@onerjs/core 8.55.9 → 8.56.2
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/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
- package/AudioV2/webAudio/webAudioEngine.js +6 -5
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js +24 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Culling/Helper/boundingInfoHelper.js +8 -4
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
- package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
- package/Engines/AbstractEngine/pure.d.ts +1 -0
- package/Engines/AbstractEngine/pure.js +1 -0
- package/Engines/AbstractEngine/pure.js.map +1 -1
- package/Engines/IDrawContext.d.ts +2 -0
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
- package/Engines/WebGPU/webgpuDrawContext.js +15 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +5 -0
- package/Engines/constants.js +5 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +11 -3
- package/Engines/webgpuEngine.d.ts +1 -0
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +10 -0
- package/Engines/webgpuEngine.pure.js +15 -1
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +4 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +12 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +2 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +2 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +21 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +45 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.d.ts +1 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +18 -3
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +5 -21
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.pure.js +2 -1
- package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
- package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.d.ts +11 -0
- package/Materials/Node/nodeMaterial.pure.js +11 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +4 -3
- package/Materials/Node/nodeMaterialBuildState.js +7 -1
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +4 -0
- package/Materials/PBR/pbrBaseMaterial.pure.d.ts +4 -0
- package/Materials/Textures/index.d.ts +1 -0
- package/Materials/Textures/index.js +1 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/textureProcessor.d.ts +29 -6
- package/Materials/Textures/textureProcessor.js +22 -16
- package/Materials/Textures/textureProcessor.js.map +1 -1
- package/Materials/drawWrapper.js +3 -0
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
- package/Materials/imageProcessingConfiguration.defines.js +2 -0
- package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
- package/Materials/imageProcessingConfiguration.functions.js +3 -0
- package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
- package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
- package/Materials/imageProcessingConfiguration.pure.js +123 -2
- package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +19 -0
- package/Materials/materialHelper.geometryrendering.js +29 -1
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +3 -0
- package/Materials/prepass.defines.js +3 -0
- package/Materials/prepass.defines.js.map +1 -1
- package/Materials/standardMaterial.pure.d.ts +4 -0
- package/Materials/uniformBuffer.d.ts +29 -0
- package/Materials/uniformBuffer.js +146 -0
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/colorTemperature.functions.d.ts +29 -0
- package/Maths/colorTemperature.functions.js +196 -0
- package/Maths/colorTemperature.functions.js.map +1 -0
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.vector.pure.d.ts +1 -5
- package/Maths/math.vector.pure.js.map +1 -1
- package/Maths/pure.d.ts +1 -0
- package/Maths/pure.js +1 -0
- package/Maths/pure.js.map +1 -1
- package/Misc/filesInput.d.ts +15 -0
- package/Misc/filesInput.js +156 -74
- package/Misc/filesInput.js.map +1 -1
- package/Misc/observable.pure.js +1 -3
- package/Misc/observable.pure.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
- package/PostProcesses/imageProcessingPostProcess.js +41 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
- package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
- package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
- package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
- package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +2 -4
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/pure.d.ts +1 -0
- package/Rendering/IBLShadows/pure.js +1 -0
- package/Rendering/IBLShadows/pure.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.d.ts +30 -0
- package/Rendering/geometryBufferRenderer.pure.js +84 -0
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/iblCdfGenerator.js +10 -1
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +2 -2
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
- package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/objectIdFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/objectIdFunctions.js +22 -0
- package/Shaders/ShadersInclude/objectIdFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js +3 -0
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -0
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/prePassDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/prePassDeclaration.js +5 -0
- package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +5 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
- package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/Shaders/geometry.fragment.js +9 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/openpbr.fragment.js +2 -1
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +2 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/objectIdFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/objectIdFunctions.js +22 -0
- package/ShadersWGSL/ShadersInclude/objectIdFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +3 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +5 -0
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +5 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +9 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +2 -1
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +2 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/XR/features/Layers/WebXRCompositionLayer.d.ts +52 -0
- package/XR/features/Layers/WebXRCompositionLayer.js +80 -0
- package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.pure.js +2 -1
- package/XR/features/WebXRControllerPointerSelection.pure.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.pure.js +2 -1
- package/XR/features/WebXRControllerTeleportation.pure.js.map +1 -1
- package/XR/features/WebXRDepthSensing.pure.d.ts +21 -0
- package/XR/features/WebXRDepthSensing.pure.js +42 -0
- package/XR/features/WebXRDepthSensing.pure.js.map +1 -1
- package/XR/features/WebXRHandTracking.pure.js +2 -0
- package/XR/features/WebXRHandTracking.pure.js.map +1 -1
- package/XR/features/WebXRLayers.pure.d.ts +12 -0
- package/XR/features/WebXRLayers.pure.js +31 -1
- package/XR/features/WebXRLayers.pure.js.map +1 -1
- package/XR/features/WebXRTrackedSources.d.ts +5 -0
- package/XR/features/WebXRTrackedSources.js +8 -0
- package/XR/features/WebXRTrackedSources.js.map +1 -0
- package/XR/features/WebXRTrackedSources.pure.d.ts +70 -0
- package/XR/features/WebXRTrackedSources.pure.js +153 -0
- package/XR/features/WebXRTrackedSources.pure.js.map +1 -0
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/features/pure.d.ts +1 -0
- package/XR/features/pure.js +1 -0
- package/XR/features/pure.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +53 -1
- package/XR/motionController/webXRAbstractMotionController.js +61 -0
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/webXRDefaultExperience.js +8 -4
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXRExperienceHelper.js +86 -44
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +9 -0
- package/XR/webXRFeaturesManager.js +4 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRGraphicsBinding.d.ts +29 -0
- package/XR/webXRGraphicsBinding.js +40 -0
- package/XR/webXRGraphicsBinding.js.map +1 -1
- package/XR/webXRInputSource.js +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +7 -5
- package/XR/webXRLayerWrapper.js +10 -7
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +45 -0
- package/XR/webXRSessionManager.js +174 -29
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
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@@ -83,16 +83,17 @@ let FragmentOutputBlock = (() => {
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initialize(state) {
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state._excludeVariableName("logarithmicDepthConstant");
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state._excludeVariableName("vFragmentDepth");
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state._excludeVariableName("objectId");
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// eslint-disable-next-line @typescript-eslint/no-floating-promises
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this._initShaderSourceAsync(state.shaderLanguage);
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}
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async _initShaderSourceAsync(shaderLanguage) {
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this._codeIsReady = false;
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if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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await import("../../../../ShadersWGSL/ShadersInclude/helperFunctions.js");
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await Promise.all([import("../../../../ShadersWGSL/ShadersInclude/helperFunctions.js"), import("../../../../ShadersWGSL/ShadersInclude/objectIdFunctions.js")]);
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}
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else {
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await import("../../../../Shaders/ShadersInclude/helperFunctions.js");
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await Promise.all([import("../../../../Shaders/ShadersInclude/helperFunctions.js"), import("../../../../Shaders/ShadersInclude/objectIdFunctions.js")]);
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}
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this._codeIsReady = true;
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this.onCodeIsReadyObservable.notifyObservers(this);
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_getOutputString(state) {
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return state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "fragmentOutputsColor" : "gl_FragColor";
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}
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_writePrePassOutput(state, define, indexDefine, value) {
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if (state.shaderLanguage !== 1 /* ShaderLanguage.WGSL */) {
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return `#ifdef ${define}\r\ngl_FragData[${indexDefine}] = ${value};\r\n#endif\r\n`;
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}
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code += `#if defined(${define}) && ${indexDefine} == ${index}\r\nfragmentOutputs.fragData${index} = ${value};\r\n#endif\r\n`;
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}
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return code;
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}
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/**
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* Prepare the list of defines
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* @param defines - the material defines
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this._gammaDefineName = state._getFreeDefineName("CONVERTTOGAMMA");
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const comments = `//${this.name}`;
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state._emitFunctionFromInclude("objectIdFunctions", comments, { define: "PREPASS_OBJECT_ID" });
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state._emitUniformFromString("objectId", NodeMaterialBlockConnectionPointTypes.Float, "PREPASS_OBJECT_ID");
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state.compilationString += `var ${outputString} : vec4<f32>;\r\n`;
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const output = isWebGPU ? "fragmentOutputs.fragDepth" : "gl_FragDepthEXT";
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state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\n`;
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}
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const uniformPrefix = isWebGPU ? "uniforms." : "";
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state.compilationString += `#if defined(PREPASS)\r\n`;
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state.compilationString +=
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state.compilationString += this._writePrePassOutput(state, "PREPASS_COLOR", "PREPASS_COLOR_INDEX", outputString);
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state.compilationString += this._writePrePassOutput(state, "PREPASS_OBJECT_ID", "PREPASS_OBJECT_ID_INDEX", `encodeObjectId(${uniformPrefix}objectId)`);
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state.compilationString += `#endif\r\n`;
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return this;
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}
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { type NodeMaterialDefines, type NodeMaterial } from \"../../nodeMaterial.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh.pure\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string | undefined;\r\n protected _outputString: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"To Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"To Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\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 import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/helperFunctions\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glow input component\r\n */\r\n public get glow(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n protected _getOutputString(state: NodeMaterialBuildState): string {\r\n return state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentOutputsColor\" : \"gl_FragColor\";\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n if (this._additionalColorDefineName !== undefined) {\r\n defines.setValue(this._additionalColorDefineName, !!this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n const outputString = this._getOutputString(state);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var ${outputString} : vec4<f32>;\\r\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace${state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec4\" : \"\"}(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for fragmentOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFragmentOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n}\r\n"]}
|
|
1
|
+
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { type NodeMaterialDefines, type NodeMaterial } from \"../../nodeMaterial.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh.pure\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string | undefined;\r\n protected _outputString: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"To Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"To Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n state._excludeVariableName(\"objectId\");\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([import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"), import(\"../../../../ShadersWGSL/ShadersInclude/objectIdFunctions\")]);\r\n } else {\r\n await Promise.all([import(\"../../../../Shaders/ShadersInclude/helperFunctions\"), import(\"../../../../Shaders/ShadersInclude/objectIdFunctions\")]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glow input component\r\n */\r\n public get glow(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n protected _getOutputString(state: NodeMaterialBuildState): string {\r\n return state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentOutputsColor\" : \"gl_FragColor\";\r\n }\r\n\r\n private _writePrePassOutput(state: NodeMaterialBuildState, define: string, indexDefine: string, value: string): string {\r\n if (state.shaderLanguage !== ShaderLanguage.WGSL) {\r\n return `#ifdef ${define}\\r\\ngl_FragData[${indexDefine}] = ${value};\\r\\n#endif\\r\\n`;\r\n }\r\n\r\n let code = \"\";\r\n for (let index = 0; index < 8; index++) {\r\n code += `#if defined(${define}) && ${indexDefine} == ${index}\\r\\nfragmentOutputs.fragData${index} = ${value};\\r\\n#endif\\r\\n`;\r\n }\r\n return code;\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n if (this._additionalColorDefineName !== undefined) {\r\n defines.setValue(this._additionalColorDefineName, !!this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"objectIdFunctions\", comments, { define: \"PREPASS_OBJECT_ID\" });\r\n state._emitUniformFromString(\"objectId\", NodeMaterialBlockConnectionPointTypes.Float, \"PREPASS_OBJECT_ID\");\r\n\r\n const outputString = this._getOutputString(state);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var ${outputString} : vec4<f32>;\\r\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace${state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec4\" : \"\"}(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n const uniformPrefix = isWebGPU ? \"uniforms.\" : \"\";\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += this._writePrePassOutput(state, \"PREPASS_COLOR\", \"PREPASS_COLOR_INDEX\", outputString);\r\n state.compilationString += this._writePrePassOutput(state, \"PREPASS_OBJECT_ID\", \"PREPASS_OBJECT_ID_INDEX\", `encodeObjectId(${uniformPrefix}objectId)`);\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for fragmentOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFragmentOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n}\r\n"]}
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@@ -64,6 +64,7 @@ let ImageProcessingBlock = (() => {
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* @param state defines the state that will be used for the build
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*/
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initialize(state) {
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+
state._excludeVariableName("whiteBalanceMatrix");
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state._excludeVariableName("exposureLinear");
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state._excludeVariableName("contrast");
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state._excludeVariableName("vInverseScreenSize");
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@@ -146,6 +147,7 @@ let ImageProcessingBlock = (() => {
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// Register for binding
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state.sharedData.bindableBlocks.push(this);
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// Uniforms
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+
state.uniforms.push("whiteBalanceMatrix");
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state.uniforms.push("exposureLinear");
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state.uniforms.push("contrast");
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state.uniforms.push("vInverseScreenSize");
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type AbstractMesh } from \"../../../../Meshes/abstractMesh.pure\";\r\nimport { type NodeMaterial, type NodeMaterialDefines } from \"../../nodeMaterial.pure\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh.pure\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\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 \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\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/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh - the mesh to check\r\n * @param nodeMaterial - the node material\r\n * @param defines - the material defines\r\n * @returns true if ready\r\n */\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\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 if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n const overrideText = state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec3\" : \"\";\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n const isVec4Input =\r\n color.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4;\r\n // For vec3 inputs (Color3/Vector3), use 1.0 for alpha since they have no .a component\r\n const alpha = isVec4Input ? `${color.associatedVariableName}.a` : \"1.0\";\r\n\r\n if (isVec4Input) {\r\n state.compilationString += `${state._declareOutput(output)} = ${color.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(output)} = vec4${state.fSuffix}(${color.associatedVariableName}, 1.0);\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${alpha});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${alpha});\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.rgb) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for imageProcessingBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterImageProcessingBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n}\r\n"]}
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1
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { type AbstractMesh } from \"../../../../Meshes/abstractMesh.pure\";\r\nimport { type NodeMaterial, type NodeMaterialDefines } from \"../../nodeMaterial.pure\";\r\nimport { type Effect } from \"../../../effect.pure\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh.pure\";\r\nimport { type Scene } from \"../../../../scene.pure\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\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 \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"whiteBalanceMatrix\");\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\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/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh - the mesh to check\r\n * @param nodeMaterial - the node material\r\n * @param defines - the material defines\r\n * @returns true if ready\r\n */\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\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 if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"whiteBalanceMatrix\");\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n const overrideText = state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec3\" : \"\";\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n const isVec4Input =\r\n color.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4;\r\n // For vec3 inputs (Color3/Vector3), use 1.0 for alpha since they have no .a component\r\n const alpha = isVec4Input ? `${color.associatedVariableName}.a` : \"1.0\";\r\n\r\n if (isVec4Input) {\r\n state.compilationString += `${state._declareOutput(output)} = ${color.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(output)} = vec4${state.fSuffix}(${color.associatedVariableName}, 1.0);\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${alpha});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${alpha});\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.rgb) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for imageProcessingBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterImageProcessingBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n}\r\n"]}
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@@ -216,27 +216,11 @@ export class PrePassOutputBlock extends NodeMaterialBlock {
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216
216
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state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\r\n`;
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217
217
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}
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218
218
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state.compilationString += `#endif\r\n`;
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219
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-
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220
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-
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221
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-
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222
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-
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223
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-
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224
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-
state.compilationString += `#endif\r\n`;
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225
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-
state.compilationString += `#if SCENE_MRT_COUNT > 3\r\n`;
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226
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-
state.compilationString += `${this._getFragData(isWebGPU, 3)} = fragData[3];\r\n`;
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227
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-
state.compilationString += `#endif\r\n`;
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228
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-
state.compilationString += `#if SCENE_MRT_COUNT > 4\r\n`;
|
|
229
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-
state.compilationString += `${this._getFragData(isWebGPU, 4)} = fragData[4];\r\n`;
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|
230
|
-
state.compilationString += `#endif\r\n`;
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|
231
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-
state.compilationString += `#if SCENE_MRT_COUNT > 5\r\n`;
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232
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-
state.compilationString += `${this._getFragData(isWebGPU, 5)} = fragData[5];\r\n`;
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233
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-
state.compilationString += `#endif\r\n`;
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234
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-
state.compilationString += `#if SCENE_MRT_COUNT > 6\r\n`;
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235
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-
state.compilationString += `${this._getFragData(isWebGPU, 6)} = fragData[6];\r\n`;
|
|
236
|
-
state.compilationString += `#endif\r\n`;
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|
237
|
-
state.compilationString += `#if SCENE_MRT_COUNT > 7\r\n`;
|
|
238
|
-
state.compilationString += `${this._getFragData(isWebGPU, 7)} = fragData[7];\r\n`;
|
|
239
|
-
state.compilationString += `#endif\r\n`;
|
|
219
|
+
for (let index = 0; index < 8; index++) {
|
|
220
|
+
state.compilationString += `#if SCENE_MRT_COUNT > ${index} && (!defined(PREPASS_COLOR) || PREPASS_COLOR_INDEX != ${index}) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != ${index})\r\n`;
|
|
221
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+
state.compilationString += `${this._getFragData(isWebGPU, index)} = fragData[${index}];\r\n`;
|
|
222
|
+
state.compilationString += `#endif\r\n`;
|
|
223
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+
}
|
|
240
224
|
state.compilationString += `#endif\r\n`;
|
|
241
225
|
return this;
|
|
242
226
|
}
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@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to output values on the prepass textures\r\n * @see https://playground.babylonjs.com/#WW65SN#9\r\n */\r\nexport class PrePassOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new PrePassOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"viewDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"screenDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"localPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"viewNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocityLinear\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.inputs[2].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[3].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[4].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[5].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[6].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4 |\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.inputs[7].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[8].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\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 import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/helperFunctions\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\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 \"PrePassOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the view depth component\r\n */\r\n public get viewDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screen depth component\r\n */\r\n public get screenDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position in local space component\r\n */\r\n public get localPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the view normal component\r\n */\r\n public get viewNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity component\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the velocity component\r\n */\r\n public get velocity(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the linear velocity component\r\n */\r\n public get velocityLinear(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n private _getFragData(isWebGPU: boolean, index: number) {\r\n return isWebGPU ? `fragmentOutputs.fragData${index}` : `gl_FragData[${index}]`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const worldPosition = this.worldPosition;\r\n const localPosition = this.localPosition;\r\n const viewNormal = this.viewNormal;\r\n const worldNormal = this.worldNormal;\r\n const viewDepth = this.viewDepth;\r\n const reflectivity = this.reflectivity;\r\n const screenDepth = this.screenDepth;\r\n const velocity = this.velocity;\r\n const velocityLinear = this.velocityLinear;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += isWebGPU ? `var fragData: array<vec4<f32>, SCENE_MRT_COUNT>;\\r\\n` : `vec4 fragData[SCENE_MRT_COUNT];\\r\\n`;\r\n\r\n state.compilationString += `#ifdef PREPASS_DEPTH\\r\\n`;\r\n if (viewDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(${viewDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\\r\\n`;\r\n if (screenDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_POSITION\\r\\n`;\r\n if (worldPosition.connectedPoint) {\r\n state.compilationString += `fragData[PREPASS_POSITION_INDEX] = ${vec4}(${worldPosition.associatedVariableName}.rgb, ${\r\n worldPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\\r\\n`;\r\n if (localPosition.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(${localPosition.associatedVariableName}.rgb, ${\r\n localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_NORMAL\\r\\n`;\r\n if (viewNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(${viewNormal.associatedVariableName}.rgb, ${\r\n viewNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? viewNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\\r\\n`;\r\n if (worldNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(${worldNormal.associatedVariableName}.rgb, ${\r\n worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_REFLECTIVITY\\r\\n`;\r\n if (reflectivity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(${reflectivity.associatedVariableName}.rgb, ${\r\n reflectivity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? reflectivity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY\\r\\n`;\r\n if (velocity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(${velocity.associatedVariableName}.rgb, ${\r\n velocity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY_LINEAR\\r\\n`;\r\n if (velocityLinear.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(${velocityLinear.associatedVariableName}.rgb, ${\r\n velocityLinear.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocityLinear.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#if SCENE_MRT_COUNT > 1\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 1)} = fragData[1];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 2\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 2)} = fragData[2];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 3\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 3)} = fragData[3];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 4\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 4)} = fragData[4];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 5\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 5)} = fragData[5];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 6\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 6)} = fragData[6];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#if SCENE_MRT_COUNT > 7\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, 7)} = fragData[7];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for prePassOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPrePassOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.PrePassOutputBlock\", PrePassOutputBlock);\r\n}\r\n"]}
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+
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to output values on the prepass textures\r\n * @see https://playground.babylonjs.com/#WW65SN#9\r\n */\r\nexport class PrePassOutputBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new PrePassOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"viewDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"screenDepth\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"localPosition\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"viewNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"reflectivity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocity\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"velocityLinear\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n\r\n this.inputs[2].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[3].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[4].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[5].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[6].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4 |\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4\r\n );\r\n this.inputs[7].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.inputs[8].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\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 import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/helperFunctions\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\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 \"PrePassOutputBlock\";\r\n }\r\n\r\n /**\r\n * Gets the view depth component\r\n */\r\n public get viewDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the screen depth component\r\n */\r\n public get screenDepth(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the position in local space component\r\n */\r\n public get localPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the view normal component\r\n */\r\n public get viewNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the world normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the reflectivity component\r\n */\r\n public get reflectivity(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the velocity component\r\n */\r\n public get velocity(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the linear velocity component\r\n */\r\n public get velocityLinear(): NodeMaterialConnectionPoint {\r\n return this._inputs[8];\r\n }\r\n\r\n private _getFragData(isWebGPU: boolean, index: number) {\r\n return isWebGPU ? `fragmentOutputs.fragData${index}` : `gl_FragData[${index}]`;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const worldPosition = this.worldPosition;\r\n const localPosition = this.localPosition;\r\n const viewNormal = this.viewNormal;\r\n const worldNormal = this.worldNormal;\r\n const viewDepth = this.viewDepth;\r\n const reflectivity = this.reflectivity;\r\n const screenDepth = this.screenDepth;\r\n const velocity = this.velocity;\r\n const velocityLinear = this.velocityLinear;\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += isWebGPU ? `var fragData: array<vec4<f32>, SCENE_MRT_COUNT>;\\r\\n` : `vec4 fragData[SCENE_MRT_COUNT];\\r\\n`;\r\n\r\n state.compilationString += `#ifdef PREPASS_DEPTH\\r\\n`;\r\n if (viewDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(${viewDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_SCREENSPACE_DEPTH\\r\\n`;\r\n if (screenDepth.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(${screenDepth.associatedVariableName}, 0.0, 0.0, 1.0);\\r\\n`;\r\n } else {\r\n // We have to write something on the viewDepth output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_SCREENSPACE_DEPTH_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_POSITION\\r\\n`;\r\n if (worldPosition.connectedPoint) {\r\n state.compilationString += `fragData[PREPASS_POSITION_INDEX] = ${vec4}(${worldPosition.associatedVariableName}.rgb, ${\r\n worldPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_LOCAL_POSITION\\r\\n`;\r\n if (localPosition.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(${localPosition.associatedVariableName}.rgb, ${\r\n localPosition.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? localPosition.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the position output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_LOCAL_POSITION_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_NORMAL\\r\\n`;\r\n if (viewNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(${viewNormal.associatedVariableName}.rgb, ${\r\n viewNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? viewNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_WORLD_NORMAL\\r\\n`;\r\n if (worldNormal.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(${worldNormal.associatedVariableName}.rgb, ${\r\n worldNormal.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? worldNormal.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the normal output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_WORLD_NORMAL_INDEX] = ${vec4}(0.0, 0.0, 0.0, 0.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_REFLECTIVITY\\r\\n`;\r\n if (reflectivity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(${reflectivity.associatedVariableName}.rgb, ${\r\n reflectivity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? reflectivity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_REFLECTIVITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY\\r\\n`;\r\n if (velocity.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(${velocity.associatedVariableName}.rgb, ${\r\n velocity.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocity.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#ifdef PREPASS_VELOCITY_LINEAR\\r\\n`;\r\n if (velocityLinear.connectedPoint) {\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(${velocityLinear.associatedVariableName}.rgb, ${\r\n velocityLinear.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? velocityLinear.associatedVariableName + \".a\" : \"1.0\"\r\n });\\r\\n`;\r\n } else {\r\n // We have to write something on the reflectivity output or it will raise a gl error\r\n state.compilationString += ` fragData[PREPASS_VELOCITY_LINEAR_INDEX] = ${vec4}(0.0, 0.0, 0.0, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n for (let index = 0; index < 8; index++) {\r\n state.compilationString += `#if SCENE_MRT_COUNT > ${index} && (!defined(PREPASS_COLOR) || PREPASS_COLOR_INDEX != ${index}) && (!defined(PREPASS_OBJECT_ID) || PREPASS_OBJECT_ID_INDEX != ${index})\\r\\n`;\r\n state.compilationString += `${this._getFragData(isWebGPU, index)} = fragData[${index}];\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for prePassOutputBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterPrePassOutputBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.PrePassOutputBlock\", PrePassOutputBlock);\r\n}\r\n"]}
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@@ -927,6 +927,7 @@ let PBRMetallicRoughnessBlock = (() => {
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927
927
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state._emitUniformFromString("vDebugMode", NodeMaterialBlockConnectionPointTypes.Vector2, "defined(IGNORE) || DEBUGMODE > 0");
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928
928
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state._emitUniformFromString("ambientFromScene", NodeMaterialBlockConnectionPointTypes.Vector3);
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929
929
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// Image processing uniforms
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930
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+
state.uniforms.push("whiteBalanceMatrix");
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930
931
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state.uniforms.push("exposureLinear");
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931
932
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state.uniforms.push("contrast");
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932
933
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state.uniforms.push("vInverseScreenSize");
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