babylonjs-materials 9.4.0 → 9.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/babylon.cellMaterial.min.js +2 -2
- package/babylon.cellMaterial.min.js.map +1 -1
- package/babylon.customMaterial.min.js +2 -2
- package/babylon.customMaterial.min.js.map +1 -1
- package/babylon.fireMaterial.min.js +2 -2
- package/babylon.fireMaterial.min.js.map +1 -1
- package/babylon.furMaterial.min.js +2 -2
- package/babylon.furMaterial.min.js.map +1 -1
- package/babylon.gradientMaterial.min.js +2 -2
- package/babylon.gradientMaterial.min.js.map +1 -1
- package/babylon.gridMaterial.min.js +2 -2
- package/babylon.gridMaterial.min.js.map +1 -1
- package/babylon.lavaMaterial.min.js +2 -2
- package/babylon.lavaMaterial.min.js.map +1 -1
- package/babylon.mixMaterial.min.js +2 -2
- package/babylon.mixMaterial.min.js.map +1 -1
- package/babylon.normalMaterial.min.js +2 -2
- package/babylon.normalMaterial.min.js.map +1 -1
- package/babylon.shadowOnlyMaterial.min.js +2 -2
- package/babylon.shadowOnlyMaterial.min.js.map +1 -1
- package/babylon.simpleMaterial.min.js +2 -2
- package/babylon.simpleMaterial.min.js.map +1 -1
- package/babylon.skyMaterial.min.js +2 -2
- package/babylon.skyMaterial.min.js.map +1 -1
- package/babylon.terrainMaterial.min.js +2 -2
- package/babylon.terrainMaterial.min.js.map +1 -1
- package/babylon.triPlanarMaterial.min.js +2 -2
- package/babylon.triPlanarMaterial.min.js.map +1 -1
- package/babylon.waterMaterial.min.js +2 -2
- package/babylon.waterMaterial.min.js.map +1 -1
- package/babylonjs.materials.d.ts +293 -14
- package/babylonjs.materials.js +2 -2
- package/babylonjs.materials.js.map +1 -0
- package/babylonjs.materials.min.js +2 -2
- package/babylonjs.materials.min.js.map +1 -1
- package/babylonjs.materials.module.d.ts +983 -56
- package/package.json +5 -10
- package/rollup.config.umd.mjs +35 -0
- package/babylon.cellMaterial.js +0 -2
- package/babylon.customMaterial.js +0 -2
- package/babylon.fireMaterial.js +0 -2
- package/babylon.furMaterial.js +0 -2
- package/babylon.gradientMaterial.js +0 -2
- package/babylon.gridMaterial.js +0 -2
- package/babylon.lavaMaterial.js +0 -2
- package/babylon.mixMaterial.js +0 -2
- package/babylon.normalMaterial.js +0 -2
- package/babylon.shadowOnlyMaterial.js +0 -2
- package/babylon.simpleMaterial.js +0 -2
- package/babylon.skyMaterial.js +0 -2
- package/babylon.terrainMaterial.js +0 -2
- package/babylon.triPlanarMaterial.js +0 -2
- package/babylon.waterMaterial.js +0 -2
package/babylonjs.materials.d.ts
CHANGED
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@@ -92,6 +92,7 @@ declare namespace BABYLON {
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private _offsetMirror;
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private _tempPlane;
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private _lastTime;
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private _shadersLoaded;
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private _lastDeltaTime;
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private _waitingRenderList;
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private _imageProcessingConfiguration;
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@@ -105,8 +106,9 @@ declare namespace BABYLON {
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* @param name
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* @param scene
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* @param renderTargetSize
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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-
constructor(name: string, scene?: Scene, renderTargetSize?: Vector2);
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constructor(name: string, scene?: Scene, renderTargetSize?: Vector2, forceGLSL?: boolean);
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get refractionTexture(): Nullable<RenderTargetTexture>;
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get reflectionTexture(): Nullable<RenderTargetTexture>;
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addToRenderList(node: any): void;
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@@ -148,6 +150,20 @@ declare namespace BABYLON {
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/** @internal */
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export var waterVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var waterPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var triplanarVertexShader: {
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name: string;
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@@ -184,7 +200,14 @@ declare namespace BABYLON {
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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private _shadersLoaded;
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/**
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* Instantiates a TriPlanar Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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@@ -203,6 +226,20 @@ declare namespace BABYLON {
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/** @internal */
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export var triplanarVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var triplanarPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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export class TerrainMaterial extends PushMaterial {
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private _mixTexture;
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mixTexture: BaseTexture;
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@@ -225,7 +262,14 @@ declare namespace BABYLON {
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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-
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private _shadersLoaded;
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/**
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* Instantiates a Terrain Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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@@ -258,6 +302,20 @@ declare namespace BABYLON {
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/** @internal */
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export var terrainVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var terrainPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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/**
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* This is the sky material which allows to create dynamic and texture free effects for skyboxes.
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* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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@@ -322,6 +380,7 @@ declare namespace BABYLON {
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dithering: boolean;
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private _cameraPosition;
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private _skyOrientation;
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private _shadersLoaded;
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/**
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* Instantiates a new sky material.
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* This material allows to create dynamic and texture free
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@@ -329,8 +388,9 @@ declare namespace BABYLON {
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* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
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* @param name Define the name of the material in the scene
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* @param scene Define the scene the material belong to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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-
constructor(name: string, scene?: Scene);
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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/**
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* Specifies if the material will require alpha blending
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* @returns a boolean specifying if alpha blending is needed
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@@ -415,6 +475,20 @@ declare namespace BABYLON {
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/** @internal */
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export var skyVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var skyPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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export class SimpleMaterial extends PushMaterial {
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private _diffuseTexture;
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diffuseTexture: BaseTexture;
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@@ -423,7 +497,14 @@ declare namespace BABYLON {
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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private _shadersLoaded;
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/**
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* Instantiates a Simple Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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@@ -456,10 +537,31 @@ declare namespace BABYLON {
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/** @internal */
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export var simpleVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var simplePixelShaderWGSL: {
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name: string;
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shader: string;
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};
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export class ShadowOnlyMaterial extends PushMaterial {
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private _activeLight;
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private _needAlphaBlending;
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private _shadersLoaded;
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/**
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* Instantiates a ShadowOnly Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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shadowColor: Color3;
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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/** @internal */
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export var shadowOnlyVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var shadowOnlyPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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export class NormalMaterial extends PushMaterial {
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private _diffuseTexture;
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diffuseTexture: BaseTexture;
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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private _shadersLoaded;
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/**
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* Instantiates a Normal Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
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needAlphaTesting(): boolean;
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/** @internal */
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export var normalVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var normalPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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export class MixMaterial extends PushMaterial {
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/**
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* Mix textures
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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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private _shadersLoaded;
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/**
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* Instantiates a Mix Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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getAlphaTestTexture(): Nullable<BaseTexture>;
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/** @internal */
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export var mixVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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/** @internal */
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export var mixPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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private _scaledDiffuse;
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private _shadersLoaded;
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/**
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* Instantiates a Lava Material in the given scene
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* @param name The friendly name of the material
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* @param scene The scene to add the material to
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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658
823
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
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@@ -685,6 +850,20 @@ declare namespace BABYLON {
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685
850
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686
851
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687
852
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853
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+
/** @internal */
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854
|
+
export var lavaVertexShaderWGSL: {
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855
|
+
name: string;
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856
|
+
shader: string;
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857
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+
};
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858
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+
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859
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+
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860
|
+
/** @internal */
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861
|
+
export var lavaPixelShaderWGSL: {
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862
|
+
name: string;
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863
|
+
shader: string;
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864
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+
};
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865
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+
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866
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+
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688
867
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689
868
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690
869
|
/**
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@@ -742,8 +921,10 @@ declare namespace BABYLON {
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742
921
|
* constructor
|
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743
922
|
* @param name The name given to the material in order to identify it afterwards.
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744
923
|
* @param scene The scene the material is used in.
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924
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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745
925
|
*/
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746
|
-
constructor(name: string, scene?: Scene);
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926
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
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927
|
+
private _shadersLoaded;
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747
928
|
/**
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748
929
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* @returns whether or not the grid requires alpha blending.
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749
930
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*/
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@@ -777,6 +958,20 @@ declare namespace BABYLON {
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777
958
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};
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778
959
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779
960
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961
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+
/** @internal */
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962
|
+
export var gridVertexShaderWGSL: {
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963
|
+
name: string;
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964
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+
shader: string;
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965
|
+
};
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966
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+
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967
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+
|
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968
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+
/** @internal */
|
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969
|
+
export var gridPixelShaderWGSL: {
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970
|
+
name: string;
|
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971
|
+
shader: string;
|
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972
|
+
};
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973
|
+
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974
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+
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780
975
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781
976
|
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782
977
|
export class GradientMaterial extends PushMaterial {
|
|
@@ -791,7 +986,14 @@ declare namespace BABYLON {
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791
986
|
smoothness: number;
|
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792
987
|
private _disableLighting;
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793
988
|
disableLighting: boolean;
|
|
794
|
-
|
|
989
|
+
private _shadersLoaded;
|
|
990
|
+
/**
|
|
991
|
+
* Instantiates a Gradient Material in the given scene
|
|
992
|
+
* @param name The friendly name of the material
|
|
993
|
+
* @param scene The scene to add the material to
|
|
994
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
995
|
+
*/
|
|
996
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
795
997
|
needAlphaBlending(): boolean;
|
|
796
998
|
needAlphaTesting(): boolean;
|
|
797
999
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -820,6 +1022,20 @@ declare namespace BABYLON {
|
|
|
820
1022
|
};
|
|
821
1023
|
|
|
822
1024
|
|
|
1025
|
+
/** @internal */
|
|
1026
|
+
export var gradientVertexShaderWGSL: {
|
|
1027
|
+
name: string;
|
|
1028
|
+
shader: string;
|
|
1029
|
+
};
|
|
1030
|
+
|
|
1031
|
+
|
|
1032
|
+
/** @internal */
|
|
1033
|
+
export var gradientPixelShaderWGSL: {
|
|
1034
|
+
name: string;
|
|
1035
|
+
shader: string;
|
|
1036
|
+
};
|
|
1037
|
+
|
|
1038
|
+
|
|
823
1039
|
|
|
824
1040
|
|
|
825
1041
|
export class FurMaterial extends PushMaterial {
|
|
@@ -845,7 +1061,14 @@ declare namespace BABYLON {
|
|
|
845
1061
|
highLevelFur: boolean;
|
|
846
1062
|
_meshes: AbstractMesh[];
|
|
847
1063
|
private _furTime;
|
|
848
|
-
|
|
1064
|
+
private _shadersLoaded;
|
|
1065
|
+
/**
|
|
1066
|
+
* Instantiates a Fur Material in the given scene
|
|
1067
|
+
* @param name The friendly name of the material
|
|
1068
|
+
* @param scene The scene to add the material to
|
|
1069
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1070
|
+
*/
|
|
1071
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
849
1072
|
get furTime(): number;
|
|
850
1073
|
set furTime(furTime: number);
|
|
851
1074
|
needAlphaBlending(): boolean;
|
|
@@ -881,6 +1104,20 @@ declare namespace BABYLON {
|
|
|
881
1104
|
};
|
|
882
1105
|
|
|
883
1106
|
|
|
1107
|
+
/** @internal */
|
|
1108
|
+
export var furVertexShaderWGSL: {
|
|
1109
|
+
name: string;
|
|
1110
|
+
shader: string;
|
|
1111
|
+
};
|
|
1112
|
+
|
|
1113
|
+
|
|
1114
|
+
/** @internal */
|
|
1115
|
+
export var furPixelShaderWGSL: {
|
|
1116
|
+
name: string;
|
|
1117
|
+
shader: string;
|
|
1118
|
+
};
|
|
1119
|
+
|
|
1120
|
+
|
|
884
1121
|
|
|
885
1122
|
|
|
886
1123
|
export class FireMaterial extends PushMaterial {
|
|
@@ -894,7 +1131,14 @@ declare namespace BABYLON {
|
|
|
894
1131
|
speed: number;
|
|
895
1132
|
private _scaledDiffuse;
|
|
896
1133
|
private _lastTime;
|
|
897
|
-
|
|
1134
|
+
private _shadersLoaded;
|
|
1135
|
+
/**
|
|
1136
|
+
* Instantiates a Fire Material in the given scene
|
|
1137
|
+
* @param name The friendly name of the material
|
|
1138
|
+
* @param scene The scene to add the material to
|
|
1139
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1140
|
+
*/
|
|
1141
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
898
1142
|
needAlphaBlending(): boolean;
|
|
899
1143
|
needAlphaTesting(): boolean;
|
|
900
1144
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -925,6 +1169,20 @@ declare namespace BABYLON {
|
|
|
925
1169
|
};
|
|
926
1170
|
|
|
927
1171
|
|
|
1172
|
+
/** @internal */
|
|
1173
|
+
export var fireVertexShaderWGSL: {
|
|
1174
|
+
name: string;
|
|
1175
|
+
shader: string;
|
|
1176
|
+
};
|
|
1177
|
+
|
|
1178
|
+
|
|
1179
|
+
/** @internal */
|
|
1180
|
+
export var firePixelShaderWGSL: {
|
|
1181
|
+
name: string;
|
|
1182
|
+
shader: string;
|
|
1183
|
+
};
|
|
1184
|
+
|
|
1185
|
+
|
|
928
1186
|
/**
|
|
929
1187
|
* Albedo parts of the shader
|
|
930
1188
|
*/
|
|
@@ -1501,7 +1759,14 @@ declare namespace BABYLON {
|
|
|
1501
1759
|
disableLighting: boolean;
|
|
1502
1760
|
private _maxSimultaneousLights;
|
|
1503
1761
|
maxSimultaneousLights: number;
|
|
1504
|
-
|
|
1762
|
+
private _shadersLoaded;
|
|
1763
|
+
/**
|
|
1764
|
+
* Instantiates a Cell Material in the given scene
|
|
1765
|
+
* @param name The friendly name of the material
|
|
1766
|
+
* @param scene The scene to add the material to
|
|
1767
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1768
|
+
*/
|
|
1769
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1505
1770
|
needAlphaBlending(): boolean;
|
|
1506
1771
|
needAlphaTesting(): boolean;
|
|
1507
1772
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -1532,6 +1797,20 @@ declare namespace BABYLON {
|
|
|
1532
1797
|
};
|
|
1533
1798
|
|
|
1534
1799
|
|
|
1800
|
+
/** @internal */
|
|
1801
|
+
export var cellVertexShaderWGSL: {
|
|
1802
|
+
name: string;
|
|
1803
|
+
shader: string;
|
|
1804
|
+
};
|
|
1805
|
+
|
|
1806
|
+
|
|
1807
|
+
/** @internal */
|
|
1808
|
+
export var cellPixelShaderWGSL: {
|
|
1809
|
+
name: string;
|
|
1810
|
+
shader: string;
|
|
1811
|
+
};
|
|
1812
|
+
|
|
1813
|
+
|
|
1535
1814
|
|
|
1536
1815
|
}
|
|
1537
1816
|
|