@onerjs/core 8.26.2 → 8.26.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (266) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +6 -0
  4. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  5. package/FrameGraph/frameGraphContext.d.ts +2 -1
  6. package/FrameGraph/frameGraphContext.js +4 -1
  7. package/FrameGraph/frameGraphContext.js.map +1 -1
  8. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -1
  9. package/Lights/Clustered/clusteredLightContainer.js +4 -5
  10. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  11. package/Lights/pointLight.js +4 -4
  12. package/Lights/pointLight.js.map +1 -1
  13. package/Lights/rectAreaLight.js +4 -4
  14. package/Lights/rectAreaLight.js.map +1 -1
  15. package/Lights/spotLight.js +2 -2
  16. package/Lights/spotLight.js.map +1 -1
  17. package/Materials/Background/backgroundMaterial.d.ts +19 -91
  18. package/Materials/Background/backgroundMaterial.js +17 -245
  19. package/Materials/Background/backgroundMaterial.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/lightBlock.js +15 -4
  21. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -5
  23. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  24. package/Materials/Node/nodeMaterial.d.ts +57 -69
  25. package/Materials/Node/nodeMaterial.js +9 -86
  26. package/Materials/Node/nodeMaterial.js.map +1 -1
  27. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -1
  28. package/Materials/Node/nodeMaterialBuildState.js +35 -15
  29. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  30. package/Materials/PBR/index.d.ts +5 -0
  31. package/Materials/PBR/index.js +5 -0
  32. package/Materials/PBR/index.js.map +1 -1
  33. package/Materials/PBR/openPbrMaterial.d.ts +998 -0
  34. package/Materials/PBR/openPbrMaterial.js +2069 -0
  35. package/Materials/PBR/openPbrMaterial.js.map +1 -0
  36. package/Materials/PBR/pbrBaseMaterial.d.ts +57 -43
  37. package/Materials/PBR/pbrBaseMaterial.js +21 -304
  38. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  39. package/Materials/PBR/pbrMaterial.d.ts +0 -78
  40. package/Materials/PBR/pbrMaterial.js +0 -110
  41. package/Materials/PBR/pbrMaterial.js.map +1 -1
  42. package/Materials/floatingOriginMatrixOverrides.d.ts +3 -0
  43. package/Materials/floatingOriginMatrixOverrides.js +91 -0
  44. package/Materials/floatingOriginMatrixOverrides.js.map +1 -0
  45. package/Materials/imageProcessing.d.ts +65 -0
  46. package/Materials/imageProcessing.js +162 -0
  47. package/Materials/imageProcessing.js.map +1 -0
  48. package/Materials/imageProcessingConfiguration.defines.d.ts +25 -0
  49. package/Materials/imageProcessingConfiguration.defines.js +27 -0
  50. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  51. package/Materials/index.d.ts +2 -0
  52. package/Materials/index.js +2 -0
  53. package/Materials/index.js.map +1 -1
  54. package/Materials/material.d.ts +14 -0
  55. package/Materials/material.js +14 -0
  56. package/Materials/material.js.map +1 -1
  57. package/Materials/materialHelper.functions.d.ts +53 -0
  58. package/Materials/materialHelper.functions.js +297 -0
  59. package/Materials/materialHelper.functions.js.map +1 -1
  60. package/Materials/standardMaterial.d.ts +57 -121
  61. package/Materials/standardMaterial.js +21 -250
  62. package/Materials/standardMaterial.js.map +1 -1
  63. package/Materials/uv.defines.d.ts +22 -0
  64. package/Materials/uv.defines.js +24 -0
  65. package/Materials/uv.defines.js.map +1 -0
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  67. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  68. package/Misc/decorators.d.ts +7 -0
  69. package/Misc/decorators.js +34 -0
  70. package/Misc/decorators.js.map +1 -1
  71. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +10 -1
  72. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  73. package/Particles/Node/Blocks/index.d.ts +2 -0
  74. package/Particles/Node/Blocks/index.js +2 -0
  75. package/Particles/Node/Blocks/index.js.map +1 -1
  76. package/Particles/Node/Blocks/particleInputBlock.js +4 -1
  77. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  78. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +38 -0
  79. package/Particles/Node/Blocks/particleLocalVariableBlock.js +108 -0
  80. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -0
  81. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +26 -0
  82. package/Particles/Node/Blocks/particleVectorLengthBlock.js +50 -0
  83. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +1 -0
  84. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +2 -1
  85. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +45 -0
  86. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  87. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  88. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  89. package/Rendering/geometryBufferRenderer.js +6 -4
  90. package/Rendering/geometryBufferRenderer.js.map +1 -1
  91. package/Rendering/iblCdfGenerator.js +28 -20
  92. package/Rendering/iblCdfGenerator.js.map +1 -1
  93. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  94. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  95. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  96. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +3 -1
  97. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  98. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  99. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  100. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +34 -0
  101. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  102. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/importanceSampling.js +4 -0
  105. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  106. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -0
  107. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  108. package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  109. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
  110. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  111. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  112. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
  113. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  114. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  115. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  116. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  117. package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  118. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
  119. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  120. package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  121. package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
  122. package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  123. package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  124. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
  125. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  126. package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  127. package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
  128. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  129. package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  130. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  131. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  132. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
  133. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
  134. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
  135. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  136. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
  137. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  138. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
  139. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
  140. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
  141. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  142. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
  143. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  144. package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  145. package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
  146. package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  147. package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  148. package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
  149. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  150. package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  151. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  152. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  153. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  154. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  155. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  156. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  157. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
  158. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  159. package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  160. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  161. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  162. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  163. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  164. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  165. package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  166. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
  167. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  168. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
  169. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
  170. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
  171. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  172. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  173. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -0
  174. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  175. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  176. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  177. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -0
  178. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  179. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  180. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  181. package/Shaders/openpbr.fragment.d.ts +54 -0
  182. package/Shaders/openpbr.fragment.js +206 -0
  183. package/Shaders/openpbr.fragment.js.map +1 -0
  184. package/Shaders/openpbr.vertex.d.ts +39 -0
  185. package/Shaders/openpbr.vertex.js +238 -0
  186. package/Shaders/openpbr.vertex.js.map +1 -0
  187. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  188. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  189. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  190. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  191. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -0
  192. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  193. package/ShadersWGSL/ShadersInclude/importanceSampling.js +4 -0
  194. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  195. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  196. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
  197. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  198. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  199. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
  200. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  201. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  202. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  203. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  204. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  205. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
  206. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  207. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  208. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
  209. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
  212. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  213. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  214. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
  215. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  216. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  217. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  218. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  219. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  220. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
  221. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  222. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  223. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
  224. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  225. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  226. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
  227. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  228. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  229. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
  230. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  231. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  232. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  233. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  234. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  235. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  236. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  237. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  238. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
  239. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  240. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  241. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  242. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  243. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  244. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  245. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  246. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  247. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
  248. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  249. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  250. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  252. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  253. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +2 -0
  254. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  255. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  256. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  257. package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
  258. package/ShadersWGSL/openpbr.fragment.js +193 -0
  259. package/ShadersWGSL/openpbr.fragment.js.map +1 -0
  260. package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
  261. package/ShadersWGSL/openpbr.vertex.js +227 -0
  262. package/ShadersWGSL/openpbr.vertex.js.map +1 -0
  263. package/package.json +1 -1
  264. package/scene.d.ts +21 -0
  265. package/scene.js +29 -3
  266. package/scene.js.map +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh || !defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n state.samplers.push(\"areaLightsLTC1Sampler\");\r\n state.samplers.push(\"areaLightsLTC2Sampler\");\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = [{ search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" }];\r\n\r\n if (isWGSL) {\r\n replaceString = [\r\n { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n { search: /uniforms\\.vReflectivityColor/g, replace: \"vReflectivityColor\" },\r\n ];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, ...replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n\r\n state._excludeVariableName(\"vViewDepth\");\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh || !defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n state.samplers.push(\"areaLightsLTC1Sampler\");\r\n state.samplers.push(\"areaLightsLTC2Sampler\");\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex],\r\n defines[\"CLUSTLIGHT\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n state._emitVaryingFromString(\"vViewDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.compilationString +=\r\n (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") +\r\n `vViewDepth = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state); // won't be executed if this.generateOnlyFragmentCode is true\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3, false, true)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `worldPos,${worldPos.associatedVariableName}`,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n if (this.generateOnlyFragmentCode && this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"vViewDepth\", NodeMaterialBlockConnectionPointTypes.Float)} = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\\n`;\r\n }\r\n\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = [{ search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" }];\r\n\r\n if (isWGSL) {\r\n replaceString = [\r\n { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n { search: /uniforms\\.vReflectivityColor/g, replace: \"vReflectivityColor\" },\r\n ];\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, ...replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n if (this.generateOnlyFragmentCode) {\r\n substitutionVars += `,fragmentInputs.vViewDepth,vViewDepth`;\r\n }\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
@@ -238,6 +238,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
238
238
  state._excludeVariableName("finalColor");
239
239
  state._excludeVariableName("vClipSpacePosition");
240
240
  state._excludeVariableName("vDebugMode");
241
+ state._excludeVariableName("vViewDepth");
241
242
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
242
243
  this._initShaderSourceAsync(state.shaderLanguage);
243
244
  }
@@ -570,7 +571,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
570
571
  break;
571
572
  }
572
573
  const onlyUpdateBuffersList = state.uniforms.indexOf("vLightData" + lightIndex) >= 0;
573
- PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex]);
574
+ PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex], defines["CLUSTLIGHT" + lightIndex]);
574
575
  }
575
576
  }
576
577
  isReady(mesh, nodeMaterial, defines) {
@@ -663,6 +664,10 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
663
664
  state.compilationString += `${state._declareLocalVar("worldPos", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\n`;
664
665
  if (this.view.isConnected) {
665
666
  state.compilationString += `${state._declareLocalVar("view", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\n`;
667
+ state._emitVaryingFromString("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float);
668
+ state.compilationString +=
669
+ (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "vertexOutputs." : "") +
670
+ `vViewDepth = (${this.view.associatedVariableName} * ${worldPos.associatedVariableName}).z;\n`;
666
671
  }
667
672
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
668
673
  repeatKey: "maxSimultaneousLights",
@@ -783,17 +788,21 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
783
788
  const comments = `//${this.name}`;
784
789
  const normalShading = this.perturbedNormal;
785
790
  let worldPosVarName = this.worldPosition.associatedVariableName;
791
+ let worldPosVarName4 = this.worldPosition.associatedVariableName;
786
792
  let worldNormalVarName = this.worldNormal.associatedVariableName;
787
793
  if (this.generateOnlyFragmentCode) {
788
794
  worldPosVarName = state._getFreeVariableName("globalWorldPos");
789
- state._emitFunction("pbr_globalworldpos", isWebGPU ? `var<private> ${worldPosVarName}:vec3${state.fSuffix};\n` : `vec3${state.fSuffix} ${worldPosVarName};\n`, comments);
795
+ state._emitFunction("pbr_globalworldpos", `${state._declareLocalVar(worldPosVarName, NodeMaterialBlockConnectionPointTypes.Vector3, false, true)};\n`, comments);
790
796
  state.compilationString += `${worldPosVarName} = ${this.worldPosition.associatedVariableName}.xyz;\n`;
797
+ worldPosVarName4 = state._getFreeVariableName("globalWorldPos4");
798
+ state._emitFunction("pbr_globalworldpos4", `${state._declareLocalVar(worldPosVarName4, NodeMaterialBlockConnectionPointTypes.Vector4, false, true)};\n`, comments);
799
+ state.compilationString += `${worldPosVarName4} = ${this.worldPosition.associatedVariableName};\n`;
791
800
  worldNormalVarName = state._getFreeVariableName("globalWorldNormal");
792
- state._emitFunction("pbr_globalworldnorm", isWebGPU ? `var<private> ${worldNormalVarName}:vec4${state.fSuffix};\n` : `vec4${state.fSuffix} ${worldNormalVarName};\n`, comments);
801
+ state._emitFunction("pbr_globalworldnorm", `${state._declareLocalVar(worldNormalVarName, NodeMaterialBlockConnectionPointTypes.Vector4, false, true)};\n`, comments);
793
802
  state.compilationString += `${worldNormalVarName} = ${this.worldNormal.associatedVariableName};\n`;
794
803
  state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
795
804
  repeatKey: "maxSimultaneousLights",
796
- substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${this.worldPosition.associatedVariableName}` : undefined,
805
+ substitutionVars: `worldPos,${this.worldPosition.associatedVariableName}`,
797
806
  });
798
807
  state.compilationString += `#if DEBUGMODE > 0\n`;
799
808
  state.compilationString += `${state._declareLocalVar("vClipSpacePosition", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}((vec2${state.fSuffix}(${isWebGPU ? "fragmentInputs.position" : "gl_FragCoord.xy"}) / vec2${state.fSuffix}(1.0)) * 2.0 - 1.0, 0.0, 1.0);\n`;
@@ -827,6 +836,9 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
827
836
  // Includes
828
837
  //
829
838
  if (!this.light) {
839
+ if (this.generateOnlyFragmentCode && this.view.isConnected) {
840
+ state.compilationString += `${state._declareLocalVar("vViewDepth", NodeMaterialBlockConnectionPointTypes.Float)} = (${this.view.associatedVariableName} * ${worldPosVarName4}).z;\n`;
841
+ }
830
842
  // Emit for all lights
831
843
  state._emitFunctionFromInclude(state.supportUniformBuffers ? "lightUboDeclaration" : "lightFragmentDeclaration", comments, {
832
844
  repeatKey: "maxSimultaneousLights",
@@ -857,6 +869,10 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
857
869
  state._emitFunctionFromInclude("pbrBlockAmbientOcclusion", comments);
858
870
  state._emitFunctionFromInclude("pbrBlockAlphaFresnel", comments);
859
871
  state._emitFunctionFromInclude("pbrBlockAnisotropic", comments);
872
+ if (!isWebGPU) {
873
+ // In WebGPU, those functions are part of pbrDirectLightingFunctions
874
+ state._emitFunctionFromInclude("pbrClusteredLightingFunctions", comments);
875
+ }
860
876
  //
861
877
  // code
862
878
  //
@@ -1010,9 +1026,16 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
1010
1026
  });
1011
1027
  }
1012
1028
  else {
1029
+ let substitutionVars = `vPositionW,${worldPosVarName}.xyz`;
1030
+ if (isWebGPU) {
1031
+ substitutionVars = "fragmentInputs." + substitutionVars;
1032
+ if (this.generateOnlyFragmentCode) {
1033
+ substitutionVars += `,fragmentInputs.vViewDepth,vViewDepth`;
1034
+ }
1035
+ }
1013
1036
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
1014
1037
  repeatKey: "maxSimultaneousLights",
1015
- substitutionVars: `${isWebGPU ? "fragmentInputs." : ""}vPositionW,${worldPosVarName}.xyz,uniforms.vReflectivityColor,vReflectivityColor`,
1038
+ substitutionVars: substitutionVars + ",uniforms.vReflectivityColor,vReflectivityColor",
1016
1039
  });
1017
1040
  }
1018
1041
  // _____________________________ Compute Final Lit Components ________________________