@onerjs/materials 8.23.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.fragment.d.ts +19 -0
- package/cell/cell.fragment.js +100 -0
- package/cell/cell.fragment.js.map +1 -0
- package/cell/cell.vertex.d.ts +21 -0
- package/cell/cell.vertex.js +96 -0
- package/cell/cell.vertex.js.map +1 -0
- package/cell/cellMaterial.d.ts +37 -0
- package/cell/cellMaterial.js +312 -0
- package/cell/cellMaterial.js.map +1 -0
- package/cell/index.d.ts +1 -0
- package/cell/index.js +2 -0
- package/cell/index.js.map +1 -0
- package/custom/customMaterial.d.ts +280 -0
- package/custom/customMaterial.js +355 -0
- package/custom/customMaterial.js.map +1 -0
- package/custom/index.d.ts +2 -0
- package/custom/index.js +3 -0
- package/custom/index.js.map +1 -0
- package/custom/pbrCustomMaterial.d.ts +299 -0
- package/custom/pbrCustomMaterial.js +397 -0
- package/custom/pbrCustomMaterial.js.map +1 -0
- package/fire/fire.fragment.d.ts +13 -0
- package/fire/fire.fragment.js +65 -0
- package/fire/fire.fragment.js.map +1 -0
- package/fire/fire.vertex.d.ts +18 -0
- package/fire/fire.vertex.js +80 -0
- package/fire/fire.vertex.js.map +1 -0
- package/fire/fireMaterial.d.ts +38 -0
- package/fire/fireMaterial.js +342 -0
- package/fire/fireMaterial.js.map +1 -0
- package/fire/index.d.ts +1 -0
- package/fire/index.js +2 -0
- package/fire/index.js.map +1 -0
- package/fur/fur.fragment.d.ts +19 -0
- package/fur/fur.fragment.js +94 -0
- package/fur/fur.fragment.js.map +1 -0
- package/fur/fur.vertex.d.ts +21 -0
- package/fur/fur.vertex.js +126 -0
- package/fur/fur.vertex.js.map +1 -0
- package/fur/furMaterial.d.ts +57 -0
- package/fur/furMaterial.js +505 -0
- package/fur/furMaterial.js.map +1 -0
- package/fur/index.d.ts +1 -0
- package/fur/index.js +2 -0
- package/fur/index.js.map +1 -0
- package/gradient/gradient.fragment.d.ts +19 -0
- package/gradient/gradient.fragment.js +80 -0
- package/gradient/gradient.fragment.js.map +1 -0
- package/gradient/gradient.vertex.d.ts +21 -0
- package/gradient/gradient.vertex.js +87 -0
- package/gradient/gradient.vertex.js.map +1 -0
- package/gradient/gradientMaterial.d.ts +37 -0
- package/gradient/gradientMaterial.js +283 -0
- package/gradient/gradientMaterial.js.map +1 -0
- package/gradient/index.d.ts +1 -0
- package/gradient/index.js +2 -0
- package/gradient/index.js.map +1 -0
- package/grid/grid.fragment.d.ts +12 -0
- package/grid/grid.fragment.js +79 -0
- package/grid/grid.fragment.js.map +1 -0
- package/grid/grid.vertex.d.ts +15 -0
- package/grid/grid.vertex.js +60 -0
- package/grid/grid.vertex.js.map +1 -0
- package/grid/gridMaterial.d.ts +85 -0
- package/grid/gridMaterial.js +308 -0
- package/grid/gridMaterial.js.map +1 -0
- package/grid/index.d.ts +1 -0
- package/grid/index.js +2 -0
- package/grid/index.js.map +1 -0
- package/index.d.ts +15 -0
- package/index.js +17 -0
- package/index.js.map +1 -0
- package/lava/index.d.ts +1 -0
- package/lava/index.js +2 -0
- package/lava/index.js.map +1 -0
- package/lava/lava.fragment.d.ts +19 -0
- package/lava/lava.fragment.js +89 -0
- package/lava/lava.fragment.js.map +1 -0
- package/lava/lava.vertex.d.ts +21 -0
- package/lava/lava.vertex.js +113 -0
- package/lava/lava.vertex.js.map +1 -0
- package/lava/lavaMaterial.d.ts +45 -0
- package/lava/lavaMaterial.js +402 -0
- package/lava/lavaMaterial.js.map +1 -0
- package/legacy/legacy-cell.d.ts +1 -0
- package/legacy/legacy-cell.js +14 -0
- package/legacy/legacy-cell.js.map +1 -0
- package/legacy/legacy-custom.d.ts +1 -0
- package/legacy/legacy-custom.js +14 -0
- package/legacy/legacy-custom.js.map +1 -0
- package/legacy/legacy-fire.d.ts +1 -0
- package/legacy/legacy-fire.js +14 -0
- package/legacy/legacy-fire.js.map +1 -0
- package/legacy/legacy-fur.d.ts +1 -0
- package/legacy/legacy-fur.js +14 -0
- package/legacy/legacy-fur.js.map +1 -0
- package/legacy/legacy-gradient.d.ts +1 -0
- package/legacy/legacy-gradient.js +14 -0
- package/legacy/legacy-gradient.js.map +1 -0
- package/legacy/legacy-grid.d.ts +1 -0
- package/legacy/legacy-grid.js +14 -0
- package/legacy/legacy-grid.js.map +1 -0
- package/legacy/legacy-lava.d.ts +1 -0
- package/legacy/legacy-lava.js +14 -0
- package/legacy/legacy-lava.js.map +1 -0
- package/legacy/legacy-mix.d.ts +1 -0
- package/legacy/legacy-mix.js +14 -0
- package/legacy/legacy-mix.js.map +1 -0
- package/legacy/legacy-normal.d.ts +1 -0
- package/legacy/legacy-normal.js +14 -0
- package/legacy/legacy-normal.js.map +1 -0
- package/legacy/legacy-shadowOnly.d.ts +1 -0
- package/legacy/legacy-shadowOnly.js +14 -0
- package/legacy/legacy-shadowOnly.js.map +1 -0
- package/legacy/legacy-simple.d.ts +1 -0
- package/legacy/legacy-simple.js +14 -0
- package/legacy/legacy-simple.js.map +1 -0
- package/legacy/legacy-sky.d.ts +1 -0
- package/legacy/legacy-sky.js +14 -0
- package/legacy/legacy-sky.js.map +1 -0
- package/legacy/legacy-terrain.d.ts +1 -0
- package/legacy/legacy-terrain.js +14 -0
- package/legacy/legacy-terrain.js.map +1 -0
- package/legacy/legacy-triPlanar.d.ts +1 -0
- package/legacy/legacy-triPlanar.js +14 -0
- package/legacy/legacy-triPlanar.js.map +1 -0
- package/legacy/legacy-water.d.ts +1 -0
- package/legacy/legacy-water.js +14 -0
- package/legacy/legacy-water.js.map +1 -0
- package/legacy/legacy.d.ts +1 -0
- package/legacy/legacy.js +17 -0
- package/legacy/legacy.js.map +1 -0
- package/license.md +71 -0
- package/mix/index.d.ts +1 -0
- package/mix/index.js +2 -0
- package/mix/index.js.map +1 -0
- package/mix/mix.fragment.d.ts +19 -0
- package/mix/mix.fragment.js +106 -0
- package/mix/mix.fragment.js.map +1 -0
- package/mix/mix.vertex.d.ts +21 -0
- package/mix/mix.vertex.js +96 -0
- package/mix/mix.vertex.js.map +1 -0
- package/mix/mixMaterial.d.ts +65 -0
- package/mix/mixMaterial.js +508 -0
- package/mix/mixMaterial.js.map +1 -0
- package/normal/index.d.ts +1 -0
- package/normal/index.js +2 -0
- package/normal/index.js.map +1 -0
- package/normal/normal.fragment.d.ts +19 -0
- package/normal/normal.fragment.js +85 -0
- package/normal/normal.fragment.js.map +1 -0
- package/normal/normal.vertex.d.ts +20 -0
- package/normal/normal.vertex.js +88 -0
- package/normal/normal.vertex.js.map +1 -0
- package/normal/normalMaterial.d.ts +36 -0
- package/normal/normalMaterial.js +345 -0
- package/normal/normalMaterial.js.map +1 -0
- package/package.json +47 -0
- package/readme.md +30 -0
- package/shadowOnly/index.d.ts +1 -0
- package/shadowOnly/index.js +2 -0
- package/shadowOnly/index.js.map +1 -0
- package/shadowOnly/shadowOnly.fragment.d.ts +20 -0
- package/shadowOnly/shadowOnly.fragment.js +60 -0
- package/shadowOnly/shadowOnly.fragment.js.map +1 -0
- package/shadowOnly/shadowOnly.vertex.d.ts +22 -0
- package/shadowOnly/shadowOnly.vertex.js +69 -0
- package/shadowOnly/shadowOnly.vertex.js.map +1 -0
- package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
- package/shadowOnly/shadowOnlyMaterial.js +243 -0
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -0
- package/simple/index.d.ts +1 -0
- package/simple/index.js +2 -0
- package/simple/index.js.map +1 -0
- package/simple/simple.fragment.d.ts +19 -0
- package/simple/simple.fragment.js +81 -0
- package/simple/simple.fragment.js.map +1 -0
- package/simple/simple.vertex.d.ts +21 -0
- package/simple/simple.vertex.js +96 -0
- package/simple/simple.vertex.js.map +1 -0
- package/simple/simpleMaterial.d.ts +35 -0
- package/simple/simpleMaterial.js +303 -0
- package/simple/simpleMaterial.js.map +1 -0
- package/sky/index.d.ts +1 -0
- package/sky/index.js +2 -0
- package/sky/index.js.map +1 -0
- package/sky/sky.fragment.d.ts +13 -0
- package/sky/sky.fragment.js +81 -0
- package/sky/sky.fragment.js.map +1 -0
- package/sky/sky.vertex.d.ts +11 -0
- package/sky/sky.vertex.js +47 -0
- package/sky/sky.vertex.js.map +1 -0
- package/sky/skyMaterial.d.ts +151 -0
- package/sky/skyMaterial.js +367 -0
- package/sky/skyMaterial.js.map +1 -0
- package/terrain/index.d.ts +1 -0
- package/terrain/index.js +2 -0
- package/terrain/index.js.map +1 -0
- package/terrain/terrain.fragment.d.ts +19 -0
- package/terrain/terrain.fragment.js +110 -0
- package/terrain/terrain.fragment.js.map +1 -0
- package/terrain/terrain.vertex.d.ts +21 -0
- package/terrain/terrain.vertex.js +96 -0
- package/terrain/terrain.vertex.js.map +1 -0
- package/terrain/terrainMaterial.d.ts +50 -0
- package/terrain/terrainMaterial.js +445 -0
- package/terrain/terrainMaterial.js.map +1 -0
- package/triPlanar/index.d.ts +1 -0
- package/triPlanar/index.js +2 -0
- package/triPlanar/index.js.map +1 -0
- package/triPlanar/triPlanarMaterial.d.ts +49 -0
- package/triPlanar/triPlanarMaterial.js +421 -0
- package/triPlanar/triPlanarMaterial.js.map +1 -0
- package/triPlanar/triplanar.fragment.d.ts +19 -0
- package/triPlanar/triplanar.fragment.js +126 -0
- package/triPlanar/triplanar.fragment.js.map +1 -0
- package/triPlanar/triplanar.vertex.d.ts +22 -0
- package/triPlanar/triplanar.vertex.js +101 -0
- package/triPlanar/triplanar.vertex.js.map +1 -0
- package/water/index.d.ts +1 -0
- package/water/index.js +2 -0
- package/water/index.js.map +1 -0
- package/water/water.fragment.d.ts +19 -0
- package/water/water.fragment.js +160 -0
- package/water/water.fragment.js.map +1 -0
- package/water/water.vertex.d.ts +21 -0
- package/water/water.vertex.js +125 -0
- package/water/water.vertex.js.map +1 -0
- package/water/waterMaterial.d.ts +141 -0
- package/water/waterMaterial.js +729 -0
- package/water/waterMaterial.js.map +1 -0
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+
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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 { IAnimatable } from \"core/Animations/animatable.interface\";\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\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.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 NormalMaterialDefines 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 DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public THIN_INSTANCES = false;\r\n public LIGHTING = 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 NormalMaterial 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()\r\n public diffuseColor = new Color3(1, 1, 1);\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 needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || mesh.visibility < 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 NormalMaterialDefines();\r\n }\r\n\r\n const defines = <NormalMaterialDefines>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 // 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 = true;\r\n 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, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n defines.LIGHTING = !this._disableLighting;\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\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n 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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"normal\";\r\n const join = defines.toString();\r\n\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: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\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 = <NormalMaterialDefines>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 // Clip plane\r\n BindClipPlane(effect, 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);\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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\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 clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(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.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);\r\n"]}
|
package/package.json
ADDED
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "@onerjs/materials",
|
|
3
|
+
"version": "8.23.1",
|
|
4
|
+
"main": "index.js",
|
|
5
|
+
"module": "index.js",
|
|
6
|
+
"types": "index.d.ts",
|
|
7
|
+
"files": [
|
|
8
|
+
"**/*.js",
|
|
9
|
+
"**/*.d.ts",
|
|
10
|
+
"**/*.map",
|
|
11
|
+
"readme.md",
|
|
12
|
+
"license.md"
|
|
13
|
+
],
|
|
14
|
+
"scripts": {
|
|
15
|
+
"build": "npm run clean && npm run compile",
|
|
16
|
+
"clean": "rimraf dist && rimraf *.tsbuildinfo -g && rimraf \"./**/*.!(md|json|build.json|lts.json)\" -g",
|
|
17
|
+
"compile": "tsc -b tsconfig.build.json && tsc -b tsconfig.lts.json",
|
|
18
|
+
"postcompile": "build-tools -c add-js-to-es6"
|
|
19
|
+
},
|
|
20
|
+
"devDependencies": {
|
|
21
|
+
"@onerjs/core": "^8.23.1",
|
|
22
|
+
"@dev/build-tools": "^1.0.0",
|
|
23
|
+
"@lts/materials": "^1.0.0"
|
|
24
|
+
},
|
|
25
|
+
"peerDependencies": {
|
|
26
|
+
"@onerjs/core": "^8.6.0"
|
|
27
|
+
},
|
|
28
|
+
"keywords": [
|
|
29
|
+
"3D",
|
|
30
|
+
"javascript",
|
|
31
|
+
"html5",
|
|
32
|
+
"webgl",
|
|
33
|
+
"babylon.js"
|
|
34
|
+
],
|
|
35
|
+
"license": "Apache-2.0",
|
|
36
|
+
"esnext": "index.js",
|
|
37
|
+
"type": "module",
|
|
38
|
+
"sideEffects": true,
|
|
39
|
+
"homepage": "https://www.babylonjs.com",
|
|
40
|
+
"repository": {
|
|
41
|
+
"type": "git",
|
|
42
|
+
"url": "https://github.com/BabylonJS/Babylon.js.git"
|
|
43
|
+
},
|
|
44
|
+
"bugs": {
|
|
45
|
+
"url": "https://github.com/BabylonJS/Babylon.js/issues"
|
|
46
|
+
}
|
|
47
|
+
}
|
package/readme.md
ADDED
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
Babylon.js Materials Library
|
|
2
|
+
=====================
|
|
3
|
+
|
|
4
|
+
For usage documentation please visit https://doc.babylonjs.com/extensions and choose "materials library".
|
|
5
|
+
|
|
6
|
+
# Installation instructions
|
|
7
|
+
|
|
8
|
+
To install using npm :
|
|
9
|
+
|
|
10
|
+
```
|
|
11
|
+
npm install --save @babylonjs/core @babylonjs/materials
|
|
12
|
+
```
|
|
13
|
+
|
|
14
|
+
# How to use
|
|
15
|
+
|
|
16
|
+
Afterwards it can be imported to your project using:
|
|
17
|
+
|
|
18
|
+
```
|
|
19
|
+
import { GridMaterial } from '@babylonjs/materials/Grid';
|
|
20
|
+
```
|
|
21
|
+
|
|
22
|
+
And used as usual:
|
|
23
|
+
|
|
24
|
+
```
|
|
25
|
+
// Some awesome code
|
|
26
|
+
let gridMaterial = new GridMaterial("gridMaterial", scene);
|
|
27
|
+
// Some more awesome code
|
|
28
|
+
```
|
|
29
|
+
|
|
30
|
+
For more information you can have a look at our [ES6 dedicated documentation](https://doc.babylonjs.com/features/es6_support).
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export * from "./shadowOnlyMaterial.js";
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/index.ts"],"names":[],"mappings":"AAAA,cAAc,sBAAsB,CAAC","sourcesContent":["export * from \"./shadowOnlyMaterial\";\r\n"]}
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
|
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
|
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
|
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
|
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
|
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
|
|
9
|
+
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/lightFragment.js";
|
|
13
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
|
|
14
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
|
|
15
|
+
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
|
|
16
|
+
/** @internal */
|
|
17
|
+
export declare const shadowOnlyPixelShader: {
|
|
18
|
+
name: string;
|
|
19
|
+
shader: string;
|
|
20
|
+
};
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|
@@ -0,0 +1,60 @@
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|
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1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
|
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
|
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
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7
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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/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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const name = "shadowOnlyPixelShader";
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const shader = `precision highp float;
|
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#include<__decl__sceneFragment>
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uniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;
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#ifdef NORMAL
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varying vec3 vNormalW;
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#endif
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#include<helperFunctions>
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#include<__decl__lightFragment>[0..maxSimultaneousLights]
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#include<lightsFragmentFunctions>
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#include<shadowsFragmentFunctions>
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#include<clipPlaneFragmentDeclaration>
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#ifdef LOGARITHMICDEPTH
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#extension GL_EXT_frag_depth : enable
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#endif
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void) {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
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#ifdef NORMAL
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vec3 normalW=normalize(vNormalW);
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#else
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vec3 normalW=vec3(1.0,1.0,1.0);
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#endif
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vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
|
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#include<lightFragment>[0..1]
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vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);
|
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#include<logDepthFragment>
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#include<fogFragment>
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gl_FragColor=color;
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#include<imageProcessingCompatibility>
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#define CUSTOM_FRAGMENT_MAIN_END
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}`;
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// Sideeffect
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if (!ShaderStore.ShadersStore[name]) {
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ShaderStore.ShadersStore[name] = shader;
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}
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/** @internal */
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export const shadowOnlyPixelShader = { name, shader };
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//# sourceMappingURL=shadowOnly.fragment.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"shadowOnly.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\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/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..1]\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*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 shadowOnlyPixelShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,22 @@
|
|
|
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/sceneVertexDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.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/logDepthVertex.js";
|
|
16
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
17
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
18
|
+
/** @internal */
|
|
19
|
+
export declare const shadowOnlyVertexShader: {
|
|
20
|
+
name: string;
|
|
21
|
+
shader: string;
|
|
22
|
+
};
|
|
@@ -0,0 +1,69 @@
|
|
|
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/sceneVertexDeclaration.js";
|
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
|
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
|
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
|
11
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
13
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
|
14
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
|
15
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
16
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
17
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
|
18
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
19
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
20
|
+
const name = "shadowOnlyVertexShader";
|
|
21
|
+
const shader = `precision highp float;attribute vec3 position;
|
|
22
|
+
#ifdef NORMAL
|
|
23
|
+
attribute vec3 normal;
|
|
24
|
+
#endif
|
|
25
|
+
#include<bonesDeclaration>
|
|
26
|
+
#include<bakedVertexAnimationDeclaration>
|
|
27
|
+
#include<instancesDeclaration>
|
|
28
|
+
#include<__decl__sceneVertex>
|
|
29
|
+
#ifdef POINTSIZE
|
|
30
|
+
uniform float pointSize;
|
|
31
|
+
#endif
|
|
32
|
+
varying vec3 vPositionW;
|
|
33
|
+
#ifdef NORMAL
|
|
34
|
+
varying vec3 vNormalW;
|
|
35
|
+
#endif
|
|
36
|
+
#ifdef VERTEXCOLOR
|
|
37
|
+
varying vec4 vColor;
|
|
38
|
+
#endif
|
|
39
|
+
#include<clipPlaneVertexDeclaration>
|
|
40
|
+
#include<logDepthDeclaration>
|
|
41
|
+
#include<fogVertexDeclaration>
|
|
42
|
+
#include<__decl__lightFragment>[0..maxSimultaneousLights]
|
|
43
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
44
|
+
void main(void) {
|
|
45
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
46
|
+
#include<instancesVertex>
|
|
47
|
+
#include<bonesVertex>
|
|
48
|
+
#include<bakedVertexAnimation>
|
|
49
|
+
vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);
|
|
50
|
+
#ifdef NORMAL
|
|
51
|
+
vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
|
|
52
|
+
#endif
|
|
53
|
+
#include<clipPlaneVertex>
|
|
54
|
+
#include<logDepthVertex>
|
|
55
|
+
#include<fogVertex>
|
|
56
|
+
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
57
|
+
#if defined(POINTSIZE) && !defined(WEBGPU)
|
|
58
|
+
gl_PointSize=pointSize;
|
|
59
|
+
#endif
|
|
60
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
61
|
+
}
|
|
62
|
+
`;
|
|
63
|
+
// Sideeffect
|
|
64
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
65
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
66
|
+
}
|
|
67
|
+
/** @internal */
|
|
68
|
+
export const shadowOnlyVertexShader = { name, shader };
|
|
69
|
+
//# sourceMappingURL=shadowOnly.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"shadowOnly.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnly.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,0EAA4D;AAC5D,uEAAyD;AACzD,8EAAgE;AAChE,uEAAyD;AACzD,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,kEAAoD;AACpD,6DAA+C;AAC/C,iEAAmD;AAEnD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,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,sBAAsB,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/sceneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\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/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<__decl__sceneVertex>\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#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#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,30 @@
|
|
|
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 type { IShadowLight } from "@babylonjs/core/Lights/shadowLight.js";
|
|
6
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
7
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
8
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
|
9
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
10
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
|
11
|
+
import "./shadowOnly.fragment.js";
|
|
12
|
+
import "./shadowOnly.vertex.js";
|
|
13
|
+
export declare class ShadowOnlyMaterial extends PushMaterial {
|
|
14
|
+
private _activeLight;
|
|
15
|
+
private _needAlphaBlending;
|
|
16
|
+
constructor(name: string, scene?: Scene);
|
|
17
|
+
shadowColor: Color3;
|
|
18
|
+
needAlphaBlending(): boolean;
|
|
19
|
+
needAlphaTesting(): boolean;
|
|
20
|
+
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
21
|
+
get activeLight(): IShadowLight;
|
|
22
|
+
set activeLight(light: IShadowLight);
|
|
23
|
+
private _getFirstShadowLightForMesh;
|
|
24
|
+
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
25
|
+
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
26
|
+
clone(name: string): ShadowOnlyMaterial;
|
|
27
|
+
serialize(): any;
|
|
28
|
+
getClassName(): string;
|
|
29
|
+
static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
|
|
30
|
+
}
|
|
@@ -0,0 +1,243 @@
|
|
|
1
|
+
import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
|
|
2
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
3
|
+
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
|
4
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
5
|
+
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
|
6
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
|
7
|
+
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
|
8
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import "./shadowOnly.fragment.js";
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9
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import "./shadowOnly.vertex.js";
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10
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import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
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class ShadowOnlyMaterialDefines extends MaterialDefines {
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constructor() {
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15
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super();
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this.CLIPPLANE = false;
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this.CLIPPLANE2 = false;
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this.CLIPPLANE3 = false;
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this.CLIPPLANE4 = false;
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this.CLIPPLANE5 = false;
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this.CLIPPLANE6 = false;
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this.POINTSIZE = false;
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this.FOG = false;
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this.NORMAL = false;
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this.NUM_BONE_INFLUENCERS = 0;
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this.BonesPerMesh = 0;
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this.INSTANCES = false;
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this.IMAGEPROCESSINGPOSTPROCESS = false;
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this.SKIPFINALCOLORCLAMP = false;
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this.LOGARITHMICDEPTH = false;
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this.rebuild();
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}
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}
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export class ShadowOnlyMaterial extends PushMaterial {
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constructor(name, scene) {
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super(name, scene);
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this._needAlphaBlending = true;
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this.shadowColor = Color3.Black();
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}
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needAlphaBlending() {
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return this._needAlphaBlending;
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}
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needAlphaTesting() {
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return false;
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}
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getAlphaTestTexture() {
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return null;
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}
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get activeLight() {
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return this._activeLight;
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}
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set activeLight(light) {
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this._activeLight = light;
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}
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_getFirstShadowLightForMesh(mesh) {
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for (const light of mesh.lightSources) {
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if (light.shadowEnabled) {
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return light;
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}
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}
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return null;
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}
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// Methods
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isReadyForSubMesh(mesh, subMesh, useInstances) {
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const drawWrapper = subMesh._drawWrapper;
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if (this.isFrozen) {
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if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
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return true;
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}
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}
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if (!subMesh.materialDefines) {
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subMesh.materialDefines = new ShadowOnlyMaterialDefines();
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}
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const defines = subMesh.materialDefines;
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const scene = this.getScene();
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if (this._isReadyForSubMesh(subMesh)) {
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return true;
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}
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const engine = scene.getEngine();
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// Ensure that active light is the first shadow light
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if (this._activeLight) {
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for (const light of mesh.lightSources) {
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if (light.shadowEnabled) {
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if (this._activeLight === light) {
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break; // We are good
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}
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const lightPosition = mesh.lightSources.indexOf(this._activeLight);
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if (lightPosition !== -1) {
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mesh.lightSources.splice(lightPosition, 1);
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mesh.lightSources.splice(0, 0, this._activeLight);
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}
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break;
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}
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}
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}
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PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
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PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);
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defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);
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const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();
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this._needAlphaBlending = true;
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if (shadowGenerator && shadowGenerator.getClassName && shadowGenerator.getClassName() === "CascadedShadowGenerator") {
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const csg = shadowGenerator;
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this._needAlphaBlending = !csg.autoCalcDepthBounds;
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}
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// Attribs
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PrepareDefinesForAttributes(mesh, defines, false, true);
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// Get correct effect
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if (defines.isDirty) {
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defines.markAsProcessed();
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scene.resetCachedMaterial();
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// Fallbacks
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const fallbacks = new EffectFallbacks();
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if (defines.FOG) {
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fallbacks.addFallback(1, "FOG");
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}
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HandleFallbacksForShadows(defines, fallbacks, 1);
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if (defines.NUM_BONE_INFLUENCERS > 0) {
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fallbacks.addCPUSkinningFallback(0, mesh);
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}
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defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
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//Attributes
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const attribs = [VertexBuffer.PositionKind];
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if (defines.NORMAL) {
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attribs.push(VertexBuffer.NormalKind);
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}
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PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
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PrepareAttributesForInstances(attribs, defines);
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const shaderName = "shadowOnly";
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const join = defines.toString();
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const uniforms = [
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"world",
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"view",
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"viewProjection",
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"vEyePosition",
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"vLightsType",
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"vFogInfos",
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"vFogColor",
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"pointSize",
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"alpha",
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"shadowColor",
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"mBones",
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"logarithmicDepthConstant",
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];
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const samplers = [];
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const uniformBuffers = ["Scene"];
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AddClipPlaneUniforms(uniforms);
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PrepareUniformsAndSamplersList({
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uniformsNames: uniforms,
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uniformBuffersNames: uniformBuffers,
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samplers: samplers,
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defines: defines,
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maxSimultaneousLights: 1,
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});
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154
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subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
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attributes: attribs,
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uniformsNames: uniforms,
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uniformBuffersNames: uniformBuffers,
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158
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samplers: samplers,
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159
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defines: join,
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fallbacks: fallbacks,
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161
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onCompiled: this.onCompiled,
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162
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onError: this.onError,
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indexParameters: { maxSimultaneousLights: 1 },
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164
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}, engine), defines, this._materialContext);
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165
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}
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166
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if (!subMesh.effect || !subMesh.effect.isReady()) {
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167
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return false;
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168
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}
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169
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defines._renderId = scene.getRenderId();
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170
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drawWrapper._wasPreviouslyReady = true;
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171
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drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
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172
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return true;
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173
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}
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174
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bindForSubMesh(world, mesh, subMesh) {
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175
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const scene = this.getScene();
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176
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const defines = subMesh.materialDefines;
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177
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if (!defines) {
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178
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return;
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179
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}
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180
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const effect = subMesh.effect;
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181
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if (!effect) {
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182
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return;
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183
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}
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184
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this._activeEffect = effect;
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185
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// Matrices
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186
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+
this.bindOnlyWorldMatrix(world);
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187
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+
this.bindViewProjection(effect);
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188
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// Bones
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189
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BindBonesParameters(mesh, this._activeEffect);
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190
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if (this._mustRebind(scene, effect, subMesh)) {
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191
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// Clip plane
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192
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BindClipPlane(effect, this, scene);
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193
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// Point size
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194
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if (this.pointsCloud) {
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195
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this._activeEffect.setFloat("pointSize", this.pointSize);
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196
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}
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197
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this._activeEffect.setFloat("alpha", this.alpha);
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198
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this._activeEffect.setColor3("shadowColor", this.shadowColor);
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199
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// Log. depth
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200
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if (this._useLogarithmicDepth) {
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201
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BindLogDepth(defines, effect, scene);
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202
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}
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203
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scene.bindEyePosition(effect);
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204
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}
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205
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// Lights
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206
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if (scene.lightsEnabled) {
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207
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BindLights(scene, mesh, this._activeEffect, defines, 1);
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208
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const light = this._getFirstShadowLightForMesh(mesh);
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209
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if (light) {
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210
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// Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.
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211
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// Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).
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212
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// Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight
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213
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// are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be
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214
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// the value the other materials may pass.
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215
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light._renderId = -1;
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216
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}
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217
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}
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218
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// View
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219
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if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines["SHADOWCSM0"]) {
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220
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this.bindView(effect);
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221
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+
}
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222
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// Fog
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223
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BindFogParameters(scene, mesh, this._activeEffect);
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224
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this._afterBind(mesh, this._activeEffect, subMesh);
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225
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+
}
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226
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+
clone(name) {
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227
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return SerializationHelper.Clone(() => new ShadowOnlyMaterial(name, this.getScene()), this);
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228
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+
}
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229
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serialize() {
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230
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+
const serializationObject = super.serialize();
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231
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+
serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
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232
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return serializationObject;
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233
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+
}
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234
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getClassName() {
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235
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return "ShadowOnlyMaterial";
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236
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+
}
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237
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// Statics
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238
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+
static Parse(source, scene, rootUrl) {
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239
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return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);
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240
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+
}
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241
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+
}
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242
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+
RegisterClass("BABYLON.ShadowOnlyMaterial", ShadowOnlyMaterial);
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243
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//# sourceMappingURL=shadowOnlyMaterial.js.map
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