
15
+ export declare const terrainPixelShaderWGSL: {
16
+ name: string;
17
+ shader: string;
18
+ };
@@ -0,0 +1,108 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
16
+ const name = "terrainPixelShader";
17
+ const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;
18
+ #ifdef SPECULARTERM
19
+ uniform vSpecularColor: vec4f;
20
+ #endif
21
+ varying vPositionW: vec3f;
22
+ #ifdef NORMAL
23
+ varying vNormalW: vec3f;
24
+ #endif
25
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
26
+ varying vColor: vec4f;
27
+ #endif
28
+ #include<helperFunctions>
29
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
30
+ #ifdef DIFFUSE
31
+ varying vTextureUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform vTextureInfos: vec2f;var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;
32
+ #endif
33
+ #ifdef BUMP
34
+ var bump1SamplerSampler: sampler;var bump1Sampler: texture_2d<f32>;var bump2SamplerSampler: sampler;var bump2Sampler: texture_2d<f32>;var bump3SamplerSampler: sampler;var bump3Sampler: texture_2d<f32>;
35
+ #endif
36
+ #include<lightsFragmentFunctions>
37
+ #include<shadowsFragmentFunctions>
38
+ #include<clipPlaneFragmentDeclaration>
39
+ #include<logDepthDeclaration>
40
+ #include<fogFragmentDeclaration>
41
+ #ifdef BUMP
42
+ fn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f)->mat3x3f
43
+ {var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var binormal: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;var invmax: f32=inverseSqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3x3f(tangent*invmax,binormal*invmax,normal);}
44
+ fn perturbNormal(viewDir: vec3f,mixColor: vec3f)->vec3f
45
+ {var bump1Color: vec3f=textureSample(bump1Sampler,bump1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos).xyz;var bump2Color: vec3f=textureSample(bump2Sampler,bump2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos).xyz;var bump3Color: vec3f=textureSample(bump3Sampler,bump3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos).xyz;bump1Color=bump1Color.rgb*mixColor.r;bump2Color=mix(bump1Color.rgb,bump2Color.rgb,vec3f(mixColor.g));var map: vec3f=mix(bump2Color.rgb,bump3Color.rgb,vec3f(mixColor.b));map=map*255./127.-128./127.;var TBN: mat3x3f=cotangent_frame(fragmentInputs.vNormalW*uniforms.vTextureInfos.y,-viewDir,fragmentInputs.vTextureUV);return normalize(TBN*map);}
46
+ #endif
47
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
48
+ varying vViewDepth: f32;
49
+ #endif
50
+ #define CUSTOM_FRAGMENT_DEFINITIONS
51
+ @fragment
52
+ fn main(input: FragmentInputs)->FragmentOutputs {
53
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
54
+ #include<clipPlaneFragment>
55
+ var viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;
56
+ #ifdef SPECULARTERM
57
+ var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
58
+ #else
59
+ var glossiness: f32=0.;
60
+ #endif
61
+ var alpha: f32=uniforms.vDiffuseColor.a;
62
+ #ifdef NORMAL
63
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
64
+ #else
65
+ var normalW: vec3f= vec3f(1.0,1.0,1.0);
66
+ #endif
67
+ #ifdef DIFFUSE
68
+ baseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vTextureUV);
69
+ #if defined(BUMP) && defined(DIFFUSE)
70
+ normalW=perturbNormal(viewDirectionW,baseColor.rgb);
71
+ #endif
72
+ #ifdef ALPHATEST
73
+ if (baseColor.a<0.4) {discard;}
74
+ #endif
75
+ #include<depthPrePass>
76
+ baseColor=vec4f(baseColor.rgb*uniforms.vTextureInfos.y,baseColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);diffuse1Color=vec4f(diffuse1Color.rgb*baseColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(baseColor.g)),diffuse2Color.a);baseColor=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(baseColor.b)),baseColor.a);
77
+ #endif
78
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
79
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
80
+ #endif
81
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
82
+ #ifdef SPECULARTERM
83
+ var specularBase: vec3f= vec3f(0.,0.,0.);
84
+ #endif
85
+ #include<lightFragment>[0..maxSimultaneousLights]
86
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
87
+ alpha*=fragmentInputs.vColor.a;
88
+ #endif
89
+ #ifdef SPECULARTERM
90
+ var finalSpecular: vec3f=specularBase*specularColor;
91
+ #else
92
+ var finalSpecular: vec3f= vec3f(0.0);
93
+ #endif
94
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*baseColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);
95
+ #include<logDepthFragment>
96
+ #include<fogFragment>
97
+ fragmentOutputs.color=color;
98
+ #include<imageProcessingCompatibility>
99
+ #define CUSTOM_FRAGMENT_MAIN_END
100
+ }
101
+ `;
102
+ // Sideeffect
103
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
104
+ ShaderStore.ShadersStoreWGSL[name] = shader;
105
+ }
106
+ /** @internal */
107
+ export const terrainPixelShaderWGSL = { name, shader };
108
+ //# sourceMappingURL=terrain.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/terrain/wgsl/terrain.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,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoFd,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,sBAAsB,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 = \"terrainPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform vTextureInfos: vec2f;var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;\n#endif\n#ifdef BUMP\nvar bump1SamplerSampler: sampler;var bump1Sampler: texture_2d<f32>;var bump2SamplerSampler: sampler;var bump2Sampler: texture_2d<f32>;var bump3SamplerSampler: sampler;var bump3Sampler: texture_2d<f32>;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var binormal: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;var invmax: f32=inverseSqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3x3f(tangent*invmax,binormal*invmax,normal);}\nfn perturbNormal(viewDir: vec3f,mixColor: vec3f)->vec3f\n{var bump1Color: vec3f=textureSample(bump1Sampler,bump1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos).xyz;var bump2Color: vec3f=textureSample(bump2Sampler,bump2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos).xyz;var bump3Color: vec3f=textureSample(bump3Sampler,bump3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos).xyz;bump1Color=bump1Color.rgb*mixColor.r;bump2Color=mix(bump1Color.rgb,bump2Color.rgb,vec3f(mixColor.g));var map: vec3f=mix(bump2Color.rgb,bump3Color.rgb,vec3f(mixColor.b));map=map*255./127.-128./127.;var TBN: mat3x3f=cotangent_frame(fragmentInputs.vNormalW*uniforms.vTextureInfos.y,-viewDir,fragmentInputs.vTextureUV);return normalize(TBN*map);}\n#endif\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;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\nvar alpha: f32=uniforms.vDiffuseColor.a;\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 DIFFUSE\nbaseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vTextureInfos.y,baseColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);diffuse1Color=vec4f(diffuse1Color.rgb*baseColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(baseColor.g)),diffuse2Color.a);baseColor=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(baseColor.b)),baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*baseColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,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 terrainPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
17
+ /** @internal */
18
+ export declare const terrainVertexShaderWGSL: {
19
+ name: string;
20
+ shader: string;
21
+ };
@@ -0,0 +1,101 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
17
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
18
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
19
+ const name = "terrainVertexShader";
20
+ const shader = `attribute position: vec3f;
21
+ #ifdef NORMAL
22
+ attribute normal: vec3f;
23
+ #endif
24
+ #ifdef UV1
25
+ attribute uv: vec2f;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute uv2: vec2f;
29
+ #endif
30
+ #ifdef VERTEXCOLOR
31
+ attribute color: vec4f;
32
+ #endif
33
+ #include<bonesDeclaration>
34
+ #include<bakedVertexAnimationDeclaration>
35
+ #include<instancesDeclaration>
36
+ uniform view: mat4x4f;uniform viewProjection: mat4x4f;
37
+ #ifdef DIFFUSE
38
+ varying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;
39
+ #endif
40
+ #ifdef POINTSIZE
41
+ uniform pointSize: f32;
42
+ #endif
43
+ varying vPositionW: vec3f;
44
+ #ifdef NORMAL
45
+ varying vNormalW: vec3f;
46
+ #endif
47
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
48
+ varying vColor: vec4f;
49
+ #endif
50
+ #include<logDepthDeclaration>
51
+ #include<clipPlaneVertexDeclaration>
52
+ #include<fogVertexDeclaration>
53
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
54
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
55
+ varying vViewDepth: f32;
56
+ #endif
57
+ #define CUSTOM_VERTEX_DEFINITIONS
58
+ @vertex
59
+ fn main(input : VertexInputs)->FragmentInputs {
60
+ #define CUSTOM_VERTEX_MAIN_BEGIN
61
+ #ifdef VERTEXCOLOR
62
+ var colorUpdated: vec4f=vertexInputs.color;
63
+ #endif
64
+ #include<instancesVertex>
65
+ #include<bonesVertex>
66
+ #include<bakedVertexAnimation>
67
+ var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;
68
+ #ifdef NORMAL
69
+ vertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);
70
+ #endif
71
+ #ifndef UV1
72
+ var uv: vec2f= vec2f(0.,0.);
73
+ #else
74
+ var uv: vec2f=vertexInputs.uv;
75
+ #endif
76
+ #ifndef UV2
77
+ var uv2: vec2f= vec2f(0.,0.);
78
+ #else
79
+ var uv2: vec2f=vertexInputs.uv2;
80
+ #endif
81
+ #ifdef DIFFUSE
82
+ if (uniforms.vTextureInfos.x==0.)
83
+ {vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}
84
+ else
85
+ {vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}
86
+ #endif
87
+ #include<clipPlaneVertex>
88
+ #include<logDepthVertex>
89
+ #include<fogVertex>
90
+ #include<shadowsVertex>[0..maxSimultaneousLights]
91
+ #include<vertexColorMixing>
92
+ #define CUSTOM_VERTEX_MAIN_END
93
+ }
94
+ `;
95
+ // Sideeffect
96
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
97
+ ShaderStore.ShadersStoreWGSL[name] = shader;
98
+ }
99
+ /** @internal */
100
+ export const terrainVertexShaderWGSL = { name, shader };
101
+ //# sourceMappingURL=terrain.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/terrain/wgsl/terrain.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,qDAAqD,CAAC;AAC7D,OAAO,4DAA4D,CAAC;AACpE,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,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Ed,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,uBAAuB,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/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\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/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\n\nconst name = \"terrainVertexShader\";\nconst shader = `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 vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\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>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.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.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const terrainVertexShaderWGSL = { name, shader };\n"]}
@@ -8,8 +8,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
8
  import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
9
  import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
10
10
  import { Scene } from "@babylonjs/core/scene.js";
11
- import "./triplanar.fragment.js";
12
- import "./triplanar.vertex.js";
13
11
  export declare class TriPlanarMaterial extends PushMaterial {
14
12
  mixTexture: BaseTexture;
15
13
  private _diffuseTextureX;
@@ -32,7 +30,14 @@ export declare class TriPlanarMaterial extends PushMaterial {
32
30
  disableLighting: boolean;
33
31
  private _maxSimultaneousLights;
34
32
  maxSimultaneousLights: number;
35
- constructor(name: string, scene?: Scene);
33
+ private _shadersLoaded;
34
+ /**
35
+ * Instantiates a TriPlanar Material in the given scene
36
+ * @param name The friendly name of the material
37
+ * @param scene The scene to add the material to
38
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
39
+ */
40
+ constructor(name: string, scene?: Scene, forceGLSL?: boolean);
36
41
  needAlphaBlending(): boolean;
37
42
  needAlphaTesting(): boolean;
38
43
  getAlphaTestTexture(): Nullable<BaseTexture>;
@@ -8,8 +8,6 @@ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
8
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
9
  import { Scene } from "@babylonjs/core/scene.js";
10
10
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
11
- import "./triplanar.fragment.js";
12
- import "./triplanar.vertex.js";
13
11
  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
14
12
  import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
15
13
  import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
@@ -50,14 +48,21 @@ class TriPlanarMaterialDefines extends MaterialDefines {
50
48
  }
51
49
  }
52
50
  export class TriPlanarMaterial extends PushMaterial {
53
- constructor(name, scene) {
54
- super(name, scene);
51
+ /**
52
+ * Instantiates a TriPlanar Material in the given scene
53
+ * @param name The friendly name of the material
54
+ * @param scene The scene to add the material to
55
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
56
+ */
57
+ constructor(name, scene, forceGLSL = false) {
58
+ super(name, scene, undefined, forceGLSL);
55
59
  this.tileSize = 1;
56
60
  this.diffuseColor = new Color3(1, 1, 1);
57
61
  this.specularColor = new Color3(0.2, 0.2, 0.2);
58
62
  this.specularPower = 64;
59
63
  this._disableLighting = false;
60
64
  this._maxSimultaneousLights = 4;
65
+ this._shadersLoaded = false;
61
66
  }
62
67
  needAlphaBlending() {
63
68
  return this.alpha < 1.0;
@@ -197,6 +202,18 @@ export class TriPlanarMaterial extends PushMaterial {
197
202
  onCompiled: this.onCompiled,
198
203
  onError: this.onError,
199
204
  indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
205
+ shaderLanguage: this._shaderLanguage,
206
+ extraInitializationsAsync: this._shadersLoaded
207
+ ? undefined
208
+ : async () => {
209
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
210
+ await Promise.all([import("./wgsl/triplanar.vertex.js"), import("./wgsl/triplanar.fragment.js")]);
211
+ }
212
+ else {
213
+ await Promise.all([import("./triplanar.vertex.js"), import("./triplanar.fragment.js")]);
214
+ }
215
+ this._shadersLoaded = true;
216
+ },
200
217
  }, engine), defines, this._materialContext);
201
218
  }
202
219
  // Check if Area Lights have LTC texture.