@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.7

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 (526) hide show
  1. package/dist/_tslib.esm.js +33 -0
  2. package/dist/animation.esm.js +1364 -0
  3. package/dist/assetCache.esm.js +6 -0
  4. package/dist/blurPostProcess.esm.js +327 -0
  5. package/dist/bumpVertex.esm.js +497 -0
  6. package/dist/compatibilityOptions.esm.js +68 -0
  7. package/dist/configuration.esm.js +121 -0
  8. package/dist/core.esm.js +8135 -0
  9. package/dist/dynamicTexture.esm.js +105 -0
  10. package/dist/easing.esm.js +130 -0
  11. package/dist/effectFallbacks.esm.js +378 -0
  12. package/dist/engine.esm.js +25504 -0
  13. package/dist/glbLoaderExtensions.esm.js +690 -0
  14. package/dist/glowLayer.esm.js +1621 -0
  15. package/dist/glowLayerManager.esm.js +50 -0
  16. package/dist/guid.esm.js +21 -0
  17. package/dist/hdrFilteringFunctions.esm.js +816 -0
  18. package/dist/helperFunctions.esm.js +5145 -0
  19. package/dist/index.esm.js +38 -11
  20. package/dist/material.esm.js +115 -0
  21. package/dist/math.axis.esm.js +35 -0
  22. package/dist/math.color.esm.js +1661 -0
  23. package/dist/math.path.esm.js +15 -0
  24. package/dist/math.size.esm.js +137 -0
  25. package/dist/mesh.esm.js +11170 -0
  26. package/dist/modelContainer.esm.js +1895 -0
  27. package/dist/node.esm.js +795 -0
  28. package/dist/pbrBRDFFunctions.esm.js +122 -2
  29. package/dist/pbrMaterial.esm.js +8747 -0
  30. package/dist/productAnimations.esm.js +182 -0
  31. package/dist/productCamera.esm.js +14 -0
  32. package/dist/renderConstants.esm.js +116 -0
  33. package/dist/renderingPipeline.esm.js +18 -0
  34. package/dist/sceneLoaderFlags.esm.js +51 -0
  35. package/dist/types.esm.js +30 -0
  36. package/dist/variants.esm.js +16 -0
  37. package/dist/webRequest.esm.js +7777 -0
  38. package/package.json +6 -5
  39. package/dist/index.umd.js +0 -10010
  40. package/dist/lib/assetCache.esm.js +0 -21
  41. package/dist/lib/configuration.esm.js +0 -98
  42. package/dist/lib/core.esm.js +0 -417
  43. package/dist/lib/dynamicTexture.esm.js +0 -51
  44. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  45. package/dist/lib/glowLayerManager.esm.js +0 -19
  46. package/dist/lib/guid.esm.js +0 -7
  47. package/dist/lib/material.esm.js +0 -50
  48. package/dist/lib/modelContainer.esm.js +0 -351
  49. package/dist/lib/productAnimations.esm.js +0 -123
  50. package/dist/lib/productCamera.esm.js +0 -113
  51. package/dist/lib/renderConstants.esm.js +0 -103
  52. package/dist/lib/renderingPipeline.esm.js +0 -99
  53. package/dist/lib/types.esm.js +0 -5
  54. package/dist/lib/variants.esm.js +0 -112
  55. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  56. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  57. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  58. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  59. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  60. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  61. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  62. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  63. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  64. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  65. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  66. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  67. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  68. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  69. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  70. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  71. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  72. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  73. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  74. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  75. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  76. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  77. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  78. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  79. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  80. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  81. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  82. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  83. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  84. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  85. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  86. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  87. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  88. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  89. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  90. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  91. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  92. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  93. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  94. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  95. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  96. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  97. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  98. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  99. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  100. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  101. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  102. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  103. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  104. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  105. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  106. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  107. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  108. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  109. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  110. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  111. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  112. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  113. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  114. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  115. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  116. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  117. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  118. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  119. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  120. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  121. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  122. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  123. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  124. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  125. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  126. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  127. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  128. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  129. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  130. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  131. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  132. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  133. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  134. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  135. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  136. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  137. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  138. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  139. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  140. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  141. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  142. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  143. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  144. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  145. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  146. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  147. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  148. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  149. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  150. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  151. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  152. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  153. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  154. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  155. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  156. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  157. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  158. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  159. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  160. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  161. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  162. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  163. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  164. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  165. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  166. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  167. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  168. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  169. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  170. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  171. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  172. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  173. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  174. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  175. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  176. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  177. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  178. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  179. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  180. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  181. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  182. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  183. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  184. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  185. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  186. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  187. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  188. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  189. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  190. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  191. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  192. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  193. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  194. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  195. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  196. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  197. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  198. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  199. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  200. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  201. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  202. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
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  204. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  205. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  206. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  207. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  208. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
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  210. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  211. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
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  237. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  238. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  239. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
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@@ -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
- };