@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.6

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 (490) hide show
  1. package/dist/index.esm.js +79094 -9
  2. package/dist/index.umd.js +54 -54
  3. package/package.json +2 -3
  4. package/dist/lib/assetCache.esm.js +0 -21
  5. package/dist/lib/configuration.esm.js +0 -98
  6. package/dist/lib/core.esm.js +0 -417
  7. package/dist/lib/dynamicTexture.esm.js +0 -51
  8. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  9. package/dist/lib/glowLayerManager.esm.js +0 -19
  10. package/dist/lib/guid.esm.js +0 -7
  11. package/dist/lib/material.esm.js +0 -50
  12. package/dist/lib/modelContainer.esm.js +0 -351
  13. package/dist/lib/productAnimations.esm.js +0 -123
  14. package/dist/lib/productCamera.esm.js +0 -113
  15. package/dist/lib/renderConstants.esm.js +0 -103
  16. package/dist/lib/renderingPipeline.esm.js +0 -99
  17. package/dist/lib/types.esm.js +0 -5
  18. package/dist/lib/variants.esm.js +0 -112
  19. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  20. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  21. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  22. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  23. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  24. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  25. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  26. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  27. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  28. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  29. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  30. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  31. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  32. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  33. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  34. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  35. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  36. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  37. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  38. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  39. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  40. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  41. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  42. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  43. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  44. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  45. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  46. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  47. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  48. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  49. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  50. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  51. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  52. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  53. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  54. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  55. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  56. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  57. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  58. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  59. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  60. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  61. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  62. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  63. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  64. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  65. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  66. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  67. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  68. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  69. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  70. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  71. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  72. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  73. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  74. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  75. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  76. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  77. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  78. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  79. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  80. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  81. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  82. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  83. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  84. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  85. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  86. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  87. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  88. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  89. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  90. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  91. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  92. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  93. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  94. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  95. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  96. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  97. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  98. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  99. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  100. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  101. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  102. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  103. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  104. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  105. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  106. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  107. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  108. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  109. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  110. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  111. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  112. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  113. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  114. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  115. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  116. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  117. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  118. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  119. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  120. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  121. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  122. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  123. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  124. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  125. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  126. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  127. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  128. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  129. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  130. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  131. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  135. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  136. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  137. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  138. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  139. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  140. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  141. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  142. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  143. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  144. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  145. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  146. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  147. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  148. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  149. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  150. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  151. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  152. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  153. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  154. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  155. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  156. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  157. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  158. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  159. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  160. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  161. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  162. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  163. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  164. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  165. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  166. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
  167. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +0 -212
  168. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  169. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  170. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  171. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  172. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
  173. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +0 -838
  174. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  175. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
  176. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +0 -19
  177. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +0 -903
  178. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +0 -6
  179. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +0 -91
  180. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +0 -43
  181. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +0 -9
  182. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +0 -145
  183. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +0 -284
  184. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +0 -124
  185. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +0 -4915
  186. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +0 -41
  187. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +0 -177
  188. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +0 -260
  189. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +0 -233
  190. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +0 -47
  191. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +0 -12
  192. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +0 -1448
  193. package/dist/node_modules/@babylonjs/core/Meshes/geometry.esm.js +0 -729
  194. package/dist/node_modules/@babylonjs/core/Meshes/instancedMesh.esm.js +0 -455
  195. package/dist/node_modules/@babylonjs/core/Meshes/mesh.esm.js +0 -2526
  196. package/dist/node_modules/@babylonjs/core/Meshes/mesh.vertexData.esm.js +0 -865
  197. package/dist/node_modules/@babylonjs/core/Meshes/meshLODLevel.esm.js +0 -13
  198. package/dist/node_modules/@babylonjs/core/Meshes/subMesh.esm.js +0 -422
  199. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +0 -129
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  201. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  202. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  203. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
  204. package/dist/node_modules/@babylonjs/core/Misc/andOrNotEvaluator.esm.js +0 -41
  205. package/dist/node_modules/@babylonjs/core/Misc/arrayTools.esm.js +0 -52
  206. package/dist/node_modules/@babylonjs/core/Misc/assetsManager.esm.js +0 -561
  207. package/dist/node_modules/@babylonjs/core/Misc/brdfTextureTools.esm.js +0 -31
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  209. package/dist/node_modules/@babylonjs/core/Misc/coroutine.esm.js +0 -53
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  219. package/dist/node_modules/@babylonjs/core/Misc/error.esm.js +0 -40
  220. package/dist/node_modules/@babylonjs/core/Misc/fileTools.esm.js +0 -339
  221. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +0 -6
  222. package/dist/node_modules/@babylonjs/core/Misc/guid.esm.js +0 -9
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  452. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.esm.js +0 -37
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  454. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +0 -42
  455. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.esm.js +0 -195
  456. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.esm.js +0 -75
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_image_based.esm.js +0 -77
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +0 -53
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  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +0 -29
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  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +0 -42
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  476. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +0 -37
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  478. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +0 -40
  479. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +0 -17
  480. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +0 -29
  481. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +0 -29
  482. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +0 -31
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  485. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +0 -29
  486. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +0 -29
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  490. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +0 -81
@@ -1,838 +0,0 @@
1
- import { SerializationHelper as E } from "../Misc/decorators.esm.js";
2
- import { Matrix as O, Vector2 as j, Vector3 as q, Vector4 as W, Quaternion as L } from "../Maths/math.vector.esm.js";
3
- import { VertexBuffer as l } from "../Buffers/buffer.esm.js";
4
- import { Texture as C } from "./Textures/texture.esm.js";
5
- import { MaterialHelper as g } from "./materialHelper.esm.js";
6
- import { RegisterClass as z } from "../Misc/typeStore.esm.js";
7
- import { Color3 as V, Color4 as N } from "../Maths/math.color.esm.js";
8
- import { EffectFallbacks as H } from "./effectFallbacks.esm.js";
9
- import { WebRequest as R } from "../Misc/webRequest.esm.js";
10
- import { PushMaterial as K } from "./pushMaterial.esm.js";
11
- import { EngineStore as I } from "../Engines/engineStore.esm.js";
12
- import { addClipPlaneUniforms as G, prepareStringDefinesForClipPlanes as D, bindClipPlane as Q } from "./clipPlaneMaterialHelper.esm.js";
13
- const k = { effect: null, subMesh: null };
14
- class x extends K {
15
- /**
16
- * Instantiate a new shader material.
17
- * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
18
- * This returned material effects how the mesh will look based on the code in the shaders.
19
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/shaders/shaderMaterial
20
- * @param name Define the name of the material in the scene
21
- * @param scene Define the scene the material belongs to
22
- * @param shaderPath Defines the route to the shader code in one of three ways:
23
- * * object: \{ vertex: "custom", fragment: "custom" \}, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
24
- * * object: \{ vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" \}, used with shader code in script tags
25
- * * object: \{ vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" \} using with strings containing the shaders code
26
- * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
27
- * @param options Define the options used to create the shader
28
- * @param storeEffectOnSubMeshes true to store effect on submeshes, false to store the effect directly in the material class.
29
- */
30
- constructor(t, s, e, o = {}, i = !0) {
31
- super(t, s, i), this._textures = {}, this._textureArrays = {}, this._externalTextures = {}, this._floats = {}, this._ints = {}, this._uints = {}, this._floatsArrays = {}, this._colors3 = {}, this._colors3Arrays = {}, this._colors4 = {}, this._colors4Arrays = {}, this._vectors2 = {}, this._vectors3 = {}, this._vectors4 = {}, this._quaternions = {}, this._quaternionsArrays = {}, this._matrices = {}, this._matrixArrays = {}, this._matrices3x3 = {}, this._matrices2x2 = {}, this._vectors2Arrays = {}, this._vectors3Arrays = {}, this._vectors4Arrays = {}, this._uniformBuffers = {}, this._textureSamplers = {}, this._storageBuffers = {}, this._cachedWorldViewMatrix = new O(), this._cachedWorldViewProjectionMatrix = new O(), this._multiview = !1, this._materialHelperNeedsPreviousMatrices = !1, this._shaderPath = e, this._options = Object.assign({ needAlphaBlending: !1, needAlphaTesting: !1, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], externalTextures: [], samplerObjects: [], storageBuffers: [], defines: [], useClipPlane: !1 }, o);
32
- }
33
- /**
34
- * Gets the shader path used to define the shader code
35
- * It can be modified to trigger a new compilation
36
- */
37
- get shaderPath() {
38
- return this._shaderPath;
39
- }
40
- /**
41
- * Sets the shader path used to define the shader code
42
- * It can be modified to trigger a new compilation
43
- */
44
- set shaderPath(t) {
45
- this._shaderPath = t;
46
- }
47
- /**
48
- * Gets the options used to compile the shader.
49
- * They can be modified to trigger a new compilation
50
- */
51
- get options() {
52
- return this._options;
53
- }
54
- /**
55
- * is multiview set to true?
56
- */
57
- get isMultiview() {
58
- return this._multiview;
59
- }
60
- /**
61
- * Gets the current class name of the material e.g. "ShaderMaterial"
62
- * Mainly use in serialization.
63
- * @returns the class name
64
- */
65
- getClassName() {
66
- return "ShaderMaterial";
67
- }
68
- /**
69
- * Specifies if the material will require alpha blending
70
- * @returns a boolean specifying if alpha blending is needed
71
- */
72
- needAlphaBlending() {
73
- return this.alpha < 1 || this._options.needAlphaBlending;
74
- }
75
- /**
76
- * Specifies if this material should be rendered in alpha test mode
77
- * @returns a boolean specifying if an alpha test is needed.
78
- */
79
- needAlphaTesting() {
80
- return this._options.needAlphaTesting;
81
- }
82
- _checkUniform(t) {
83
- this._options.uniforms.indexOf(t) === -1 && this._options.uniforms.push(t);
84
- }
85
- /**
86
- * Set a texture in the shader.
87
- * @param name Define the name of the uniform samplers as defined in the shader
88
- * @param texture Define the texture to bind to this sampler
89
- * @returns the material itself allowing "fluent" like uniform updates
90
- */
91
- setTexture(t, s) {
92
- return this._options.samplers.indexOf(t) === -1 && this._options.samplers.push(t), this._textures[t] = s, this;
93
- }
94
- /**
95
- * Set a texture array in the shader.
96
- * @param name Define the name of the uniform sampler array as defined in the shader
97
- * @param textures Define the list of textures to bind to this sampler
98
- * @returns the material itself allowing "fluent" like uniform updates
99
- */
100
- setTextureArray(t, s) {
101
- return this._options.samplers.indexOf(t) === -1 && this._options.samplers.push(t), this._checkUniform(t), this._textureArrays[t] = s, this;
102
- }
103
- /**
104
- * Set an internal texture in the shader.
105
- * @param name Define the name of the uniform samplers as defined in the shader
106
- * @param texture Define the texture to bind to this sampler
107
- * @returns the material itself allowing "fluent" like uniform updates
108
- */
109
- setExternalTexture(t, s) {
110
- return this._options.externalTextures.indexOf(t) === -1 && this._options.externalTextures.push(t), this._externalTextures[t] = s, this;
111
- }
112
- /**
113
- * Set a float in the shader.
114
- * @param name Define the name of the uniform as defined in the shader
115
- * @param value Define the value to give to the uniform
116
- * @returns the material itself allowing "fluent" like uniform updates
117
- */
118
- setFloat(t, s) {
119
- return this._checkUniform(t), this._floats[t] = s, this;
120
- }
121
- /**
122
- * Set a int in the shader.
123
- * @param name Define the name of the uniform as defined in the shader
124
- * @param value Define the value to give to the uniform
125
- * @returns the material itself allowing "fluent" like uniform updates
126
- */
127
- setInt(t, s) {
128
- return this._checkUniform(t), this._ints[t] = s, this;
129
- }
130
- /**
131
- * Set a unsigned int in the shader.
132
- * @param name Define the name of the uniform as defined in the shader
133
- * @param value Define the value to give to the uniform
134
- * @returns the material itself allowing "fluent" like uniform updates
135
- */
136
- setUInt(t, s) {
137
- return this._checkUniform(t), this._uints[t] = s, this;
138
- }
139
- /**
140
- * Set an array of floats in the shader.
141
- * @param name Define the name of the uniform as defined in the shader
142
- * @param value Define the value to give to the uniform
143
- * @returns the material itself allowing "fluent" like uniform updates
144
- */
145
- setFloats(t, s) {
146
- return this._checkUniform(t), this._floatsArrays[t] = s, this;
147
- }
148
- /**
149
- * Set a vec3 in the shader from a Color3.
150
- * @param name Define the name of the uniform as defined in the shader
151
- * @param value Define the value to give to the uniform
152
- * @returns the material itself allowing "fluent" like uniform updates
153
- */
154
- setColor3(t, s) {
155
- return this._checkUniform(t), this._colors3[t] = s, this;
156
- }
157
- /**
158
- * Set a vec3 array in the shader from a Color3 array.
159
- * @param name Define the name of the uniform as defined in the shader
160
- * @param value Define the value to give to the uniform
161
- * @returns the material itself allowing "fluent" like uniform updates
162
- */
163
- setColor3Array(t, s) {
164
- return this._checkUniform(t), this._colors3Arrays[t] = s.reduce((e, o) => (o.toArray(e, e.length), e), []), this;
165
- }
166
- /**
167
- * Set a vec4 in the shader from a Color4.
168
- * @param name Define the name of the uniform as defined in the shader
169
- * @param value Define the value to give to the uniform
170
- * @returns the material itself allowing "fluent" like uniform updates
171
- */
172
- setColor4(t, s) {
173
- return this._checkUniform(t), this._colors4[t] = s, this;
174
- }
175
- /**
176
- * Set a vec4 array in the shader from a Color4 array.
177
- * @param name Define the name of the uniform as defined in the shader
178
- * @param value Define the value to give to the uniform
179
- * @returns the material itself allowing "fluent" like uniform updates
180
- */
181
- setColor4Array(t, s) {
182
- return this._checkUniform(t), this._colors4Arrays[t] = s.reduce((e, o) => (o.toArray(e, e.length), e), []), this;
183
- }
184
- /**
185
- * Set a vec2 in the shader from a Vector2.
186
- * @param name Define the name of the uniform as defined in the shader
187
- * @param value Define the value to give to the uniform
188
- * @returns the material itself allowing "fluent" like uniform updates
189
- */
190
- setVector2(t, s) {
191
- return this._checkUniform(t), this._vectors2[t] = s, this;
192
- }
193
- /**
194
- * Set a vec3 in the shader from a Vector3.
195
- * @param name Define the name of the uniform as defined in the shader
196
- * @param value Define the value to give to the uniform
197
- * @returns the material itself allowing "fluent" like uniform updates
198
- */
199
- setVector3(t, s) {
200
- return this._checkUniform(t), this._vectors3[t] = s, this;
201
- }
202
- /**
203
- * Set a vec4 in the shader from a Vector4.
204
- * @param name Define the name of the uniform as defined in the shader
205
- * @param value Define the value to give to the uniform
206
- * @returns the material itself allowing "fluent" like uniform updates
207
- */
208
- setVector4(t, s) {
209
- return this._checkUniform(t), this._vectors4[t] = s, this;
210
- }
211
- /**
212
- * Set a vec4 in the shader from a Quaternion.
213
- * @param name Define the name of the uniform as defined in the shader
214
- * @param value Define the value to give to the uniform
215
- * @returns the material itself allowing "fluent" like uniform updates
216
- */
217
- setQuaternion(t, s) {
218
- return this._checkUniform(t), this._quaternions[t] = s, this;
219
- }
220
- /**
221
- * Set a vec4 array in the shader from a Quaternion array.
222
- * @param name Define the name of the uniform as defined in the shader
223
- * @param value Define the value to give to the uniform
224
- * @returns the material itself allowing "fluent" like uniform updates
225
- */
226
- setQuaternionArray(t, s) {
227
- return this._checkUniform(t), this._quaternionsArrays[t] = s.reduce((e, o) => (o.toArray(e, e.length), e), []), this;
228
- }
229
- /**
230
- * Set a mat4 in the shader from a Matrix.
231
- * @param name Define the name of the uniform as defined in the shader
232
- * @param value Define the value to give to the uniform
233
- * @returns the material itself allowing "fluent" like uniform updates
234
- */
235
- setMatrix(t, s) {
236
- return this._checkUniform(t), this._matrices[t] = s, this;
237
- }
238
- /**
239
- * Set a float32Array in the shader from a matrix array.
240
- * @param name Define the name of the uniform as defined in the shader
241
- * @param value Define the value to give to the uniform
242
- * @returns the material itself allowing "fluent" like uniform updates
243
- */
244
- setMatrices(t, s) {
245
- this._checkUniform(t);
246
- const e = new Float32Array(s.length * 16);
247
- for (let o = 0; o < s.length; o++)
248
- s[o].copyToArray(e, o * 16);
249
- return this._matrixArrays[t] = e, this;
250
- }
251
- /**
252
- * Set a mat3 in the shader from a Float32Array.
253
- * @param name Define the name of the uniform as defined in the shader
254
- * @param value Define the value to give to the uniform
255
- * @returns the material itself allowing "fluent" like uniform updates
256
- */
257
- setMatrix3x3(t, s) {
258
- return this._checkUniform(t), this._matrices3x3[t] = s, this;
259
- }
260
- /**
261
- * Set a mat2 in the shader from a Float32Array.
262
- * @param name Define the name of the uniform as defined in the shader
263
- * @param value Define the value to give to the uniform
264
- * @returns the material itself allowing "fluent" like uniform updates
265
- */
266
- setMatrix2x2(t, s) {
267
- return this._checkUniform(t), this._matrices2x2[t] = s, this;
268
- }
269
- /**
270
- * Set a vec2 array in the shader from a number array.
271
- * @param name Define the name of the uniform as defined in the shader
272
- * @param value Define the value to give to the uniform
273
- * @returns the material itself allowing "fluent" like uniform updates
274
- */
275
- setArray2(t, s) {
276
- return this._checkUniform(t), this._vectors2Arrays[t] = s, this;
277
- }
278
- /**
279
- * Set a vec3 array in the shader from a number array.
280
- * @param name Define the name of the uniform as defined in the shader
281
- * @param value Define the value to give to the uniform
282
- * @returns the material itself allowing "fluent" like uniform updates
283
- */
284
- setArray3(t, s) {
285
- return this._checkUniform(t), this._vectors3Arrays[t] = s, this;
286
- }
287
- /**
288
- * Set a vec4 array in the shader from a number array.
289
- * @param name Define the name of the uniform as defined in the shader
290
- * @param value Define the value to give to the uniform
291
- * @returns the material itself allowing "fluent" like uniform updates
292
- */
293
- setArray4(t, s) {
294
- return this._checkUniform(t), this._vectors4Arrays[t] = s, this;
295
- }
296
- /**
297
- * Set a uniform buffer in the shader
298
- * @param name Define the name of the uniform as defined in the shader
299
- * @param buffer Define the value to give to the uniform
300
- * @returns the material itself allowing "fluent" like uniform updates
301
- */
302
- setUniformBuffer(t, s) {
303
- return this._options.uniformBuffers.indexOf(t) === -1 && this._options.uniformBuffers.push(t), this._uniformBuffers[t] = s, this;
304
- }
305
- /**
306
- * Set a texture sampler in the shader
307
- * @param name Define the name of the uniform as defined in the shader
308
- * @param sampler Define the value to give to the uniform
309
- * @returns the material itself allowing "fluent" like uniform updates
310
- */
311
- setTextureSampler(t, s) {
312
- return this._options.samplerObjects.indexOf(t) === -1 && this._options.samplerObjects.push(t), this._textureSamplers[t] = s, this;
313
- }
314
- /**
315
- * Set a storage buffer in the shader
316
- * @param name Define the name of the storage buffer as defined in the shader
317
- * @param buffer Define the value to give to the uniform
318
- * @returns the material itself allowing "fluent" like uniform updates
319
- */
320
- setStorageBuffer(t, s) {
321
- return this._options.storageBuffers.indexOf(t) === -1 && this._options.storageBuffers.push(t), this._storageBuffers[t] = s, this;
322
- }
323
- /**
324
- * Adds, removes, or replaces the specified shader define and value.
325
- * * setDefine("MY_DEFINE", true); // enables a boolean define
326
- * * setDefine("MY_DEFINE", "0.5"); // adds "#define MY_DEFINE 0.5" to the shader (or sets and replaces the value of any existing define with that name)
327
- * * setDefine("MY_DEFINE", false); // disables and removes the define
328
- * Note if the active defines do change, the shader will be recompiled and this can be expensive.
329
- * @param define the define name e.g., "OUTPUT_TO_SRGB" or "#define OUTPUT_TO_SRGB". If the define was passed into the constructor already, the version used should match that, and in either case, it should not include any appended value.
330
- * @param value either the value of the define (e.g. a numerical value) or for booleans, true if the define should be enabled or false if it should be disabled
331
- * @returns the material itself allowing "fluent" like uniform updates
332
- */
333
- setDefine(t, s) {
334
- const e = t.trimEnd() + " ", o = this.options.defines.findIndex((i) => i === t || i.startsWith(e));
335
- return o >= 0 && this.options.defines.splice(o, 1), (typeof s != "boolean" || s) && this.options.defines.push(e + s), this;
336
- }
337
- /**
338
- * Specifies that the submesh is ready to be used
339
- * @param mesh defines the mesh to check
340
- * @param subMesh defines which submesh to check
341
- * @param useInstances specifies that instances should be used
342
- * @returns a boolean indicating that the submesh is ready or not
343
- */
344
- isReadyForSubMesh(t, s, e) {
345
- return this.isReady(t, e, s);
346
- }
347
- /**
348
- * Checks if the material is ready to render the requested mesh
349
- * @param mesh Define the mesh to render
350
- * @param useInstances Define whether or not the material is used with instances
351
- * @param subMesh defines which submesh to render
352
- * @returns true if ready, otherwise false
353
- */
354
- isReady(t, s, e) {
355
- var o, i, h, n;
356
- const c = e && this._storeEffectOnSubMeshes;
357
- if (this.isFrozen)
358
- if (c) {
359
- if (e.effect && e.effect._wasPreviouslyReady)
360
- return !0;
361
- } else {
362
- const f = this._drawWrapper.effect;
363
- if (f && f._wasPreviouslyReady && f._wasPreviouslyUsingInstances === s)
364
- return !0;
365
- }
366
- const u = this.getScene(), y = u.getEngine(), r = [], a = [], B = new H();
367
- let P = this._shaderPath, _ = this._options.uniforms, T = this._options.uniformBuffers, S = this._options.samplers;
368
- y.getCaps().multiview && u.activeCamera && u.activeCamera.outputRenderTarget && u.activeCamera.outputRenderTarget.getViewCount() > 1 && (this._multiview = !0, r.push("#define MULTIVIEW"), this._options.uniforms.indexOf("viewProjection") !== -1 && this._options.uniforms.indexOf("viewProjectionR") === -1 && this._options.uniforms.push("viewProjectionR"));
369
- for (let f = 0; f < this._options.defines.length; f++) {
370
- const b = this._options.defines[f].indexOf("#define") === 0 ? this._options.defines[f] : `#define ${this._options.defines[f]}`;
371
- r.push(b);
372
- }
373
- for (let f = 0; f < this._options.attributes.length; f++)
374
- a.push(this._options.attributes[f]);
375
- if (t && t.isVerticesDataPresent(l.ColorKind) && (a.push(l.ColorKind), r.push("#define VERTEXCOLOR")), s && (r.push("#define INSTANCES"), g.PushAttributesForInstances(a, this._materialHelperNeedsPreviousMatrices), t != null && t.hasThinInstances && (r.push("#define THIN_INSTANCES"), t && t.isVerticesDataPresent(l.ColorInstanceKind) && (a.push(l.ColorInstanceKind), r.push("#define INSTANCESCOLOR")))), t && t.useBones && t.computeBonesUsingShaders && t.skeleton) {
376
- a.push(l.MatricesIndicesKind), a.push(l.MatricesWeightsKind), t.numBoneInfluencers > 4 && (a.push(l.MatricesIndicesExtraKind), a.push(l.MatricesWeightsExtraKind));
377
- const f = t.skeleton;
378
- r.push("#define NUM_BONE_INFLUENCERS " + t.numBoneInfluencers), B.addCPUSkinningFallback(0, t), f.isUsingTextureForMatrices ? (r.push("#define BONETEXTURE"), this._options.uniforms.indexOf("boneTextureWidth") === -1 && this._options.uniforms.push("boneTextureWidth"), this._options.samplers.indexOf("boneSampler") === -1 && this._options.samplers.push("boneSampler")) : (r.push("#define BonesPerMesh " + (f.bones.length + 1)), this._options.uniforms.indexOf("mBones") === -1 && this._options.uniforms.push("mBones"));
379
- } else
380
- r.push("#define NUM_BONE_INFLUENCERS 0");
381
- let A = 0;
382
- const m = t ? t.morphTargetManager : null;
383
- if (m) {
384
- const f = m.supportsUVs && r.indexOf("#define UV1") !== -1, b = m.supportsTangents && r.indexOf("#define TANGENT") !== -1, w = m.supportsNormals && r.indexOf("#define NORMAL") !== -1;
385
- A = m.numInfluencers, f && r.push("#define MORPHTARGETS_UV"), b && r.push("#define MORPHTARGETS_TANGENT"), w && r.push("#define MORPHTARGETS_NORMAL"), A > 0 && r.push("#define MORPHTARGETS"), m.isUsingTextureForTargets && (r.push("#define MORPHTARGETS_TEXTURE"), this._options.uniforms.indexOf("morphTargetTextureIndices") === -1 && this._options.uniforms.push("morphTargetTextureIndices"), this._options.samplers.indexOf("morphTargets") === -1 && this._options.samplers.push("morphTargets")), r.push("#define NUM_MORPH_INFLUENCERS " + A);
386
- for (let v = 0; v < A; v++)
387
- a.push(l.PositionKind + v), w && a.push(l.NormalKind + v), b && a.push(l.TangentKind + v), f && a.push(l.UVKind + "_" + v);
388
- A > 0 && (_ = _.slice(), _.push("morphTargetInfluences"), _.push("morphTargetTextureInfo"), _.push("morphTargetTextureIndices"));
389
- } else
390
- r.push("#define NUM_MORPH_INFLUENCERS 0");
391
- if (t) {
392
- const f = t.bakedVertexAnimationManager;
393
- f && f.isEnabled && (r.push("#define BAKED_VERTEX_ANIMATION_TEXTURE"), this._options.uniforms.indexOf("bakedVertexAnimationSettings") === -1 && this._options.uniforms.push("bakedVertexAnimationSettings"), this._options.uniforms.indexOf("bakedVertexAnimationTextureSizeInverted") === -1 && this._options.uniforms.push("bakedVertexAnimationTextureSizeInverted"), this._options.uniforms.indexOf("bakedVertexAnimationTime") === -1 && this._options.uniforms.push("bakedVertexAnimationTime"), this._options.samplers.indexOf("bakedVertexAnimationTexture") === -1 && this._options.samplers.push("bakedVertexAnimationTexture")), g.PrepareAttributesForBakedVertexAnimation(a, t, r);
394
- }
395
- for (const f in this._textures)
396
- if (!this._textures[f].isReady())
397
- return !1;
398
- t && this._shouldTurnAlphaTestOn(t) && r.push("#define ALPHATEST"), this._options.useClipPlane !== !1 && (G(_), D(this, u, r)), this.customShaderNameResolve && (_ = _.slice(), T = T.slice(), S = S.slice(), P = this.customShaderNameResolve(P, _, T, S, r, a));
399
- const d = c ? e._getDrawWrapper() : this._drawWrapper, U = (o = d == null ? void 0 : d.effect) !== null && o !== void 0 ? o : null, F = (i = d == null ? void 0 : d.defines) !== null && i !== void 0 ? i : null, M = r.join(`
400
- `);
401
- let p = U;
402
- return F !== M && (p = y.createEffect(P, {
403
- attributes: a,
404
- uniformsNames: _,
405
- uniformBuffersNames: T,
406
- samplers: S,
407
- defines: M,
408
- fallbacks: B,
409
- onCompiled: this.onCompiled,
410
- onError: this.onError,
411
- indexParameters: { maxSimultaneousMorphTargets: A },
412
- shaderLanguage: this._options.shaderLanguage
413
- }, y), c ? e.setEffect(p, M, this._materialContext) : d && d.setEffect(p, M), this._onEffectCreatedObservable && (k.effect = p, k.subMesh = (h = e ?? (t == null ? void 0 : t.subMeshes[0])) !== null && h !== void 0 ? h : null, this._onEffectCreatedObservable.notifyObservers(k))), p._wasPreviouslyUsingInstances = !!s, !((n = !(p != null && p.isReady())) !== null && n !== void 0) || n ? !1 : (U !== p && u.resetCachedMaterial(), p._wasPreviouslyReady = !0, !0);
414
- }
415
- /**
416
- * Binds the world matrix to the material
417
- * @param world defines the world transformation matrix
418
- * @param effectOverride - If provided, use this effect instead of internal effect
419
- */
420
- bindOnlyWorldMatrix(t, s) {
421
- const e = this.getScene(), o = s ?? this.getEffect();
422
- o && (this._options.uniforms.indexOf("world") !== -1 && o.setMatrix("world", t), this._options.uniforms.indexOf("worldView") !== -1 && (t.multiplyToRef(e.getViewMatrix(), this._cachedWorldViewMatrix), o.setMatrix("worldView", this._cachedWorldViewMatrix)), this._options.uniforms.indexOf("worldViewProjection") !== -1 && (t.multiplyToRef(e.getTransformMatrix(), this._cachedWorldViewProjectionMatrix), o.setMatrix("worldViewProjection", this._cachedWorldViewProjectionMatrix)));
423
- }
424
- /**
425
- * Binds the submesh to this material by preparing the effect and shader to draw
426
- * @param world defines the world transformation matrix
427
- * @param mesh defines the mesh containing the submesh
428
- * @param subMesh defines the submesh to bind the material to
429
- */
430
- bindForSubMesh(t, s, e) {
431
- var o;
432
- this.bind(t, s, (o = e._drawWrapperOverride) === null || o === void 0 ? void 0 : o.effect, e);
433
- }
434
- /**
435
- * Binds the material to the mesh
436
- * @param world defines the world transformation matrix
437
- * @param mesh defines the mesh to bind the material to
438
- * @param effectOverride - If provided, use this effect instead of internal effect
439
- * @param subMesh defines the submesh to bind the material to
440
- */
441
- bind(t, s, e, o) {
442
- var i;
443
- const h = o && this._storeEffectOnSubMeshes, n = e ?? (h ? o.effect : this.getEffect());
444
- if (!n)
445
- return;
446
- this._activeEffect = n, this.bindOnlyWorldMatrix(t, e);
447
- const c = this._options.uniformBuffers;
448
- let u = !1;
449
- if (n && c && c.length > 0 && this.getScene().getEngine().supportsUniformBuffers)
450
- for (let r = 0; r < c.length; ++r)
451
- switch (c[r]) {
452
- case "Mesh":
453
- s && (s.getMeshUniformBuffer().bindToEffect(n, "Mesh"), s.transferToEffect(t));
454
- break;
455
- case "Scene":
456
- g.BindSceneUniformBuffer(n, this.getScene().getSceneUniformBuffer()), this.getScene().finalizeSceneUbo(), u = !0;
457
- break;
458
- }
459
- const y = s && h ? this._mustRebind(this.getScene(), n, s.visibility) : this.getScene().getCachedMaterial() !== this;
460
- if (n && y) {
461
- !u && this._options.uniforms.indexOf("view") !== -1 && n.setMatrix("view", this.getScene().getViewMatrix()), !u && this._options.uniforms.indexOf("projection") !== -1 && n.setMatrix("projection", this.getScene().getProjectionMatrix()), !u && this._options.uniforms.indexOf("viewProjection") !== -1 && (n.setMatrix("viewProjection", this.getScene().getTransformMatrix()), this._multiview && n.setMatrix("viewProjectionR", this.getScene()._transformMatrixR)), this.getScene().activeCamera && this._options.uniforms.indexOf("cameraPosition") !== -1 && n.setVector3("cameraPosition", this.getScene().activeCamera.globalPosition), g.BindBonesParameters(s, n), Q(n, this, this.getScene());
462
- let r;
463
- for (r in this._textures)
464
- n.setTexture(r, this._textures[r]);
465
- for (r in this._textureArrays)
466
- n.setTextureArray(r, this._textureArrays[r]);
467
- for (r in this._externalTextures)
468
- n.setExternalTexture(r, this._externalTextures[r]);
469
- for (r in this._ints)
470
- n.setInt(r, this._ints[r]);
471
- for (r in this._uints)
472
- n.setUInt(r, this._uints[r]);
473
- for (r in this._floats)
474
- n.setFloat(r, this._floats[r]);
475
- for (r in this._floatsArrays)
476
- n.setArray(r, this._floatsArrays[r]);
477
- for (r in this._colors3)
478
- n.setColor3(r, this._colors3[r]);
479
- for (r in this._colors3Arrays)
480
- n.setArray3(r, this._colors3Arrays[r]);
481
- for (r in this._colors4) {
482
- const a = this._colors4[r];
483
- n.setFloat4(r, a.r, a.g, a.b, a.a);
484
- }
485
- for (r in this._colors4Arrays)
486
- n.setArray4(r, this._colors4Arrays[r]);
487
- for (r in this._vectors2)
488
- n.setVector2(r, this._vectors2[r]);
489
- for (r in this._vectors3)
490
- n.setVector3(r, this._vectors3[r]);
491
- for (r in this._vectors4)
492
- n.setVector4(r, this._vectors4[r]);
493
- for (r in this._quaternions)
494
- n.setQuaternion(r, this._quaternions[r]);
495
- for (r in this._matrices)
496
- n.setMatrix(r, this._matrices[r]);
497
- for (r in this._matrixArrays)
498
- n.setMatrices(r, this._matrixArrays[r]);
499
- for (r in this._matrices3x3)
500
- n.setMatrix3x3(r, this._matrices3x3[r]);
501
- for (r in this._matrices2x2)
502
- n.setMatrix2x2(r, this._matrices2x2[r]);
503
- for (r in this._vectors2Arrays)
504
- n.setArray2(r, this._vectors2Arrays[r]);
505
- for (r in this._vectors3Arrays)
506
- n.setArray3(r, this._vectors3Arrays[r]);
507
- for (r in this._vectors4Arrays)
508
- n.setArray4(r, this._vectors4Arrays[r]);
509
- for (r in this._quaternionsArrays)
510
- n.setArray4(r, this._quaternionsArrays[r]);
511
- for (r in this._uniformBuffers) {
512
- const a = this._uniformBuffers[r].getBuffer();
513
- a && n.bindUniformBuffer(a, r);
514
- }
515
- for (r in this._textureSamplers)
516
- n.setTextureSampler(r, this._textureSamplers[r]);
517
- for (r in this._storageBuffers)
518
- n.setStorageBuffer(r, this._storageBuffers[r]);
519
- }
520
- if (n && s && (y || !this.isFrozen)) {
521
- const r = s.morphTargetManager;
522
- r && r.numInfluencers > 0 && g.BindMorphTargetParameters(s, n);
523
- const a = s.bakedVertexAnimationManager;
524
- a && a.isEnabled && ((i = s.bakedVertexAnimationManager) === null || i === void 0 || i.bind(n, !!n._wasPreviouslyUsingInstances));
525
- }
526
- this._afterBind(s, n);
527
- }
528
- /**
529
- * Gets the active textures from the material
530
- * @returns an array of textures
531
- */
532
- getActiveTextures() {
533
- const t = super.getActiveTextures();
534
- for (const s in this._textures)
535
- t.push(this._textures[s]);
536
- for (const s in this._textureArrays) {
537
- const e = this._textureArrays[s];
538
- for (let o = 0; o < e.length; o++)
539
- t.push(e[o]);
540
- }
541
- return t;
542
- }
543
- /**
544
- * Specifies if the material uses a texture
545
- * @param texture defines the texture to check against the material
546
- * @returns a boolean specifying if the material uses the texture
547
- */
548
- hasTexture(t) {
549
- if (super.hasTexture(t))
550
- return !0;
551
- for (const s in this._textures)
552
- if (this._textures[s] === t)
553
- return !0;
554
- for (const s in this._textureArrays) {
555
- const e = this._textureArrays[s];
556
- for (let o = 0; o < e.length; o++)
557
- if (e[o] === t)
558
- return !0;
559
- }
560
- return !1;
561
- }
562
- /**
563
- * Makes a duplicate of the material, and gives it a new name
564
- * @param name defines the new name for the duplicated material
565
- * @returns the cloned material
566
- */
567
- clone(t) {
568
- const s = E.Clone(() => new x(t, this.getScene(), this._shaderPath, this._options, this._storeEffectOnSubMeshes), this);
569
- s.name = t, s.id = t, typeof s._shaderPath == "object" && (s._shaderPath = Object.assign({}, s._shaderPath)), this._options = Object.assign({}, this._options), Object.keys(this._options).forEach((e) => {
570
- const o = this._options[e];
571
- Array.isArray(o) && (this._options[e] = o.slice(0));
572
- }), this.stencil.copyTo(s.stencil);
573
- for (const e in this._textures)
574
- s.setTexture(e, this._textures[e]);
575
- for (const e in this._textureArrays)
576
- s.setTextureArray(e, this._textureArrays[e]);
577
- for (const e in this._externalTextures)
578
- s.setExternalTexture(e, this._externalTextures[e]);
579
- for (const e in this._ints)
580
- s.setInt(e, this._ints[e]);
581
- for (const e in this._uints)
582
- s.setUInt(e, this._uints[e]);
583
- for (const e in this._floats)
584
- s.setFloat(e, this._floats[e]);
585
- for (const e in this._floatsArrays)
586
- s.setFloats(e, this._floatsArrays[e]);
587
- for (const e in this._colors3)
588
- s.setColor3(e, this._colors3[e]);
589
- for (const e in this._colors3Arrays)
590
- s._colors3Arrays[e] = this._colors3Arrays[e];
591
- for (const e in this._colors4)
592
- s.setColor4(e, this._colors4[e]);
593
- for (const e in this._colors4Arrays)
594
- s._colors4Arrays[e] = this._colors4Arrays[e];
595
- for (const e in this._vectors2)
596
- s.setVector2(e, this._vectors2[e]);
597
- for (const e in this._vectors3)
598
- s.setVector3(e, this._vectors3[e]);
599
- for (const e in this._vectors4)
600
- s.setVector4(e, this._vectors4[e]);
601
- for (const e in this._quaternions)
602
- s.setQuaternion(e, this._quaternions[e]);
603
- for (const e in this._quaternionsArrays)
604
- s._quaternionsArrays[e] = this._quaternionsArrays[e];
605
- for (const e in this._matrices)
606
- s.setMatrix(e, this._matrices[e]);
607
- for (const e in this._matrixArrays)
608
- s._matrixArrays[e] = this._matrixArrays[e].slice();
609
- for (const e in this._matrices3x3)
610
- s.setMatrix3x3(e, this._matrices3x3[e]);
611
- for (const e in this._matrices2x2)
612
- s.setMatrix2x2(e, this._matrices2x2[e]);
613
- for (const e in this._vectors2Arrays)
614
- s.setArray2(e, this._vectors2Arrays[e]);
615
- for (const e in this._vectors3Arrays)
616
- s.setArray3(e, this._vectors3Arrays[e]);
617
- for (const e in this._vectors4Arrays)
618
- s.setArray4(e, this._vectors4Arrays[e]);
619
- for (const e in this._uniformBuffers)
620
- s.setUniformBuffer(e, this._uniformBuffers[e]);
621
- for (const e in this._textureSamplers)
622
- s.setTextureSampler(e, this._textureSamplers[e]);
623
- for (const e in this._storageBuffers)
624
- s.setStorageBuffer(e, this._storageBuffers[e]);
625
- return s;
626
- }
627
- /**
628
- * Disposes the material
629
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
630
- * @param forceDisposeTextures specifies if textures should be forcefully disposed
631
- * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
632
- */
633
- dispose(t, s, e) {
634
- if (s) {
635
- let o;
636
- for (o in this._textures)
637
- this._textures[o].dispose();
638
- for (o in this._textureArrays) {
639
- const i = this._textureArrays[o];
640
- for (let h = 0; h < i.length; h++)
641
- i[h].dispose();
642
- }
643
- }
644
- this._textures = {}, super.dispose(t, s, e);
645
- }
646
- /**
647
- * Serializes this material in a JSON representation
648
- * @returns the serialized material object
649
- */
650
- serialize() {
651
- const t = E.Serialize(this);
652
- t.customType = "BABYLON.ShaderMaterial", t.uniqueId = this.uniqueId, t.options = this._options, t.shaderPath = this._shaderPath, t.storeEffectOnSubMeshes = this._storeEffectOnSubMeshes;
653
- let s;
654
- t.stencil = this.stencil.serialize(), t.textures = {};
655
- for (s in this._textures)
656
- t.textures[s] = this._textures[s].serialize();
657
- t.textureArrays = {};
658
- for (s in this._textureArrays) {
659
- t.textureArrays[s] = [];
660
- const e = this._textureArrays[s];
661
- for (let o = 0; o < e.length; o++)
662
- t.textureArrays[s].push(e[o].serialize());
663
- }
664
- t.ints = {};
665
- for (s in this._ints)
666
- t.ints[s] = this._ints[s];
667
- t.uints = {};
668
- for (s in this._uints)
669
- t.uints[s] = this._uints[s];
670
- t.floats = {};
671
- for (s in this._floats)
672
- t.floats[s] = this._floats[s];
673
- t.FloatArrays = {};
674
- for (s in this._floatsArrays)
675
- t.FloatArrays[s] = this._floatsArrays[s];
676
- t.colors3 = {};
677
- for (s in this._colors3)
678
- t.colors3[s] = this._colors3[s].asArray();
679
- t.colors3Arrays = {};
680
- for (s in this._colors3Arrays)
681
- t.colors3Arrays[s] = this._colors3Arrays[s];
682
- t.colors4 = {};
683
- for (s in this._colors4)
684
- t.colors4[s] = this._colors4[s].asArray();
685
- t.colors4Arrays = {};
686
- for (s in this._colors4Arrays)
687
- t.colors4Arrays[s] = this._colors4Arrays[s];
688
- t.vectors2 = {};
689
- for (s in this._vectors2)
690
- t.vectors2[s] = this._vectors2[s].asArray();
691
- t.vectors3 = {};
692
- for (s in this._vectors3)
693
- t.vectors3[s] = this._vectors3[s].asArray();
694
- t.vectors4 = {};
695
- for (s in this._vectors4)
696
- t.vectors4[s] = this._vectors4[s].asArray();
697
- t.quaternions = {};
698
- for (s in this._quaternions)
699
- t.quaternions[s] = this._quaternions[s].asArray();
700
- t.matrices = {};
701
- for (s in this._matrices)
702
- t.matrices[s] = this._matrices[s].asArray();
703
- t.matrixArray = {};
704
- for (s in this._matrixArrays)
705
- t.matrixArray[s] = this._matrixArrays[s];
706
- t.matrices3x3 = {};
707
- for (s in this._matrices3x3)
708
- t.matrices3x3[s] = this._matrices3x3[s];
709
- t.matrices2x2 = {};
710
- for (s in this._matrices2x2)
711
- t.matrices2x2[s] = this._matrices2x2[s];
712
- t.vectors2Arrays = {};
713
- for (s in this._vectors2Arrays)
714
- t.vectors2Arrays[s] = this._vectors2Arrays[s];
715
- t.vectors3Arrays = {};
716
- for (s in this._vectors3Arrays)
717
- t.vectors3Arrays[s] = this._vectors3Arrays[s];
718
- t.vectors4Arrays = {};
719
- for (s in this._vectors4Arrays)
720
- t.vectors4Arrays[s] = this._vectors4Arrays[s];
721
- t.quaternionsArrays = {};
722
- for (s in this._quaternionsArrays)
723
- t.quaternionsArrays[s] = this._quaternionsArrays[s];
724
- return t;
725
- }
726
- /**
727
- * Creates a shader material from parsed shader material data
728
- * @param source defines the JSON representation of the material
729
- * @param scene defines the hosting scene
730
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
731
- * @returns a new material
732
- */
733
- static Parse(t, s, e) {
734
- const o = E.Parse(() => new x(t.name, s, t.shaderPath, t.options, t.storeEffectOnSubMeshes), t, s, e);
735
- let i;
736
- t.stencil && o.stencil.parse(t.stencil, s, e);
737
- for (i in t.textures)
738
- o.setTexture(i, C.Parse(t.textures[i], s, e));
739
- for (i in t.textureArrays) {
740
- const h = t.textureArrays[i], n = new Array();
741
- for (let c = 0; c < h.length; c++)
742
- n.push(C.Parse(h[c], s, e));
743
- o.setTextureArray(i, n);
744
- }
745
- for (i in t.ints)
746
- o.setInt(i, t.ints[i]);
747
- for (i in t.uints)
748
- o.setUInt(i, t.uints[i]);
749
- for (i in t.floats)
750
- o.setFloat(i, t.floats[i]);
751
- for (i in t.floatsArrays)
752
- o.setFloats(i, t.floatsArrays[i]);
753
- for (i in t.colors3)
754
- o.setColor3(i, V.FromArray(t.colors3[i]));
755
- for (i in t.colors3Arrays) {
756
- const h = t.colors3Arrays[i].reduce((n, c, u) => (u % 3 === 0 ? n.push([c]) : n[n.length - 1].push(c), n), []).map((n) => V.FromArray(n));
757
- o.setColor3Array(i, h);
758
- }
759
- for (i in t.colors4)
760
- o.setColor4(i, N.FromArray(t.colors4[i]));
761
- for (i in t.colors4Arrays) {
762
- const h = t.colors4Arrays[i].reduce((n, c, u) => (u % 4 === 0 ? n.push([c]) : n[n.length - 1].push(c), n), []).map((n) => N.FromArray(n));
763
- o.setColor4Array(i, h);
764
- }
765
- for (i in t.vectors2)
766
- o.setVector2(i, j.FromArray(t.vectors2[i]));
767
- for (i in t.vectors3)
768
- o.setVector3(i, q.FromArray(t.vectors3[i]));
769
- for (i in t.vectors4)
770
- o.setVector4(i, W.FromArray(t.vectors4[i]));
771
- for (i in t.quaternions)
772
- o.setQuaternion(i, L.FromArray(t.quaternions[i]));
773
- for (i in t.matrices)
774
- o.setMatrix(i, O.FromArray(t.matrices[i]));
775
- for (i in t.matrixArray)
776
- o._matrixArrays[i] = new Float32Array(t.matrixArray[i]);
777
- for (i in t.matrices3x3)
778
- o.setMatrix3x3(i, t.matrices3x3[i]);
779
- for (i in t.matrices2x2)
780
- o.setMatrix2x2(i, t.matrices2x2[i]);
781
- for (i in t.vectors2Arrays)
782
- o.setArray2(i, t.vectors2Arrays[i]);
783
- for (i in t.vectors3Arrays)
784
- o.setArray3(i, t.vectors3Arrays[i]);
785
- for (i in t.vectors4Arrays)
786
- o.setArray4(i, t.vectors4Arrays[i]);
787
- for (i in t.quaternionsArrays)
788
- o.setArray4(i, t.quaternionsArrays[i]);
789
- return o;
790
- }
791
- /**
792
- * Creates a new ShaderMaterial from a snippet saved in a remote file
793
- * @param name defines the name of the ShaderMaterial to create (can be null or empty to use the one from the json data)
794
- * @param url defines the url to load from
795
- * @param scene defines the hosting scene
796
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
797
- * @returns a promise that will resolve to the new ShaderMaterial
798
- */
799
- static ParseFromFileAsync(t, s, e, o = "") {
800
- return new Promise((i, h) => {
801
- const n = new R();
802
- n.addEventListener("readystatechange", () => {
803
- if (n.readyState == 4)
804
- if (n.status == 200) {
805
- const c = JSON.parse(n.responseText), u = this.Parse(c, e || I.LastCreatedScene, o);
806
- t && (u.name = t), i(u);
807
- } else
808
- h("Unable to load the ShaderMaterial");
809
- }), n.open("GET", s), n.send();
810
- });
811
- }
812
- /**
813
- * Creates a ShaderMaterial from a snippet saved by the Inspector
814
- * @param snippetId defines the snippet to load
815
- * @param scene defines the hosting scene
816
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
817
- * @returns a promise that will resolve to the new ShaderMaterial
818
- */
819
- static ParseFromSnippetAsync(t, s, e = "") {
820
- return new Promise((o, i) => {
821
- const h = new R();
822
- h.addEventListener("readystatechange", () => {
823
- if (h.readyState == 4)
824
- if (h.status == 200) {
825
- const n = JSON.parse(JSON.parse(h.responseText).jsonPayload), c = JSON.parse(n.shaderMaterial), u = this.Parse(c, s || I.LastCreatedScene, e);
826
- u.snippetId = t, o(u);
827
- } else
828
- i("Unable to load the snippet " + t);
829
- }), h.open("GET", this.SnippetUrl + "/" + t.replace(/#/g, "/")), h.send();
830
- });
831
- }
832
- }
833
- x.SnippetUrl = "https://snippet.babylonjs.com";
834
- x.CreateFromSnippetAsync = x.ParseFromSnippetAsync;
835
- z("BABYLON.ShaderMaterial", x);
836
- export {
837
- x as ShaderMaterial
838
- };