@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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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 \"./simple.fragment\";\r\nimport \"./simple.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 SimpleMaterialDefines 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 NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public 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 SimpleMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>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 = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SimpleMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(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, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n 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): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(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.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
|
package/sky/index.d.ts
ADDED
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@@ -0,0 +1 @@
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1
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+
export * from "./skyMaterial.js";
|
package/sky/index.js
ADDED
package/sky/index.js.map
ADDED
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./skyMaterial\";\r\n"]}
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@@ -0,0 +1,13 @@
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1
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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2
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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3
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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4
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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5
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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6
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+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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7
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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8
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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9
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+
/** @internal */
|
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10
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+
export declare const skyPixelShader: {
|
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11
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+
name: string;
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12
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shader: string;
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13
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+
};
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1
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// Do not edit.
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2
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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3
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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4
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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5
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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6
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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7
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.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 = "skyPixelShader";
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const shader = `precision highp float;varying vec3 vPositionW;
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#ifdef VERTEXCOLOR
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14
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varying vec4 vColor;
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#endif
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#include<clipPlaneFragmentDeclaration>
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uniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;
|
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18
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#ifdef LOGARITHMICDEPTH
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19
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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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22
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#include<fogFragmentDeclaration>
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23
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+
const float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)
|
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24
|
+
{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}
|
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25
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+
vec3 simplifiedRayleigh()
|
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26
|
+
{return 0.0005/vec3(94,40,18);}
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27
|
+
float rayleighPhase(float cosTheta)
|
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28
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+
{
|
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29
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+
return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}
|
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+
vec3 totalMie(vec3 lambda,vec3 K,float T)
|
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31
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{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}
|
|
32
|
+
float hgPhase(float cosTheta,float g)
|
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33
|
+
{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}
|
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34
|
+
float sunIntensity(float zenithAngleCos)
|
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35
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+
{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}
|
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36
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+
float A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)
|
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37
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+
{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}
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#if DITHER
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+
#include<helperFunctions>
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#endif
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#define CUSTOM_FRAGMENT_DEFINITIONS
|
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42
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+
void main(void) {
|
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+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
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44
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+
#include<clipPlaneFragment>
|
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45
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+
/**
|
|
46
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+
*--------------------------------------------------------------------------------------------------
|
|
47
|
+
* Sky Color
|
|
48
|
+
*--------------------------------------------------------------------------------------------------
|
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49
|
+
*/
|
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50
|
+
float sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0+=(sunE*19000.0*Fex)*sundisk;vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance;
|
|
51
|
+
float fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);
|
|
52
|
+
float ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;/**
|
|
53
|
+
*--------------------------------------------------------------------------------------------------
|
|
54
|
+
* Sky Color
|
|
55
|
+
*--------------------------------------------------------------------------------------------------
|
|
56
|
+
*/
|
|
57
|
+
float alpha=1.0;
|
|
58
|
+
#ifdef VERTEXCOLOR
|
|
59
|
+
retColor.rgb*=vColor.rgb;
|
|
60
|
+
#endif
|
|
61
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
62
|
+
alpha*=vColor.a;
|
|
63
|
+
#endif
|
|
64
|
+
#if DITHER
|
|
65
|
+
retColor.rgb+=dither(gl_FragCoord.xy,0.5);
|
|
66
|
+
#endif
|
|
67
|
+
vec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);
|
|
68
|
+
#include<logDepthFragment>
|
|
69
|
+
#include<fogFragment>
|
|
70
|
+
gl_FragColor=color;
|
|
71
|
+
#include<imageProcessingCompatibility>
|
|
72
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
73
|
+
}
|
|
74
|
+
`;
|
|
75
|
+
// Sideeffect
|
|
76
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
77
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
78
|
+
}
|
|
79
|
+
/** @internal */
|
|
80
|
+
export const skyPixelShader = { name, shader };
|
|
81
|
+
//# sourceMappingURL=sky.fragment.js.map
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|
@@ -0,0 +1 @@
|
|
|
1
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+
{"version":3,"file":"sky.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,mEAAqD;AACrD,qEAAuD;AACvD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,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,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0+=(sunE*19000.0*Fex)*sundisk;vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const skyPixelShader = { name, shader };\n"]}
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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/** @internal */
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export declare const skyVertexShader: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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7
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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const name = "skyVertexShader";
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const shader = `precision highp float;attribute vec3 position;
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#ifdef VERTEXCOLOR
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attribute vec4 color;
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#endif
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uniform mat4 world;uniform mat4 view;uniform mat4 viewProjection;
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#ifdef POINTSIZE
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uniform float pointSize;
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#endif
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varying vec3 vPositionW;
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#ifdef VERTEXCOLOR
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varying vec4 vColor;
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#endif
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#include<logDepthDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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gl_Position=viewProjection*world*vec4(position,1.0);vec4 worldPos=world*vec4(position,1.0);vPositionW=vec3(worldPos);
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#include<clipPlaneVertex>
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#include<logDepthVertex>
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#include<fogVertex>
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#ifdef VERTEXCOLOR
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vColor=color;
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#endif
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#if defined(POINTSIZE) && !defined(WEBGPU)
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gl_PointSize=pointSize;
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#endif
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#define CUSTOM_VERTEX_MAIN_END
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}
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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 skyVertexShader = { name, shader };
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//# sourceMappingURL=sky.vertex.js.map
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{"version":3,"file":"sky.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/sky/sky.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,uEAAyD;AACzD,8EAAgE;AAChE,wEAA0D;AAC1D,mEAAqD;AACrD,kEAAoD;AACpD,6DAA+C;AAE/C,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,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,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\n\nconst name = \"skyVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\nuniform mat4 world;uniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\ngl_Position=viewProjection*world*vec4(position,1.0);vec4 worldPos=world*vec4(position,1.0);vPositionW=vec3(worldPos);\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\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 skyVertexShader = { name, shader };\n"]}
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
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import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import "./sky.fragment.js";
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import "./sky.vertex.js";
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/**
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* This is the sky material which allows to create dynamic and texture free effects for skyboxes.
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* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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*/
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export declare class SkyMaterial extends PushMaterial {
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/**
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* Defines the overall luminance of sky in interval ]0, 1[.
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*/
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luminance: number;
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/**
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* Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
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*/
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turbidity: number;
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/**
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* Defines the sky appearance (light intensity).
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*/
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rayleigh: number;
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/**
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* Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
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*/
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mieCoefficient: number;
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/**
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* Defines the amount of haze particles following the Mie scattering theory.
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*/
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mieDirectionalG: number;
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/**
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* Defines the distance of the sun according to the active scene camera.
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*/
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distance: number;
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/**
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* Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
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* "inclined".
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*/
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inclination: number;
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/**
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* Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
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* an object direction and a reference direction.
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*/
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azimuth: number;
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/**
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* Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
|
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+
* the property is overridden by the inclination and the azimuth and can be read at any moment.
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+
*/
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sunPosition: Vector3;
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/**
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* Defines if the sun position should be computed (inclination and azimuth) according to the given
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* .sunPosition property.
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*/
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useSunPosition: boolean;
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/**
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* Defines an offset vector used to get a horizon offset.
|
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+
* @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
|
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+
*/
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+
cameraOffset: Vector3;
|
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+
/**
|
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* Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
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*/
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up: Vector3;
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/**
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* Defines if sky should be dithered.
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*/
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+
dithering: boolean;
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private _cameraPosition;
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private _skyOrientation;
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+
/**
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* Instantiates a new sky material.
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* This material allows to create dynamic and texture free
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* effects for skyboxes by taking care of the atmosphere state.
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* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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* @param name Define the name of the material in the scene
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* @param scene Define the scene the material belong to
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+
*/
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constructor(name: string, scene?: Scene);
|
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+
/**
|
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+
* Specifies if the material will require alpha blending
|
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* @returns a boolean specifying if alpha blending is needed
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*/
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needAlphaBlending(): boolean;
|
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+
/**
|
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92
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+
* Specifies if this material should be rendered in alpha test mode
|
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+
* @returns false as the sky material doesn't need alpha testing.
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*/
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needAlphaTesting(): boolean;
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+
/**
|
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+
* Get the texture used for alpha test purpose.
|
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+
* @returns null as the sky material has no texture.
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+
*/
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+
getAlphaTestTexture(): Nullable<BaseTexture>;
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+
/**
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* Get if the submesh is ready to be used and all its information available.
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* Child classes can use it to update shaders
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* @param mesh defines the mesh to check
|
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* @param subMesh defines which submesh to check
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* @returns a boolean indicating that the submesh is ready or not
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*/
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isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
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/**
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* Binds the submesh to this material by preparing the effect and shader to draw
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* @param world defines the world transformation matrix
|
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* @param mesh defines the mesh containing the submesh
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+
* @param subMesh defines the submesh to bind the material to
|
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*/
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bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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+
/**
|
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* Get the list of animatables in the material.
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* @returns the list of animatables object used in the material
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*/
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120
|
+
getAnimatables(): IAnimatable[];
|
|
121
|
+
/**
|
|
122
|
+
* Disposes the material
|
|
123
|
+
* @param forceDisposeEffect specifies if effects should be forcefully disposed
|
|
124
|
+
*/
|
|
125
|
+
dispose(forceDisposeEffect?: boolean): void;
|
|
126
|
+
/**
|
|
127
|
+
* Makes a duplicate of the material, and gives it a new name
|
|
128
|
+
* @param name defines the new name for the duplicated material
|
|
129
|
+
* @returns the cloned material
|
|
130
|
+
*/
|
|
131
|
+
clone(name: string): SkyMaterial;
|
|
132
|
+
/**
|
|
133
|
+
* Serializes this material in a JSON representation
|
|
134
|
+
* @returns the serialized material object
|
|
135
|
+
*/
|
|
136
|
+
serialize(): any;
|
|
137
|
+
/**
|
|
138
|
+
* Gets the current class name of the material e.g. "SkyMaterial"
|
|
139
|
+
* Mainly use in serialization.
|
|
140
|
+
* @returns the class name
|
|
141
|
+
*/
|
|
142
|
+
getClassName(): string;
|
|
143
|
+
/**
|
|
144
|
+
* Creates a sky material from parsed material data
|
|
145
|
+
* @param source defines the JSON representation of the material
|
|
146
|
+
* @param scene defines the hosting scene
|
|
147
|
+
* @param rootUrl defines the root URL to use to load textures and relative dependencies
|
|
148
|
+
* @returns a new sky material
|
|
149
|
+
*/
|
|
150
|
+
static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial;
|
|
151
|
+
}
|