@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 \"./mix.fragment\";\r\nimport \"./mix.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 MixMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public 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 MIXMAP2 = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MixMaterial extends PushMaterial {\r\n /**\r\n * Mix textures\r\n */\r\n\r\n @serializeAsTexture(\"mixTexture1\")\r\n private _mixTexture1: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture1: BaseTexture;\r\n\r\n @serializeAsTexture(\"mixTexture2\")\r\n private _mixTexture2: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture2: BaseTexture;\r\n\r\n /**\r\n * Diffuse textures\r\n */\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(\"diffuseTexture4\")\r\n private _diffuseTexture4: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture4: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture5: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture5: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture6: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture6: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture7: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture7: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture4\")\r\n private _diffuseTexture8: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture8: Texture;\r\n\r\n /**\r\n * Uniforms\r\n */\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 MixMaterialDefines();\r\n }\r\n\r\n const defines = <MixMaterialDefines>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._mixTexture1 || !this._mixTexture1.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\r\n defines.DIFFUSE = true;\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 if (!this._diffuseTexture4 || !this._diffuseTexture4.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this._mixTexture2) {\r\n if (!this._mixTexture2.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.MIXMAP2 = true;\r\n\r\n if (!this._diffuseTexture5 || !this._diffuseTexture5.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture6 || !this._diffuseTexture6.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture7 || !this._diffuseTexture7.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture8 || !this._diffuseTexture8.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Lights\r\n defines._needNormals = 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 = \"mix\";\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 \"logarithmicDepthConstant\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n \"diffuse4Infos\",\r\n \"diffuse5Infos\",\r\n \"diffuse6Infos\",\r\n \"diffuse7Infos\",\r\n \"diffuse8Infos\",\r\n ];\r\n const samplers = [\r\n \"mixMap1Sampler\",\r\n \"mixMap2Sampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"diffuse4Sampler\",\r\n \"diffuse5Sampler\",\r\n \"diffuse6Sampler\",\r\n \"diffuse7Sampler\",\r\n \"diffuse8Sampler\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 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 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 = <MixMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._mixTexture1) {\r\n this._activeEffect.setTexture(\"mixMap1Sampler\", this._mixTexture1);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture1.coordinatesIndex, this._mixTexture1.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture1.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 if (this._diffuseTexture4) {\r\n this._activeEffect.setTexture(\"diffuse4Sampler\", this._diffuseTexture4);\r\n this._activeEffect.setFloat2(\"diffuse4Infos\", this._diffuseTexture4.uScale, this._diffuseTexture4.vScale);\r\n }\r\n }\r\n }\r\n\r\n if (this._mixTexture2) {\r\n this._activeEffect.setTexture(\"mixMap2Sampler\", this._mixTexture2);\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture5) {\r\n this._activeEffect.setTexture(\"diffuse5Sampler\", this._diffuseTexture5);\r\n this._activeEffect.setFloat2(\"diffuse5Infos\", this._diffuseTexture5.uScale, this._diffuseTexture5.vScale);\r\n }\r\n if (this._diffuseTexture6) {\r\n this._activeEffect.setTexture(\"diffuse6Sampler\", this._diffuseTexture6);\r\n this._activeEffect.setFloat2(\"diffuse6Infos\", this._diffuseTexture6.uScale, this._diffuseTexture6.vScale);\r\n }\r\n if (this._diffuseTexture7) {\r\n this._activeEffect.setTexture(\"diffuse7Sampler\", this._diffuseTexture7);\r\n this._activeEffect.setFloat2(\"diffuse7Infos\", this._diffuseTexture7.uScale, this._diffuseTexture7.vScale);\r\n }\r\n if (this._diffuseTexture8) {\r\n this._activeEffect.setTexture(\"diffuse8Sampler\", this._diffuseTexture8);\r\n this._activeEffect.setFloat2(\"diffuse8Infos\", this._diffuseTexture8.uScale, this._diffuseTexture8.vScale);\r\n }\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._mixTexture1 && this._mixTexture1.animations && this._mixTexture1.animations.length > 0) {\r\n results.push(this._mixTexture1);\r\n }\r\n\r\n if (this._mixTexture2 && this._mixTexture2.animations && this._mixTexture2.animations.length > 0) {\r\n results.push(this._mixTexture2);\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 // Mix map 1\r\n if (this._mixTexture1) {\r\n activeTextures.push(this._mixTexture1);\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._diffuseTexture4) {\r\n activeTextures.push(this._diffuseTexture4);\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2) {\r\n activeTextures.push(this._mixTexture2);\r\n }\r\n\r\n if (this._diffuseTexture5) {\r\n activeTextures.push(this._diffuseTexture5);\r\n }\r\n\r\n if (this._diffuseTexture6) {\r\n activeTextures.push(this._diffuseTexture6);\r\n }\r\n\r\n if (this._diffuseTexture7) {\r\n activeTextures.push(this._diffuseTexture7);\r\n }\r\n\r\n if (this._diffuseTexture8) {\r\n activeTextures.push(this._diffuseTexture8);\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 // Mix map 1\r\n if (this._mixTexture1 === 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._diffuseTexture4 === texture) {\r\n return true;\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture5 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture6 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture7 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture8 === 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._mixTexture1) {\r\n this._mixTexture1.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MixMaterial {\r\n return SerializationHelper.Clone(() => new MixMaterial(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.MixMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MixMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MixMaterial {\r\n return SerializationHelper.Parse(() => new MixMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MixMaterial\", MixMaterial);\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 MixMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public 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 MIXMAP2 = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MixMaterial extends PushMaterial {\r\n /**\r\n * Mix textures\r\n */\r\n\r\n @serializeAsTexture(\"mixTexture1\")\r\n private _mixTexture1: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture1: BaseTexture;\r\n\r\n @serializeAsTexture(\"mixTexture2\")\r\n private _mixTexture2: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture2: BaseTexture;\r\n\r\n /**\r\n * Diffuse textures\r\n */\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(\"diffuseTexture4\")\r\n private _diffuseTexture4: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture4: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture5: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture5: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture6: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture6: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture7: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture7: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture4\")\r\n private _diffuseTexture8: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture8: Texture;\r\n\r\n /**\r\n * Uniforms\r\n */\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 Mix 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 MixMaterialDefines();\r\n }\r\n\r\n const defines = <MixMaterialDefines>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._mixTexture1 || !this._mixTexture1.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\r\n defines.DIFFUSE = true;\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 if (!this._diffuseTexture4 || !this._diffuseTexture4.isReady()) {\r\n return false;\r\n }\r\n\r\n if (this._mixTexture2) {\r\n if (!this._mixTexture2.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.MIXMAP2 = true;\r\n\r\n if (!this._diffuseTexture5 || !this._diffuseTexture5.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture6 || !this._diffuseTexture6.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture7 || !this._diffuseTexture7.isReady()) {\r\n return false;\r\n }\r\n if (!this._diffuseTexture8 || !this._diffuseTexture8.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Lights\r\n defines._needNormals = 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 = \"mix\";\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 \"logarithmicDepthConstant\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n \"diffuse4Infos\",\r\n \"diffuse5Infos\",\r\n \"diffuse6Infos\",\r\n \"diffuse7Infos\",\r\n \"diffuse8Infos\",\r\n ];\r\n const samplers = [\r\n \"mixMap1Sampler\",\r\n \"mixMap2Sampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"diffuse4Sampler\",\r\n \"diffuse5Sampler\",\r\n \"diffuse6Sampler\",\r\n \"diffuse7Sampler\",\r\n \"diffuse8Sampler\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 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/mix.vertex\"), import(\"./wgsl/mix.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./mix.vertex\"), import(\"./mix.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 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 = <MixMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._mixTexture1) {\r\n this._activeEffect.setTexture(\"mixMap1Sampler\", this._mixTexture1);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture1.coordinatesIndex, this._mixTexture1.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture1.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 if (this._diffuseTexture4) {\r\n this._activeEffect.setTexture(\"diffuse4Sampler\", this._diffuseTexture4);\r\n this._activeEffect.setFloat2(\"diffuse4Infos\", this._diffuseTexture4.uScale, this._diffuseTexture4.vScale);\r\n }\r\n }\r\n }\r\n\r\n if (this._mixTexture2) {\r\n this._activeEffect.setTexture(\"mixMap2Sampler\", this._mixTexture2);\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture5) {\r\n this._activeEffect.setTexture(\"diffuse5Sampler\", this._diffuseTexture5);\r\n this._activeEffect.setFloat2(\"diffuse5Infos\", this._diffuseTexture5.uScale, this._diffuseTexture5.vScale);\r\n }\r\n if (this._diffuseTexture6) {\r\n this._activeEffect.setTexture(\"diffuse6Sampler\", this._diffuseTexture6);\r\n this._activeEffect.setFloat2(\"diffuse6Infos\", this._diffuseTexture6.uScale, this._diffuseTexture6.vScale);\r\n }\r\n if (this._diffuseTexture7) {\r\n this._activeEffect.setTexture(\"diffuse7Sampler\", this._diffuseTexture7);\r\n this._activeEffect.setFloat2(\"diffuse7Infos\", this._diffuseTexture7.uScale, this._diffuseTexture7.vScale);\r\n }\r\n if (this._diffuseTexture8) {\r\n this._activeEffect.setTexture(\"diffuse8Sampler\", this._diffuseTexture8);\r\n this._activeEffect.setFloat2(\"diffuse8Infos\", this._diffuseTexture8.uScale, this._diffuseTexture8.vScale);\r\n }\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._mixTexture1 && this._mixTexture1.animations && this._mixTexture1.animations.length > 0) {\r\n results.push(this._mixTexture1);\r\n }\r\n\r\n if (this._mixTexture2 && this._mixTexture2.animations && this._mixTexture2.animations.length > 0) {\r\n results.push(this._mixTexture2);\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 // Mix map 1\r\n if (this._mixTexture1) {\r\n activeTextures.push(this._mixTexture1);\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._diffuseTexture4) {\r\n activeTextures.push(this._diffuseTexture4);\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2) {\r\n activeTextures.push(this._mixTexture2);\r\n }\r\n\r\n if (this._diffuseTexture5) {\r\n activeTextures.push(this._diffuseTexture5);\r\n }\r\n\r\n if (this._diffuseTexture6) {\r\n activeTextures.push(this._diffuseTexture6);\r\n }\r\n\r\n if (this._diffuseTexture7) {\r\n activeTextures.push(this._diffuseTexture7);\r\n }\r\n\r\n if (this._diffuseTexture8) {\r\n activeTextures.push(this._diffuseTexture8);\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 // Mix map 1\r\n if (this._mixTexture1 === 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._diffuseTexture4 === texture) {\r\n return true;\r\n }\r\n\r\n // Mix map 2\r\n if (this._mixTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture5 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture6 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture7 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture8 === 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._mixTexture1) {\r\n this._mixTexture1.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): MixMaterial {\r\n return SerializationHelper.Clone(() => new MixMaterial(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.MixMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MixMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MixMaterial {\r\n return SerializationHelper.Parse(() => new MixMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MixMaterial\", MixMaterial);\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 mixPixelShaderWGSL: {
16
+ name: string;
17
+ shader: string;
18
+ };
@@ -0,0 +1,106 @@
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 = "mixPixelShader";
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
+ #ifdef VERTEXCOLOR
26
+ varying vColor: vec4f;
27
+ #endif
28
+ #include<helperFunctions>
29
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
30
+ #ifdef DIFFUSE
31
+ varying vTextureUV: vec2f;var mixMap1SamplerSampler: sampler;var mixMap1Sampler: texture_2d<f32>;uniform vTextureInfos: vec2f;
32
+ #ifdef MIXMAP2
33
+ var mixMap2SamplerSampler: sampler;var mixMap2Sampler: texture_2d<f32>;
34
+ #endif
35
+ var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;var diffuse4SamplerSampler: sampler;var diffuse4Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;uniform diffuse4Infos: vec2f;
36
+ #ifdef MIXMAP2
37
+ var diffuse5SamplerSampler: sampler;var diffuse5Sampler: texture_2d<f32>;var diffuse6SamplerSampler: sampler;var diffuse6Sampler: texture_2d<f32>;var diffuse7SamplerSampler: sampler;var diffuse7Sampler: texture_2d<f32>;var diffuse8SamplerSampler: sampler;var diffuse8Sampler: texture_2d<f32>;uniform diffuse5Infos: vec2f;uniform diffuse6Infos: vec2f;uniform diffuse7Infos: vec2f;uniform diffuse8Infos: vec2f;
38
+ #endif
39
+ #endif
40
+ #include<lightsFragmentFunctions>
41
+ #include<shadowsFragmentFunctions>
42
+ #include<clipPlaneFragmentDeclaration>
43
+ #include<logDepthDeclaration>
44
+ #include<fogFragmentDeclaration>
45
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
46
+ varying vViewDepth: f32;
47
+ #endif
48
+ #define CUSTOM_FRAGMENT_DEFINITIONS
49
+ @fragment
50
+ fn main(input: FragmentInputs)->FragmentOutputs {
51
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
52
+ #include<clipPlaneFragment>
53
+ var viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var finalMixColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;
54
+ #ifdef MIXMAP2
55
+ var mixColor2: vec4f= vec4f(1.,1.,1.,1.);
56
+ #endif
57
+ #ifdef SPECULARTERM
58
+ var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
59
+ #else
60
+ var glossiness: f32=0.;
61
+ #endif
62
+ var alpha: f32=uniforms.vDiffuseColor.a;
63
+ #ifdef NORMAL
64
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
65
+ #else
66
+ var normalW: vec3f= vec3f(1.0,1.0,1.0);
67
+ #endif
68
+ #ifdef DIFFUSE
69
+ var mixColor: vec4f=textureSample(mixMap1Sampler,mixMap1SamplerSampler,fragmentInputs.vTextureUV);
70
+ #include<depthPrePass>
71
+ mixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.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);var diffuse4Color: vec4f=textureSample(diffuse4Sampler,diffuse4SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse4Infos);diffuse1Color=vec4f(diffuse1Color.rgb*mixColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(mixColor.g)),diffuse2Color.a);diffuse3Color=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(mixColor.b)),diffuse3Color.a);finalMixColor=vec4f(mix(diffuse3Color.rgb,diffuse4Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);
72
+ #ifdef MIXMAP2
73
+ mixColor=textureSample(mixMap2Sampler,mixMap2SamplerSampler,fragmentInputs.vTextureUV);mixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.a);var diffuse5Color: vec4f=textureSample(diffuse5Sampler,diffuse5SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse5Infos);var diffuse6Color: vec4f=textureSample(diffuse6Sampler,diffuse6SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse6Infos);var diffuse7Color: vec4f=textureSample(diffuse7Sampler,diffuse7SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse7Infos);var diffuse8Color: vec4f=textureSample(diffuse8Sampler,diffuse8SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse8Infos);diffuse5Color=vec4f(mix(finalMixColor.rgb,diffuse5Color.rgb,vec3f(mixColor.r)),diffuse5Color.a);diffuse6Color=vec4f(mix(diffuse5Color.rgb,diffuse6Color.rgb,vec3f(mixColor.g)),diffuse6Color.a);diffuse7Color=vec4f(mix(diffuse6Color.rgb,diffuse7Color.rgb,vec3f(mixColor.b)),diffuse7Color.a);finalMixColor=vec4f(mix(diffuse7Color.rgb,diffuse8Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);
74
+ #endif
75
+ #endif
76
+ #ifdef VERTEXCOLOR
77
+ finalMixColor=vec4f(finalMixColor.rgb*fragmentInputs.vColor.rgb,finalMixColor.a);
78
+ #endif
79
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
80
+ #ifdef SPECULARTERM
81
+ var specularBase: vec3f= vec3f(0.,0.,0.);
82
+ #endif
83
+ #include<lightFragment>[0..maxSimultaneousLights]
84
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
85
+ alpha*=fragmentInputs.vColor.a;
86
+ #endif
87
+ #ifdef SPECULARTERM
88
+ var finalSpecular: vec3f=specularBase*specularColor;
89
+ #else
90
+ var finalSpecular: vec3f= vec3f(0.0);
91
+ #endif
92
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);
93
+ #include<logDepthFragment>
94
+ #include<fogFragment>
95
+ fragmentOutputs.color=color;
96
+ #include<imageProcessingCompatibility>
97
+ #define CUSTOM_FRAGMENT_MAIN_END
98
+ }
99
+ `;
100
+ // Sideeffect
101
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
102
+ ShaderStore.ShadersStoreWGSL[name] = shader;
103
+ }
104
+ /** @internal */
105
+ export const mixPixelShaderWGSL = { name, shader };
106
+ //# sourceMappingURL=mix.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mix.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/mix/wgsl/mix.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,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkFd,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,kBAAkB,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 = \"mixPixelShader\";\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#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var mixMap1SamplerSampler: sampler;var mixMap1Sampler: texture_2d<f32>;uniform vTextureInfos: vec2f;\n#ifdef MIXMAP2\nvar mixMap2SamplerSampler: sampler;var mixMap2Sampler: texture_2d<f32>;\n#endif\nvar diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;var diffuse4SamplerSampler: sampler;var diffuse4Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;uniform diffuse4Infos: vec2f;\n#ifdef MIXMAP2\nvar diffuse5SamplerSampler: sampler;var diffuse5Sampler: texture_2d<f32>;var diffuse6SamplerSampler: sampler;var diffuse6Sampler: texture_2d<f32>;var diffuse7SamplerSampler: sampler;var diffuse7Sampler: texture_2d<f32>;var diffuse8SamplerSampler: sampler;var diffuse8Sampler: texture_2d<f32>;uniform diffuse5Infos: vec2f;uniform diffuse6Infos: vec2f;uniform diffuse7Infos: vec2f;uniform diffuse8Infos: vec2f;\n#endif\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var finalMixColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvar mixColor2: vec4f= vec4f(1.,1.,1.,1.);\n#endif\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\nvar mixColor: vec4f=textureSample(mixMap1Sampler,mixMap1SamplerSampler,fragmentInputs.vTextureUV);\n#include<depthPrePass>\nmixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.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);var diffuse4Color: vec4f=textureSample(diffuse4Sampler,diffuse4SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse4Infos);diffuse1Color=vec4f(diffuse1Color.rgb*mixColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(mixColor.g)),diffuse2Color.a);diffuse3Color=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(mixColor.b)),diffuse3Color.a);finalMixColor=vec4f(mix(diffuse3Color.rgb,diffuse4Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);\n#ifdef MIXMAP2\nmixColor=textureSample(mixMap2Sampler,mixMap2SamplerSampler,fragmentInputs.vTextureUV);mixColor=vec4f(mixColor.rgb*uniforms.vTextureInfos.y,mixColor.a);var diffuse5Color: vec4f=textureSample(diffuse5Sampler,diffuse5SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse5Infos);var diffuse6Color: vec4f=textureSample(diffuse6Sampler,diffuse6SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse6Infos);var diffuse7Color: vec4f=textureSample(diffuse7Sampler,diffuse7SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse7Infos);var diffuse8Color: vec4f=textureSample(diffuse8Sampler,diffuse8SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse8Infos);diffuse5Color=vec4f(mix(finalMixColor.rgb,diffuse5Color.rgb,vec3f(mixColor.r)),diffuse5Color.a);diffuse6Color=vec4f(mix(diffuse5Color.rgb,diffuse6Color.rgb,vec3f(mixColor.g)),diffuse6Color.a);diffuse7Color=vec4f(mix(diffuse6Color.rgb,diffuse7Color.rgb,vec3f(mixColor.b)),diffuse7Color.a);finalMixColor=vec4f(mix(diffuse7Color.rgb,diffuse8Color.rgb,vec3f(1.0-mixColor.a)),finalMixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor=vec4f(finalMixColor.rgb*fragmentInputs.vColor.rgb,finalMixColor.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*finalMixColor.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 mixPixelShaderWGSL = { 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/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.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/fogVertex.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
17
+ /** @internal */
18
+ export declare const mixVertexShaderWGSL: {
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/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.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/fogVertex.js";
16
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
17
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
18
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
19
+ const name = "mixVertexShader";
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
+ #ifdef VERTEXCOLOR
48
+ varying vColor: vec4f;
49
+ #endif
50
+ #include<clipPlaneVertexDeclaration>
51
+ #include<logDepthDeclaration>
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<fogVertex>
89
+ #include<shadowsVertex>[0..maxSimultaneousLights]
90
+ #include<vertexColorMixing>
91
+ #include<logDepthVertex>
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 mixVertexShaderWGSL = { name, shader };
101
+ //# sourceMappingURL=mix.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mix.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/mix/wgsl/mix.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,uDAAuD,CAAC;AAC/D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,2CAA2C,CAAC;AACnD,OAAO,+CAA+C,CAAC;AACvD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,gDAAgD,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"mixVertexShader\";\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#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;\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<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const mixVertexShaderWGSL = { 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 "./normal.fragment.js";
12
- import "./normal.vertex.js";
13
11
  export declare class NormalMaterial extends PushMaterial {
14
12
  private _diffuseTexture;
15
13
  diffuseTexture: BaseTexture;
@@ -18,7 +16,14 @@ export declare class NormalMaterial extends PushMaterial {
18
16
  disableLighting: boolean;
19
17
  private _maxSimultaneousLights;
20
18
  maxSimultaneousLights: number;
21
- constructor(name: string, scene?: Scene);
19
+ private _shadersLoaded;
20
+ /**
21
+ * Instantiates a Normal Material in the given scene
22
+ * @param name The friendly name of the material
23
+ * @param scene The scene to add the material to
24
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
25
+ */
26
+ constructor(name: string, scene?: Scene, forceGLSL?: boolean);
22
27
  needAlphaBlending(): boolean;
23
28
  needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
24
29
  needAlphaTesting(): boolean;
@@ -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 "./normal.fragment.js";
12
- import "./normal.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";
@@ -85,11 +83,18 @@ class NormalMaterialDefines extends MaterialDefines {
85
83
  }
86
84
  }
87
85
  export class NormalMaterial extends PushMaterial {
88
- constructor(name, scene) {
89
- super(name, scene);
86
+ /**
87
+ * Instantiates a Normal Material in the given scene
88
+ * @param name The friendly name of the material
89
+ * @param scene The scene to add the material to
90
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
91
+ */
92
+ constructor(name, scene, forceGLSL = false) {
93
+ super(name, scene, undefined, forceGLSL);
90
94
  this.diffuseColor = new Color3(1, 1, 1);
91
95
  this._disableLighting = false;
92
96
  this._maxSimultaneousLights = 4;
97
+ this._shadersLoaded = false;
93
98
  }
94
99
  needAlphaBlending() {
95
100
  return this.alpha < 1.0;
@@ -209,6 +214,18 @@ export class NormalMaterial extends PushMaterial {
209
214
  onCompiled: this.onCompiled,
210
215
  onError: this.onError,
211
216
  indexParameters: { maxSimultaneousLights: 4 },
217
+ shaderLanguage: this._shaderLanguage,
218
+ extraInitializationsAsync: this._shadersLoaded
219
+ ? undefined
220
+ : async () => {
221
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
222
+ await Promise.all([import("./wgsl/normal.vertex.js"), import("./wgsl/normal.fragment.js")]);
223
+ }
224
+ else {
225
+ await Promise.all([import("./normal.vertex.js"), import("./normal.fragment.js")]);
226
+ }
227
+ this._shadersLoaded = true;
228
+ },
212
229
  }, engine), defines, this._materialContext);
213
230
  }
214
231
  // Check if Area Lights have LTC texture.