@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.
- 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
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@@ -0,0 +1,92 @@
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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/logDepthVertex.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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const name = "gradientVertexShader";
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const shader = `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 POINTSIZE
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uniform pointSize: f32;
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#endif
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varying vPositionW: vec3f;varying vPosition: 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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#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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var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;vertexOutputs.vPosition=vertexInputs.position;
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#ifdef NORMAL
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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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#include<clipPlaneVertex>
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#include<logDepthVertex>
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#include<fogVertex>
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#include<shadowsVertex>[0..maxSimultaneousLights]
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#include<vertexColorMixing>
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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 gradientVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=gradient.vertex.js.map
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{"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/gradient/wgsl/gradient.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,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,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,wBAAwB,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/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\n\nconst name = \"gradientVertexShader\";\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 POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;varying vPosition: 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#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;vertexOutputs.vPosition=vertexInputs.position;\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#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 gradientVertexShaderWGSL = { name, shader };\n"]}
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package/grid/gridMaterial.d.ts
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import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { type Scene } from "@babylonjs/core/scene.js";
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import "./grid.fragment.js";
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import "./grid.vertex.js";
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/**
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* The grid materials allows you to wrap any shape with a grid.
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* Colors are customizable.
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* constructor
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* @param name The name given to the material in order to identify it afterwards.
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* @param scene The scene the material is used in.
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene);
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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private _shadersLoaded;
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/**
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*/
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package/grid/gridMaterial.js
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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import "./grid.fragment.js";
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import { BindFogParameters, BindLogDepth, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForMisc, } from "@babylonjs/core/Materials/materialHelper.functions.js";
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import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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class GridMaterialDefines extends MaterialDefines {
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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constructor(name, scene) {
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constructor(name, scene, forceGLSL = false) {
|
|
51
|
+
super(name, scene, undefined, forceGLSL);
|
|
53
52
|
/**
|
|
54
53
|
* Main color of the grid (e.g. between lines)
|
|
55
54
|
*/
|
|
@@ -91,6 +90,7 @@ export class GridMaterial extends PushMaterial {
|
|
|
91
90
|
*/
|
|
92
91
|
this.useMaxLine = false;
|
|
93
92
|
this._gridControl = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);
|
|
93
|
+
this._shadersLoaded = false;
|
|
94
94
|
}
|
|
95
95
|
/**
|
|
96
96
|
* @returns whether or not the grid requires alpha blending.
|
|
@@ -192,6 +192,18 @@ export class GridMaterial extends PushMaterial {
|
|
|
192
192
|
fallbacks: null,
|
|
193
193
|
onCompiled: this.onCompiled,
|
|
194
194
|
onError: this.onError,
|
|
195
|
+
shaderLanguage: this._shaderLanguage,
|
|
196
|
+
extraInitializationsAsync: this._shadersLoaded
|
|
197
|
+
? undefined
|
|
198
|
+
: async () => {
|
|
199
|
+
if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
200
|
+
await Promise.all([import("./wgsl/grid.vertex.js"), import("./wgsl/grid.fragment.js")]);
|
|
201
|
+
}
|
|
202
|
+
else {
|
|
203
|
+
await Promise.all([import("./grid.vertex.js"), import("./grid.fragment.js")]);
|
|
204
|
+
}
|
|
205
|
+
this._shadersLoaded = true;
|
|
206
|
+
},
|
|
195
207
|
}, scene.getEngine()), defines, this._materialContext);
|
|
196
208
|
}
|
|
197
209
|
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
package/grid/gridMaterial.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { 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 { type Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public OPACITY = false;\r\n public ANTIALIAS = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Whether to antialias the grid\r\n */\r\n @serialize()\r\n public antialias = true;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n /**\r\n * Texture to define opacity of the grid\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * @returns whether or not the grid requires alpha blending.\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public override needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\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 GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>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 if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.ANTIALIAS !== this.antialias) {\r\n defines.ANTIALIAS = !defines.ANTIALIAS;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, false, this.fogEnabled, false, defines, undefined, undefined, undefined, this._isVertexOutputInvariant);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), this, defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n // Defines\r\n const join = defines.toString();\r\n AddClipPlaneUniforms(uniforms);\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n \"grid\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [\"Scene\"],\r\n samplers: [\"opacitySampler\"],\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n },\r\n scene.getEngine()\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n 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 = <GridMaterialDefines>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 this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\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 /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(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.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { 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 { type Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public OPACITY = false;\r\n public ANTIALIAS = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Whether to antialias the grid\r\n */\r\n @serialize()\r\n public antialias = true;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n /**\r\n * Texture to define opacity of the grid\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\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 private _shadersLoaded = false;\r\n\r\n /**\r\n * @returns whether or not the grid requires alpha blending.\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public override needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\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 GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>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 if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.ANTIALIAS !== this.antialias) {\r\n defines.ANTIALIAS = !defines.ANTIALIAS;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, false, this.fogEnabled, false, defines, undefined, undefined, undefined, this._isVertexOutputInvariant);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), this, defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n // Defines\r\n const join = defines.toString();\r\n AddClipPlaneUniforms(uniforms);\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n \"grid\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [\"Scene\"],\r\n samplers: [\"opacitySampler\"],\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\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/grid.vertex\"), import(\"./wgsl/grid.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./grid.vertex\"), import(\"./grid.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n scene.getEngine()\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n 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 = <GridMaterialDefines>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 this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\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 /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(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.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
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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/fogFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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8
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/** @internal */
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9
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export declare const gridPixelShaderWGSL: {
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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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2
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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3
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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4
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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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7
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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8
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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9
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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10
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const name = "gridPixelShader";
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11
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const shader = `#define SQRT2 1.41421356
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#define PI 3.14159
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13
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uniform visibility: f32;uniform mainColor: vec3f;uniform lineColor: vec3f;uniform gridControl: vec4f;uniform gridOffset: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;
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14
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#include<clipPlaneFragmentDeclaration>
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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#ifdef OPACITY
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varying vOpacityUV: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform vOpacityInfos: vec2f;
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#endif
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fn getDynamicVisibility(position: f32)->f32 {var majorGridFrequency: f32=uniforms.gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)
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{return 1.0;}
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return uniforms.gridControl.z;}
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fn getAnisotropicAttenuation(differentialLength: f32)->f32 {let maxNumberOfLines: f32=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}
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fn isPointOnLine(position: f32,differentialLength: f32)->f32 {var fractionPartOfPosition: f32=position-floor(position+0.5);fractionPartOfPosition=fractionPartOfPosition/differentialLength;
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#ifdef ANTIALIAS
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fractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);var result: f32=0.5+0.5*cos(fractionPartOfPosition*PI);return result;
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#else
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if (abs(fractionPartOfPosition)<SQRT2/4.) {return 1.;}
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return 0.;
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#endif
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}
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32
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fn contributionOnAxis(position: f32)->f32 {var differentialLength: f32=length( vec2f(dpdx(position),dpdy(position)));differentialLength=differentialLength*SQRT2;var result: f32=isPointOnLine(position,differentialLength);var dynamicVisibility: f32=getDynamicVisibility(position);result=result*dynamicVisibility;var anisotropicAttenuation: f32=getAnisotropicAttenuation(differentialLength);result=result*anisotropicAttenuation;return result;}
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fn normalImpactOnAxis(x: f32)->f32 {var normalImpact: f32=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}
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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 gridRatio: f32=uniforms.gridControl.x;var gridPos: vec3f=(fragmentInputs.vPosition+uniforms.gridOffset.xyz)/gridRatio;var x: f32=contributionOnAxis(gridPos.x);var y: f32=contributionOnAxis(gridPos.y);var z: f32=contributionOnAxis(gridPos.z);var normal: vec3f=normalize(fragmentInputs.vNormal);x=x*normalImpactOnAxis(normal.x);y=y*normalImpactOnAxis(normal.y);z=z*normalImpactOnAxis(normal.z);
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#ifdef MAX_LINE
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var grid: f32=clamp(max(max(x,y),z),0.,1.);
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#else
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var grid: f32=clamp(x+y+z,0.,1.);
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#endif
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var color: vec4f=vec4f(mix(uniforms.mainColor,uniforms.lineColor,vec3f(grid)),1.0);
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#ifdef FOG
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#include<fogFragment>
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#endif
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var opacity: f32=1.0;
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#ifdef TRANSPARENT
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opacity=clamp(grid,0.08,uniforms.gridControl.w*grid);
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#endif
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#ifdef OPACITY
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opacity=opacity*textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV).a;
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#endif
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fragmentOutputs.color= vec4f(color.rgb,opacity*uniforms.visibility);
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#ifdef TRANSPARENT
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#ifdef PREMULTIPLYALPHA
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fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb*opacity,fragmentOutputs.color.a);
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#endif
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#else
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#endif
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#include<logDepthFragment>
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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 gridPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=grid.fragment.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/grid/wgsl/grid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,6CAA6C,CAAC;AACrD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,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/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"gridPixelShader\";\nconst shader = `#define SQRT2 1.41421356\n#define PI 3.14159\nuniform visibility: f32;uniform mainColor: vec3f;uniform lineColor: vec3f;uniform gridControl: vec4f;uniform gridOffset: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vOpacityUV: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform vOpacityInfos: vec2f;\n#endif\nfn getDynamicVisibility(position: f32)->f32 {var majorGridFrequency: f32=uniforms.gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{return 1.0;}\nreturn uniforms.gridControl.z;}\nfn getAnisotropicAttenuation(differentialLength: f32)->f32 {let maxNumberOfLines: f32=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}\nfn isPointOnLine(position: f32,differentialLength: f32)->f32 {var fractionPartOfPosition: f32=position-floor(position+0.5);fractionPartOfPosition=fractionPartOfPosition/differentialLength;\n#ifdef ANTIALIAS\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);var result: f32=0.5+0.5*cos(fractionPartOfPosition*PI);return result;\n#else\nif (abs(fractionPartOfPosition)<SQRT2/4.) {return 1.;}\nreturn 0.;\n#endif\n}\nfn contributionOnAxis(position: f32)->f32 {var differentialLength: f32=length( vec2f(dpdx(position),dpdy(position)));differentialLength=differentialLength*SQRT2;var result: f32=isPointOnLine(position,differentialLength);var dynamicVisibility: f32=getDynamicVisibility(position);result=result*dynamicVisibility;var anisotropicAttenuation: f32=getAnisotropicAttenuation(differentialLength);result=result*anisotropicAttenuation;return result;}\nfn normalImpactOnAxis(x: f32)->f32 {var normalImpact: f32=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar gridRatio: f32=uniforms.gridControl.x;var gridPos: vec3f=(fragmentInputs.vPosition+uniforms.gridOffset.xyz)/gridRatio;var x: f32=contributionOnAxis(gridPos.x);var y: f32=contributionOnAxis(gridPos.y);var z: f32=contributionOnAxis(gridPos.z);var normal: vec3f=normalize(fragmentInputs.vNormal);x=x*normalImpactOnAxis(normal.x);y=y*normalImpactOnAxis(normal.y);z=z*normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\nvar grid: f32=clamp(max(max(x,y),z),0.,1.);\n#else\nvar grid: f32=clamp(x+y+z,0.,1.);\n#endif\nvar color: vec4f=vec4f(mix(uniforms.mainColor,uniforms.lineColor,vec3f(grid)),1.0);\n#ifdef FOG\n#include<fogFragment>\n#endif\nvar opacity: f32=1.0;\n#ifdef TRANSPARENT\nopacity=clamp(grid,0.08,uniforms.gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity=opacity*textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV).a;\n#endif\nfragmentOutputs.color= vec4f(color.rgb,opacity*uniforms.visibility);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb*opacity,fragmentOutputs.color.a);\n#endif\n#else\n#endif\n#include<logDepthFragment>\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 gridPixelShaderWGSL = { name, shader };\n"]}
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@@ -0,0 +1,14 @@
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
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2
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
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3
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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4
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
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5
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
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6
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+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
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|
7
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
|
|
8
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
|
|
9
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
10
|
+
/** @internal */
|
|
11
|
+
export declare const gridVertexShaderWGSL: {
|
|
12
|
+
name: string;
|
|
13
|
+
shader: string;
|
|
14
|
+
};
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
|
|
4
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
|
6
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
|
|
7
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
8
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
|
|
9
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
|
|
10
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
|
|
11
|
+
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
12
|
+
const name = "gridVertexShader";
|
|
13
|
+
const shader = `attribute position: vec3f;attribute normal: vec3f;
|
|
14
|
+
#ifdef UV1
|
|
15
|
+
attribute uv: vec2f;
|
|
16
|
+
#endif
|
|
17
|
+
#ifdef UV2
|
|
18
|
+
attribute uv2: vec2f;
|
|
19
|
+
#endif
|
|
20
|
+
#include<instancesDeclaration>
|
|
21
|
+
#include<sceneUboDeclaration>
|
|
22
|
+
varying vPosition: vec3f;varying vNormal: vec3f;
|
|
23
|
+
#include<logDepthDeclaration>
|
|
24
|
+
#include<fogVertexDeclaration>
|
|
25
|
+
#ifdef OPACITY
|
|
26
|
+
varying vOpacityUV: vec2f;uniform opacityMatrix: mat4x4f;uniform vOpacityInfos: vec2f;
|
|
27
|
+
#endif
|
|
28
|
+
#include<clipPlaneVertexDeclaration>
|
|
29
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
30
|
+
@vertex
|
|
31
|
+
fn main(input : VertexInputs)->FragmentInputs {
|
|
32
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
33
|
+
#include<instancesVertex>
|
|
34
|
+
var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);
|
|
35
|
+
#include<fogVertex>
|
|
36
|
+
var cameraSpacePosition: vec4f=scene.view*worldPos;vertexOutputs.position=scene.projection*cameraSpacePosition;
|
|
37
|
+
#ifdef OPACITY
|
|
38
|
+
#ifndef UV1
|
|
39
|
+
var uv: vec2f= vec2f(0.,0.);
|
|
40
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+
#else
|
|
41
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+
var uv: vec2f=vertexInputs.uv;
|
|
42
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+
#endif
|
|
43
|
+
#ifndef UV2
|
|
44
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+
var uv2: vec2f= vec2f(0.,0.);
|
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45
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+
#else
|
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46
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+
var uv2: vec2f=vertexInputs.uv2;
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+
#endif
|
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48
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+
if (uniforms.vOpacityInfos.x==0.)
|
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49
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+
{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv,1.0,0.0)).xy;}
|
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+
else
|
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+
{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv2,1.0,0.0)).xy;}
|
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52
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+
#endif
|
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53
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+
#include<clipPlaneVertex>
|
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54
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+
#include<logDepthVertex>
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55
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+
vertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vNormal=vertexInputs.normal;
|
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56
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
57
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+
}
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58
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+
`;
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59
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+
// Sideeffect
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+
if (!ShaderStore.ShadersStoreWGSL[name]) {
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61
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+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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62
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+
}
|
|
63
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+
/** @internal */
|
|
64
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+
export const gridVertexShaderWGSL = { name, shader };
|
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65
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+
//# sourceMappingURL=grid.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/grid/wgsl/grid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,qDAAqD,CAAC;AAC7D,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,iDAAiD,CAAC;AACzD,OAAO,2CAA2C,CAAC;AACnD,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Cd,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/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"gridVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\nvarying vPosition: vec3f;varying vNormal: vec3f;\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vOpacityUV: vec2f;uniform opacityMatrix: mat4x4f;uniform vOpacityInfos: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);\n#include<fogVertex>\nvar cameraSpacePosition: vec4f=scene.view*worldPos;vertexOutputs.position=scene.projection*cameraSpacePosition;\n#ifdef OPACITY\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\nif (uniforms.vOpacityInfos.x==0.)\n{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vOpacityUV=(uniforms.opacityMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\nvertexOutputs.vPosition=vertexInputs.position;vertexOutputs.vNormal=vertexInputs.normal;\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gridVertexShaderWGSL = { name, shader };\n"]}
|
package/lava/lavaMaterial.d.ts
CHANGED
|
@@ -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";
|
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10
10
|
import { Scene } from "@babylonjs/core/scene.js";
|
|
11
|
-
import "./lava.fragment.js";
|
|
12
|
-
import "./lava.vertex.js";
|
|
13
11
|
export declare class LavaMaterial extends PushMaterial {
|
|
14
12
|
private _diffuseTexture;
|
|
15
13
|
diffuseTexture: BaseTexture;
|
|
@@ -28,7 +26,14 @@ export declare class LavaMaterial extends PushMaterial {
|
|
|
28
26
|
private _maxSimultaneousLights;
|
|
29
27
|
maxSimultaneousLights: number;
|
|
30
28
|
private _scaledDiffuse;
|
|
31
|
-
|
|
29
|
+
private _shadersLoaded;
|
|
30
|
+
/**
|
|
31
|
+
* Instantiates a Lava Material in the given scene
|
|
32
|
+
* @param name The friendly name of the material
|
|
33
|
+
* @param scene The scene to add the material to
|
|
34
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
35
|
+
*/
|
|
36
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
32
37
|
needAlphaBlending(): boolean;
|
|
33
38
|
needAlphaTesting(): boolean;
|
|
34
39
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
package/lava/lavaMaterial.js
CHANGED
|
@@ -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 "./lava.fragment.js";
|
|
12
|
-
import "./lava.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";
|
|
@@ -87,8 +85,14 @@ class LavaMaterialDefines extends MaterialDefines {
|
|
|
87
85
|
}
|
|
88
86
|
}
|
|
89
87
|
export class LavaMaterial extends PushMaterial {
|
|
90
|
-
|
|
91
|
-
|
|
88
|
+
/**
|
|
89
|
+
* Instantiates a Lava Material in the given scene
|
|
90
|
+
* @param name The friendly name of the material
|
|
91
|
+
* @param scene The scene to add the material to
|
|
92
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
93
|
+
*/
|
|
94
|
+
constructor(name, scene, forceGLSL = false) {
|
|
95
|
+
super(name, scene, undefined, forceGLSL);
|
|
92
96
|
this.speed = 1;
|
|
93
97
|
this.movingSpeed = 1;
|
|
94
98
|
this.lowFrequencySpeed = 1;
|
|
@@ -99,6 +103,7 @@ export class LavaMaterial extends PushMaterial {
|
|
|
99
103
|
this._unlit = false;
|
|
100
104
|
this._maxSimultaneousLights = 4;
|
|
101
105
|
this._scaledDiffuse = new Color3();
|
|
106
|
+
this._shadersLoaded = false;
|
|
102
107
|
}
|
|
103
108
|
needAlphaBlending() {
|
|
104
109
|
return this.alpha < 1.0;
|
|
@@ -224,6 +229,18 @@ export class LavaMaterial extends PushMaterial {
|
|
|
224
229
|
onCompiled: this.onCompiled,
|
|
225
230
|
onError: this.onError,
|
|
226
231
|
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
|
|
232
|
+
shaderLanguage: this._shaderLanguage,
|
|
233
|
+
extraInitializationsAsync: this._shadersLoaded
|
|
234
|
+
? undefined
|
|
235
|
+
: async () => {
|
|
236
|
+
if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
|
|
237
|
+
await Promise.all([import("./wgsl/lava.vertex.js"), import("./wgsl/lava.fragment.js")]);
|
|
238
|
+
}
|
|
239
|
+
else {
|
|
240
|
+
await Promise.all([import("./lava.vertex.js"), import("./lava.fragment.js")]);
|
|
241
|
+
}
|
|
242
|
+
this._shadersLoaded = true;
|
|
243
|
+
},
|
|
227
244
|
}, engine), defines, this._materialContext);
|
|
228
245
|
}
|
|
229
246
|
// Check if Area Lights have LTC texture.
|