@babylonjs/materials 9.4.1 → 9.5.1

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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
@@ -7,8 +7,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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  import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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  import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
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  import { Scene } from "@babylonjs/core/scene.js";
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- import "./sky.fragment.js";
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- import "./sky.vertex.js";
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  /**
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  * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
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  * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
@@ -73,6 +71,7 @@ export declare class SkyMaterial extends PushMaterial {
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  dithering: boolean;
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  private _cameraPosition;
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  private _skyOrientation;
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+ private _shadersLoaded;
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  /**
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  * Instantiates a new sky material.
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  * This material allows to create dynamic and texture free
@@ -80,8 +79,9 @@ export declare class SkyMaterial extends PushMaterial {
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  * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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  * @param name Define the name of the material in the scene
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  * @param scene Define the scene the material belong to
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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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  /**
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  * Specifies if the material will require alpha blending
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  * @returns a boolean specifying if alpha blending is needed
@@ -7,8 +7,6 @@ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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  import { Scene } from "@babylonjs/core/scene.js";
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  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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- import "./sky.fragment.js";
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- import "./sky.vertex.js";
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  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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  import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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  import { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from "@babylonjs/core/Materials/materialHelper.functions.js";
@@ -45,9 +43,10 @@ export class SkyMaterial extends PushMaterial {
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  * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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  * @param name Define the name of the material in the scene
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  * @param scene Define the scene the material belong to
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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, scene) {
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- super(name, scene);
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+ constructor(name, scene, forceGLSL = false) {
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+ super(name, scene, undefined, forceGLSL);
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  /**
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  * Defines the overall luminance of sky in interval ]0, 1[.
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  */
@@ -108,6 +107,7 @@ export class SkyMaterial extends PushMaterial {
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  // Private members
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  this._cameraPosition = Vector3.Zero();
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  this._skyOrientation = new Quaternion();
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+ this._shadersLoaded = false;
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  }
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  /**
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  * Specifies if the material will require alpha blending
@@ -198,7 +198,28 @@ export class SkyMaterial extends PushMaterial {
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  ];
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  AddClipPlaneUniforms(uniforms);
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  const join = defines.toString();
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- subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);
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+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
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+ attributes: attribs,
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+ uniformsNames: uniforms,
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+ uniformBuffersNames: [],
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+ samplers: [],
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+ defines: join,
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+ fallbacks: fallbacks,
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+ onCompiled: this.onCompiled,
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+ onError: this.onError,
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+ shaderLanguage: this._shaderLanguage,
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+ extraInitializationsAsync: this._shadersLoaded
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+ ? undefined
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+ : async () => {
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+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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+ await Promise.all([import("./wgsl/sky.vertex.js"), import("./wgsl/sky.fragment.js")]);
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+ }
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+ else {
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+ await Promise.all([import("./sky.vertex.js"), import("./sky.fragment.js")]);
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+ }
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+ this._shadersLoaded = true;
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+ },
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+ }, scene.getEngine()), defines, this._materialContext);
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  }
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  if (!subMesh.effect || !subMesh.effect.isReady()) {
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  return false;
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, 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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/sky.vertex\"), import(\"./wgsl/sky.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./sky.vertex\"), import(\"./sky.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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
@@ -0,0 +1,13 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
9
+ /** @internal */
10
+ export declare const skyPixelShaderWGSL: {
11
+ name: string;
12
+ shader: string;
13
+ };
@@ -0,0 +1,69 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
11
+ const name = "skyPixelShader";
12
+ const shader = `varying vPositionW: vec3f;
13
+ #ifdef VERTEXCOLOR
14
+ varying vColor: vec4f;
15
+ #endif
16
+ #include<clipPlaneFragmentDeclaration>
17
+ uniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;
18
+ #include<logDepthDeclaration>
19
+ #include<fogFragmentDeclaration>
20
+ const ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;fn totalRayleigh(lambdaIn: vec3f)->vec3f
21
+ {return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}
22
+ fn simplifiedRayleigh()->vec3f
23
+ {return vec3f(0.0005)/ vec3f(94,40,18);}
24
+ fn rayleighPhase(cosTheta: f32)->f32
25
+ {return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}
26
+ fn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f
27
+ {var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}
28
+ fn hgPhase(cosTheta: f32,g: f32)->f32
29
+ {return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}
30
+ fn sunIntensity(zenithAngleCos: f32)->f32
31
+ {return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}
32
+ const A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f
33
+ {return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}
34
+ #if DITHER
35
+ #include<helperFunctions>
36
+ #endif
37
+ #define CUSTOM_FRAGMENT_DEFINITIONS
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+ @fragment
39
+ fn main(input: FragmentInputs)->FragmentOutputs {
40
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
41
+ #include<clipPlaneFragment>
42
+ /**
43
+ * Sky Color
44
+ */
45
+ var sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundisk: f32=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0=L0+(sunE*19000.0*Fex)*sundisk;var whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;var alpha: f32=1.0;
46
+ #ifdef VERTEXCOLOR
47
+ retColor=retColor.rgb*fragmentInputs.vColor.rgb;
48
+ #endif
49
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
50
+ alpha*=fragmentInputs.vColor.a;
51
+ #endif
52
+ #if DITHER
53
+ retColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);
54
+ #endif
55
+ var color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));
56
+ #include<logDepthFragment>
57
+ #include<fogFragment>
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+ fragmentOutputs.color=color;
59
+ #include<imageProcessingCompatibility>
60
+ #define CUSTOM_FRAGMENT_MAIN_END
61
+ }
62
+ `;
63
+ // Sideeffect
64
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
65
+ ShaderStore.ShadersStoreWGSL[name] = shader;
66
+ }
67
+ /** @internal */
68
+ export const skyPixelShaderWGSL = { name, shader };
69
+ //# sourceMappingURL=sky.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/sky/wgsl/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,iDAAiD,CAAC;AACzD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkDd,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/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;fn totalRayleigh(lambdaIn: vec3f)->vec3f\n{return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}\nfn simplifiedRayleigh()->vec3f\n{return vec3f(0.0005)/ vec3f(94,40,18);}\nfn rayleighPhase(cosTheta: f32)->f32\n{return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nfn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f\n{var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}\nfn hgPhase(cosTheta: f32,g: f32)->f32\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfn sunIntensity(zenithAngleCos: f32)->f32\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n* Sky Color\n*/\nvar sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundisk: f32=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0=L0+(sunE*19000.0*Fex)*sundisk;var whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;var alpha: f32=1.0;\n#ifdef VERTEXCOLOR\nretColor=retColor.rgb*fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#if DITHER\nretColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);\n#endif\nvar color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));\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 skyPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,11 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
7
+ /** @internal */
8
+ export declare const skyVertexShaderWGSL: {
9
+ name: string;
10
+ shader: string;
11
+ };
@@ -0,0 +1,45 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
9
+ const name = "skyVertexShader";
10
+ const shader = `attribute position: vec3f;
11
+ #ifdef VERTEXCOLOR
12
+ attribute color: vec4f;
13
+ #endif
14
+ uniform world: mat4x4f;uniform view: mat4x4f;uniform viewProjection: mat4x4f;
15
+ #ifdef POINTSIZE
16
+ uniform pointSize: f32;
17
+ #endif
18
+ varying vPositionW: vec3f;
19
+ #ifdef VERTEXCOLOR
20
+ varying vColor: vec4f;
21
+ #endif
22
+ #include<logDepthDeclaration>
23
+ #include<clipPlaneVertexDeclaration>
24
+ #include<fogVertexDeclaration>
25
+ #define CUSTOM_VERTEX_DEFINITIONS
26
+ @vertex
27
+ fn main(input : VertexInputs)->FragmentInputs {
28
+ #define CUSTOM_VERTEX_MAIN_BEGIN
29
+ vertexOutputs.position=uniforms.viewProjection*uniforms.world* vec4f(vertexInputs.position,1.0);var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;
30
+ #include<clipPlaneVertex>
31
+ #include<logDepthVertex>
32
+ #include<fogVertex>
33
+ #ifdef VERTEXCOLOR
34
+ vertexOutputs.vColor=vertexInputs.color;
35
+ #endif
36
+ #define CUSTOM_VERTEX_MAIN_END
37
+ }
38
+ `;
39
+ // Sideeffect
40
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
41
+ ShaderStore.ShadersStoreWGSL[name] = shader;
42
+ }
43
+ /** @internal */
44
+ export const skyVertexShaderWGSL = { name, shader };
45
+ //# sourceMappingURL=sky.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sky.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/sky/wgsl/sky.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,4DAA4D,CAAC;AACpE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AAEnD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,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/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\n\nconst name = \"skyVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\nuniform world: mat4x4f;uniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=uniforms.viewProjection*uniforms.world* vec4f(vertexInputs.position,1.0);var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const skyVertexShaderWGSL = { name, shader };\n"]}
@@ -9,8 +9,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
9
9
  import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
10
10
  import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
11
11
  import { Scene } from "@babylonjs/core/scene.js";
12
- import "./terrain.fragment.js";
13
- import "./terrain.vertex.js";
14
12
  export declare class TerrainMaterial extends PushMaterial {
15
13
  private _mixTexture;
16
14
  mixTexture: BaseTexture;
@@ -33,7 +31,14 @@ export declare class TerrainMaterial extends PushMaterial {
33
31
  disableLighting: boolean;
34
32
  private _maxSimultaneousLights;
35
33
  maxSimultaneousLights: number;
36
- constructor(name: string, scene?: Scene);
34
+ private _shadersLoaded;
35
+ /**
36
+ * Instantiates a Terrain Material in the given scene
37
+ * @param name The friendly name of the material
38
+ * @param scene The scene to add the material to
39
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
40
+ */
41
+ constructor(name: string, scene?: Scene, forceGLSL?: boolean);
37
42
  needAlphaBlending(): boolean;
38
43
  needAlphaTesting(): boolean;
39
44
  getAlphaTestTexture(): Nullable<BaseTexture>;
@@ -8,8 +8,6 @@ import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
8
  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
9
  import { Scene } from "@babylonjs/core/scene.js";
10
10
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
11
- import "./terrain.fragment.js";
12
- import "./terrain.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";
@@ -47,13 +45,20 @@ class TerrainMaterialDefines extends MaterialDefines {
47
45
  }
48
46
  }
49
47
  export class TerrainMaterial extends PushMaterial {
50
- constructor(name, scene) {
51
- super(name, scene);
48
+ /**
49
+ * Instantiates a Terrain Material in the given scene
50
+ * @param name The friendly name of the material
51
+ * @param scene The scene to add the material to
52
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
53
+ */
54
+ constructor(name, scene, forceGLSL = false) {
55
+ super(name, scene, undefined, forceGLSL);
52
56
  this.diffuseColor = new Color3(1, 1, 1);
53
57
  this.specularColor = new Color3(0, 0, 0);
54
58
  this.specularPower = 64;
55
59
  this._disableLighting = false;
56
60
  this._maxSimultaneousLights = 4;
61
+ this._shadersLoaded = false;
57
62
  }
58
63
  needAlphaBlending() {
59
64
  return this.alpha < 1.0;
@@ -203,6 +208,18 @@ export class TerrainMaterial extends PushMaterial {
203
208
  onCompiled: this.onCompiled,
204
209
  onError: this.onError,
205
210
  indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
211
+ shaderLanguage: this._shaderLanguage,
212
+ extraInitializationsAsync: this._shadersLoaded
213
+ ? undefined
214
+ : async () => {
215
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
216
+ await Promise.all([import("./wgsl/terrain.vertex.js"), import("./wgsl/terrain.fragment.js")]);
217
+ }
218
+ else {
219
+ await Promise.all([import("./terrain.vertex.js"), import("./terrain.fragment.js")]);
220
+ }
221
+ this._shadersLoaded = true;
222
+ },
206
223
  }, engine), defines, this._materialContext);
207
224
  }
208
225
  // Check if Area Lights have LTC texture.