@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.
Files changed (231) hide show
  1. package/cell/cell.fragment.d.ts +19 -0
  2. package/cell/cell.fragment.js +100 -0
  3. package/cell/cell.fragment.js.map +1 -0
  4. package/cell/cell.vertex.d.ts +21 -0
  5. package/cell/cell.vertex.js +96 -0
  6. package/cell/cell.vertex.js.map +1 -0
  7. package/cell/cellMaterial.d.ts +37 -0
  8. package/cell/cellMaterial.js +312 -0
  9. package/cell/cellMaterial.js.map +1 -0
  10. package/cell/index.d.ts +1 -0
  11. package/cell/index.js +2 -0
  12. package/cell/index.js.map +1 -0
  13. package/custom/customMaterial.d.ts +280 -0
  14. package/custom/customMaterial.js +355 -0
  15. package/custom/customMaterial.js.map +1 -0
  16. package/custom/index.d.ts +2 -0
  17. package/custom/index.js +3 -0
  18. package/custom/index.js.map +1 -0
  19. package/custom/pbrCustomMaterial.d.ts +299 -0
  20. package/custom/pbrCustomMaterial.js +397 -0
  21. package/custom/pbrCustomMaterial.js.map +1 -0
  22. package/fire/fire.fragment.d.ts +13 -0
  23. package/fire/fire.fragment.js +65 -0
  24. package/fire/fire.fragment.js.map +1 -0
  25. package/fire/fire.vertex.d.ts +18 -0
  26. package/fire/fire.vertex.js +80 -0
  27. package/fire/fire.vertex.js.map +1 -0
  28. package/fire/fireMaterial.d.ts +38 -0
  29. package/fire/fireMaterial.js +342 -0
  30. package/fire/fireMaterial.js.map +1 -0
  31. package/fire/index.d.ts +1 -0
  32. package/fire/index.js +2 -0
  33. package/fire/index.js.map +1 -0
  34. package/fur/fur.fragment.d.ts +19 -0
  35. package/fur/fur.fragment.js +94 -0
  36. package/fur/fur.fragment.js.map +1 -0
  37. package/fur/fur.vertex.d.ts +21 -0
  38. package/fur/fur.vertex.js +126 -0
  39. package/fur/fur.vertex.js.map +1 -0
  40. package/fur/furMaterial.d.ts +57 -0
  41. package/fur/furMaterial.js +505 -0
  42. package/fur/furMaterial.js.map +1 -0
  43. package/fur/index.d.ts +1 -0
  44. package/fur/index.js +2 -0
  45. package/fur/index.js.map +1 -0
  46. package/gradient/gradient.fragment.d.ts +19 -0
  47. package/gradient/gradient.fragment.js +80 -0
  48. package/gradient/gradient.fragment.js.map +1 -0
  49. package/gradient/gradient.vertex.d.ts +21 -0
  50. package/gradient/gradient.vertex.js +87 -0
  51. package/gradient/gradient.vertex.js.map +1 -0
  52. package/gradient/gradientMaterial.d.ts +37 -0
  53. package/gradient/gradientMaterial.js +283 -0
  54. package/gradient/gradientMaterial.js.map +1 -0
  55. package/gradient/index.d.ts +1 -0
  56. package/gradient/index.js +2 -0
  57. package/gradient/index.js.map +1 -0
  58. package/grid/grid.fragment.d.ts +12 -0
  59. package/grid/grid.fragment.js +79 -0
  60. package/grid/grid.fragment.js.map +1 -0
  61. package/grid/grid.vertex.d.ts +15 -0
  62. package/grid/grid.vertex.js +60 -0
  63. package/grid/grid.vertex.js.map +1 -0
  64. package/grid/gridMaterial.d.ts +85 -0
  65. package/grid/gridMaterial.js +308 -0
  66. package/grid/gridMaterial.js.map +1 -0
  67. package/grid/index.d.ts +1 -0
  68. package/grid/index.js +2 -0
  69. package/grid/index.js.map +1 -0
  70. package/index.d.ts +15 -0
  71. package/index.js +17 -0
  72. package/index.js.map +1 -0
  73. package/lava/index.d.ts +1 -0
  74. package/lava/index.js +2 -0
  75. package/lava/index.js.map +1 -0
  76. package/lava/lava.fragment.d.ts +19 -0
  77. package/lava/lava.fragment.js +89 -0
  78. package/lava/lava.fragment.js.map +1 -0
  79. package/lava/lava.vertex.d.ts +21 -0
  80. package/lava/lava.vertex.js +113 -0
  81. package/lava/lava.vertex.js.map +1 -0
  82. package/lava/lavaMaterial.d.ts +45 -0
  83. package/lava/lavaMaterial.js +402 -0
  84. package/lava/lavaMaterial.js.map +1 -0
  85. package/legacy/legacy-cell.d.ts +1 -0
  86. package/legacy/legacy-cell.js +14 -0
  87. package/legacy/legacy-cell.js.map +1 -0
  88. package/legacy/legacy-custom.d.ts +1 -0
  89. package/legacy/legacy-custom.js +14 -0
  90. package/legacy/legacy-custom.js.map +1 -0
  91. package/legacy/legacy-fire.d.ts +1 -0
  92. package/legacy/legacy-fire.js +14 -0
  93. package/legacy/legacy-fire.js.map +1 -0
  94. package/legacy/legacy-fur.d.ts +1 -0
  95. package/legacy/legacy-fur.js +14 -0
  96. package/legacy/legacy-fur.js.map +1 -0
  97. package/legacy/legacy-gradient.d.ts +1 -0
  98. package/legacy/legacy-gradient.js +14 -0
  99. package/legacy/legacy-gradient.js.map +1 -0
  100. package/legacy/legacy-grid.d.ts +1 -0
  101. package/legacy/legacy-grid.js +14 -0
  102. package/legacy/legacy-grid.js.map +1 -0
  103. package/legacy/legacy-lava.d.ts +1 -0
  104. package/legacy/legacy-lava.js +14 -0
  105. package/legacy/legacy-lava.js.map +1 -0
  106. package/legacy/legacy-mix.d.ts +1 -0
  107. package/legacy/legacy-mix.js +14 -0
  108. package/legacy/legacy-mix.js.map +1 -0
  109. package/legacy/legacy-normal.d.ts +1 -0
  110. package/legacy/legacy-normal.js +14 -0
  111. package/legacy/legacy-normal.js.map +1 -0
  112. package/legacy/legacy-shadowOnly.d.ts +1 -0
  113. package/legacy/legacy-shadowOnly.js +14 -0
  114. package/legacy/legacy-shadowOnly.js.map +1 -0
  115. package/legacy/legacy-simple.d.ts +1 -0
  116. package/legacy/legacy-simple.js +14 -0
  117. package/legacy/legacy-simple.js.map +1 -0
  118. package/legacy/legacy-sky.d.ts +1 -0
  119. package/legacy/legacy-sky.js +14 -0
  120. package/legacy/legacy-sky.js.map +1 -0
  121. package/legacy/legacy-terrain.d.ts +1 -0
  122. package/legacy/legacy-terrain.js +14 -0
  123. package/legacy/legacy-terrain.js.map +1 -0
  124. package/legacy/legacy-triPlanar.d.ts +1 -0
  125. package/legacy/legacy-triPlanar.js +14 -0
  126. package/legacy/legacy-triPlanar.js.map +1 -0
  127. package/legacy/legacy-water.d.ts +1 -0
  128. package/legacy/legacy-water.js +14 -0
  129. package/legacy/legacy-water.js.map +1 -0
  130. package/legacy/legacy.d.ts +1 -0
  131. package/legacy/legacy.js +17 -0
  132. package/legacy/legacy.js.map +1 -0
  133. package/license.md +71 -0
  134. package/mix/index.d.ts +1 -0
  135. package/mix/index.js +2 -0
  136. package/mix/index.js.map +1 -0
  137. package/mix/mix.fragment.d.ts +19 -0
  138. package/mix/mix.fragment.js +106 -0
  139. package/mix/mix.fragment.js.map +1 -0
  140. package/mix/mix.vertex.d.ts +21 -0
  141. package/mix/mix.vertex.js +96 -0
  142. package/mix/mix.vertex.js.map +1 -0
  143. package/mix/mixMaterial.d.ts +65 -0
  144. package/mix/mixMaterial.js +508 -0
  145. package/mix/mixMaterial.js.map +1 -0
  146. package/normal/index.d.ts +1 -0
  147. package/normal/index.js +2 -0
  148. package/normal/index.js.map +1 -0
  149. package/normal/normal.fragment.d.ts +19 -0
  150. package/normal/normal.fragment.js +85 -0
  151. package/normal/normal.fragment.js.map +1 -0
  152. package/normal/normal.vertex.d.ts +20 -0
  153. package/normal/normal.vertex.js +88 -0
  154. package/normal/normal.vertex.js.map +1 -0
  155. package/normal/normalMaterial.d.ts +36 -0
  156. package/normal/normalMaterial.js +345 -0
  157. package/normal/normalMaterial.js.map +1 -0
  158. package/package.json +47 -0
  159. package/readme.md +30 -0
  160. package/shadowOnly/index.d.ts +1 -0
  161. package/shadowOnly/index.js +2 -0
  162. package/shadowOnly/index.js.map +1 -0
  163. package/shadowOnly/shadowOnly.fragment.d.ts +20 -0
  164. package/shadowOnly/shadowOnly.fragment.js +60 -0
  165. package/shadowOnly/shadowOnly.fragment.js.map +1 -0
  166. package/shadowOnly/shadowOnly.vertex.d.ts +22 -0
  167. package/shadowOnly/shadowOnly.vertex.js +69 -0
  168. package/shadowOnly/shadowOnly.vertex.js.map +1 -0
  169. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
  170. package/shadowOnly/shadowOnlyMaterial.js +243 -0
  171. package/shadowOnly/shadowOnlyMaterial.js.map +1 -0
  172. package/simple/index.d.ts +1 -0
  173. package/simple/index.js +2 -0
  174. package/simple/index.js.map +1 -0
  175. package/simple/simple.fragment.d.ts +19 -0
  176. package/simple/simple.fragment.js +81 -0
  177. package/simple/simple.fragment.js.map +1 -0
  178. package/simple/simple.vertex.d.ts +21 -0
  179. package/simple/simple.vertex.js +96 -0
  180. package/simple/simple.vertex.js.map +1 -0
  181. package/simple/simpleMaterial.d.ts +35 -0
  182. package/simple/simpleMaterial.js +303 -0
  183. package/simple/simpleMaterial.js.map +1 -0
  184. package/sky/index.d.ts +1 -0
  185. package/sky/index.js +2 -0
  186. package/sky/index.js.map +1 -0
  187. package/sky/sky.fragment.d.ts +13 -0
  188. package/sky/sky.fragment.js +81 -0
  189. package/sky/sky.fragment.js.map +1 -0
  190. package/sky/sky.vertex.d.ts +11 -0
  191. package/sky/sky.vertex.js +47 -0
  192. package/sky/sky.vertex.js.map +1 -0
  193. package/sky/skyMaterial.d.ts +151 -0
  194. package/sky/skyMaterial.js +367 -0
  195. package/sky/skyMaterial.js.map +1 -0
  196. package/terrain/index.d.ts +1 -0
  197. package/terrain/index.js +2 -0
  198. package/terrain/index.js.map +1 -0
  199. package/terrain/terrain.fragment.d.ts +19 -0
  200. package/terrain/terrain.fragment.js +110 -0
  201. package/terrain/terrain.fragment.js.map +1 -0
  202. package/terrain/terrain.vertex.d.ts +21 -0
  203. package/terrain/terrain.vertex.js +96 -0
  204. package/terrain/terrain.vertex.js.map +1 -0
  205. package/terrain/terrainMaterial.d.ts +50 -0
  206. package/terrain/terrainMaterial.js +445 -0
  207. package/terrain/terrainMaterial.js.map +1 -0
  208. package/triPlanar/index.d.ts +1 -0
  209. package/triPlanar/index.js +2 -0
  210. package/triPlanar/index.js.map +1 -0
  211. package/triPlanar/triPlanarMaterial.d.ts +49 -0
  212. package/triPlanar/triPlanarMaterial.js +421 -0
  213. package/triPlanar/triPlanarMaterial.js.map +1 -0
  214. package/triPlanar/triplanar.fragment.d.ts +19 -0
  215. package/triPlanar/triplanar.fragment.js +126 -0
  216. package/triPlanar/triplanar.fragment.js.map +1 -0
  217. package/triPlanar/triplanar.vertex.d.ts +22 -0
  218. package/triPlanar/triplanar.vertex.js +101 -0
  219. package/triPlanar/triplanar.vertex.js.map +1 -0
  220. package/water/index.d.ts +1 -0
  221. package/water/index.js +2 -0
  222. package/water/index.js.map +1 -0
  223. package/water/water.fragment.d.ts +19 -0
  224. package/water/water.fragment.js +160 -0
  225. package/water/water.fragment.js.map +1 -0
  226. package/water/water.vertex.d.ts +21 -0
  227. package/water/water.vertex.js +125 -0
  228. package/water/water.vertex.js.map +1 -0
  229. package/water/waterMaterial.d.ts +141 -0
  230. package/water/waterMaterial.js +729 -0
  231. package/water/waterMaterial.js.map +1 -0
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1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\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 { IShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\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 ShadowOnlyMaterialDefines extends MaterialDefines {\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 POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\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 ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, 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, 1);\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\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 \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [\"Scene\"];\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: 1,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\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: 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n 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 = <ShadowOnlyMaterialDefines>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.bindViewProjection(effect);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\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 this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\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 // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this.bindView(effect);\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 clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(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.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
@@ -0,0 +1 @@
1
+ export * from "./simpleMaterial.js";
@@ -0,0 +1,2 @@
1
+ export * from "./simpleMaterial.js";
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC","sourcesContent":["export * from \"./simpleMaterial\";\r\n"]}
@@ -0,0 +1,19 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
15
+ /** @internal */
16
+ export declare const simplePixelShader: {
17
+ name: string;
18
+ shader: string;
19
+ };
@@ -0,0 +1,81 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.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/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";
17
+ const name = "simplePixelShader";
18
+ const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;
19
+ #ifdef NORMAL
20
+ varying vec3 vNormalW;
21
+ #endif
22
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
23
+ varying vec4 vColor;
24
+ #endif
25
+ #include<helperFunctions>
26
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
27
+ #include<lightsFragmentFunctions>
28
+ #include<shadowsFragmentFunctions>
29
+ #ifdef DIFFUSE
30
+ varying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;
31
+ #endif
32
+ #include<clipPlaneFragmentDeclaration>
33
+ #ifdef LOGARITHMICDEPTH
34
+ #extension GL_EXT_frag_depth : enable
35
+ #endif
36
+ #include<logDepthDeclaration>
37
+ #include<fogFragmentDeclaration>
38
+ #define CUSTOM_FRAGMENT_DEFINITIONS
39
+ void main(void) {
40
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
41
+ #include<clipPlaneFragment>
42
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
43
+ #ifdef DIFFUSE
44
+ baseColor=texture2D(diffuseSampler,vDiffuseUV);
45
+ #ifdef ALPHATEST
46
+ if (baseColor.a<0.4)
47
+ discard;
48
+ #endif
49
+ #include<depthPrePass>
50
+ baseColor.rgb*=vDiffuseInfos.y;
51
+ #endif
52
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
53
+ baseColor.rgb*=vColor.rgb;
54
+ #endif
55
+ #ifdef NORMAL
56
+ vec3 normalW=normalize(vNormalW);
57
+ #else
58
+ vec3 normalW=vec3(1.0,1.0,1.0);
59
+ #endif
60
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
61
+ #ifdef SPECULARTERM
62
+ vec3 specularBase=vec3(0.,0.,0.);
63
+ #endif
64
+ #include<lightFragment>[0..maxSimultaneousLights]
65
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
66
+ alpha*=vColor.a;
67
+ #endif
68
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);
69
+ #include<logDepthFragment>
70
+ #include<fogFragment>
71
+ gl_FragColor=color;
72
+ #include<imageProcessingCompatibility>
73
+ #define CUSTOM_FRAGMENT_MAIN_END
74
+ }`;
75
+ // Sideeffect
76
+ if (!ShaderStore.ShadersStore[name]) {
77
+ ShaderStore.ShadersStore[name] = shader;
78
+ }
79
+ /** @internal */
80
+ export const simplePixelShader = { name, shader };
81
+ //# sourceMappingURL=simple.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"simple.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/simple.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,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwDb,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,iBAAiB,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 = \"simplePixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\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>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\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\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;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 simplePixelShader = { name, shader };\n"]}
@@ -0,0 +1,21 @@
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/logDepthVertex.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
17
+ /** @internal */
18
+ export declare const simpleVertexShader: {
19
+ name: string;
20
+ shader: string;
21
+ };
@@ -0,0 +1,96 @@
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/logDepthVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
17
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
18
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
19
+ const name = "simpleVertexShader";
20
+ const shader = `precision highp float;attribute vec3 position;
21
+ #ifdef NORMAL
22
+ attribute vec3 normal;
23
+ #endif
24
+ #ifdef UV1
25
+ attribute vec2 uv;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute vec2 uv2;
29
+ #endif
30
+ #ifdef VERTEXCOLOR
31
+ attribute vec4 color;
32
+ #endif
33
+ #include<bonesDeclaration>
34
+ #include<bakedVertexAnimationDeclaration>
35
+ #include<instancesDeclaration>
36
+ uniform mat4 view;uniform mat4 viewProjection;
37
+ #ifdef DIFFUSE
38
+ varying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
39
+ #endif
40
+ #ifdef POINTSIZE
41
+ uniform float pointSize;
42
+ #endif
43
+ varying vec3 vPositionW;
44
+ #ifdef NORMAL
45
+ varying vec3 vNormalW;
46
+ #endif
47
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
48
+ varying vec4 vColor;
49
+ #endif
50
+ #include<clipPlaneVertexDeclaration>
51
+ #include<logDepthDeclaration>
52
+ #include<fogVertexDeclaration>
53
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
54
+ #define CUSTOM_VERTEX_DEFINITIONS
55
+ void main(void) {
56
+ #define CUSTOM_VERTEX_MAIN_BEGIN
57
+ #ifdef VERTEXCOLOR
58
+ vec4 colorUpdated=color;
59
+ #endif
60
+ #include<instancesVertex>
61
+ #include<bonesVertex>
62
+ #include<bakedVertexAnimation>
63
+ vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);
64
+ #ifdef NORMAL
65
+ vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
66
+ #endif
67
+ #ifndef UV1
68
+ vec2 uv=vec2(0.,0.);
69
+ #endif
70
+ #ifndef UV2
71
+ vec2 uv2=vec2(0.,0.);
72
+ #endif
73
+ #ifdef DIFFUSE
74
+ if (vDiffuseInfos.x==0.)
75
+ {vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
76
+ else
77
+ {vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
78
+ #endif
79
+ #include<clipPlaneVertex>
80
+ #include<logDepthVertex>
81
+ #include<fogVertex>
82
+ #include<shadowsVertex>[0..maxSimultaneousLights]
83
+ #include<vertexColorMixing>
84
+ #if defined(POINTSIZE) && !defined(WEBGPU)
85
+ gl_PointSize=pointSize;
86
+ #endif
87
+ #define CUSTOM_VERTEX_MAIN_END
88
+ }
89
+ `;
90
+ // Sideeffect
91
+ if (!ShaderStore.ShadersStore[name]) {
92
+ ShaderStore.ShadersStore[name] = shader;
93
+ }
94
+ /** @internal */
95
+ export const simpleVertexShader = { name, shader };
96
+ //# sourceMappingURL=simple.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"simple.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/simple/simple.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,kEAAoD;AACpD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,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,kBAAkB,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/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"simpleVertexShader\";\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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\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<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\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 simpleVertexShader = { name, shader };\n"]}
@@ -0,0 +1,35 @@
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 { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
5
+ import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.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 "./simple.fragment.js";
12
+ import "./simple.vertex.js";
13
+ export declare class SimpleMaterial extends PushMaterial {
14
+ private _diffuseTexture;
15
+ diffuseTexture: BaseTexture;
16
+ diffuseColor: Color3;
17
+ private _disableLighting;
18
+ disableLighting: boolean;
19
+ private _maxSimultaneousLights;
20
+ maxSimultaneousLights: number;
21
+ constructor(name: string, scene?: Scene);
22
+ needAlphaBlending(): boolean;
23
+ needAlphaTesting(): boolean;
24
+ getAlphaTestTexture(): Nullable<BaseTexture>;
25
+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
26
+ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
27
+ getAnimatables(): IAnimatable[];
28
+ getActiveTextures(): BaseTexture[];
29
+ hasTexture(texture: BaseTexture): boolean;
30
+ dispose(forceDisposeEffect?: boolean): void;
31
+ clone(name: string): SimpleMaterial;
32
+ serialize(): any;
33
+ getClassName(): string;
34
+ static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial;
35
+ }
@@ -0,0 +1,303 @@
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";
11
+ import "./simple.fragment.js";
12
+ import "./simple.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";
16
+ class SimpleMaterialDefines extends MaterialDefines {
17
+ constructor() {
18
+ super();
19
+ this.DIFFUSE = false;
20
+ this.CLIPPLANE = false;
21
+ this.CLIPPLANE2 = false;
22
+ this.CLIPPLANE3 = false;
23
+ this.CLIPPLANE4 = false;
24
+ this.CLIPPLANE5 = false;
25
+ this.CLIPPLANE6 = false;
26
+ this.ALPHATEST = false;
27
+ this.DEPTHPREPASS = false;
28
+ this.POINTSIZE = false;
29
+ this.FOG = false;
30
+ this.NORMAL = false;
31
+ this.UV1 = false;
32
+ this.UV2 = false;
33
+ this.VERTEXCOLOR = false;
34
+ this.VERTEXALPHA = false;
35
+ this.NUM_BONE_INFLUENCERS = 0;
36
+ this.BonesPerMesh = 0;
37
+ this.INSTANCES = false;
38
+ this.INSTANCESCOLOR = false;
39
+ this.IMAGEPROCESSINGPOSTPROCESS = false;
40
+ this.SKIPFINALCOLORCLAMP = false;
41
+ this.LOGARITHMICDEPTH = false;
42
+ this.AREALIGHTSUPPORTED = true;
43
+ this.AREALIGHTNOROUGHTNESS = true;
44
+ this.rebuild();
45
+ }
46
+ }
47
+ export class SimpleMaterial extends PushMaterial {
48
+ constructor(name, scene) {
49
+ super(name, scene);
50
+ this.diffuseColor = new Color3(1, 1, 1);
51
+ this._disableLighting = false;
52
+ this._maxSimultaneousLights = 4;
53
+ }
54
+ needAlphaBlending() {
55
+ return this.alpha < 1.0;
56
+ }
57
+ needAlphaTesting() {
58
+ return false;
59
+ }
60
+ getAlphaTestTexture() {
61
+ return null;
62
+ }
63
+ // Methods
64
+ isReadyForSubMesh(mesh, subMesh, useInstances) {
65
+ const drawWrapper = subMesh._drawWrapper;
66
+ if (this.isFrozen) {
67
+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
68
+ return true;
69
+ }
70
+ }
71
+ if (!subMesh.materialDefines) {
72
+ subMesh.materialDefines = new SimpleMaterialDefines();
73
+ }
74
+ const defines = subMesh.materialDefines;
75
+ const scene = this.getScene();
76
+ if (this._isReadyForSubMesh(subMesh)) {
77
+ return true;
78
+ }
79
+ const engine = scene.getEngine();
80
+ // Textures
81
+ if (defines._areTexturesDirty) {
82
+ defines._needUVs = false;
83
+ if (scene.texturesEnabled) {
84
+ if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
85
+ if (!this._diffuseTexture.isReady()) {
86
+ return false;
87
+ }
88
+ else {
89
+ defines._needUVs = true;
90
+ defines.DIFFUSE = true;
91
+ }
92
+ }
93
+ }
94
+ }
95
+ // Misc.
96
+ PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);
97
+ // Lights
98
+ defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
99
+ // Values that need to be evaluated on every frame
100
+ PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
101
+ // Attribs
102
+ PrepareDefinesForAttributes(mesh, defines, true, true);
103
+ // Get correct effect
104
+ if (defines.isDirty) {
105
+ defines.markAsProcessed();
106
+ scene.resetCachedMaterial();
107
+ // Fallbacks
108
+ const fallbacks = new EffectFallbacks();
109
+ if (defines.FOG) {
110
+ fallbacks.addFallback(1, "FOG");
111
+ }
112
+ HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
113
+ if (defines.NUM_BONE_INFLUENCERS > 0) {
114
+ fallbacks.addCPUSkinningFallback(0, mesh);
115
+ }
116
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
117
+ //Attributes
118
+ const attribs = [VertexBuffer.PositionKind];
119
+ if (defines.NORMAL) {
120
+ attribs.push(VertexBuffer.NormalKind);
121
+ }
122
+ if (defines.UV1) {
123
+ attribs.push(VertexBuffer.UVKind);
124
+ }
125
+ if (defines.UV2) {
126
+ attribs.push(VertexBuffer.UV2Kind);
127
+ }
128
+ if (defines.VERTEXCOLOR) {
129
+ attribs.push(VertexBuffer.ColorKind);
130
+ }
131
+ PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
132
+ PrepareAttributesForInstances(attribs, defines);
133
+ const shaderName = "simple";
134
+ const join = defines.toString();
135
+ const uniforms = [
136
+ "world",
137
+ "view",
138
+ "viewProjection",
139
+ "vEyePosition",
140
+ "vLightsType",
141
+ "vDiffuseColor",
142
+ "vFogInfos",
143
+ "vFogColor",
144
+ "pointSize",
145
+ "vDiffuseInfos",
146
+ "mBones",
147
+ "diffuseMatrix",
148
+ "logarithmicDepthConstant",
149
+ ];
150
+ const samplers = ["diffuseSampler", "areaLightsLTC1Sampler", "areaLightsLTC2Sampler"];
151
+ const uniformBuffers = [];
152
+ AddClipPlaneUniforms(uniforms);
153
+ PrepareUniformsAndSamplersList({
154
+ uniformsNames: uniforms,
155
+ uniformBuffersNames: uniformBuffers,
156
+ samplers: samplers,
157
+ defines: defines,
158
+ maxSimultaneousLights: this.maxSimultaneousLights,
159
+ });
160
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
161
+ attributes: attribs,
162
+ uniformsNames: uniforms,
163
+ uniformBuffersNames: uniformBuffers,
164
+ samplers: samplers,
165
+ defines: join,
166
+ fallbacks: fallbacks,
167
+ onCompiled: this.onCompiled,
168
+ onError: this.onError,
169
+ indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },
170
+ }, engine), defines, this._materialContext);
171
+ }
172
+ // Check if Area Lights have LTC texture.
173
+ if (defines["AREALIGHTUSED"]) {
174
+ for (let index = 0; index < mesh.lightSources.length; index++) {
175
+ if (!mesh.lightSources[index]._isReady()) {
176
+ return false;
177
+ }
178
+ }
179
+ }
180
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
181
+ return false;
182
+ }
183
+ defines._renderId = scene.getRenderId();
184
+ drawWrapper._wasPreviouslyReady = true;
185
+ drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
186
+ return true;
187
+ }
188
+ bindForSubMesh(world, mesh, subMesh) {
189
+ const scene = this.getScene();
190
+ const defines = subMesh.materialDefines;
191
+ if (!defines) {
192
+ return;
193
+ }
194
+ const effect = subMesh.effect;
195
+ if (!effect) {
196
+ return;
197
+ }
198
+ this._activeEffect = effect;
199
+ // Matrices
200
+ this.bindOnlyWorldMatrix(world);
201
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
202
+ // Bones
203
+ BindBonesParameters(mesh, this._activeEffect);
204
+ if (this._mustRebind(scene, effect, subMesh)) {
205
+ // Textures
206
+ if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
207
+ this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
208
+ this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
209
+ this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
210
+ }
211
+ // Clip plane
212
+ BindClipPlane(effect, this, scene);
213
+ // Point size
214
+ if (this.pointsCloud) {
215
+ this._activeEffect.setFloat("pointSize", this.pointSize);
216
+ }
217
+ // Log. depth
218
+ if (this._useLogarithmicDepth) {
219
+ BindLogDepth(defines, effect, scene);
220
+ }
221
+ scene.bindEyePosition(effect);
222
+ }
223
+ this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
224
+ // Lights
225
+ if (scene.lightsEnabled && !this.disableLighting) {
226
+ BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
227
+ }
228
+ // View
229
+ if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
230
+ this._activeEffect.setMatrix("view", scene.getViewMatrix());
231
+ }
232
+ // Fog
233
+ BindFogParameters(scene, mesh, this._activeEffect);
234
+ this._afterBind(mesh, this._activeEffect, subMesh);
235
+ }
236
+ getAnimatables() {
237
+ const results = [];
238
+ if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
239
+ results.push(this._diffuseTexture);
240
+ }
241
+ return results;
242
+ }
243
+ getActiveTextures() {
244
+ const activeTextures = super.getActiveTextures();
245
+ if (this._diffuseTexture) {
246
+ activeTextures.push(this._diffuseTexture);
247
+ }
248
+ return activeTextures;
249
+ }
250
+ hasTexture(texture) {
251
+ if (super.hasTexture(texture)) {
252
+ return true;
253
+ }
254
+ if (this.diffuseTexture === texture) {
255
+ return true;
256
+ }
257
+ return false;
258
+ }
259
+ dispose(forceDisposeEffect) {
260
+ if (this._diffuseTexture) {
261
+ this._diffuseTexture.dispose();
262
+ }
263
+ super.dispose(forceDisposeEffect);
264
+ }
265
+ clone(name) {
266
+ return SerializationHelper.Clone(() => new SimpleMaterial(name, this.getScene()), this);
267
+ }
268
+ serialize() {
269
+ const serializationObject = super.serialize();
270
+ serializationObject.customType = "BABYLON.SimpleMaterial";
271
+ return serializationObject;
272
+ }
273
+ getClassName() {
274
+ return "SimpleMaterial";
275
+ }
276
+ // Statics
277
+ static Parse(source, scene, rootUrl) {
278
+ return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);
279
+ }
280
+ }
281
+ __decorate([
282
+ serializeAsTexture("diffuseTexture")
283
+ ], SimpleMaterial.prototype, "_diffuseTexture", void 0);
284
+ __decorate([
285
+ expandToProperty("_markAllSubMeshesAsTexturesDirty")
286
+ ], SimpleMaterial.prototype, "diffuseTexture", void 0);
287
+ __decorate([
288
+ serializeAsColor3("diffuse")
289
+ ], SimpleMaterial.prototype, "diffuseColor", void 0);
290
+ __decorate([
291
+ serialize("disableLighting")
292
+ ], SimpleMaterial.prototype, "_disableLighting", void 0);
293
+ __decorate([
294
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
295
+ ], SimpleMaterial.prototype, "disableLighting", void 0);
296
+ __decorate([
297
+ serialize("maxSimultaneousLights")
298
+ ], SimpleMaterial.prototype, "_maxSimultaneousLights", void 0);
299
+ __decorate([
300
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
301
+ ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
302
+ RegisterClass("BABYLON.SimpleMaterial", SimpleMaterial);
303
+ //# sourceMappingURL=simpleMaterial.js.map