@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
@@ -0,0 +1,367 @@
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
+ import { serializeAsVector3, serialize } from "@babylonjs/core/Misc/decorators.js";
3
+ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
4
+ import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector.js";
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+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
8
+ import { Scene } from "@babylonjs/core/scene.js";
9
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
10
+ import "./sky.fragment.js";
11
+ import "./sky.vertex.js";
12
+ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
13
+ import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
14
+ import { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from "@babylonjs/core/Materials/materialHelper.functions.js";
15
+ /** @internal */
16
+ class SkyMaterialDefines extends MaterialDefines {
17
+ constructor() {
18
+ super();
19
+ this.CLIPPLANE = false;
20
+ this.CLIPPLANE2 = false;
21
+ this.CLIPPLANE3 = false;
22
+ this.CLIPPLANE4 = false;
23
+ this.CLIPPLANE5 = false;
24
+ this.CLIPPLANE6 = false;
25
+ this.POINTSIZE = false;
26
+ this.FOG = false;
27
+ this.VERTEXCOLOR = false;
28
+ this.VERTEXALPHA = false;
29
+ this.IMAGEPROCESSINGPOSTPROCESS = false;
30
+ this.SKIPFINALCOLORCLAMP = false;
31
+ this.DITHER = false;
32
+ this.LOGARITHMICDEPTH = false;
33
+ this.rebuild();
34
+ }
35
+ }
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+ /**
37
+ * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
38
+ * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
39
+ */
40
+ export class SkyMaterial extends PushMaterial {
41
+ /**
42
+ * Instantiates a new sky material.
43
+ * This material allows to create dynamic and texture free
44
+ * effects for skyboxes by taking care of the atmosphere state.
45
+ * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
46
+ * @param name Define the name of the material in the scene
47
+ * @param scene Define the scene the material belong to
48
+ */
49
+ constructor(name, scene) {
50
+ super(name, scene);
51
+ /**
52
+ * Defines the overall luminance of sky in interval ]0, 1[.
53
+ */
54
+ this.luminance = 1.0;
55
+ /**
56
+ * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
57
+ */
58
+ this.turbidity = 10.0;
59
+ /**
60
+ * Defines the sky appearance (light intensity).
61
+ */
62
+ this.rayleigh = 2.0;
63
+ /**
64
+ * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
65
+ */
66
+ this.mieCoefficient = 0.005;
67
+ /**
68
+ * Defines the amount of haze particles following the Mie scattering theory.
69
+ */
70
+ this.mieDirectionalG = 0.8;
71
+ /**
72
+ * Defines the distance of the sun according to the active scene camera.
73
+ */
74
+ this.distance = 500;
75
+ /**
76
+ * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
77
+ * "inclined".
78
+ */
79
+ this.inclination = 0.49;
80
+ /**
81
+ * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
82
+ * an object direction and a reference direction.
83
+ */
84
+ this.azimuth = 0.25;
85
+ /**
86
+ * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
87
+ * the property is overridden by the inclination and the azimuth and can be read at any moment.
88
+ */
89
+ this.sunPosition = new Vector3(0, 100, 0);
90
+ /**
91
+ * Defines if the sun position should be computed (inclination and azimuth) according to the given
92
+ * .sunPosition property.
93
+ */
94
+ this.useSunPosition = false;
95
+ /**
96
+ * Defines an offset vector used to get a horizon offset.
97
+ * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
98
+ */
99
+ this.cameraOffset = Vector3.Zero();
100
+ /**
101
+ * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
102
+ */
103
+ this.up = Vector3.Up();
104
+ /**
105
+ * Defines if sky should be dithered.
106
+ */
107
+ this.dithering = false;
108
+ // Private members
109
+ this._cameraPosition = Vector3.Zero();
110
+ this._skyOrientation = new Quaternion();
111
+ }
112
+ /**
113
+ * Specifies if the material will require alpha blending
114
+ * @returns a boolean specifying if alpha blending is needed
115
+ */
116
+ needAlphaBlending() {
117
+ return this.alpha < 1.0;
118
+ }
119
+ /**
120
+ * Specifies if this material should be rendered in alpha test mode
121
+ * @returns false as the sky material doesn't need alpha testing.
122
+ */
123
+ needAlphaTesting() {
124
+ return false;
125
+ }
126
+ /**
127
+ * Get the texture used for alpha test purpose.
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+ * @returns null as the sky material has no texture.
129
+ */
130
+ getAlphaTestTexture() {
131
+ return null;
132
+ }
133
+ /**
134
+ * Get if the submesh is ready to be used and all its information available.
135
+ * Child classes can use it to update shaders
136
+ * @param mesh defines the mesh to check
137
+ * @param subMesh defines which submesh to check
138
+ * @returns a boolean indicating that the submesh is ready or not
139
+ */
140
+ isReadyForSubMesh(mesh, subMesh) {
141
+ const drawWrapper = subMesh._drawWrapper;
142
+ if (this.isFrozen) {
143
+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {
144
+ return true;
145
+ }
146
+ }
147
+ if (!subMesh.materialDefines) {
148
+ subMesh.materialDefines = new SkyMaterialDefines();
149
+ }
150
+ const defines = subMesh.materialDefines;
151
+ const scene = this.getScene();
152
+ if (this._isReadyForSubMesh(subMesh)) {
153
+ return true;
154
+ }
155
+ PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);
156
+ // Attribs
157
+ PrepareDefinesForAttributes(mesh, defines, true, false);
158
+ if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {
159
+ defines.markAsMiscDirty();
160
+ }
161
+ if (defines.DITHER !== this.dithering) {
162
+ defines.markAsMiscDirty();
163
+ }
164
+ // Get correct effect
165
+ if (defines.isDirty) {
166
+ defines.markAsProcessed();
167
+ scene.resetCachedMaterial();
168
+ // Fallbacks
169
+ const fallbacks = new EffectFallbacks();
170
+ if (defines.FOG) {
171
+ fallbacks.addFallback(1, "FOG");
172
+ }
173
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
174
+ defines.DITHER = this.dithering;
175
+ //Attributes
176
+ const attribs = [VertexBuffer.PositionKind];
177
+ if (defines.VERTEXCOLOR) {
178
+ attribs.push(VertexBuffer.ColorKind);
179
+ }
180
+ const shaderName = "sky";
181
+ const uniforms = [
182
+ "world",
183
+ "viewProjection",
184
+ "view",
185
+ "vFogInfos",
186
+ "vFogColor",
187
+ "logarithmicDepthConstant",
188
+ "pointSize",
189
+ "luminance",
190
+ "turbidity",
191
+ "rayleigh",
192
+ "mieCoefficient",
193
+ "mieDirectionalG",
194
+ "sunPosition",
195
+ "cameraPosition",
196
+ "cameraOffset",
197
+ "up",
198
+ ];
199
+ AddClipPlaneUniforms(uniforms);
200
+ const join = defines.toString();
201
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);
202
+ }
203
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
204
+ return false;
205
+ }
206
+ defines._renderId = scene.getRenderId();
207
+ drawWrapper._wasPreviouslyReady = true;
208
+ return true;
209
+ }
210
+ /**
211
+ * Binds the submesh to this material by preparing the effect and shader to draw
212
+ * @param world defines the world transformation matrix
213
+ * @param mesh defines the mesh containing the submesh
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+ * @param subMesh defines the submesh to bind the material to
215
+ */
216
+ bindForSubMesh(world, mesh, subMesh) {
217
+ const scene = this.getScene();
218
+ const defines = subMesh.materialDefines;
219
+ if (!defines) {
220
+ return;
221
+ }
222
+ const effect = subMesh.effect;
223
+ if (!effect) {
224
+ return;
225
+ }
226
+ this._activeEffect = effect;
227
+ // Matrices
228
+ this.bindOnlyWorldMatrix(world);
229
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
230
+ if (this._mustRebind(scene, effect, subMesh)) {
231
+ BindClipPlane(effect, this, scene);
232
+ // Point size
233
+ if (this.pointsCloud) {
234
+ this._activeEffect.setFloat("pointSize", this.pointSize);
235
+ }
236
+ // Log. depth
237
+ if (this._useLogarithmicDepth) {
238
+ BindLogDepth(defines, effect, scene);
239
+ }
240
+ }
241
+ // View
242
+ if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
243
+ this._activeEffect.setMatrix("view", scene.getViewMatrix());
244
+ }
245
+ // Fog
246
+ BindFogParameters(scene, mesh, this._activeEffect);
247
+ // Sky
248
+ const camera = scene.activeCamera;
249
+ if (camera) {
250
+ const cameraWorldMatrix = camera.getWorldMatrix();
251
+ this._cameraPosition.x = cameraWorldMatrix.m[12];
252
+ this._cameraPosition.y = cameraWorldMatrix.m[13];
253
+ this._cameraPosition.z = cameraWorldMatrix.m[14];
254
+ this._activeEffect.setVector3("cameraPosition", this._cameraPosition);
255
+ }
256
+ this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
257
+ this._activeEffect.setVector3("up", this.up);
258
+ if (this.luminance > 0) {
259
+ this._activeEffect.setFloat("luminance", this.luminance);
260
+ }
261
+ this._activeEffect.setFloat("turbidity", this.turbidity);
262
+ this._activeEffect.setFloat("rayleigh", this.rayleigh);
263
+ this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
264
+ this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
265
+ if (!this.useSunPosition) {
266
+ const theta = Math.PI * (this.inclination - 0.5);
267
+ const phi = 2 * Math.PI * (this.azimuth - 0.5);
268
+ this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);
269
+ this.sunPosition.y = this.distance * Math.sin(-theta);
270
+ this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
271
+ Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);
272
+ this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);
273
+ }
274
+ this._activeEffect.setVector3("sunPosition", this.sunPosition);
275
+ this._afterBind(mesh, this._activeEffect, subMesh);
276
+ }
277
+ /**
278
+ * Get the list of animatables in the material.
279
+ * @returns the list of animatables object used in the material
280
+ */
281
+ getAnimatables() {
282
+ return [];
283
+ }
284
+ /**
285
+ * Disposes the material
286
+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
287
+ */
288
+ dispose(forceDisposeEffect) {
289
+ super.dispose(forceDisposeEffect);
290
+ }
291
+ /**
292
+ * Makes a duplicate of the material, and gives it a new name
293
+ * @param name defines the new name for the duplicated material
294
+ * @returns the cloned material
295
+ */
296
+ clone(name) {
297
+ return SerializationHelper.Clone(() => new SkyMaterial(name, this.getScene()), this);
298
+ }
299
+ /**
300
+ * Serializes this material in a JSON representation
301
+ * @returns the serialized material object
302
+ */
303
+ serialize() {
304
+ const serializationObject = super.serialize();
305
+ serializationObject.customType = "BABYLON.SkyMaterial";
306
+ return serializationObject;
307
+ }
308
+ /**
309
+ * Gets the current class name of the material e.g. "SkyMaterial"
310
+ * Mainly use in serialization.
311
+ * @returns the class name
312
+ */
313
+ getClassName() {
314
+ return "SkyMaterial";
315
+ }
316
+ /**
317
+ * Creates a sky material from parsed material data
318
+ * @param source defines the JSON representation of the material
319
+ * @param scene defines the hosting scene
320
+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
321
+ * @returns a new sky material
322
+ */
323
+ static Parse(source, scene, rootUrl) {
324
+ return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);
325
+ }
326
+ }
327
+ __decorate([
328
+ serialize()
329
+ ], SkyMaterial.prototype, "luminance", void 0);
330
+ __decorate([
331
+ serialize()
332
+ ], SkyMaterial.prototype, "turbidity", void 0);
333
+ __decorate([
334
+ serialize()
335
+ ], SkyMaterial.prototype, "rayleigh", void 0);
336
+ __decorate([
337
+ serialize()
338
+ ], SkyMaterial.prototype, "mieCoefficient", void 0);
339
+ __decorate([
340
+ serialize()
341
+ ], SkyMaterial.prototype, "mieDirectionalG", void 0);
342
+ __decorate([
343
+ serialize()
344
+ ], SkyMaterial.prototype, "distance", void 0);
345
+ __decorate([
346
+ serialize()
347
+ ], SkyMaterial.prototype, "inclination", void 0);
348
+ __decorate([
349
+ serialize()
350
+ ], SkyMaterial.prototype, "azimuth", void 0);
351
+ __decorate([
352
+ serializeAsVector3()
353
+ ], SkyMaterial.prototype, "sunPosition", void 0);
354
+ __decorate([
355
+ serialize()
356
+ ], SkyMaterial.prototype, "useSunPosition", void 0);
357
+ __decorate([
358
+ serializeAsVector3()
359
+ ], SkyMaterial.prototype, "cameraOffset", void 0);
360
+ __decorate([
361
+ serializeAsVector3()
362
+ ], SkyMaterial.prototype, "up", void 0);
363
+ __decorate([
364
+ serialize()
365
+ ], SkyMaterial.prototype, "dithering", void 0);
366
+ RegisterClass("BABYLON.SkyMaterial", SkyMaterial);
367
+ //# sourceMappingURL=skyMaterial.js.map
@@ -0,0 +1 @@
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { 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 \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = 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\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect, subMesh)) {\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\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 // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
@@ -0,0 +1 @@
1
+ export * from "./terrainMaterial.js";
@@ -0,0 +1,2 @@
1
+ export * from "./terrainMaterial.js";
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/terrain/index.ts"],"names":[],"mappings":"AAAA,cAAc,mBAAmB,CAAC","sourcesContent":["export * from \"./terrainMaterial\";\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 terrainPixelShader: {
17
+ name: string;
18
+ shader: string;
19
+ };
@@ -0,0 +1,110 @@
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 = "terrainPixelShader";
18
+ const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
19
+ #ifdef SPECULARTERM
20
+ uniform vec4 vSpecularColor;
21
+ #endif
22
+ varying vec3 vPositionW;
23
+ #ifdef NORMAL
24
+ varying vec3 vNormalW;
25
+ #endif
26
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
27
+ varying vec4 vColor;
28
+ #endif
29
+ #include<helperFunctions>
30
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
31
+ #ifdef DIFFUSE
32
+ varying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;
33
+ #endif
34
+ #ifdef BUMP
35
+ uniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;
36
+ #endif
37
+ #include<lightsFragmentFunctions>
38
+ #include<shadowsFragmentFunctions>
39
+ #include<clipPlaneFragmentDeclaration>
40
+ #ifdef LOGARITHMICDEPTH
41
+ #extension GL_EXT_frag_depth : enable
42
+ #endif
43
+ #include<logDepthDeclaration>
44
+ #include<fogFragmentDeclaration>
45
+ #ifdef BUMP
46
+ #extension GL_OES_standard_derivatives : enable
47
+ mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)
48
+ {vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}
49
+ vec3 perturbNormal(vec3 viewDir,vec3 mixColor)
50
+ {vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}
51
+ #endif
52
+ #define CUSTOM_FRAGMENT_DEFINITIONS
53
+ void main(void) {
54
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
55
+ #include<clipPlaneFragment>
56
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;
57
+ #ifdef SPECULARTERM
58
+ float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
59
+ #else
60
+ float glossiness=0.;
61
+ #endif
62
+ float alpha=vDiffuseColor.a;
63
+ #ifdef NORMAL
64
+ vec3 normalW=normalize(vNormalW);
65
+ #else
66
+ vec3 normalW=vec3(1.0,1.0,1.0);
67
+ #endif
68
+ #ifdef DIFFUSE
69
+ baseColor=texture2D(textureSampler,vTextureUV);
70
+ #if defined(BUMP) && defined(DIFFUSE)
71
+ normalW=perturbNormal(viewDirectionW,baseColor.rgb);
72
+ #endif
73
+ #ifdef ALPHATEST
74
+ if (baseColor.a<0.4)
75
+ discard;
76
+ #endif
77
+ #include<depthPrePass>
78
+ baseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);
79
+ #endif
80
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
81
+ baseColor.rgb*=vColor.rgb;
82
+ #endif
83
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
84
+ #ifdef SPECULARTERM
85
+ vec3 specularBase=vec3(0.,0.,0.);
86
+ #endif
87
+ #include<lightFragment>[0..maxSimultaneousLights]
88
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
89
+ alpha*=vColor.a;
90
+ #endif
91
+ #ifdef SPECULARTERM
92
+ vec3 finalSpecular=specularBase*specularColor;
93
+ #else
94
+ vec3 finalSpecular=vec3(0.0);
95
+ #endif
96
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
97
+ #include<logDepthFragment>
98
+ #include<fogFragment>
99
+ gl_FragColor=color;
100
+ #include<imageProcessingCompatibility>
101
+ #define CUSTOM_FRAGMENT_MAIN_END
102
+ }
103
+ `;
104
+ // Sideeffect
105
+ if (!ShaderStore.ShadersStore[name]) {
106
+ ShaderStore.ShadersStore[name] = shader;
107
+ }
108
+ /** @internal */
109
+ export const terrainPixelShader = { name, shader };
110
+ //# sourceMappingURL=terrain.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/terrain/terrain.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,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFd,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/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 = \"terrainPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\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<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}\n#endif\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;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;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\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\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 terrainPixelShader = { 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/logDepthDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.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 terrainVertexShader: {
19
+ name: string;
20
+ shader: string;
21
+ };