@onerjs/gui 8.23.1 → 8.23.2
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/2D/FrameGraph/guiTask.d.ts +2 -2
- package/2D/FrameGraph/guiTask.js +1 -1
- package/2D/FrameGraph/guiTask.js.map +1 -1
- package/2D/FrameGraph/renderGraphGUIBlock.d.ts +5 -5
- package/2D/FrameGraph/renderGraphGUIBlock.js +3 -3
- package/2D/FrameGraph/renderGraphGUIBlock.js.map +1 -1
- package/2D/adtInstrumentation.d.ts +2 -2
- package/2D/adtInstrumentation.js +1 -1
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +13 -13
- package/2D/advancedDynamicTexture.js +16 -16
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +4 -4
- package/2D/controls/button.js +1 -1
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +4 -4
- package/2D/controls/checkbox.js +3 -3
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +5 -5
- package/2D/controls/colorpicker.js +5 -5
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +5 -5
- package/2D/controls/container.js +8 -8
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +12 -12
- package/2D/controls/control.js +9 -9
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +1 -1
- package/2D/controls/displayGrid.js +2 -2
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +1 -1
- package/2D/controls/ellipse.js +2 -2
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +2 -2
- package/2D/controls/focusableButton.js +1 -1
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +2 -2
- package/2D/controls/gradient/BaseGradient.d.ts +1 -1
- package/2D/controls/gradient/LinearGradient.d.ts +1 -1
- package/2D/controls/gradient/LinearGradient.js +1 -1
- package/2D/controls/gradient/LinearGradient.js.map +1 -1
- package/2D/controls/gradient/RadialGradient.d.ts +1 -1
- package/2D/controls/gradient/RadialGradient.js +1 -1
- package/2D/controls/gradient/RadialGradient.js.map +1 -1
- package/2D/controls/grid.d.ts +2 -2
- package/2D/controls/grid.js +3 -3
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +3 -3
- package/2D/controls/image.js +5 -5
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/inputPassword.js +1 -1
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +8 -8
- package/2D/controls/inputText.js +5 -5
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/inputTextArea.d.ts +6 -6
- package/2D/controls/inputTextArea.js +3 -3
- package/2D/controls/inputTextArea.js.map +1 -1
- package/2D/controls/line.d.ts +3 -3
- package/2D/controls/line.js +4 -4
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +2 -2
- package/2D/controls/multiLine.js +3 -3
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +4 -4
- package/2D/controls/radioButton.js +3 -3
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +1 -1
- package/2D/controls/rectangle.js +2 -2
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +2 -2
- package/2D/controls/scrollViewers/scrollViewer.js +2 -2
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +3 -3
- package/2D/controls/sliders/baseSlider.js +3 -3
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +1 -1
- package/2D/controls/sliders/imageBasedSlider.js +2 -2
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +3 -3
- package/2D/controls/sliders/imageScrollBar.js +1 -1
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +4 -4
- package/2D/controls/sliders/scrollBar.js +3 -3
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +2 -2
- package/2D/controls/sliders/slider.js +3 -3
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +1 -1
- package/2D/controls/stackPanel.js +3 -3
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/textBlock.d.ts +3 -3
- package/2D/controls/textBlock.js +4 -4
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +3 -3
- package/2D/controls/toggleButton.js +2 -2
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -2
- package/2D/controls/virtualKeyboard.js +2 -2
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/math2D.d.ts +2 -2
- package/2D/math2D.js +2 -2
- package/2D/math2D.js.map +1 -1
- package/2D/measure.js +1 -1
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +3 -3
- package/2D/multiLinePoint.js +2 -2
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js +1 -1
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +1 -1
- package/2D/valueAndUnit.js +1 -1
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +1 -1
- package/2D/xmlLoader.js +1 -1
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +7 -7
- package/3D/behaviors/defaultBehavior.js +3 -3
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/MRTK3/touchHolographicButton.d.ts +7 -7
- package/3D/controls/MRTK3/touchHolographicButton.js +12 -12
- package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js +1 -1
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +4 -4
- package/3D/controls/button3D.js +4 -4
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +3 -3
- package/3D/controls/container3D.js +1 -1
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.d.ts +1 -1
- package/3D/controls/contentDisplay3D.js +1 -1
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +7 -7
- package/3D/controls/control3D.js +4 -4
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +2 -2
- package/3D/controls/cylinderPanel.js +3 -3
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +5 -5
- package/3D/controls/handMenu.js +1 -1
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +3 -3
- package/3D/controls/holographicBackplate.js +3 -3
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +5 -5
- package/3D/controls/holographicButton.js +8 -8
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +5 -5
- package/3D/controls/holographicSlate.js +11 -11
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/meshButton3D.d.ts +4 -4
- package/3D/controls/nearMenu.d.ts +3 -3
- package/3D/controls/nearMenu.js +1 -1
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +1 -1
- package/3D/controls/planePanel.js +1 -1
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +2 -2
- package/3D/controls/scatterPanel.js +2 -2
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +5 -5
- package/3D/controls/slider3D.js +6 -6
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +2 -2
- package/3D/controls/spherePanel.js +3 -3
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.js +2 -2
- package/3D/controls/stackPanel3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +5 -5
- package/3D/controls/touchButton3D.js +3 -3
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +6 -6
- package/3D/controls/touchHolographicButton.js +12 -12
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +6 -6
- package/3D/controls/touchHolographicMenu.js +4 -4
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +3 -3
- package/3D/controls/volumeBasedPanel.d.ts +2 -2
- package/3D/controls/volumeBasedPanel.js +2 -2
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +4 -4
- package/3D/gizmos/gizmoHandle.js +4 -4
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/slateGizmo.d.ts +4 -4
- package/3D/gizmos/slateGizmo.js +5 -5
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +7 -7
- package/3D/gui3DManager.js +6 -6
- package/3D/gui3DManager.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +11 -11
- package/3D/materials/fluent/fluentMaterial.js +9 -9
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +11 -11
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +13 -13
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +11 -11
- package/3D/materials/fluentButton/fluentButtonMaterial.js +13 -13
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +4 -4
- package/3D/materials/handle/handleMaterial.js +3 -3
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackglowMaterial.d.ts +10 -10
- package/3D/materials/mrdl/mrdlBackglowMaterial.js +10 -10
- package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +11 -11
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +13 -13
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlFrontplateMaterial.d.ts +11 -11
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js +12 -12
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlInnerquadMaterial.d.ts +10 -10
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js +10 -10
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +12 -12
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +13 -13
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +12 -12
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +13 -13
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/3D/vector3WithInfo.d.ts +1 -1
- package/3D/vector3WithInfo.js +1 -1
- package/3D/vector3WithInfo.js.map +1 -1
- package/package.json +2 -2
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{"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE
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{"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 world;uniform mat4 viewProjection;varying vec2 vUV;\n#ifdef BORDER\nvarying vec2 scaleInfo;uniform float borderWidth;uniform vec3 scaleFactor;\n#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\n#endif\nvoid main(void) {vUV=uv;\n#ifdef BORDER\nvec3 scale=scaleFactor;float minScale=min(min(scale.x,scale.y),scale.z);float maxScale=max(max(scale.x,scale.y),scale.z);float minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);float areaYZ=scale.y*scale.z;float areaXZ=scale.x*scale.z;float areaXY=scale.x*scale.y;float scaledBorderWidth=borderWidth; \nif (abs(normal.x)==1.0) \n{scale.x=scale.y;scale.y=scale.z;if (areaYZ>areaXZ && areaYZ>areaXY)\n{scaledBorderWidth*=minOverMiddleScale;}}\nelse if (abs(normal.y)==1.0) \n{scale.x=scale.z;if (areaXZ>areaXY && areaXZ>areaYZ)\n{scaledBorderWidth*=minOverMiddleScale;}}\nelse \n{if (areaXY>areaYZ && areaXY>areaXZ)\n{scaledBorderWidth*=minOverMiddleScale;}}\nfloat scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);if (scale.x>scale.y)\n{scaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);scaleInfo.y=1.0-scaledBorderWidth;}\nelse\n{scaleInfo.x=1.0-scaledBorderWidth;scaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);} \n#endif \nvec4 worldPos=world*vec4(position,1.0);\n#ifdef HOVERLIGHT\nworldPosition=worldPos.xyz;\n#endif\ngl_Position=viewProjection*worldPos;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluentVertexShader = { name, shader };\n"]}
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8
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-
import { VertexBuffer } from "@
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9
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-
import { RegisterClass } from "@
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10
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-
import { Color4 } from "@
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11
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-
import { EffectFallbacks } from "@
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12
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-
import { Constants } from "@
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2
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+
import { serialize, serializeAsVector3 } from "@onerjs/core/Misc/decorators.js";
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3
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+
import { SerializationHelper } from "@onerjs/core/Misc/decorators.serialization.js";
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4
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+
import { Vector3, Vector4 } from "@onerjs/core/Maths/math.vector.js";
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5
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+
import { Texture } from "@onerjs/core/Materials/Textures/texture.js";
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6
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+
import { MaterialDefines } from "@onerjs/core/Materials/materialDefines.js";
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7
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+
import { PushMaterial } from "@onerjs/core/Materials/pushMaterial.js";
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8
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+
import { VertexBuffer } from "@onerjs/core/Buffers/buffer.js";
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9
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+
import { RegisterClass } from "@onerjs/core/Misc/typeStore.js";
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10
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+
import { Color4 } from "@onerjs/core/Maths/math.color.js";
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11
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+
import { EffectFallbacks } from "@onerjs/core/Materials/effectFallbacks.js";
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12
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+
import { Constants } from "@onerjs/core/Engines/constants.js";
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13
13
|
import "./shaders/fluentBackplate.fragment.js";
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14
14
|
import "./shaders/fluentBackplate.vertex.js";
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15
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import { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from "@
|
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16
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-
import { Tools } from "@
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15
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+
import { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from "@onerjs/core/Materials/materialHelper.functions.js";
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16
|
+
import { Tools } from "@onerjs/core/Misc/tools.js";
|
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17
17
|
/** @internal */
|
|
18
18
|
class FluentBackplateMaterialDefines extends MaterialDefines {
|
|
19
19
|
constructor() {
|
|
@@ -1 +1 @@
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|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the backplate, which controls the size of the fluent hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera?.position ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n\r\n this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the backplate, which controls the size of the fluent hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera?.position ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n\r\n this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
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import { ShaderStore } from "@
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import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
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const name = "fluentBackplatePixelShader";
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const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;void Round_Rect_Fragment_B31(
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float Radius,
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{"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE
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{"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;stBAiDusB,CAAC;AACvtB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentBackplatePixelShader\";\nconst shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;void Round_Rect_Fragment_B31(\nfloat Radius,\nfloat Line_Width,\nvec4 Line_Color,\nfloat Filter_Width,\nvec2 UV,\nfloat Line_Visibility,\nvec4 Rect_Parms,\nvec4 Fill_Color,\nout vec4 Color)\n{float d=length(max(abs(UV)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);float g=min(Rect_Parms.z,Rect_Parms.w);float dgrad=max(fwidth(g)*Filter_Width,0.00001);float Inside_Rect=clamp(g/dgrad,0.0,1.0);float inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);Color=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;}\nvoid Blob_Fragment_B71(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);}\nvoid Line_Fragment_B48(\nvec4 Base_Color,\nvec4 Highlight_Color,\nfloat Highlight_Width,\nvec3 Line_Vertex,\nfloat Highlight,\nout vec4 Line_Color)\n{float k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);Line_Color=mix(Base_Color,Highlight_Color,Highlight*k2);}\nvoid Scale_RGB_B54(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}\nvoid Conditional_Float_B38(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid main()\n{float R_Q72;float G_Q72;float B_Q72;float A_Q72;R_Q72=vColor.r; G_Q72=vColor.g; B_Q72=vColor.b; A_Q72=vColor.a;vec4 Blob_Color_Q71;\n#if BLOB_ENABLE\nfloat k1=dot(vExtra2.xy,vExtra2.xy);float k2=dot(vExtra3.xy,vExtra3.xy);vec3 closer=k1<k2 ? vec3(k1,vExtra2.z,vExtra2.w) : vec3(k2,vExtra3.z,vExtra3.w);Blob_Color_Q71=closer.z*texture(_Blob_Texture_,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n#else\nBlob_Color_Q71=vec4(0,0,0,0);\n#endif\nvec4 Line_Color_Q48;Line_Fragment_B48(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q48);float X_Q67;float Y_Q67;X_Q67=vUV.x;Y_Q67=vUV.y;vec3 Incident_Q66=normalize(vPosition-cameraPosition);vec3 Reflected_Q60=reflect(Incident_Q66,vBinormal);float Product_Q63=Y_Q67*_Vertical_Offset_;float Dot_Q68=dot(Incident_Q66, Reflected_Q60);float Dot_Q57=dot(vNormal, Incident_Q66);float Result_Q38;Conditional_Float_B38(_Reflected_,Dot_Q68,Dot_Q57,Result_Q38);float Product_Q64=Result_Q38*_Frequency_;float Sum_Q69=Product_Q64+1.0;float Product_Q70=Sum_Q69*0.5;float Sum_Q62=Product_Q63+Product_Q70;float FractF_Q59=fract(Sum_Q62);vec2 Vec2_Q65=vec2(FractF_Q59,0.5);vec4 Color_Q58;\n#if IRIDESCENT_MAP_ENABLE\nColor_Q58=texture(_Iridescent_Map_,Vec2_Q65);\n#else\nColor_Q58=vec4(0,0,0,0);\n#endif\nvec4 Result_Q54;Scale_RGB_B54(Color_Q58,_Iridescence_Edge_Intensity_,Result_Q54);vec4 Result_Q55;Scale_RGB_B54(Color_Q58,_Iridescence_Intensity_,Result_Q55);vec4 Base_And_Iridescent_Q53;Base_And_Iridescent_Q53=Line_Color_Q48+vec4(Result_Q54.rgb,0.0);vec4 Base_And_Iridescent_Q56;Base_And_Iridescent_Q56=_Base_Color_+vec4(Result_Q55.rgb,0.0);vec4 Result_Q52=Base_And_Iridescent_Q53; Result_Q52.a=1.0;vec4 Result_Q35=Blob_Color_Q71+(1.0-Blob_Color_Q71.a)*Base_And_Iridescent_Q56;vec4 Color_Q31;Round_Rect_Fragment_B31(R_Q72,G_Q72,Result_Q52,_Filter_Width_,vUV,1.0,vExtra1,Result_Q35,Color_Q31);vec4 Result_Q47=_Fade_Out_*Color_Q31;vec4 Out_Color=Result_Q47;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluentBackplatePixelShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "@
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import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
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const name = "fluentBackplateVertexShader";
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const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;
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#ifdef TANGENT
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{"version":3,"file":"fluentBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE
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{"version":3,"file":"fluentBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8vBAoH+uB,CAAC;AAC/vB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentBackplateVertexShader\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B115(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid PickDir_B140(\nfloat Degrees,\nvec3 DirX,\nvec3 DirY,\nout vec3 Dir)\n{float a=Degrees*3.14159/180.0;Dir=cos(a)*DirX+sin(a)*DirY;}\nvoid Round_Rect_Vertex_B139(\nvec2 UV,\nfloat Radius,\nfloat Margin,\nfloat Anisotropy,\nfloat Gradient1,\nfloat Gradient2,\nout vec2 Rect_UV,\nout vec4 Rect_Parms,\nout vec2 Scale_XY,\nout vec2 Line_UV)\n{Scale_XY=vec2(Anisotropy,1.0);Line_UV=(UV-vec2(0.5,0.5));Rect_UV=Line_UV*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);Rect_Parms.z=Gradient1; \nRect_Parms.w=Gradient2;}\nvoid Line_Vertex_B135(\nvec2 Scale_XY,\nvec2 UV,\nfloat Time,\nfloat Rate,\nvec4 Highlight_Transform,\nout vec3 Line_Vertex)\n{float angle2=(Rate*Time)*2.0*3.1416;float sinAngle2=sin(angle2);float cosAngle2=cos(angle2);vec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;Line_Vertex.x=0.0;Line_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;Line_Vertex.z=0.0; }\nvoid Blob_Vertex_B180(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{vec3 blob=Blob_Position;vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}\nvoid Move_Verts_B129(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir)\n{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);New_UV=center+r2*(UV-2.0*center+0.5);New_P=vec3(New_UV-0.5,P.z);Radial_Gradient=1.0-length(delta)*2.0;Radial_Dir=vec3(delta*r2,0.0);}\nvoid Object_To_World_Dir_B132(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}\nvoid RelativeOrAbsoluteDetail_B147(\nfloat Nominal_Radius,\nfloat Nominal_LineWidth,\nbool Absolute_Measurements,\nfloat Height,\nout float Radius,\nout float Line_Width)\n{float scale=Absolute_Measurements ? 1.0/Height : 1.0;Radius=Nominal_Radius*scale;Line_Width=Nominal_LineWidth*scale;}\nvoid Edge_AA_Vertex_B130(\nvec3 Position_World,\nvec3 Position_Object,\nvec3 Normal_Object,\nvec3 Eye,\nfloat Radial_Gradient,\nvec3 Radial_Dir,\nvec3 Tangent,\nout float Gradient1,\nout float Gradient2)\n{vec3 I=(Eye-Position_World);vec3 T=(world* vec4(Tangent,0.0)).xyz;float g=(dot(T,I)<0.0) ? 0.0 : 1.0;if (Normal_Object.z==0.0) { \nGradient1=Position_Object.z>0.0 ? g : 1.0;Gradient2=Position_Object.z>0.0 ? 1.0 : g;} else {Gradient1=g+(1.0-g)*(Radial_Gradient);Gradient2=1.0;}}\nvoid Pick_Radius_B144(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}\nvoid main()\n{vec3 Nrm_World_Q128;Nrm_World_Q128=normalize((world*vec4(normal,0.0)).xyz);vec3 Tangent_World_Q131;vec3 Tangent_World_N_Q131;float Tangent_Length_Q131;Tangent_World_Q131=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q131=length(Tangent_World_Q131);Tangent_World_N_Q131=Tangent_World_Q131/Tangent_Length_Q131;vec3 Binormal_World_Q132;vec3 Binormal_World_N_Q132;float Binormal_Length_Q132;Object_To_World_Dir_B132(vec3(0,1,0),Binormal_World_Q132,Binormal_World_N_Q132,Binormal_Length_Q132);float Anisotropy_Q133=Tangent_Length_Q131/Binormal_Length_Q132;vec3 Result_Q177;Result_Q177=mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(_Use_Global_Left_Index_));vec3 Result_Q178;Result_Q178=mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(_Use_Global_Right_Index_));float Result_Q144;Pick_Radius_B144(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q144);vec3 Dir_Q140;PickDir_B140(_Angle_,Tangent_World_N_Q131,Binormal_World_N_Q132,Dir_Q140);float Radius_Q147;float Line_Width_Q147;RelativeOrAbsoluteDetail_B147(Result_Q144,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q132,Radius_Q147,Line_Width_Q147);vec4 Out_Color_Q145=vec4(Radius_Q147,Line_Width_Q147,0,1);vec3 New_P_Q129;vec2 New_UV_Q129;float Radial_Gradient_Q129;vec3 Radial_Dir_Q129;Move_Verts_B129(Anisotropy_Q133,position,Radius_Q147,New_P_Q129,New_UV_Q129,Radial_Gradient_Q129,Radial_Dir_Q129);vec3 Pos_World_Q115;Object_To_World_Pos_B115(New_P_Q129,Pos_World_Q115);vec4 Blob_Info_Q180;\n#if BLOB_ENABLE\nBlob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q177,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q180);\n#else\nBlob_Info_Q180=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q181;\n#if BLOB_ENABLE_2\nBlob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q178,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q181);\n#else\nBlob_Info_Q181=vec4(0,0,0,0);\n#endif\nfloat Gradient1_Q130;float Gradient2_Q130;\n#if SMOOTH_EDGES\nEdge_AA_Vertex_B130(Pos_World_Q115,position,normal,cameraPosition,Radial_Gradient_Q129,Radial_Dir_Q129,tangent,Gradient1_Q130,Gradient2_Q130);\n#else\nGradient1_Q130=1.0;Gradient2_Q130=1.0;\n#endif\nvec2 Rect_UV_Q139;vec4 Rect_Parms_Q139;vec2 Scale_XY_Q139;vec2 Line_UV_Q139;Round_Rect_Vertex_B139(New_UV_Q129,Radius_Q147,0.0,Anisotropy_Q133,Gradient1_Q130,Gradient2_Q130,Rect_UV_Q139,Rect_Parms_Q139,Scale_XY_Q139,Line_UV_Q139);vec3 Line_Vertex_Q135;Line_Vertex_B135(Scale_XY_Q139,Line_UV_Q139,0.0,_Rate_,_Highlight_Transform_,Line_Vertex_Q135);vec3 Position=Pos_World_Q115;vec3 Normal=Dir_Q140;vec2 UV=Rect_UV_Q139;vec3 Tangent=Line_Vertex_Q135;vec3 Binormal=Nrm_World_Q128;vec4 Color=Out_Color_Q145;vec4 Extra1=Rect_Parms_Q139;vec4 Extra2=Blob_Info_Q180;vec4 Extra3=Blob_Info_Q181;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluentBackplateVertexShader = { name, shader };\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentButton.fragment\";\r\nimport \"./shaders/fluentButton.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentButtonMaterialDefines extends MaterialDefines {\r\n public RELATIVE_WIDTH = true;\r\n public ENABLE_FADE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n * @since 5.0.0\r\n */\r\nexport class FluentButtonMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-button-blob.png\";\r\n\r\n /**\r\n * Gets or sets the width of the glowing edge, relative to the scale of the button.\r\n * (Default is 4% of the height).\r\n */\r\n @serialize()\r\n public edgeWidth = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the glowing edge.\r\n */\r\n @serializeAsColor4()\r\n public edgeColor = new Color4(0.592157, 0.592157, 0.592157, 1.0);\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the proximity light.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the maximum distance for the proximity light (Default is 16mm).\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the radius of the proximity light when near to the surface.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 1.5;\r\n\r\n /**\r\n * Gets or sets the anisotropy of the proximity light.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1;\r\n\r\n /**\r\n * Gets or sets the amount of fuzzing in the selection focus.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets an override value to display the button as selected.\r\n */\r\n @serialize()\r\n public selected = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually fade the blob size.\r\n */\r\n @serialize()\r\n public selectionFade = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually shrink the blob size as it fades (see selectionFade).\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.3;\r\n\r\n /**\r\n * Gets or sets the distance from the button the cursor should be for the button\r\n * to appear selected (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the fall-off distance for the selection fade (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the intensity of the luminous blob (Ranges 0-1, default is 0.5).\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * The size of the blob when the pointer is at the blobFarDistance (Default is 5cm).\r\n */\r\n @serialize()\r\n public blobFarSize = 0.05;\r\n\r\n /**\r\n * The distance at which the pointer is considered near. See [left|right]BlobNearSize. (Default is 0cm).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * The distance at which the pointer is considered far. See [left|right]BlobFarSize. (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * The distance over which the blob intensity fades from full to none (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the left index finger is enabled.\r\n */\r\n @serialize()\r\n public leftBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the left blob when the left pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public leftBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the left blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public leftBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the left blob.\r\n */\r\n @serialize()\r\n public leftBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the left blob;\r\n */\r\n @serialize()\r\n public leftBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the right index finger is enabled.\r\n */\r\n @serialize()\r\n public rightBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the right blob when the right pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public rightBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the right blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public rightBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the right blob.\r\n */\r\n @serialize()\r\n public rightBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the right blob;\r\n */\r\n @serialize()\r\n public rightBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the direction of the active face before the world transform is applied.\r\n * This should almost always be set to -z.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceDir = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * Gets or sets the button's up direction before the world transform is applied.\r\n * This should almost always be set to +y.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceUp = new Vector3(0, 1, 0);\r\n\r\n /**\r\n * Gets or sets whether the edge fade effect is enabled.\r\n */\r\n @serialize()\r\n public enableFade = true;\r\n\r\n /**\r\n * Gets or sets a value corresponding to the width of the edge fade effect (Default 1.5).\r\n */\r\n @serialize()\r\n public fadeWidth = 1.5;\r\n\r\n /**\r\n * Gets or sets whether the active face is smoothly interpolated.\r\n */\r\n @serialize()\r\n public smoothActiveFace = true;\r\n\r\n /**\r\n * Gets or sets whether the frame of the fluent button model is visible.\r\n * This is usually only enabled for debugging purposes.\r\n */\r\n @serialize()\r\n public showFrame = false;\r\n\r\n /**\r\n * Gets or sets whether the blob color texture is used for the proximity\r\n * light effect. This is usually only disabled for debugging purposes.\r\n */\r\n @serialize()\r\n public useBlobTexture = true;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n const blobTextureUrl = Tools.GetAssetUrl(FluentButtonMaterial.BLOB_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentButtonMaterialDefines();\r\n }\r\n\r\n const defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentButton\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n\r\n \"_Edge_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Relative_Width_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Active_Face_Dir_\",\r\n \"_Active_Face_Up_\",\r\n \"_Enable_Fade_\",\r\n \"_Fade_Width_\",\r\n \"_Smooth_Active_Face_\",\r\n \"_Show_Frame_\",\r\n \"_Use_Blob_Texture_\",\r\n\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Wireframe\"\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setColor4(\"_Edge_Color_\", new Color3(this.edgeColor.r, this.edgeColor.g, this.edgeColor.b), this.edgeColor.a);\r\n //define _Relative_Width_ true;\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.leftBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.leftBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.leftBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.leftBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.leftBlobFade);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.rightBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.rightBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.rightBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.rightBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.rightBlobFade);\r\n\r\n // \"Active Face\"\r\n this._activeEffect.setVector3(\"_Active_Face_Dir_\", this.activeFaceDir);\r\n this._activeEffect.setVector3(\"_Active_Face_Up_\", this.activeFaceUp);\r\n\r\n // \"Hololens Edge Fade\"\r\n //define _Enable_Fade_ true;\r\n this._activeEffect.setFloat(\"_Fade_Width_\", this.fadeWidth);\r\n this._activeEffect.setFloat(\"_Smooth_Active_Face_\", this.smoothActiveFace ? 1.0 : 0.0);\r\n\r\n // \"Debug\"\r\n this._activeEffect.setFloat(\"_Show_Frame_\", this.showFrame ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Blob_Texture_\", this.useBlobTexture ? 1.0 : 0.0);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", 1.0);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", 1.0);\r\n\r\n this._activeEffect.setVector4(\r\n \"Global_Left_Index_Tip_Position\",\r\n new Vector4(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0)\r\n );\r\n this._activeEffect.setVector4(\r\n \"Global_Right_Index_Tip_Position\",\r\n new Vector4(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0)\r\n );\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FluentButtonMaterial {\r\n return SerializationHelper.Clone(() => new FluentButtonMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentButtonMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentButtonMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentButtonMaterial {\r\n return SerializationHelper.Parse(() => new FluentButtonMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentButtonMaterial\", FluentButtonMaterial);\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentButton.fragment\";\r\nimport \"./shaders/fluentButton.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/** @internal */\r\nclass FluentButtonMaterialDefines extends MaterialDefines {\r\n public RELATIVE_WIDTH = true;\r\n public ENABLE_FADE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n * @since 5.0.0\r\n */\r\nexport class FluentButtonMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/core/MRTK/mrtk-fluent-button-blob.png\";\r\n\r\n /**\r\n * Gets or sets the width of the glowing edge, relative to the scale of the button.\r\n * (Default is 4% of the height).\r\n */\r\n @serialize()\r\n public edgeWidth = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the glowing edge.\r\n */\r\n @serializeAsColor4()\r\n public edgeColor = new Color4(0.592157, 0.592157, 0.592157, 1.0);\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the proximity light.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the maximum distance for the proximity light (Default is 16mm).\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the radius of the proximity light when near to the surface.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 1.5;\r\n\r\n /**\r\n * Gets or sets the anisotropy of the proximity light.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1;\r\n\r\n /**\r\n * Gets or sets the amount of fuzzing in the selection focus.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets an override value to display the button as selected.\r\n */\r\n @serialize()\r\n public selected = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually fade the blob size.\r\n */\r\n @serialize()\r\n public selectionFade = 0;\r\n\r\n /**\r\n * Gets or sets a value to manually shrink the blob size as it fades (see selectionFade).\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.3;\r\n\r\n /**\r\n * Gets or sets the distance from the button the cursor should be for the button\r\n * to appear selected (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the fall-off distance for the selection fade (Default is 8cm).\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the intensity of the luminous blob (Ranges 0-1, default is 0.5).\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * The size of the blob when the pointer is at the blobFarDistance (Default is 5cm).\r\n */\r\n @serialize()\r\n public blobFarSize = 0.05;\r\n\r\n /**\r\n * The distance at which the pointer is considered near. See [left|right]BlobNearSize. (Default is 0cm).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * The distance at which the pointer is considered far. See [left|right]BlobFarSize. (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * The distance over which the blob intensity fades from full to none (Default is 8cm).\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the left index finger is enabled.\r\n */\r\n @serialize()\r\n public leftBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the left blob when the left pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public leftBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the left blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public leftBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the left blob.\r\n */\r\n @serialize()\r\n public leftBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the left blob;\r\n */\r\n @serialize()\r\n public leftBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the blob corresponding to the right index finger is enabled.\r\n */\r\n @serialize()\r\n public rightBlobEnable = true;\r\n\r\n /**\r\n * Gets or sets the size of the right blob when the right pointer is considered near. See blobNearDistance. (Default is 2.5cm).\r\n */\r\n @serialize()\r\n public rightBlobNearSize = 0.025;\r\n\r\n /**\r\n * Gets or sets the progress of the pulse animation on the right blob (Ranges 0-1).\r\n */\r\n @serialize()\r\n public rightBlobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the fade factor on the right blob.\r\n */\r\n @serialize()\r\n public rightBlobFade = 1;\r\n\r\n /**\r\n * Gets or sets the inner fade on the right blob;\r\n */\r\n @serialize()\r\n public rightBlobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the direction of the active face before the world transform is applied.\r\n * This should almost always be set to -z.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceDir = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * Gets or sets the button's up direction before the world transform is applied.\r\n * This should almost always be set to +y.\r\n */\r\n @serializeAsVector3()\r\n public activeFaceUp = new Vector3(0, 1, 0);\r\n\r\n /**\r\n * Gets or sets whether the edge fade effect is enabled.\r\n */\r\n @serialize()\r\n public enableFade = true;\r\n\r\n /**\r\n * Gets or sets a value corresponding to the width of the edge fade effect (Default 1.5).\r\n */\r\n @serialize()\r\n public fadeWidth = 1.5;\r\n\r\n /**\r\n * Gets or sets whether the active face is smoothly interpolated.\r\n */\r\n @serialize()\r\n public smoothActiveFace = true;\r\n\r\n /**\r\n * Gets or sets whether the frame of the fluent button model is visible.\r\n * This is usually only enabled for debugging purposes.\r\n */\r\n @serialize()\r\n public showFrame = false;\r\n\r\n /**\r\n * Gets or sets whether the blob color texture is used for the proximity\r\n * light effect. This is usually only disabled for debugging purposes.\r\n */\r\n @serialize()\r\n public useBlobTexture = true;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n\r\n private _blobTexture: Texture;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n const blobTextureUrl = Tools.GetAssetUrl(FluentButtonMaterial.BLOB_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentButtonMaterialDefines();\r\n }\r\n\r\n const defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentButton\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n\r\n \"_Edge_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Relative_Width_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Active_Face_Dir_\",\r\n \"_Active_Face_Up_\",\r\n \"_Enable_Fade_\",\r\n \"_Fade_Width_\",\r\n \"_Smooth_Active_Face_\",\r\n \"_Show_Frame_\",\r\n \"_Use_Blob_Texture_\",\r\n\r\n \"Use_Global_Left_Index\",\r\n \"Use_Global_Right_Index\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"Global_Left_Thumb_Tip_Position\",\r\n \"Global_Right_Thumb_Tip_Position\",\r\n \"Global_Left_Index_Tip_Proximity\",\r\n \"Global_Right_Index_Tip_Proximity\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FluentButtonMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Wireframe\"\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setColor4(\"_Edge_Color_\", new Color3(this.edgeColor.r, this.edgeColor.g, this.edgeColor.b), this.edgeColor.a);\r\n //define _Relative_Width_ true;\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.leftBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.leftBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.leftBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.leftBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.leftBlobFade);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.rightBlobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.rightBlobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.rightBlobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.rightBlobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.rightBlobFade);\r\n\r\n // \"Active Face\"\r\n this._activeEffect.setVector3(\"_Active_Face_Dir_\", this.activeFaceDir);\r\n this._activeEffect.setVector3(\"_Active_Face_Up_\", this.activeFaceUp);\r\n\r\n // \"Hololens Edge Fade\"\r\n //define _Enable_Fade_ true;\r\n this._activeEffect.setFloat(\"_Fade_Width_\", this.fadeWidth);\r\n this._activeEffect.setFloat(\"_Smooth_Active_Face_\", this.smoothActiveFace ? 1.0 : 0.0);\r\n\r\n // \"Debug\"\r\n this._activeEffect.setFloat(\"_Show_Frame_\", this.showFrame ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Blob_Texture_\", this.useBlobTexture ? 1.0 : 0.0);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", 1.0);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", 1.0);\r\n\r\n this._activeEffect.setVector4(\r\n \"Global_Left_Index_Tip_Position\",\r\n new Vector4(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0)\r\n );\r\n this._activeEffect.setVector4(\r\n \"Global_Right_Index_Tip_Position\",\r\n new Vector4(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0)\r\n );\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FluentButtonMaterial {\r\n return SerializationHelper.Clone(() => new FluentButtonMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentButtonMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentButtonMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentButtonMaterial {\r\n return SerializationHelper.Parse(() => new FluentButtonMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentButtonMaterial\", FluentButtonMaterial);\r\n"]}
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@@ -1,5 +1,5 @@
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// Do not edit.
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import { ShaderStore } from "@
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import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
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const name = "fluentButtonPixelShader";
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const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;uniform float _Edge_Width_;uniform vec4 _Edge_Color_;uniform bool _Relative_Width_;uniform float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;uniform float _Selection_Fuzz_;uniform float _Selected_;uniform float _Selection_Fade_;uniform float _Selection_Fade_Size_;uniform float _Selected_Distance_;uniform float _Selected_Fade_Length_;uniform bool _Blob_Enable_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Inner_Fade_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform bool _Blob_Enable_2_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Inner_Fade_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Active_Face_Dir_;uniform vec3 _Active_Face_Up_;uniform bool Enable_Fade;uniform float _Fade_Width_;uniform bool _Smooth_Active_Face_;uniform bool _Show_Frame_;uniform bool _Use_Blob_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Holo_Edge_Fragment_B35(
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vec4 Edges,
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