@onerjs/materials 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.
Files changed (133) hide show
  1. package/cell/cell.fragment.d.ts +14 -14
  2. package/cell/cell.fragment.js +15 -15
  3. package/cell/cell.fragment.js.map +1 -1
  4. package/cell/cell.vertex.d.ts +16 -16
  5. package/cell/cell.vertex.js +17 -17
  6. package/cell/cell.vertex.js.map +1 -1
  7. package/cell/cellMaterial.d.ts +10 -10
  8. package/cell/cellMaterial.js +12 -12
  9. package/cell/cellMaterial.js.map +1 -1
  10. package/custom/customMaterial.d.ts +10 -10
  11. package/custom/customMaterial.js +6 -6
  12. package/custom/customMaterial.js.map +1 -1
  13. package/custom/pbrCustomMaterial.d.ts +11 -11
  14. package/custom/pbrCustomMaterial.js +7 -7
  15. package/custom/pbrCustomMaterial.js.map +1 -1
  16. package/fire/fire.fragment.d.ts +8 -8
  17. package/fire/fire.fragment.js +9 -9
  18. package/fire/fire.fragment.js.map +1 -1
  19. package/fire/fire.vertex.d.ts +13 -13
  20. package/fire/fire.vertex.js +14 -14
  21. package/fire/fire.vertex.js.map +1 -1
  22. package/fire/fireMaterial.d.ts +10 -10
  23. package/fire/fireMaterial.js +14 -14
  24. package/fire/fireMaterial.js.map +1 -1
  25. package/fur/fur.fragment.d.ts +14 -14
  26. package/fur/fur.fragment.js +15 -15
  27. package/fur/fur.fragment.js.map +1 -1
  28. package/fur/fur.vertex.d.ts +16 -16
  29. package/fur/fur.vertex.js +17 -17
  30. package/fur/fur.vertex.js.map +1 -1
  31. package/fur/furMaterial.d.ts +12 -12
  32. package/fur/furMaterial.js +16 -16
  33. package/fur/furMaterial.js.map +1 -1
  34. package/gradient/gradient.fragment.d.ts +14 -14
  35. package/gradient/gradient.fragment.js +15 -15
  36. package/gradient/gradient.fragment.js.map +1 -1
  37. package/gradient/gradient.vertex.d.ts +16 -16
  38. package/gradient/gradient.vertex.js +17 -17
  39. package/gradient/gradient.vertex.js.map +1 -1
  40. package/gradient/gradientMaterial.d.ts +10 -10
  41. package/gradient/gradientMaterial.js +11 -11
  42. package/gradient/gradientMaterial.js.map +1 -1
  43. package/grid/grid.fragment.d.ts +7 -7
  44. package/grid/grid.fragment.js +8 -8
  45. package/grid/grid.fragment.js.map +1 -1
  46. package/grid/grid.vertex.d.ts +10 -10
  47. package/grid/grid.vertex.js +11 -11
  48. package/grid/grid.vertex.js.map +1 -1
  49. package/grid/gridMaterial.d.ts +9 -9
  50. package/grid/gridMaterial.js +11 -11
  51. package/grid/gridMaterial.js.map +1 -1
  52. package/lava/lava.fragment.d.ts +14 -14
  53. package/lava/lava.fragment.js +15 -15
  54. package/lava/lava.fragment.js.map +1 -1
  55. package/lava/lava.vertex.d.ts +16 -16
  56. package/lava/lava.vertex.js +17 -17
  57. package/lava/lava.vertex.js.map +1 -1
  58. package/lava/lavaMaterial.d.ts +10 -10
  59. package/lava/lavaMaterial.js +12 -12
  60. package/lava/lavaMaterial.js.map +1 -1
  61. package/mix/mix.fragment.d.ts +14 -14
  62. package/mix/mix.fragment.js +15 -15
  63. package/mix/mix.fragment.js.map +1 -1
  64. package/mix/mix.vertex.d.ts +16 -16
  65. package/mix/mix.vertex.js +17 -17
  66. package/mix/mix.vertex.js.map +1 -1
  67. package/mix/mixMaterial.d.ts +11 -11
  68. package/mix/mixMaterial.js +12 -12
  69. package/mix/mixMaterial.js.map +1 -1
  70. package/normal/normal.fragment.d.ts +14 -14
  71. package/normal/normal.fragment.js +15 -15
  72. package/normal/normal.fragment.js.map +1 -1
  73. package/normal/normal.vertex.d.ts +15 -15
  74. package/normal/normal.vertex.js +16 -16
  75. package/normal/normal.vertex.js.map +1 -1
  76. package/normal/normalMaterial.d.ts +10 -10
  77. package/normal/normalMaterial.js +12 -12
  78. package/normal/normalMaterial.js.map +1 -1
  79. package/package.json +2 -2
  80. package/shadowOnly/shadowOnly.fragment.d.ts +15 -15
  81. package/shadowOnly/shadowOnly.fragment.js +16 -16
  82. package/shadowOnly/shadowOnly.fragment.js.map +1 -1
  83. package/shadowOnly/shadowOnly.vertex.d.ts +17 -17
  84. package/shadowOnly/shadowOnly.vertex.js +18 -18
  85. package/shadowOnly/shadowOnly.vertex.js.map +1 -1
  86. package/shadowOnly/shadowOnlyMaterial.d.ts +10 -10
  87. package/shadowOnly/shadowOnlyMaterial.js +10 -10
  88. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  89. package/simple/simple.fragment.d.ts +14 -14
  90. package/simple/simple.fragment.js +15 -15
  91. package/simple/simple.fragment.js.map +1 -1
  92. package/simple/simple.vertex.d.ts +16 -16
  93. package/simple/simple.vertex.js +17 -17
  94. package/simple/simple.vertex.js.map +1 -1
  95. package/simple/simpleMaterial.d.ts +10 -10
  96. package/simple/simpleMaterial.js +12 -12
  97. package/simple/simpleMaterial.js.map +1 -1
  98. package/sky/sky.fragment.d.ts +8 -8
  99. package/sky/sky.fragment.js +9 -9
  100. package/sky/sky.fragment.js.map +1 -1
  101. package/sky/sky.vertex.d.ts +6 -6
  102. package/sky/sky.vertex.js +7 -7
  103. package/sky/sky.vertex.js.map +1 -1
  104. package/sky/skyMaterial.d.ts +10 -10
  105. package/sky/skyMaterial.js +11 -11
  106. package/sky/skyMaterial.js.map +1 -1
  107. package/terrain/terrain.fragment.d.ts +14 -14
  108. package/terrain/terrain.fragment.js +15 -15
  109. package/terrain/terrain.fragment.js.map +1 -1
  110. package/terrain/terrain.vertex.d.ts +16 -16
  111. package/terrain/terrain.vertex.js +17 -17
  112. package/terrain/terrain.vertex.js.map +1 -1
  113. package/terrain/terrainMaterial.d.ts +11 -11
  114. package/terrain/terrainMaterial.js +12 -12
  115. package/terrain/terrainMaterial.js.map +1 -1
  116. package/triPlanar/triPlanarMaterial.d.ts +10 -10
  117. package/triPlanar/triPlanarMaterial.js +12 -12
  118. package/triPlanar/triPlanarMaterial.js.map +1 -1
  119. package/triPlanar/triplanar.fragment.d.ts +14 -14
  120. package/triPlanar/triplanar.fragment.js +15 -15
  121. package/triPlanar/triplanar.fragment.js.map +1 -1
  122. package/triPlanar/triplanar.vertex.d.ts +17 -17
  123. package/triPlanar/triplanar.vertex.js +18 -18
  124. package/triPlanar/triplanar.vertex.js.map +1 -1
  125. package/water/water.fragment.d.ts +14 -14
  126. package/water/water.fragment.js +15 -15
  127. package/water/water.fragment.js.map +1 -1
  128. package/water/water.vertex.d.ts +16 -16
  129. package/water/water.vertex.js +17 -17
  130. package/water/water.vertex.js.map +1 -1
  131. package/water/waterMaterial.d.ts +13 -13
  132. package/water/waterMaterial.js +20 -20
  133. package/water/waterMaterial.js.map +1 -1
@@ -1,17 +1,17 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
+ import "@onerjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
9
+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
10
+ import "@onerjs/core/Shaders/ShadersInclude/depthPrePass.js";
11
+ import "@onerjs/core/Shaders/ShadersInclude/lightFragment.js";
12
+ import "@onerjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/fogFragment.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
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  /** @internal */
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  export declare const cellPixelShader: {
17
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  name: string;
@@ -1,19 +1,19 @@
1
1
  // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "@onerjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
+ import "@onerjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
+ import "@onerjs/core/Shaders/ShadersInclude/depthPrePass.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/lightFragment.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/fogFragment.js";
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+ import "@onerjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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  const name = "cellPixelShader";
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  const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;
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  #ifdef NORMAL
@@ -1 +1 @@
1
- {"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Eb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"cellPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{diffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;if (info.ndl<0.5)\nlevel=0.5;diffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;float ToonBrightnessLevels[5];ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase.rgb*=ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase.rgb*=ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase.rgb*=ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase.rgb*=ToonBrightnessLevels[3];}\nelse\n{diffuseBase.rgb*=ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase,vec3(0.2));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nlightingInfo info;vec3 diffuseBase=vec3(0.,0.,0.);float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const cellPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"cell.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,gEAAqD;AACrD,yEAA8D;AAC9D,oEAAyD;AACzD,wEAA6D;AAC7D,yEAA8D;AAC9D,6EAAkE;AAClE,oEAAyD;AACzD,uEAA4D;AAC5D,kEAAuD;AACvD,6DAAkD;AAClD,8DAAmD;AACnD,iEAAsD;AACtD,4DAAiD;AACjD,6EAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2Eb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"cellPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{diffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;if (info.ndl<0.5)\nlevel=0.5;diffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];ToonThresholds[0]=0.95;ToonThresholds[1]=0.5;ToonThresholds[2]=0.2;ToonThresholds[3]=0.03;float ToonBrightnessLevels[5];ToonBrightnessLevels[0]=1.0;ToonBrightnessLevels[1]=0.8;ToonBrightnessLevels[2]=0.6;ToonBrightnessLevels[3]=0.35;ToonBrightnessLevels[4]=0.2;if (info.ndl>ToonThresholds[0])\n{diffuseBase.rgb*=ToonBrightnessLevels[0];}\nelse if (info.ndl>ToonThresholds[1])\n{diffuseBase.rgb*=ToonBrightnessLevels[1];}\nelse if (info.ndl>ToonThresholds[2])\n{diffuseBase.rgb*=ToonBrightnessLevels[2];}\nelse if (info.ndl>ToonThresholds[3])\n{diffuseBase.rgb*=ToonBrightnessLevels[3];}\nelse\n{diffuseBase.rgb*=ToonBrightnessLevels[4];}\n#endif\nreturn max(diffuseBase,vec3(0.2));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nlightingInfo info;vec3 diffuseBase=vec3(0.,0.,0.);float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const cellPixelShader = { name, shader };\n"]}
@@ -1,19 +1,19 @@
1
- import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
1
+ import "@onerjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
+ import "@onerjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
6
+ import "@onerjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
7
+ import "@onerjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
8
+ import "@onerjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
9
+ import "@onerjs/core/Shaders/ShadersInclude/instancesVertex.js";
10
+ import "@onerjs/core/Shaders/ShadersInclude/bonesVertex.js";
11
+ import "@onerjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
+ import "@onerjs/core/Shaders/ShadersInclude/fogVertex.js";
14
+ import "@onerjs/core/Shaders/ShadersInclude/shadowsVertex.js";
15
+ import "@onerjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
+ import "@onerjs/core/Shaders/ShadersInclude/logDepthVertex.js";
17
17
  /** @internal */
18
18
  export declare const cellVertexShader: {
19
19
  name: string;
@@ -1,21 +1,21 @@
1
1
  // Do not edit.
2
- import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
- import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
4
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
- import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
6
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
7
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
9
- import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
- import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
11
- import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
12
- import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
13
- import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
14
- import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
15
- import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
16
- import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
17
- import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
18
- import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
2
+ import { ShaderStore } from "@onerjs/core/Engines/shaderStore.js";
3
+ import "@onerjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
4
+ import "@onerjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@onerjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
6
+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@onerjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
+ import "@onerjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
9
+ import "@onerjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
+ import "@onerjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
11
+ import "@onerjs/core/Shaders/ShadersInclude/instancesVertex.js";
12
+ import "@onerjs/core/Shaders/ShadersInclude/bonesVertex.js";
13
+ import "@onerjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
14
+ import "@onerjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
15
+ import "@onerjs/core/Shaders/ShadersInclude/fogVertex.js";
16
+ import "@onerjs/core/Shaders/ShadersInclude/shadowsVertex.js";
17
+ import "@onerjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
18
+ import "@onerjs/core/Shaders/ShadersInclude/logDepthVertex.js";
19
19
  const name = "cellVertexShader";
20
20
  const shader = `precision highp float;attribute vec3 position;
21
21
  #ifdef NORMAL
@@ -1 +1 @@
1
- {"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,uEAAyD;AACzD,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqEd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"cellVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const cellVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"cell.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/cell/cell.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,4CAAiC;AACvD,iEAAsD;AACtD,gFAAqE;AACrE,qEAA0D;AAC1D,2EAAgE;AAChE,oEAAyD;AACzD,qEAA0D;AAC1D,yEAA8D;AAC9D,oEAAyD;AACzD,gEAAqD;AACrD,4DAAiD;AACjD,qEAA0D;AAC1D,gEAAqD;AACrD,0DAA+C;AAC/C,8DAAmD;AACnD,kEAAuD;AACvD,+DAAoD;AAEpD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqEd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"cellVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const cellVertexShader = { name, shader };\n"]}
@@ -1,13 +1,13 @@
1
- import type { Nullable } from "@babylonjs/core/types.js";
2
- import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
- import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
5
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
6
- import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
7
- import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
8
- import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
9
- import { Scene } from "@babylonjs/core/scene.js";
10
- import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
1
+ import type { Nullable } from "@onerjs/core/types.js";
2
+ import type { Matrix } from "@onerjs/core/Maths/math.vector.js";
3
+ import { Color3 } from "@onerjs/core/Maths/math.color.js";
4
+ import type { BaseTexture } from "@onerjs/core/Materials/Textures/baseTexture.js";
5
+ import { PushMaterial } from "@onerjs/core/Materials/pushMaterial.js";
6
+ import type { AbstractMesh } from "@onerjs/core/Meshes/abstractMesh.js";
7
+ import type { SubMesh } from "@onerjs/core/Meshes/subMesh.js";
8
+ import type { Mesh } from "@onerjs/core/Meshes/mesh.js";
9
+ import { Scene } from "@onerjs/core/scene.js";
10
+ import type { IAnimatable } from "@onerjs/core/Animations/animatable.interface.js";
11
11
  import "./cell.fragment.js";
12
12
  import "./cell.vertex.js";
13
13
  export declare class CellMaterial extends PushMaterial {
@@ -1,18 +1,18 @@
1
1
  import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
- import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from "@babylonjs/core/Misc/decorators.js";
3
- import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
4
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
6
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
- import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
8
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
9
- import { Scene } from "@babylonjs/core/scene.js";
10
- import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
2
+ import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from "@onerjs/core/Misc/decorators.js";
3
+ import { SerializationHelper } from "@onerjs/core/Misc/decorators.serialization.js";
4
+ import { Color3 } from "@onerjs/core/Maths/math.color.js";
5
+ import { MaterialDefines } from "@onerjs/core/Materials/materialDefines.js";
6
+ import { PushMaterial } from "@onerjs/core/Materials/pushMaterial.js";
7
+ import { MaterialFlags } from "@onerjs/core/Materials/materialFlags.js";
8
+ import { VertexBuffer } from "@onerjs/core/Buffers/buffer.js";
9
+ import { Scene } from "@onerjs/core/scene.js";
10
+ import { RegisterClass } from "@onerjs/core/Misc/typeStore.js";
11
11
  import "./cell.fragment.js";
12
12
  import "./cell.vertex.js";
13
- import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
14
- import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
15
- import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
13
+ import { EffectFallbacks } from "@onerjs/core/Materials/effectFallbacks.js";
14
+ import { AddClipPlaneUniforms, BindClipPlane } from "@onerjs/core/Materials/clipPlaneMaterialHelper.js";
15
+ import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@onerjs/core/Materials/materialHelper.functions.js";
16
16
  class CellMaterialDefines extends MaterialDefines {
17
17
  constructor() {
18
18
  super();
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\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 // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>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 // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\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, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\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: this.maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\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 = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public override clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(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.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\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 // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>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 // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\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, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\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: this.maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\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 = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public override clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(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.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
@@ -1,13 +1,13 @@
1
- import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
- import { Effect } from "@babylonjs/core/Materials/effect.js";
3
- import type { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
4
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
5
- import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
- import type { Scene } from "@babylonjs/core/scene.js";
7
- import type { Nullable } from "@babylonjs/core/types.js";
8
- import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
- import "@babylonjs/core/Shaders/default.vertex.js";
10
- import "@babylonjs/core/Shaders/default.fragment.js";
1
+ import type { Texture } from "@onerjs/core/Materials/Textures/texture.js";
2
+ import { Effect } from "@onerjs/core/Materials/effect.js";
3
+ import type { MaterialDefines } from "@onerjs/core/Materials/materialDefines.js";
4
+ import { StandardMaterial } from "@onerjs/core/Materials/standardMaterial.js";
5
+ import type { Mesh } from "@onerjs/core/Meshes/mesh.js";
6
+ import type { Scene } from "@onerjs/core/scene.js";
7
+ import type { Nullable } from "@onerjs/core/types.js";
8
+ import type { SubMesh } from "@onerjs/core/Meshes/subMesh.js";
9
+ import "@onerjs/core/Shaders/default.vertex.js";
10
+ import "@onerjs/core/Shaders/default.fragment.js";
11
11
  /**
12
12
  * Structure of a custom shader
13
13
  */
@@ -1,9 +1,9 @@
1
- import { Effect } from "@babylonjs/core/Materials/effect.js";
2
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
3
- import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
4
- import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
5
- import "@babylonjs/core/Shaders/default.vertex.js";
6
- import "@babylonjs/core/Shaders/default.fragment.js";
1
+ import { Effect } from "@onerjs/core/Materials/effect.js";
2
+ import { StandardMaterial } from "@onerjs/core/Materials/standardMaterial.js";
3
+ import { RegisterClass } from "@onerjs/core/Misc/typeStore.js";
4
+ import { Color3, Color4 } from "@onerjs/core/Maths/math.color.js";
5
+ import "@onerjs/core/Shaders/default.vertex.js";
6
+ import "@onerjs/core/Shaders/default.fragment.js";
7
7
  /**
8
8
  * Structure of a custom shader
9
9
  */
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\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 type { Nullable } from \"core/types\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport \"core/Shaders/default.vertex\";\r\nimport \"core/Shaders/default.fragment\";\r\n\r\n/**\r\n * Structure of a custom shader\r\n */\r\nexport class CustomShaderStructure {\r\n /**\r\n * Fragment store\r\n */\r\n public FragmentStore: string;\r\n /**\r\n * Vertex store\r\n */\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\n/**\r\n * Parts of a shader\r\n */\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Variable definitions of the fragment shader\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the fragment main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of the fragment main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Diffuse color calculation\r\n */\r\n public Fragment_Custom_Diffuse: string;\r\n /**\r\n * Before lightning computations\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Before fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha calculations\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Before frag color is assigned\r\n */\r\n public Fragment_Before_FragColor: string;\r\n /**\r\n * Beginning of the vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Variable definitions of the vertex shader\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Start of the main function of the vertex shader\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Before the world position computation\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Before the normal computation\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * After the world position has been computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Main end of the vertex shader\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * Customized material\r\n */\r\nexport class CustomMaterial extends StandardMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderSpecialParts;\r\n /**\r\n * Name of the shader\r\n */\r\n public _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n public _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n public _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n public _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n public _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n public _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @returns the shader name\r\n */\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected override _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect, subMesh);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = [];\r\n this._newUniforms = [];\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Diffuse portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\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 type { Nullable } from \"core/types\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport \"core/Shaders/default.vertex\";\r\nimport \"core/Shaders/default.fragment\";\r\n\r\n/**\r\n * Structure of a custom shader\r\n */\r\nexport class CustomShaderStructure {\r\n /**\r\n * Fragment store\r\n */\r\n public FragmentStore: string;\r\n /**\r\n * Vertex store\r\n */\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\n/**\r\n * Parts of a shader\r\n */\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Variable definitions of the fragment shader\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the fragment main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of the fragment main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Diffuse color calculation\r\n */\r\n public Fragment_Custom_Diffuse: string;\r\n /**\r\n * Before lightning computations\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Before fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha calculations\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Before frag color is assigned\r\n */\r\n public Fragment_Before_FragColor: string;\r\n /**\r\n * Beginning of the vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Variable definitions of the vertex shader\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Start of the main function of the vertex shader\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Before the world position computation\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Before the normal computation\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * After the world position has been computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Main end of the vertex shader\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * Customized material\r\n */\r\nexport class CustomMaterial extends StandardMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderSpecialParts;\r\n /**\r\n * Name of the shader\r\n */\r\n public _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n public _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n public _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n public _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n public _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n public _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @returns the shader name\r\n */\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected override _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect, subMesh);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = [];\r\n this._newUniforms = [];\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Diffuse portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
@@ -1,14 +1,14 @@
1
- import type { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
2
- import { Effect } from "@babylonjs/core/Materials/effect.js";
3
- import type { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
4
- import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
5
- import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
- import type { Scene } from "@babylonjs/core/scene.js";
7
- import type { ICustomShaderNameResolveOptions } from "@babylonjs/core/Materials/material.js";
8
- import type { Nullable } from "@babylonjs/core/types.js";
9
- import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
10
- import "@babylonjs/core/Shaders/pbr.vertex.js";
11
- import "@babylonjs/core/Shaders/pbr.fragment.js";
1
+ import type { Texture } from "@onerjs/core/Materials/Textures/texture.js";
2
+ import { Effect } from "@onerjs/core/Materials/effect.js";
3
+ import type { MaterialDefines } from "@onerjs/core/Materials/materialDefines.js";
4
+ import { PBRMaterial } from "@onerjs/core/Materials/PBR/pbrMaterial.js";
5
+ import type { Mesh } from "@onerjs/core/Meshes/mesh.js";
6
+ import type { Scene } from "@onerjs/core/scene.js";
7
+ import type { ICustomShaderNameResolveOptions } from "@onerjs/core/Materials/material.js";
8
+ import type { Nullable } from "@onerjs/core/types.js";
9
+ import type { SubMesh } from "@onerjs/core/Meshes/subMesh.js";
10
+ import "@onerjs/core/Shaders/pbr.vertex.js";
11
+ import "@onerjs/core/Shaders/pbr.fragment.js";
12
12
  /**
13
13
  * Albedo parts of the shader
14
14
  */