@babylonjs/materials 9.7.0 → 9.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.d.ts +0 -14
- package/cell/cell.fragment.js +20 -14
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.d.ts +0 -16
- package/cell/cell.vertex.js +22 -16
- package/cell/cell.vertex.js.map +1 -1
- package/cell/wgsl/cell.fragment.d.ts +0 -13
- package/cell/wgsl/cell.fragment.js +19 -13
- package/cell/wgsl/cell.fragment.js.map +1 -1
- package/cell/wgsl/cell.vertex.d.ts +0 -16
- package/cell/wgsl/cell.vertex.js +22 -16
- package/cell/wgsl/cell.vertex.js.map +1 -1
- package/custom/pbrCustomMaterial.js +9 -0
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.fragment.d.ts +0 -8
- package/fire/fire.fragment.js +14 -8
- package/fire/fire.fragment.js.map +1 -1
- package/fire/fire.vertex.d.ts +0 -13
- package/fire/fire.vertex.js +19 -13
- package/fire/fire.vertex.js.map +1 -1
- package/fire/wgsl/fire.fragment.d.ts +0 -8
- package/fire/wgsl/fire.fragment.js +14 -8
- package/fire/wgsl/fire.fragment.js.map +1 -1
- package/fire/wgsl/fire.vertex.d.ts +0 -13
- package/fire/wgsl/fire.vertex.js +19 -13
- package/fire/wgsl/fire.vertex.js.map +1 -1
- package/fur/fur.fragment.d.ts +0 -14
- package/fur/fur.fragment.js +20 -14
- package/fur/fur.fragment.js.map +1 -1
- package/fur/fur.vertex.d.ts +0 -16
- package/fur/fur.vertex.js +22 -16
- package/fur/fur.vertex.js.map +1 -1
- package/fur/wgsl/fur.fragment.d.ts +0 -13
- package/fur/wgsl/fur.fragment.js +19 -13
- package/fur/wgsl/fur.fragment.js.map +1 -1
- package/fur/wgsl/fur.vertex.d.ts +0 -16
- package/fur/wgsl/fur.vertex.js +22 -16
- package/fur/wgsl/fur.vertex.js.map +1 -1
- package/gradient/gradient.fragment.d.ts +0 -14
- package/gradient/gradient.fragment.js +20 -14
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.d.ts +0 -16
- package/gradient/gradient.vertex.js +22 -16
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/wgsl/gradient.fragment.d.ts +0 -13
- package/gradient/wgsl/gradient.fragment.js +19 -13
- package/gradient/wgsl/gradient.fragment.js.map +1 -1
- package/gradient/wgsl/gradient.vertex.d.ts +0 -16
- package/gradient/wgsl/gradient.vertex.js +22 -16
- package/gradient/wgsl/gradient.vertex.js.map +1 -1
- package/grid/grid.fragment.d.ts +0 -7
- package/grid/grid.fragment.js +13 -7
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.d.ts +0 -10
- package/grid/grid.vertex.js +16 -10
- package/grid/grid.vertex.js.map +1 -1
- package/grid/wgsl/grid.fragment.d.ts +0 -7
- package/grid/wgsl/grid.fragment.js +13 -7
- package/grid/wgsl/grid.fragment.js.map +1 -1
- package/grid/wgsl/grid.vertex.d.ts +0 -9
- package/grid/wgsl/grid.vertex.js +15 -9
- package/grid/wgsl/grid.vertex.js.map +1 -1
- package/lava/lava.fragment.d.ts +0 -14
- package/lava/lava.fragment.js +20 -14
- package/lava/lava.fragment.js.map +1 -1
- package/lava/lava.vertex.d.ts +0 -16
- package/lava/lava.vertex.js +22 -16
- package/lava/lava.vertex.js.map +1 -1
- package/lava/wgsl/lava.fragment.d.ts +0 -13
- package/lava/wgsl/lava.fragment.js +19 -13
- package/lava/wgsl/lava.fragment.js.map +1 -1
- package/lava/wgsl/lava.vertex.d.ts +0 -16
- package/lava/wgsl/lava.vertex.js +22 -16
- package/lava/wgsl/lava.vertex.js.map +1 -1
- package/mix/mix.fragment.d.ts +0 -14
- package/mix/mix.fragment.js +20 -14
- package/mix/mix.fragment.js.map +1 -1
- package/mix/mix.vertex.d.ts +0 -16
- package/mix/mix.vertex.js +22 -16
- package/mix/mix.vertex.js.map +1 -1
- package/mix/wgsl/mix.fragment.d.ts +0 -13
- package/mix/wgsl/mix.fragment.js +19 -13
- package/mix/wgsl/mix.fragment.js.map +1 -1
- package/mix/wgsl/mix.vertex.d.ts +0 -16
- package/mix/wgsl/mix.vertex.js +22 -16
- package/mix/wgsl/mix.vertex.js.map +1 -1
- package/normal/normal.fragment.d.ts +0 -14
- package/normal/normal.fragment.js +20 -14
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.d.ts +0 -15
- package/normal/normal.vertex.js +21 -15
- package/normal/normal.vertex.js.map +1 -1
- package/normal/wgsl/normal.fragment.d.ts +0 -13
- package/normal/wgsl/normal.fragment.js +19 -13
- package/normal/wgsl/normal.fragment.js.map +1 -1
- package/normal/wgsl/normal.vertex.d.ts +0 -15
- package/normal/wgsl/normal.vertex.js +21 -15
- package/normal/wgsl/normal.vertex.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.fragment.d.ts +0 -15
- package/shadowOnly/shadowOnly.fragment.js +21 -15
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.d.ts +0 -17
- package/shadowOnly/shadowOnly.vertex.js +23 -17
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +0 -12
- package/shadowOnly/wgsl/shadowOnly.fragment.js +18 -12
- package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +0 -16
- package/shadowOnly/wgsl/shadowOnly.vertex.js +22 -16
- package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -1
- package/simple/simple.fragment.d.ts +0 -14
- package/simple/simple.fragment.js +20 -14
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.d.ts +0 -16
- package/simple/simple.vertex.js +22 -16
- package/simple/simple.vertex.js.map +1 -1
- package/simple/wgsl/simple.fragment.d.ts +0 -13
- package/simple/wgsl/simple.fragment.js +19 -13
- package/simple/wgsl/simple.fragment.js.map +1 -1
- package/simple/wgsl/simple.vertex.d.ts +0 -16
- package/simple/wgsl/simple.vertex.js +22 -16
- package/simple/wgsl/simple.vertex.js.map +1 -1
- package/sky/sky.fragment.d.ts +0 -8
- package/sky/sky.fragment.js +14 -8
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.d.ts +0 -6
- package/sky/sky.vertex.js +12 -6
- package/sky/sky.vertex.js.map +1 -1
- package/sky/wgsl/sky.fragment.d.ts +0 -8
- package/sky/wgsl/sky.fragment.js +14 -8
- package/sky/wgsl/sky.fragment.js.map +1 -1
- package/sky/wgsl/sky.vertex.d.ts +0 -6
- package/sky/wgsl/sky.vertex.js +12 -6
- package/sky/wgsl/sky.vertex.js.map +1 -1
- package/terrain/terrain.fragment.d.ts +0 -14
- package/terrain/terrain.fragment.js +20 -14
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.d.ts +0 -16
- package/terrain/terrain.vertex.js +22 -16
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/wgsl/terrain.fragment.d.ts +0 -13
- package/terrain/wgsl/terrain.fragment.js +19 -13
- package/terrain/wgsl/terrain.fragment.js.map +1 -1
- package/terrain/wgsl/terrain.vertex.d.ts +0 -16
- package/terrain/wgsl/terrain.vertex.js +22 -16
- package/terrain/wgsl/terrain.vertex.js.map +1 -1
- package/triPlanar/triplanar.fragment.d.ts +0 -14
- package/triPlanar/triplanar.fragment.js +20 -14
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.d.ts +0 -17
- package/triPlanar/triplanar.vertex.js +23 -17
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/triPlanar/wgsl/triplanar.fragment.d.ts +0 -13
- package/triPlanar/wgsl/triplanar.fragment.js +19 -13
- package/triPlanar/wgsl/triplanar.fragment.js.map +1 -1
- package/triPlanar/wgsl/triplanar.vertex.d.ts +0 -17
- package/triPlanar/wgsl/triplanar.vertex.js +23 -17
- package/triPlanar/wgsl/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.d.ts +0 -14
- package/water/water.fragment.js +20 -14
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.d.ts +0 -16
- package/water/water.vertex.js +22 -16
- package/water/water.vertex.js.map +1 -1
- package/water/wgsl/water.fragment.d.ts +0 -13
- package/water/wgsl/water.fragment.js +19 -13
- package/water/wgsl/water.fragment.js.map +1 -1
- package/water/wgsl/water.vertex.d.ts +0 -16
- package/water/wgsl/water.vertex.js +22 -16
- package/water/wgsl/water.vertex.js.map +1 -1
package/cell/cell.fragment.d.ts
CHANGED
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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/** @internal */
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export declare const cellPixelShader: {
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name: string;
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package/cell/cell.fragment.js
CHANGED
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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import { helperFunctions } from "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import { lightsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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import { shadowsFragmentFunctions } from "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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import { clipPlaneFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import { fogFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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import { clipPlaneFragment } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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import { depthPrePass } from "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import { lightFragment } from "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import { logDepthFragment } from "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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import { fogFragment } from "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import { imageProcessingCompatibility } from "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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const name = "cellPixelShader";
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const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;
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#ifdef NORMAL
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}
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const includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];
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for (const inc of includes) {
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if (!ShaderStore.IncludesShadersStore[inc.name]) {
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ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
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}
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}
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export const cellPixelShader = { name, shader };
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//# sourceMappingURL=cell.fragment.js.map
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,6CAA6C,CAAC;
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{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,sBAAsB,EAAE,MAAM,oDAAoD,CAAC;AAC5F,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,YAAY,EAAE,MAAM,0CAA0C,CAAC;AACxE,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AAExG,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Eb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,4BAA4B,EAAE,mBAAmB,EAAE,sBAAsB,EAAE,iBAAiB,EAAE,YAAY,EAAE,aAAa,EAAE,gBAAgB,EAAE,WAAW,EAAE,4BAA4B,CAAC,CAAC;AAC7T,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { helperFunctions } from \"core/Shaders/ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctions } from \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePass } from \"core/Shaders/ShadersInclude/depthPrePass\";\nimport { lightFragment } from \"core/Shaders/ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"core/Shaders/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibility } from \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"cellPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{diffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;if (info.ndl<0.5)\nlevel=0.5;diffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;float ToonBrightnessLevels[5];ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase.rgb*=ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase.rgb*=ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase.rgb*=ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase.rgb*=ToonBrightnessLevels[3];}\nelse\n{diffuseBase.rgb*=ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase,vec3(0.2));}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nlightingInfo info;vec3 diffuseBase=vec3(0.,0.,0.);float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [helperFunctions, lightFragmentDeclaration, lightUboDeclaration, lightsFragmentFunctions, shadowsFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, imageProcessingCompatibility];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const cellPixelShader = { name, shader };\n"]}
|
package/cell/cell.vertex.d.ts
CHANGED
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@@ -1,19 +1,3 @@
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1
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-
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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/** @internal */
|
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2
|
export declare const cellVertexShader: {
|
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name: string;
|
package/cell/cell.vertex.js
CHANGED
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@@ -1,21 +1,21 @@
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1
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// Do not edit.
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2
2
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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-
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
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3
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+
import { bonesDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
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import { bakedVertexAnimationDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import { instancesDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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import { clipPlaneVertexDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import { logDepthDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import { fogVertexDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import { lightFragmentDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import { lightUboDeclaration } from "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import { instancesVertex } from "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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import { bonesVertex } from "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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import { bakedVertexAnimation } from "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
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+
import { clipPlaneVertex } from "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
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+
import { fogVertex } from "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import { shadowsVertex } from "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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import { vertexColorMixing } from "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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import { logDepthVertex } from "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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const name = "cellVertexShader";
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const shader = `precision highp float;attribute vec3 position;
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#ifdef NORMAL
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@@ -94,6 +94,12 @@ gl_PointSize=pointSize;
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const includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, fogVertex, shadowsVertex, vertexColorMixing, logDepthVertex];
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for (const inc of includes) {
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ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
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}
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}
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/** @internal */
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export const cellVertexShader = { name, shader };
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//# sourceMappingURL=cell.vertex.js.map
|
package/cell/cell.vertex.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8CAA8C,CAAC;
|
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+
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,+BAA+B,EAAE,MAAM,6DAA6D,CAAC;AAC9G,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,WAAW,EAAE,MAAM,yCAAyC,CAAC;AACtE,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,SAAS,EAAE,MAAM,uCAAuC,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,cAAc,EAAE,MAAM,4CAA4C,CAAC;AAE5E,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,gBAAgB,EAAE,+BAA+B,EAAE,oBAAoB,EAAE,0BAA0B,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,eAAe,EAAE,WAAW,EAAE,oBAAoB,EAAE,eAAe,EAAE,SAAS,EAAE,aAAa,EAAE,iBAAiB,EAAE,cAAc,CAAC,CAAC;AACnV,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclaration } from \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclaration } from \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclaration } from \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclaration } from \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclaration } from \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclaration } from \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport { lightFragmentDeclaration } from \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport { instancesVertex } from \"core/Shaders/ShadersInclude/instancesVertex\";\nimport { bonesVertex } from \"core/Shaders/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimation } from \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertex } from \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport { fogVertex } from \"core/Shaders/ShadersInclude/fogVertex\";\nimport { shadowsVertex } from \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixing } from \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport { logDepthVertex } from \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"cellVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, clipPlaneVertexDeclaration, logDepthDeclaration, fogVertexDeclaration, lightFragmentDeclaration, lightUboDeclaration, instancesVertex, bonesVertex, bakedVertexAnimation, clipPlaneVertex, fogVertex, shadowsVertex, vertexColorMixing, logDepthVertex];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const cellVertexShader = { name, shader };\n"]}
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@@ -1,16 +1,3 @@
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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/** @internal */
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export declare const cellPixelShaderWGSL: {
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name: string;
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@@ -1,18 +1,18 @@
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
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import { helperFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/helperFunctions.js";
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import { lightUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightUboDeclaration.js";
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import { lightsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js";
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import { shadowsFragmentFunctionsWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js";
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import { clipPlaneFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
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import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
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9
|
+
import { fogFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
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|
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import { clipPlaneFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
|
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11
|
+
import { depthPrePassWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
|
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|
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import { lightFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightFragment.js";
|
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|
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import { logDepthFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
|
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|
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import { fogFragmentWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
|
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|
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import { imageProcessingCompatibilityWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
|
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const name = "cellPixelShader";
|
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const shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;
|
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#ifdef NORMAL
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@@ -94,6 +94,12 @@ fragmentOutputs.color=color;
|
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
|
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}
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+
const includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];
|
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for (const inc of includes) {
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if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
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ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
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}
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}
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/** @internal */
|
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|
export const cellPixelShaderWGSL = { name, shader };
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//# sourceMappingURL=cell.fragment.js.map
|
|
@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/cell/wgsl/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,iDAAiD,CAAC;
|
|
1
|
+
{"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/cell/wgsl/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,2BAA2B,EAAE,MAAM,yDAAyD,CAAC;AACtG,OAAO,EAAE,4BAA4B,EAAE,MAAM,0DAA0D,CAAC;AACxG,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAChH,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,0BAA0B,EAAE,MAAM,wDAAwD,CAAC;AACpG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,gBAAgB,EAAE,MAAM,8CAA8C,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,gCAAgC,EAAE,MAAM,8DAA8D,CAAC;AAEhH,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,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,MAAM,QAAQ,GAAG,CAAC,mBAAmB,EAAE,uBAAuB,EAAE,2BAA2B,EAAE,4BAA4B,EAAE,gCAAgC,EAAE,uBAAuB,EAAE,0BAA0B,EAAE,qBAAqB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,eAAe,EAAE,gCAAgC,CAAC,CAAC;AACvV,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { helperFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport { lightsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport { depthPrePassWGSL } from \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport { imageProcessingCompatibilityWGSL } from \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"cellPixelShader\";\nconst shader = `uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying 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#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn computeCustomDiffuseLighting(info: lightingInfo,diffuseBaseIn: vec3f,shadow: f32)->vec3f\n{var diffuseBase: vec3f=info.diffuse*shadow;\n#ifdef CELLBASIC\nvar level: f32=1.0;if (info.ndl<0.5) {level=0.5;}\ndiffuseBase=diffuseBase.rgb* vec3f(level,level,level);\n#else\nvar ToonThresholds: array<f32,4>;ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;var ToonBrightnessLevels: array<f32,5>;ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[3];}\nelse\n{diffuseBase=diffuseBase.rgb*ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase, vec3f(0.2));}\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar info: lightingInfo;var diffuseBase: vec3f= vec3f(0.,0.,0.);var shadow: f32=1.;var glossiness: f32=0.;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\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;var color: vec4f= vec4f(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [helperFunctionsWGSL, lightUboDeclarationWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, imageProcessingCompatibilityWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const cellPixelShaderWGSL = { name, shader };\n"]}
|
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@@ -1,19 +1,3 @@
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-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
|
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
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17
1
|
/** @internal */
|
|
18
2
|
export declare const cellVertexShaderWGSL: {
|
|
19
3
|
name: string;
|
package/cell/wgsl/cell.vertex.js
CHANGED
|
@@ -1,21 +1,21 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
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3
|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
|
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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";
|
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
|
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
|
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|
-
import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
|
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
|
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
|
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
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|
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import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
3
|
+
import { bonesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import { bakedVertexAnimationDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import { instancesDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
|
|
6
|
+
import { clipPlaneVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
7
|
+
import { logDepthDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
|
|
8
|
+
import { fogVertexDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
|
|
9
|
+
import { lightVxFragmentDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js";
|
|
10
|
+
import { lightVxUboDeclarationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js";
|
|
11
|
+
import { instancesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
|
|
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|
+
import { bonesVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
|
|
13
|
+
import { bakedVertexAnimationWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
|
|
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|
+
import { clipPlaneVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
|
|
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+
import { fogVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
|
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16
|
+
import { shadowsVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/shadowsVertex.js";
|
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|
+
import { vertexColorMixingWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
|
|
18
|
+
import { logDepthVertexWGSL } from "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
|
|
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|
const name = "cellVertexShader";
|
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|
const shader = `attribute position: vec3f;
|
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|
#ifdef NORMAL
|
|
@@ -96,6 +96,12 @@ else
|
|
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|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
97
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|
ShaderStore.ShadersStoreWGSL[name] = shader;
|
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|
}
|
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99
|
+
const includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];
|
|
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|
+
for (const inc of includes) {
|
|
101
|
+
if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
|
|
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|
+
ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
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|
+
}
|
|
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|
+
}
|
|
99
105
|
/** @internal */
|
|
100
106
|
export const cellVertexShaderWGSL = { name, shader };
|
|
101
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|
//# sourceMappingURL=cell.vertex.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/cell/wgsl/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;
|
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1
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+
{"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/cell/wgsl/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,MAAM,kDAAkD,CAAC;AACxF,OAAO,EAAE,mCAAmC,EAAE,MAAM,iEAAiE,CAAC;AACtH,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,qDAAqD,CAAC;AAC9F,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,8BAA8B,EAAE,MAAM,4DAA4D,CAAC;AAC5G,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AAClG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,6CAA6C,CAAC;AAC9E,OAAO,EAAE,wBAAwB,EAAE,MAAM,sDAAsD,CAAC;AAChG,OAAO,EAAE,mBAAmB,EAAE,MAAM,iDAAiD,CAAC;AACtF,OAAO,EAAE,aAAa,EAAE,MAAM,2CAA2C,CAAC;AAC1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAClF,OAAO,EAAE,qBAAqB,EAAE,MAAM,mDAAmD,CAAC;AAC1F,OAAO,EAAE,kBAAkB,EAAE,MAAM,gDAAgD,CAAC;AAEpF,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,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,MAAM,QAAQ,GAAG,CAAC,oBAAoB,EAAE,mCAAmC,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,uBAAuB,EAAE,wBAAwB,EAAE,8BAA8B,EAAE,yBAAyB,EAAE,mBAAmB,EAAE,eAAe,EAAE,wBAAwB,EAAE,mBAAmB,EAAE,aAAa,EAAE,iBAAiB,EAAE,qBAAqB,EAAE,kBAAkB,CAAC,CAAC;AACvZ,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport { bonesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport { bakedVertexAnimationDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport { instancesDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport { clipPlaneVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport { logDepthDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport { fogVertexDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport { lightVxFragmentDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport { lightVxUboDeclarationWGSL } from \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport { instancesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport { bonesVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport { bakedVertexAnimationWGSL } from \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport { clipPlaneVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport { fogVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport { shadowsVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\nimport { vertexColorMixingWGSL } from \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\nimport { logDepthVertexWGSL } from \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\n\nconst name = \"cellVertexShader\";\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 vDiffuseUV: vec2f;uniform diffuseMatrix: mat4x4f;uniform vDiffuseInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#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.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV=(uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [bonesDeclarationWGSL, bakedVertexAnimationDeclarationWGSL, instancesDeclarationWGSL, clipPlaneVertexDeclarationWGSL, logDepthDeclarationWGSL, fogVertexDeclarationWGSL, lightVxFragmentDeclarationWGSL, lightVxUboDeclarationWGSL, instancesVertexWGSL, bonesVertexWGSL, bakedVertexAnimationWGSL, clipPlaneVertexWGSL, fogVertexWGSL, shadowsVertexWGSL, vertexColorMixingWGSL, logDepthVertexWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const cellVertexShaderWGSL = { name, shader };\n"]}
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@@ -168,6 +168,15 @@ export class PBRCustomMaterial extends PBRMaterial {
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|
168
168
|
this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore["pbrBlockFinalColorComposition"]);
|
|
169
169
|
PBRCustomMaterial.ShaderIndexer++;
|
|
170
170
|
this._createdShaderName = "custompbr_" + PBRCustomMaterial.ShaderIndexer;
|
|
171
|
+
this.onEffectCreatedObservable.add(({ effect, subMesh }) => {
|
|
172
|
+
const previousEffect = subMesh?.effect;
|
|
173
|
+
if ((!this.allowShaderHotSwapping || effect.isReady()) &&
|
|
174
|
+
previousEffect &&
|
|
175
|
+
previousEffect !== effect &&
|
|
176
|
+
previousEffect._key.startsWith(this._createdShaderName + "+")) {
|
|
177
|
+
previousEffect.dispose();
|
|
178
|
+
}
|
|
179
|
+
});
|
|
171
180
|
}
|
|
172
181
|
/**
|
|
173
182
|
* Disposes the material
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { type MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport { type ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport \"core/Shaders/pbr.vertex\";\r\nimport \"core/Shaders/pbr.fragment\";\r\n\r\n/**\r\n * Albedo parts of the shader\r\n */\r\nexport class ShaderAlbedoParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Fragment definitions\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Albedo color\r\n */\r\n public Fragment_Custom_Albedo: string;\r\n /**\r\n * Lights\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Metallic and roughness\r\n */\r\n public Fragment_Custom_MetallicRoughness: string;\r\n /**\r\n * Microsurface\r\n */\r\n public Fragment_Custom_MicroSurface: string;\r\n /**\r\n * Fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Color composition\r\n */\r\n public Fragment_Before_FinalColorComposition: string;\r\n /**\r\n * Fragment color\r\n */\r\n public Fragment_Before_FragColor: string;\r\n\r\n /**\r\n * Beginning of vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Vertex definitions\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Vertex main begin\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Vertex before position updated\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Vertex before normal updated\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * Vertex after world pos computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Vertex main end\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderAlbedoParts;\r\n /**\r\n * Name of the shader\r\n */\r\n _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @param options options to compile the shader\r\n * @returns the shader name\r\n */\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,\r\n CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n this.CustomParts = new ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {\r\n delete Effect.ShadersStore[this._createdShaderName + \"VertexShader\"];\r\n delete Effect.ShadersStore[this._createdShaderName + \"PixelShader\"];\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n protected override _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect, subMesh);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = [];\r\n this._newUniforms = [];\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Albedo portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_MetallicRoughness portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_MicroSurface portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FinalColorComposition portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { type MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport { type ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport \"core/Shaders/pbr.vertex\";\r\nimport \"core/Shaders/pbr.fragment\";\r\n\r\n/**\r\n * Albedo parts of the shader\r\n */\r\nexport class ShaderAlbedoParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Fragment definitions\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Albedo color\r\n */\r\n public Fragment_Custom_Albedo: string;\r\n /**\r\n * Lights\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Metallic and roughness\r\n */\r\n public Fragment_Custom_MetallicRoughness: string;\r\n /**\r\n * Microsurface\r\n */\r\n public Fragment_Custom_MicroSurface: string;\r\n /**\r\n * Fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Color composition\r\n */\r\n public Fragment_Before_FinalColorComposition: string;\r\n /**\r\n * Fragment color\r\n */\r\n public Fragment_Before_FragColor: string;\r\n\r\n /**\r\n * Beginning of vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Vertex definitions\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Vertex main begin\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Vertex before position updated\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Vertex before normal updated\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * Vertex after world pos computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Vertex main end\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderAlbedoParts;\r\n /**\r\n * Name of the shader\r\n */\r\n _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @param options options to compile the shader\r\n * @returns the shader name\r\n */\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,\r\n CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n this.CustomParts = new ShaderAlbedoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n\r\n this.onEffectCreatedObservable.add(({ effect, subMesh }) => {\r\n const previousEffect = subMesh?.effect;\r\n if (\r\n (!this.allowShaderHotSwapping || effect.isReady()) &&\r\n previousEffect &&\r\n previousEffect !== effect &&\r\n previousEffect._key.startsWith(this._createdShaderName + \"+\")\r\n ) {\r\n previousEffect.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {\r\n delete Effect.ShadersStore[this._createdShaderName + \"VertexShader\"];\r\n delete Effect.ShadersStore[this._createdShaderName + \"PixelShader\"];\r\n\r\n super.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n\r\n protected override _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect, subMesh);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = [];\r\n this._newUniforms = [];\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Albedo portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_MetallicRoughness portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_MicroSurface portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FinalColorComposition portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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