@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 +1,80 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ 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";
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+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
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+ 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";
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+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
17
+ const name = "gradientPixelShader";
18
+ const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 topColor;uniform vec4 bottomColor;uniform float offset;uniform float scale;uniform float smoothness;varying vec3 vPositionW;varying vec3 vPosition;
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+ #ifdef NORMAL
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+ varying vec3 vNormalW;
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+ #endif
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+ #ifdef VERTEXCOLOR
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+ varying vec4 vColor;
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+ #endif
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+ #include<helperFunctions>
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+ #include<__decl__lightFragment>[0]
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+ #include<__decl__lightFragment>[1]
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+ #include<__decl__lightFragment>[2]
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+ #include<__decl__lightFragment>[3]
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+ #include<lightsFragmentFunctions>
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+ #include<shadowsFragmentFunctions>
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+ #include<clipPlaneFragmentDeclaration>
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+ #ifdef LOGARITHMICDEPTH
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+ #extension GL_EXT_frag_depth : enable
35
+ #endif
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+ #include<logDepthDeclaration>
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+ #include<fogFragmentDeclaration>
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+ #define CUSTOM_FRAGMENT_DEFINITIONS
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+ void main(void) {
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+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
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+ #include<clipPlaneFragment>
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+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float h=vPosition.y*scale+offset;float mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));vec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));vec3 diffuseColor=baseColor.rgb;float alpha=baseColor.a;
43
+ #ifdef ALPHATEST
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+ if (baseColor.a<0.4)
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+ discard;
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+ #endif
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+ #include<depthPrePass>
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+ #ifdef VERTEXCOLOR
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+ baseColor.rgb*=vColor.rgb;
50
+ #endif
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+ #ifdef NORMAL
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+ vec3 normalW=normalize(vNormalW);
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+ #else
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+ vec3 normalW=vec3(1.0,1.0,1.0);
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+ #endif
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+ #ifdef EMISSIVE
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+ vec3 diffuseBase=baseColor.rgb;
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+ #else
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+ vec3 diffuseBase=vec3(0.,0.,0.);
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+ #endif
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+ lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
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+ #include<lightFragment>[0..maxSimultaneousLights]
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+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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+ alpha*=vColor.a;
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+ #endif
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+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);
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+ #include<logDepthFragment>
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+ #include<fogFragment>
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+ gl_FragColor=color;
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+ #include<imageProcessingCompatibility>
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+ #define CUSTOM_FRAGMENT_MAIN_END
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+ }
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+ `;
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+ // Sideeffect
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+ if (!ShaderStore.ShadersStore[name]) {
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+ ShaderStore.ShadersStore[name] = shader;
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+ }
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+ /** @internal */
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+ export const gradientPixelShader = { name, shader };
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+ //# sourceMappingURL=gradient.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gradient.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/gradient/gradient.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,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,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,mBAAmB,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 = \"gradientPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 topColor;uniform vec4 bottomColor;uniform float offset;uniform float scale;uniform float smoothness;varying vec3 vPositionW;varying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);float h=vPosition.y*scale+offset;float mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));vec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));vec3 diffuseColor=baseColor.rgb;float alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\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 EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\nlightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gradientPixelShader = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
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+ 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";
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+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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+ /** @internal */
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+ export declare const gradientVertexShader: {
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+ name: string;
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+ shader: string;
21
+ };
@@ -0,0 +1,87 @@
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+ // Do not edit.
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
17
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
18
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
19
+ const name = "gradientVertexShader";
20
+ const shader = `precision highp float;attribute vec3 position;
21
+ #ifdef NORMAL
22
+ attribute vec3 normal;
23
+ #endif
24
+ #ifdef UV1
25
+ attribute vec2 uv;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute vec2 uv2;
29
+ #endif
30
+ #ifdef VERTEXCOLOR
31
+ attribute vec4 color;
32
+ #endif
33
+ #include<bonesDeclaration>
34
+ #include<bakedVertexAnimationDeclaration>
35
+ #include<instancesDeclaration>
36
+ uniform mat4 view;uniform mat4 viewProjection;
37
+ #ifdef POINTSIZE
38
+ uniform float pointSize;
39
+ #endif
40
+ varying vec3 vPositionW;varying vec3 vPosition;
41
+ #ifdef NORMAL
42
+ varying vec3 vNormalW;
43
+ #endif
44
+ #ifdef VERTEXCOLOR
45
+ varying vec4 vColor;
46
+ #endif
47
+ #include<clipPlaneVertexDeclaration>
48
+ #include<logDepthDeclaration>
49
+ #include<fogVertexDeclaration>
50
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
51
+ #define CUSTOM_VERTEX_DEFINITIONS
52
+ void main(void) {
53
+ #define CUSTOM_VERTEX_MAIN_BEGIN
54
+ #ifdef VERTEXCOLOR
55
+ vec4 colorUpdated=color;
56
+ #endif
57
+ #include<instancesVertex>
58
+ #include<bonesVertex>
59
+ #include<bakedVertexAnimation>
60
+ vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);vPosition=position;
61
+ #ifdef NORMAL
62
+ vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
63
+ #endif
64
+ #ifndef UV1
65
+ vec2 uv=vec2(0.,0.);
66
+ #endif
67
+ #ifndef UV2
68
+ vec2 uv2=vec2(0.,0.);
69
+ #endif
70
+ #include<clipPlaneVertex>
71
+ #include<logDepthVertex>
72
+ #include<fogVertex>
73
+ #include<shadowsVertex>[0..maxSimultaneousLights]
74
+ #include<vertexColorMixing>
75
+ #if defined(POINTSIZE) && !defined(WEBGPU)
76
+ gl_PointSize=pointSize;
77
+ #endif
78
+ #define CUSTOM_VERTEX_MAIN_END
79
+ }
80
+ `;
81
+ // Sideeffect
82
+ if (!ShaderStore.ShadersStore[name]) {
83
+ ShaderStore.ShadersStore[name] = shader;
84
+ }
85
+ /** @internal */
86
+ export const gradientVertexShader = { name, shader };
87
+ //# sourceMappingURL=gradient.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gradient.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/gradient/gradient.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,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Dd,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,oBAAoB,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 = \"gradientVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;varying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);vPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#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 gradientVertexShader = { name, shader };\n"]}
@@ -0,0 +1,37 @@
1
+ import type { Nullable } from "@babylonjs/core/types.js";
2
+ import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
5
+ import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
6
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
8
+ import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
+ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
10
+ import { Scene } from "@babylonjs/core/scene.js";
11
+ import "./gradient.fragment.js";
12
+ import "./gradient.vertex.js";
13
+ export declare class GradientMaterial extends PushMaterial {
14
+ private _maxSimultaneousLights;
15
+ maxSimultaneousLights: number;
16
+ topColor: Color3;
17
+ topColorAlpha: number;
18
+ bottomColor: Color3;
19
+ bottomColorAlpha: number;
20
+ offset: number;
21
+ scale: number;
22
+ smoothness: number;
23
+ private _disableLighting;
24
+ disableLighting: boolean;
25
+ constructor(name: string, scene?: Scene);
26
+ needAlphaBlending(): boolean;
27
+ needAlphaTesting(): boolean;
28
+ getAlphaTestTexture(): Nullable<BaseTexture>;
29
+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
30
+ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
31
+ getAnimatables(): IAnimatable[];
32
+ dispose(forceDisposeEffect?: boolean): void;
33
+ clone(name: string): GradientMaterial;
34
+ serialize(): any;
35
+ getClassName(): string;
36
+ static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
37
+ }
@@ -0,0 +1,283 @@
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
+ import { serialize, expandToProperty, serializeAsColor3 } from "@babylonjs/core/Misc/decorators.js";
3
+ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
4
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
5
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
6
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import { 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 "./gradient.fragment.js";
11
+ import "./gradient.vertex.js";
12
+ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
13
+ import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
14
+ import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
15
+ class GradientMaterialDefines extends MaterialDefines {
16
+ constructor() {
17
+ super();
18
+ this.EMISSIVE = false;
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.ALPHATEST = false;
26
+ this.DEPTHPREPASS = false;
27
+ this.POINTSIZE = false;
28
+ this.FOG = false;
29
+ this.NORMAL = false;
30
+ this.UV1 = false;
31
+ this.UV2 = false;
32
+ this.VERTEXCOLOR = false;
33
+ this.VERTEXALPHA = false;
34
+ this.NUM_BONE_INFLUENCERS = 0;
35
+ this.BonesPerMesh = 0;
36
+ this.INSTANCES = false;
37
+ this.INSTANCESCOLOR = false;
38
+ this.IMAGEPROCESSINGPOSTPROCESS = false;
39
+ this.SKIPFINALCOLORCLAMP = false;
40
+ this.LOGARITHMICDEPTH = false;
41
+ this.AREALIGHTSUPPORTED = true;
42
+ this.AREALIGHTNOROUGHTNESS = true;
43
+ this.rebuild();
44
+ }
45
+ }
46
+ export class GradientMaterial extends PushMaterial {
47
+ constructor(name, scene) {
48
+ super(name, scene);
49
+ this._maxSimultaneousLights = 4;
50
+ // The gradient top color, red by default
51
+ this.topColor = new Color3(1, 0, 0);
52
+ this.topColorAlpha = 1.0;
53
+ // The gradient top color, blue by default
54
+ this.bottomColor = new Color3(0, 0, 1);
55
+ this.bottomColorAlpha = 1.0;
56
+ // Gradient offset
57
+ this.offset = 0;
58
+ this.scale = 1.0;
59
+ this.smoothness = 1.0;
60
+ this._disableLighting = false;
61
+ }
62
+ needAlphaBlending() {
63
+ return this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0;
64
+ }
65
+ needAlphaTesting() {
66
+ return true;
67
+ }
68
+ getAlphaTestTexture() {
69
+ return null;
70
+ }
71
+ // Methods
72
+ isReadyForSubMesh(mesh, subMesh, useInstances) {
73
+ const drawWrapper = subMesh._drawWrapper;
74
+ if (this.isFrozen) {
75
+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
76
+ return true;
77
+ }
78
+ }
79
+ if (!subMesh.materialDefines) {
80
+ subMesh.materialDefines = new GradientMaterialDefines();
81
+ }
82
+ const defines = subMesh.materialDefines;
83
+ const scene = this.getScene();
84
+ if (this._isReadyForSubMesh(subMesh)) {
85
+ return true;
86
+ }
87
+ const engine = scene.getEngine();
88
+ PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
89
+ PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);
90
+ defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
91
+ defines.EMISSIVE = this._disableLighting;
92
+ // Attribs
93
+ PrepareDefinesForAttributes(mesh, defines, false, true);
94
+ // Get correct effect
95
+ if (defines.isDirty) {
96
+ defines.markAsProcessed();
97
+ scene.resetCachedMaterial();
98
+ // Fallbacks
99
+ const fallbacks = new EffectFallbacks();
100
+ if (defines.FOG) {
101
+ fallbacks.addFallback(1, "FOG");
102
+ }
103
+ HandleFallbacksForShadows(defines, fallbacks);
104
+ if (defines.NUM_BONE_INFLUENCERS > 0) {
105
+ fallbacks.addCPUSkinningFallback(0, mesh);
106
+ }
107
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
108
+ //Attributes
109
+ const attribs = [VertexBuffer.PositionKind];
110
+ if (defines.NORMAL) {
111
+ attribs.push(VertexBuffer.NormalKind);
112
+ }
113
+ if (defines.UV1) {
114
+ attribs.push(VertexBuffer.UVKind);
115
+ }
116
+ if (defines.UV2) {
117
+ attribs.push(VertexBuffer.UV2Kind);
118
+ }
119
+ if (defines.VERTEXCOLOR) {
120
+ attribs.push(VertexBuffer.ColorKind);
121
+ }
122
+ PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
123
+ PrepareAttributesForInstances(attribs, defines);
124
+ // Legacy browser patch
125
+ const shaderName = "gradient";
126
+ const join = defines.toString();
127
+ const uniforms = [
128
+ "world",
129
+ "view",
130
+ "viewProjection",
131
+ "vEyePosition",
132
+ "vLightsType",
133
+ "vFogInfos",
134
+ "vFogColor",
135
+ "pointSize",
136
+ "mBones",
137
+ "logarithmicDepthConstant",
138
+ "topColor",
139
+ "bottomColor",
140
+ "offset",
141
+ "smoothness",
142
+ "scale",
143
+ ];
144
+ AddClipPlaneUniforms(uniforms);
145
+ const samplers = ["areaLightsLTC1Sampler", "areaLightsLTC2Sampler"];
146
+ const uniformBuffers = [];
147
+ PrepareUniformsAndSamplersList({
148
+ uniformsNames: uniforms,
149
+ uniformBuffersNames: uniformBuffers,
150
+ samplers: samplers,
151
+ defines: defines,
152
+ maxSimultaneousLights: 4,
153
+ });
154
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
155
+ attributes: attribs,
156
+ uniformsNames: uniforms,
157
+ uniformBuffersNames: uniformBuffers,
158
+ samplers: samplers,
159
+ defines: join,
160
+ fallbacks: fallbacks,
161
+ onCompiled: this.onCompiled,
162
+ onError: this.onError,
163
+ indexParameters: { maxSimultaneousLights: 4 },
164
+ }, engine), defines, this._materialContext);
165
+ }
166
+ // Check if Area Lights have LTC texture.
167
+ if (defines["AREALIGHTUSED"]) {
168
+ for (let index = 0; index < mesh.lightSources.length; index++) {
169
+ if (!mesh.lightSources[index]._isReady()) {
170
+ return false;
171
+ }
172
+ }
173
+ }
174
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
175
+ return false;
176
+ }
177
+ defines._renderId = scene.getRenderId();
178
+ drawWrapper._wasPreviouslyReady = true;
179
+ drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
180
+ return true;
181
+ }
182
+ bindForSubMesh(world, mesh, subMesh) {
183
+ const scene = this.getScene();
184
+ const defines = subMesh.materialDefines;
185
+ if (!defines) {
186
+ return;
187
+ }
188
+ const effect = subMesh.effect;
189
+ if (!effect) {
190
+ return;
191
+ }
192
+ this._activeEffect = effect;
193
+ // Matrices
194
+ this.bindOnlyWorldMatrix(world);
195
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
196
+ // Bones
197
+ BindBonesParameters(mesh, effect);
198
+ if (this._mustRebind(scene, effect, subMesh)) {
199
+ // Clip plane
200
+ BindClipPlane(effect, this, scene);
201
+ // Point size
202
+ if (this.pointsCloud) {
203
+ this._activeEffect.setFloat("pointSize", this.pointSize);
204
+ }
205
+ // Log. depth
206
+ if (this._useLogarithmicDepth) {
207
+ BindLogDepth(defines, effect, scene);
208
+ }
209
+ scene.bindEyePosition(effect);
210
+ }
211
+ if (scene.lightsEnabled && !this.disableLighting) {
212
+ BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
213
+ }
214
+ // View
215
+ if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
216
+ this._activeEffect.setMatrix("view", scene.getViewMatrix());
217
+ }
218
+ // Fog
219
+ BindFogParameters(scene, mesh, this._activeEffect);
220
+ this._activeEffect.setColor4("topColor", this.topColor, this.topColorAlpha);
221
+ this._activeEffect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
222
+ this._activeEffect.setFloat("offset", this.offset);
223
+ this._activeEffect.setFloat("scale", this.scale);
224
+ this._activeEffect.setFloat("smoothness", this.smoothness);
225
+ this._afterBind(mesh, this._activeEffect, subMesh);
226
+ }
227
+ getAnimatables() {
228
+ return [];
229
+ }
230
+ dispose(forceDisposeEffect) {
231
+ super.dispose(forceDisposeEffect);
232
+ }
233
+ clone(name) {
234
+ return SerializationHelper.Clone(() => new GradientMaterial(name, this.getScene()), this);
235
+ }
236
+ serialize() {
237
+ const serializationObject = super.serialize();
238
+ serializationObject.customType = "BABYLON.GradientMaterial";
239
+ return serializationObject;
240
+ }
241
+ getClassName() {
242
+ return "GradientMaterial";
243
+ }
244
+ // Statics
245
+ static Parse(source, scene, rootUrl) {
246
+ return SerializationHelper.Parse(() => new GradientMaterial(source.name, scene), source, scene, rootUrl);
247
+ }
248
+ }
249
+ __decorate([
250
+ serialize("maxSimultaneousLights")
251
+ ], GradientMaterial.prototype, "_maxSimultaneousLights", void 0);
252
+ __decorate([
253
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
254
+ ], GradientMaterial.prototype, "maxSimultaneousLights", void 0);
255
+ __decorate([
256
+ serializeAsColor3()
257
+ ], GradientMaterial.prototype, "topColor", void 0);
258
+ __decorate([
259
+ serialize()
260
+ ], GradientMaterial.prototype, "topColorAlpha", void 0);
261
+ __decorate([
262
+ serializeAsColor3()
263
+ ], GradientMaterial.prototype, "bottomColor", void 0);
264
+ __decorate([
265
+ serialize()
266
+ ], GradientMaterial.prototype, "bottomColorAlpha", void 0);
267
+ __decorate([
268
+ serialize()
269
+ ], GradientMaterial.prototype, "offset", void 0);
270
+ __decorate([
271
+ serialize()
272
+ ], GradientMaterial.prototype, "scale", void 0);
273
+ __decorate([
274
+ serialize()
275
+ ], GradientMaterial.prototype, "smoothness", void 0);
276
+ __decorate([
277
+ serialize("disableLighting")
278
+ ], GradientMaterial.prototype, "_disableLighting", void 0);
279
+ __decorate([
280
+ expandToProperty("_markAllSubMeshesAsLightsDirty")
281
+ ], GradientMaterial.prototype, "disableLighting", void 0);
282
+ RegisterClass("BABYLON.GradientMaterial", GradientMaterial);
283
+ //# sourceMappingURL=gradientMaterial.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 { serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\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 \"./gradient.fragment\";\r\nimport \"./gradient.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass GradientMaterialDefines extends MaterialDefines {\r\n public EMISSIVE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class GradientMaterial extends PushMaterial {\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n // The gradient top color, red by default\r\n @serializeAsColor3()\r\n public topColor = new Color3(1, 0, 0);\r\n\r\n @serialize()\r\n public topColorAlpha = 1.0;\r\n\r\n // The gradient top color, blue by default\r\n @serializeAsColor3()\r\n public bottomColor = new Color3(0, 0, 1);\r\n\r\n @serialize()\r\n public bottomColorAlpha = 1.0;\r\n\r\n // Gradient offset\r\n @serialize()\r\n public offset = 0;\r\n\r\n @serialize()\r\n public scale = 1.0;\r\n\r\n @serialize()\r\n public smoothness = 1.0;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0;\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.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GradientMaterialDefines();\r\n }\r\n\r\n const defines = <GradientMaterialDefines>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 PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines);\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n defines.EMISSIVE = this._disableLighting;\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"gradient\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n \"topColor\",\r\n \"bottomColor\",\r\n \"offset\",\r\n \"smoothness\",\r\n \"scale\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const samplers: string[] = [\"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GradientMaterialDefines>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\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, effect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // 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 if (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setColor4(\"topColor\", this.topColor, this.topColorAlpha);\r\n this._activeEffect.setColor4(\"bottomColor\", this.bottomColor, this.bottomColorAlpha);\r\n this._activeEffect.setFloat(\"offset\", this.offset);\r\n this._activeEffect.setFloat(\"scale\", this.scale);\r\n this._activeEffect.setFloat(\"smoothness\", this.smoothness);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): GradientMaterial {\r\n return SerializationHelper.Clone(() => new GradientMaterial(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.GradientMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"GradientMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial {\r\n return SerializationHelper.Parse(() => new GradientMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GradientMaterial\", GradientMaterial);\r\n"]}
@@ -0,0 +1 @@
1
+ export * from "./gradientMaterial.js";
@@ -0,0 +1,2 @@
1
+ export * from "./gradientMaterial.js";
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/gradient/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./gradientMaterial\";\r\n"]}
@@ -0,0 +1,12 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
8
+ /** @internal */
9
+ export declare const gridPixelShader: {
10
+ name: string;
11
+ shader: string;
12
+ };