@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 { Tags } from \"core/Misc/tags\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./fire.fragment\";\r\nimport \"./fire.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 BindLogDepth,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass FireMaterialDefines 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 UV1 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public BonesPerMesh = 0;\r\n public NUM_BONE_INFLUENCERS = 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\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FireMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"distortionTexture\")\r\n private _distortionTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public distortionTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public speed = 1.0;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _lastTime: number = 0;\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 false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return true;\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._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FireMaterialDefines();\r\n }\r\n\r\n const defines = <FireMaterialDefines>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 (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 defines.ALPHATEST = this._opacityTexture ? true : false;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n defines.POINTSIZE = this.pointsCloud || scene.forcePointsCloud;\r\n defines.FOG = scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled;\r\n defines.LOGARITHMICDEPTH = this._useLogarithmicDepth;\r\n }\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, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n 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.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\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 // Legacy browser patch\r\n const shaderName = \"fire\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n // Fire\r\n \"time\",\r\n \"speed\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"diffuseSampler\",\r\n // Fire\r\n \"distortionSampler\",\r\n \"opacitySampler\",\r\n ],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: null,\r\n maxSimultaneousLights: 4,\r\n transformFeedbackVaryings: null,\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\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 = <FireMaterialDefines>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 this._activeEffect.setTexture(\"distortionSampler\", this._distortionTexture);\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this._scaledDiffuse, this.alpha * mesh.visibility);\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 // Time\r\n this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", this._lastTime);\r\n\r\n // Speed\r\n this._activeEffect.setFloat(\"speed\", this.speed);\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 if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {\r\n results.push(this._distortionTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\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 if (this._distortionTexture) {\r\n activeTextures.push(this._distortionTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\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 if (this._distortionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FireMaterial\";\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 if (this._distortionTexture) {\r\n this._distortionTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FireMaterial {\r\n return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(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.FireMaterial\";\r\n serializationObject.diffuseColor = this.diffuseColor.asArray();\r\n serializationObject.speed = this.speed;\r\n\r\n if (this._diffuseTexture) {\r\n serializationObject._diffuseTexture = this._diffuseTexture.serialize();\r\n }\r\n\r\n if (this._distortionTexture) {\r\n serializationObject._distortionTexture = this._distortionTexture.serialize();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n serializationObject._opacityTexture = this._opacityTexture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {\r\n const material = new FireMaterial(source.name, scene);\r\n\r\n material.diffuseColor = Color3.FromArray(source.diffuseColor);\r\n material.speed = source.speed;\r\n\r\n material.alpha = source.alpha;\r\n\r\n material.id = source.id;\r\n\r\n Tags.AddTagsTo(material, source.tags);\r\n material.backFaceCulling = source.backFaceCulling;\r\n material.wireframe = source.wireframe;\r\n\r\n if (source._diffuseTexture) {\r\n material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._distortionTexture) {\r\n material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._opacityTexture) {\r\n material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireMaterial\", FireMaterial);\r\n"]}
|
package/fire/index.d.ts
ADDED
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@@ -0,0 +1 @@
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1
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+
export * from "./fireMaterial.js";
|
package/fire/index.js
ADDED
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/fire/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./fireMaterial\";\r\n"]}
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1
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import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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8
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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9
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import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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/** @internal */
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+
export declare const furPixelShader: {
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+
name: string;
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+
shader: string;
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+
};
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@@ -0,0 +1,94 @@
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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/helperFunctions.js";
|
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4
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+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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5
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+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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6
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+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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7
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+
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
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8
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+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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9
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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10
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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11
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
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13
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
|
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14
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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15
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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16
|
+
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
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17
|
+
const name = "furPixelShader";
|
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18
|
+
const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;
|
|
19
|
+
#ifdef NORMAL
|
|
20
|
+
varying vec3 vNormalW;
|
|
21
|
+
#endif
|
|
22
|
+
#ifdef VERTEXCOLOR
|
|
23
|
+
varying vec4 vColor;
|
|
24
|
+
#endif
|
|
25
|
+
#include<helperFunctions>
|
|
26
|
+
#include<__decl__lightFragment>[0..maxSimultaneousLights]
|
|
27
|
+
#ifdef DIFFUSE
|
|
28
|
+
varying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;
|
|
29
|
+
#endif
|
|
30
|
+
#ifdef HIGHLEVEL
|
|
31
|
+
uniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef LOGARITHMICDEPTH
|
|
34
|
+
#extension GL_EXT_frag_depth : enable
|
|
35
|
+
#endif
|
|
36
|
+
#include<logDepthDeclaration>
|
|
37
|
+
#include<lightsFragmentFunctions>
|
|
38
|
+
#include<shadowsFragmentFunctions>
|
|
39
|
+
#include<fogFragmentDeclaration>
|
|
40
|
+
#include<clipPlaneFragmentDeclaration>
|
|
41
|
+
float Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}
|
|
42
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
43
|
+
void main(void) {
|
|
44
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
45
|
+
#include<clipPlaneFragment>
|
|
46
|
+
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
|
|
47
|
+
#ifdef DIFFUSE
|
|
48
|
+
baseColor*=texture2D(diffuseSampler,vDiffuseUV);
|
|
49
|
+
#ifdef ALPHATEST
|
|
50
|
+
if (baseColor.a<0.4)
|
|
51
|
+
discard;
|
|
52
|
+
#endif
|
|
53
|
+
#include<depthPrePass>
|
|
54
|
+
baseColor.rgb*=vDiffuseInfos.y;
|
|
55
|
+
#endif
|
|
56
|
+
#ifdef VERTEXCOLOR
|
|
57
|
+
baseColor.rgb*=vColor.rgb;
|
|
58
|
+
#endif
|
|
59
|
+
#ifdef NORMAL
|
|
60
|
+
vec3 normalW=normalize(vNormalW);
|
|
61
|
+
#else
|
|
62
|
+
vec3 normalW=vec3(1.0,1.0,1.0);
|
|
63
|
+
#endif
|
|
64
|
+
#ifdef HIGHLEVEL
|
|
65
|
+
vec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}
|
|
66
|
+
float occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);
|
|
67
|
+
#endif
|
|
68
|
+
vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
|
|
69
|
+
#ifdef SPECULARTERM
|
|
70
|
+
vec3 specularBase=vec3(0.,0.,0.);
|
|
71
|
+
#endif
|
|
72
|
+
#include<lightFragment>[0..maxSimultaneousLights]
|
|
73
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
74
|
+
alpha*=vColor.a;
|
|
75
|
+
#endif
|
|
76
|
+
vec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);
|
|
77
|
+
#ifdef HIGHLEVEL
|
|
78
|
+
vec4 color=vec4(finalDiffuse,alpha);
|
|
79
|
+
#else
|
|
80
|
+
float r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);
|
|
81
|
+
#endif
|
|
82
|
+
#include<logDepthFragment>
|
|
83
|
+
#include<fogFragment>
|
|
84
|
+
gl_FragColor=color;
|
|
85
|
+
#include<imageProcessingCompatibility>
|
|
86
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
87
|
+
}`;
|
|
88
|
+
// Sideeffect
|
|
89
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
90
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
91
|
+
}
|
|
92
|
+
/** @internal */
|
|
93
|
+
export const furPixelShader = { name, shader };
|
|
94
|
+
//# sourceMappingURL=fur.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"fur.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,0EAA4D;AAC5D,gFAAkE;AAClE,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqEb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,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/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\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 = \"furPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 furColor;uniform float furLength;varying vec3 vPositionW;varying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform float furOcclusion;uniform sampler2D furTexture;varying vec2 vFurUV;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\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=furColor;vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));if (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {discard;}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);baseColor=vec4(baseColor.xyz*max(occlusion,furOcclusion),1.1-furOffset);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;vec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const furPixelShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,21 @@
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|
|
1
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
|
2
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
|
|
6
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
|
|
7
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
|
|
8
|
+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
|
|
9
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
|
|
10
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
|
|
11
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
|
|
12
|
+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
|
|
13
|
+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
|
|
14
|
+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
|
|
15
|
+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
|
|
16
|
+
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
|
|
17
|
+
/** @internal */
|
|
18
|
+
export declare const furVertexShader: {
|
|
19
|
+
name: string;
|
|
20
|
+
shader: string;
|
|
21
|
+
};
|
|
@@ -0,0 +1,126 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
|
|
4
|
+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
|
|
5
|
+
import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
|
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6
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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7
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+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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8
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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9
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+
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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10
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+
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
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11
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+
import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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12
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+
import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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13
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+
import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
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14
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+
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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15
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+
import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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16
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+
import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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17
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+
import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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18
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+
import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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19
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+
const name = "furVertexShader";
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20
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+
const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;
|
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21
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+
#ifdef UV1
|
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22
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+
attribute vec2 uv;
|
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#endif
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+
#ifdef UV2
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25
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attribute vec2 uv2;
|
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+
#endif
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27
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#ifdef VERTEXCOLOR
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+
attribute vec4 color;
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#endif
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30
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+
#include<bonesDeclaration>
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31
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+
#include<bakedVertexAnimationDeclaration>
|
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32
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+
uniform float furLength;uniform float furAngle;
|
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33
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+
#ifdef HIGHLEVEL
|
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34
|
+
uniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;
|
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35
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+
#endif
|
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36
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+
#ifdef HEIGHTMAP
|
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37
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+
uniform sampler2D heightTexture;
|
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+
#endif
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|
+
#ifdef HIGHLEVEL
|
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40
|
+
varying vec2 vFurUV;
|
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41
|
+
#endif
|
|
42
|
+
#include<instancesDeclaration>
|
|
43
|
+
uniform mat4 view;uniform mat4 viewProjection;
|
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44
|
+
#ifdef DIFFUSE
|
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45
|
+
varying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
|
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46
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+
#endif
|
|
47
|
+
#ifdef POINTSIZE
|
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48
|
+
uniform float pointSize;
|
|
49
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+
#endif
|
|
50
|
+
varying vec3 vPositionW;
|
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51
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+
#ifdef NORMAL
|
|
52
|
+
varying vec3 vNormalW;
|
|
53
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+
#endif
|
|
54
|
+
varying float vfur_length;
|
|
55
|
+
#ifdef VERTEXCOLOR
|
|
56
|
+
varying vec4 vColor;
|
|
57
|
+
#endif
|
|
58
|
+
#include<clipPlaneVertexDeclaration>
|
|
59
|
+
#include<logDepthDeclaration>
|
|
60
|
+
#include<fogVertexDeclaration>
|
|
61
|
+
#include<__decl__lightFragment>[0..maxSimultaneousLights]
|
|
62
|
+
float Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}
|
|
63
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
64
|
+
void main(void) {
|
|
65
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
66
|
+
#ifdef VERTEXCOLOR
|
|
67
|
+
vec4 colorUpdated=color;
|
|
68
|
+
#endif
|
|
69
|
+
#include<instancesVertex>
|
|
70
|
+
#include<bonesVertex>
|
|
71
|
+
#include<bakedVertexAnimation>
|
|
72
|
+
float r=Rand(position);
|
|
73
|
+
#ifdef HEIGHTMAP
|
|
74
|
+
#if __VERSION__>100
|
|
75
|
+
vfur_length=furLength*texture(heightTexture,uv).x;
|
|
76
|
+
#else
|
|
77
|
+
vfur_length=furLength*texture2D(heightTexture,uv).r;
|
|
78
|
+
#endif
|
|
79
|
+
#else
|
|
80
|
+
vfur_length=(furLength*r);
|
|
81
|
+
#endif
|
|
82
|
+
vec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);
|
|
83
|
+
#ifdef HIGHLEVEL
|
|
84
|
+
vec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);
|
|
85
|
+
#endif
|
|
86
|
+
#ifdef NORMAL
|
|
87
|
+
vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
|
|
88
|
+
#endif
|
|
89
|
+
gl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);
|
|
90
|
+
#ifndef UV1
|
|
91
|
+
vec2 uv=vec2(0.,0.);
|
|
92
|
+
#endif
|
|
93
|
+
#ifndef UV2
|
|
94
|
+
vec2 uv2=vec2(0.,0.);
|
|
95
|
+
#endif
|
|
96
|
+
#ifdef DIFFUSE
|
|
97
|
+
if (vDiffuseInfos.x==0.)
|
|
98
|
+
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
|
|
99
|
+
else
|
|
100
|
+
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
|
|
101
|
+
#ifdef HIGHLEVEL
|
|
102
|
+
vFurUV=vDiffuseUV*furDensity;
|
|
103
|
+
#endif
|
|
104
|
+
#else
|
|
105
|
+
#ifdef HIGHLEVEL
|
|
106
|
+
vFurUV=uv*furDensity;
|
|
107
|
+
#endif
|
|
108
|
+
#endif
|
|
109
|
+
#include<clipPlaneVertex>
|
|
110
|
+
#include<logDepthVertex>
|
|
111
|
+
#include<fogVertex>
|
|
112
|
+
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
113
|
+
#include<vertexColorMixing>
|
|
114
|
+
#if defined(POINTSIZE) && !defined(WEBGPU)
|
|
115
|
+
gl_PointSize=pointSize;
|
|
116
|
+
#endif
|
|
117
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
118
|
+
}
|
|
119
|
+
`;
|
|
120
|
+
// Sideeffect
|
|
121
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
122
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
123
|
+
}
|
|
124
|
+
/** @internal */
|
|
125
|
+
export const furVertexShader = { name, shader };
|
|
126
|
+
//# sourceMappingURL=fur.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"fur.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/fur/fur.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,uEAAyD;AACzD,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,kEAAoD;AACpD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmGd,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/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"furVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\nuniform float furLength;uniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;uniform vec3 furGravity;uniform float furTime;uniform float furSpacing;uniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {float x=dot(rv,vec3(12.9898,78.233,24.65487));return fract(sin(x)*43758.5453);}\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);vec3 tangent2=vec3(-normal.z,0,normal.x);r=Rand(tangent1*r);float J=(2.0+4.0*r);r=Rand(tangent2*r);float K=(2.0+2.0*r);tangent1=tangent1*J+tangent2*K;tangent1=normalize(tangent1);vec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\nvec3 forceDirection=vec3(0.0,0.0,0.0);forceDirection.x=sin(furTime+position.x*0.05)*0.2;forceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;forceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;vec3 displacement=vec3(0.0,0.0,0.0);displacement=furGravity+forceDirection;float displacementFactor=pow(furOffset,3.0);vec3 aNormal=normal;aNormal.xyz+=displacement*displacementFactor;newPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);vec4 worldPos=finalWorld*vec4(newPosition,1.0);vPositionW=vec3(worldPos);\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const furVertexShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
|
2
|
+
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
|
3
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
4
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
5
|
+
import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
|
6
|
+
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
|
7
|
+
import { DynamicTexture } from "@babylonjs/core/Materials/Textures/dynamicTexture.js";
|
|
8
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
9
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
10
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
|
11
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
12
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
|
13
|
+
import "./fur.fragment.js";
|
|
14
|
+
import "./fur.vertex.js";
|
|
15
|
+
export declare class FurMaterial extends PushMaterial {
|
|
16
|
+
private _diffuseTexture;
|
|
17
|
+
diffuseTexture: BaseTexture;
|
|
18
|
+
private _heightTexture;
|
|
19
|
+
heightTexture: BaseTexture;
|
|
20
|
+
diffuseColor: Color3;
|
|
21
|
+
furLength: number;
|
|
22
|
+
furAngle: number;
|
|
23
|
+
furColor: Color3;
|
|
24
|
+
furOffset: number;
|
|
25
|
+
furSpacing: number;
|
|
26
|
+
furGravity: Vector3;
|
|
27
|
+
furSpeed: number;
|
|
28
|
+
furDensity: number;
|
|
29
|
+
furOcclusion: number;
|
|
30
|
+
furTexture: DynamicTexture;
|
|
31
|
+
private _disableLighting;
|
|
32
|
+
disableLighting: boolean;
|
|
33
|
+
private _maxSimultaneousLights;
|
|
34
|
+
maxSimultaneousLights: number;
|
|
35
|
+
highLevelFur: boolean;
|
|
36
|
+
_meshes: AbstractMesh[];
|
|
37
|
+
private _furTime;
|
|
38
|
+
constructor(name: string, scene?: Scene);
|
|
39
|
+
get furTime(): number;
|
|
40
|
+
set furTime(furTime: number);
|
|
41
|
+
needAlphaBlending(): boolean;
|
|
42
|
+
needAlphaTesting(): boolean;
|
|
43
|
+
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
44
|
+
updateFur(): void;
|
|
45
|
+
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
46
|
+
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
47
|
+
getAnimatables(): IAnimatable[];
|
|
48
|
+
getActiveTextures(): BaseTexture[];
|
|
49
|
+
hasTexture(texture: BaseTexture): boolean;
|
|
50
|
+
dispose(forceDisposeEffect?: boolean): void;
|
|
51
|
+
clone(name: string): FurMaterial;
|
|
52
|
+
serialize(): any;
|
|
53
|
+
getClassName(): string;
|
|
54
|
+
static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
|
|
55
|
+
static GenerateTexture(name: string, scene: Scene): DynamicTexture;
|
|
56
|
+
static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
|
|
57
|
+
}
|