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
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@@ -30,8 +30,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { Mesh } from "babylonjs/Meshes/mesh";
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import { Scene } from "babylonjs/scene";
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import "babylonjs-materials/water/water.fragment";
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import "babylonjs-materials/water/water.vertex";
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import "babylonjs/Rendering/boundingBoxRenderer";
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export class WaterMaterial extends PushMaterial {
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renderTargetSize: Vector2;
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@@ -123,6 +121,7 @@ export class WaterMaterial extends PushMaterial {
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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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@@ -136,8 +135,9 @@ export class WaterMaterial extends PushMaterial {
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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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@@ -212,6 +212,51 @@ export const waterPixelShader: {
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declare module "babylonjs-materials/water/index" {
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export * from "babylonjs-materials/water/waterMaterial";
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}
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declare module "babylonjs-materials/water/wgsl/water.vertex" {
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
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/** @internal */
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export const waterVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-materials/water/wgsl/water.fragment" {
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import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
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/** @internal */
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export const waterPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-materials/triPlanar/triplanar.vertex" {
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import "babylonjs/Shaders/ShadersInclude/helperFunctions";
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@@ -271,8 +316,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { Mesh } from "babylonjs/Meshes/mesh";
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import { Scene } from "babylonjs/scene";
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import "babylonjs-materials/triPlanar/triplanar.fragment";
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import "babylonjs-materials/triPlanar/triplanar.vertex";
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export class TriPlanarMaterial extends PushMaterial {
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mixTexture: BaseTexture;
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private _diffuseTextureX;
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@@ -295,7 +338,14 @@ export class TriPlanarMaterial extends PushMaterial {
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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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@@ -315,6 +365,52 @@ export class TriPlanarMaterial extends PushMaterial {
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declare module "babylonjs-materials/triPlanar/index" {
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export * from "babylonjs-materials/triPlanar/triPlanarMaterial";
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}
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declare module "babylonjs-materials/triPlanar/wgsl/triplanar.vertex" {
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import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
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/** @internal */
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export const triplanarVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-materials/triPlanar/wgsl/triplanar.fragment" {
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import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
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/** @internal */
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export const triplanarPixelShaderWGSL: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-materials/terrain/terrainMaterial" {
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import { Nullable } from "babylonjs/types";
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import { SubMesh } from "babylonjs/Meshes/subMesh";
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import { Mesh } from "babylonjs/Meshes/mesh";
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import { Scene } from "babylonjs/scene";
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import "babylonjs-materials/terrain/terrain.fragment";
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import "babylonjs-materials/terrain/terrain.vertex";
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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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disableLighting: boolean;
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private _maxSimultaneousLights;
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maxSimultaneousLights: number;
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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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declare module "babylonjs-materials/terrain/index" {
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}
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declare module "babylonjs-materials/terrain/wgsl/terrain.vertex" {
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
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import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
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/** @internal */
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export const terrainVertexShaderWGSL: {
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shader: string;
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};
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}
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declare module "babylonjs-materials/terrain/wgsl/terrain.fragment" {
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import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
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import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
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import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
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import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
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/** @internal */
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export const 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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declare module "babylonjs-materials/sky/skyMaterial" {
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@@ -429,8 +575,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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429
575
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import { SubMesh } from "babylonjs/Meshes/subMesh";
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430
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import { Mesh } from "babylonjs/Meshes/mesh";
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import { Scene } from "babylonjs/scene";
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432
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-
import "babylonjs-materials/sky/sky.fragment";
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433
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-
import "babylonjs-materials/sky/sky.vertex";
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434
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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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@@ -495,6 +639,7 @@ export class SkyMaterial extends PushMaterial {
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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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@@ -502,8 +647,9 @@ export class SkyMaterial extends PushMaterial {
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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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506
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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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@@ -605,6 +751,36 @@ export const skyPixelShader: {
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605
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declare module "babylonjs-materials/sky/index" {
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export * from "babylonjs-materials/sky/skyMaterial";
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+
}
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+
declare module "babylonjs-materials/sky/wgsl/sky.vertex" {
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756
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+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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757
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+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
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758
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+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
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759
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+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
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760
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+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
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761
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+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
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762
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+
/** @internal */
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763
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+
export const skyVertexShaderWGSL: {
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+
name: string;
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765
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+
shader: string;
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+
};
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767
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+
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768
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+
}
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+
declare module "babylonjs-materials/sky/wgsl/sky.fragment" {
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770
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+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
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771
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+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
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772
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+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
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773
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+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
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774
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+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
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775
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
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776
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
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777
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
778
|
+
/** @internal */
|
|
779
|
+
export const skyPixelShaderWGSL: {
|
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780
|
+
name: string;
|
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781
|
+
shader: string;
|
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782
|
+
};
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783
|
+
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|
}
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609
785
|
declare module "babylonjs-materials/simple/simpleMaterial" {
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610
786
|
import { Nullable } from "babylonjs/types";
|
|
@@ -617,8 +793,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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617
793
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
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618
794
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
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619
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|
import { Scene } from "babylonjs/scene";
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|
620
|
-
import "babylonjs-materials/simple/simple.fragment";
|
|
621
|
-
import "babylonjs-materials/simple/simple.vertex";
|
|
622
796
|
export class SimpleMaterial extends PushMaterial {
|
|
623
797
|
private _diffuseTexture;
|
|
624
798
|
diffuseTexture: BaseTexture;
|
|
@@ -627,7 +801,14 @@ export class SimpleMaterial extends PushMaterial {
|
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627
801
|
disableLighting: boolean;
|
|
628
802
|
private _maxSimultaneousLights;
|
|
629
803
|
maxSimultaneousLights: number;
|
|
630
|
-
|
|
804
|
+
private _shadersLoaded;
|
|
805
|
+
/**
|
|
806
|
+
* Instantiates a Simple Material in the given scene
|
|
807
|
+
* @param name The friendly name of the material
|
|
808
|
+
* @param scene The scene to add the material to
|
|
809
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
810
|
+
*/
|
|
811
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
631
812
|
needAlphaBlending(): boolean;
|
|
632
813
|
needAlphaTesting(): boolean;
|
|
633
814
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -693,6 +874,51 @@ export const simplePixelShader: {
|
|
|
693
874
|
declare module "babylonjs-materials/simple/index" {
|
|
694
875
|
export * from "babylonjs-materials/simple/simpleMaterial";
|
|
695
876
|
|
|
877
|
+
}
|
|
878
|
+
declare module "babylonjs-materials/simple/wgsl/simple.vertex" {
|
|
879
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
880
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
881
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
882
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
883
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
884
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
885
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
886
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
887
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
888
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
889
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
890
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
891
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
892
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
893
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
894
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
895
|
+
/** @internal */
|
|
896
|
+
export const simpleVertexShaderWGSL: {
|
|
897
|
+
name: string;
|
|
898
|
+
shader: string;
|
|
899
|
+
};
|
|
900
|
+
|
|
901
|
+
}
|
|
902
|
+
declare module "babylonjs-materials/simple/wgsl/simple.fragment" {
|
|
903
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
904
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
905
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
906
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
907
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
908
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
909
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
910
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
911
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
912
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
913
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
914
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
915
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
916
|
+
/** @internal */
|
|
917
|
+
export const simplePixelShaderWGSL: {
|
|
918
|
+
name: string;
|
|
919
|
+
shader: string;
|
|
920
|
+
};
|
|
921
|
+
|
|
696
922
|
}
|
|
697
923
|
declare module "babylonjs-materials/shadowOnly/shadowOnlyMaterial" {
|
|
698
924
|
import { Nullable } from "babylonjs/types";
|
|
@@ -705,12 +931,17 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
705
931
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
706
932
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
707
933
|
import { Scene } from "babylonjs/scene";
|
|
708
|
-
import "babylonjs-materials/shadowOnly/shadowOnly.fragment";
|
|
709
|
-
import "babylonjs-materials/shadowOnly/shadowOnly.vertex";
|
|
710
934
|
export class ShadowOnlyMaterial extends PushMaterial {
|
|
711
935
|
private _activeLight;
|
|
712
936
|
private _needAlphaBlending;
|
|
713
|
-
|
|
937
|
+
private _shadersLoaded;
|
|
938
|
+
/**
|
|
939
|
+
* Instantiates a ShadowOnly Material in the given scene
|
|
940
|
+
* @param name The friendly name of the material
|
|
941
|
+
* @param scene The scene to add the material to
|
|
942
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
943
|
+
*/
|
|
944
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
714
945
|
shadowColor: Color3;
|
|
715
946
|
needAlphaBlending(): boolean;
|
|
716
947
|
needAlphaTesting(): boolean;
|
|
@@ -778,6 +1009,50 @@ export const shadowOnlyPixelShader: {
|
|
|
778
1009
|
declare module "babylonjs-materials/shadowOnly/index" {
|
|
779
1010
|
export * from "babylonjs-materials/shadowOnly/shadowOnlyMaterial";
|
|
780
1011
|
|
|
1012
|
+
}
|
|
1013
|
+
declare module "babylonjs-materials/shadowOnly/wgsl/shadowOnly.vertex" {
|
|
1014
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1015
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1016
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1017
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/sceneUboDeclaration";
|
|
1018
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1019
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1020
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1021
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1022
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1023
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1024
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1025
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1026
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1027
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1028
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1029
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
1030
|
+
/** @internal */
|
|
1031
|
+
export const shadowOnlyVertexShaderWGSL: {
|
|
1032
|
+
name: string;
|
|
1033
|
+
shader: string;
|
|
1034
|
+
};
|
|
1035
|
+
|
|
1036
|
+
}
|
|
1037
|
+
declare module "babylonjs-materials/shadowOnly/wgsl/shadowOnly.fragment" {
|
|
1038
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/sceneUboDeclaration";
|
|
1039
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
1040
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
1041
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
1042
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
1043
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1044
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1045
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1046
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1047
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
1048
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1049
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1050
|
+
/** @internal */
|
|
1051
|
+
export const shadowOnlyPixelShaderWGSL: {
|
|
1052
|
+
name: string;
|
|
1053
|
+
shader: string;
|
|
1054
|
+
};
|
|
1055
|
+
|
|
781
1056
|
}
|
|
782
1057
|
declare module "babylonjs-materials/normal/normalMaterial" {
|
|
783
1058
|
import { Nullable } from "babylonjs/types";
|
|
@@ -790,8 +1065,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
790
1065
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
791
1066
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
792
1067
|
import { Scene } from "babylonjs/scene";
|
|
793
|
-
import "babylonjs-materials/normal/normal.fragment";
|
|
794
|
-
import "babylonjs-materials/normal/normal.vertex";
|
|
795
1068
|
export class NormalMaterial extends PushMaterial {
|
|
796
1069
|
private _diffuseTexture;
|
|
797
1070
|
diffuseTexture: BaseTexture;
|
|
@@ -800,7 +1073,14 @@ export class NormalMaterial extends PushMaterial {
|
|
|
800
1073
|
disableLighting: boolean;
|
|
801
1074
|
private _maxSimultaneousLights;
|
|
802
1075
|
maxSimultaneousLights: number;
|
|
803
|
-
|
|
1076
|
+
private _shadersLoaded;
|
|
1077
|
+
/**
|
|
1078
|
+
* Instantiates a Normal Material in the given scene
|
|
1079
|
+
* @param name The friendly name of the material
|
|
1080
|
+
* @param scene The scene to add the material to
|
|
1081
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1082
|
+
*/
|
|
1083
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
804
1084
|
needAlphaBlending(): boolean;
|
|
805
1085
|
needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
|
|
806
1086
|
needAlphaTesting(): boolean;
|
|
@@ -866,6 +1146,50 @@ export const normalPixelShader: {
|
|
|
866
1146
|
declare module "babylonjs-materials/normal/index" {
|
|
867
1147
|
export * from "babylonjs-materials/normal/normalMaterial";
|
|
868
1148
|
|
|
1149
|
+
}
|
|
1150
|
+
declare module "babylonjs-materials/normal/wgsl/normal.vertex" {
|
|
1151
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1152
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1153
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1154
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1155
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1156
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1157
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1158
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1159
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1160
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1161
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1162
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1163
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1164
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1165
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
1166
|
+
/** @internal */
|
|
1167
|
+
export const normalVertexShaderWGSL: {
|
|
1168
|
+
name: string;
|
|
1169
|
+
shader: string;
|
|
1170
|
+
};
|
|
1171
|
+
|
|
1172
|
+
}
|
|
1173
|
+
declare module "babylonjs-materials/normal/wgsl/normal.fragment" {
|
|
1174
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
1175
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
1176
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
1177
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
1178
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1179
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1180
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1181
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1182
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
1183
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
1184
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1185
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1186
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
1187
|
+
/** @internal */
|
|
1188
|
+
export const normalPixelShaderWGSL: {
|
|
1189
|
+
name: string;
|
|
1190
|
+
shader: string;
|
|
1191
|
+
};
|
|
1192
|
+
|
|
869
1193
|
}
|
|
870
1194
|
declare module "babylonjs-materials/mix/mixMaterial" {
|
|
871
1195
|
import { Nullable } from "babylonjs/types";
|
|
@@ -879,8 +1203,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
879
1203
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
880
1204
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
881
1205
|
import { Scene } from "babylonjs/scene";
|
|
882
|
-
import "babylonjs-materials/mix/mix.fragment";
|
|
883
|
-
import "babylonjs-materials/mix/mix.vertex";
|
|
884
1206
|
export class MixMaterial extends PushMaterial {
|
|
885
1207
|
/**
|
|
886
1208
|
* Mix textures
|
|
@@ -918,7 +1240,14 @@ export class MixMaterial extends PushMaterial {
|
|
|
918
1240
|
disableLighting: boolean;
|
|
919
1241
|
private _maxSimultaneousLights;
|
|
920
1242
|
maxSimultaneousLights: number;
|
|
921
|
-
|
|
1243
|
+
private _shadersLoaded;
|
|
1244
|
+
/**
|
|
1245
|
+
* Instantiates a Mix Material in the given scene
|
|
1246
|
+
* @param name The friendly name of the material
|
|
1247
|
+
* @param scene The scene to add the material to
|
|
1248
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1249
|
+
*/
|
|
1250
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
922
1251
|
needAlphaBlending(): boolean;
|
|
923
1252
|
needAlphaTesting(): boolean;
|
|
924
1253
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -984,6 +1313,51 @@ export const mixPixelShader: {
|
|
|
984
1313
|
declare module "babylonjs-materials/mix/index" {
|
|
985
1314
|
export * from "babylonjs-materials/mix/mixMaterial";
|
|
986
1315
|
|
|
1316
|
+
}
|
|
1317
|
+
declare module "babylonjs-materials/mix/wgsl/mix.vertex" {
|
|
1318
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1319
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1320
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1321
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1322
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1323
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1324
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1325
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1326
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1327
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1328
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1329
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1330
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1331
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
1332
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
1333
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1334
|
+
/** @internal */
|
|
1335
|
+
export const mixVertexShaderWGSL: {
|
|
1336
|
+
name: string;
|
|
1337
|
+
shader: string;
|
|
1338
|
+
};
|
|
1339
|
+
|
|
1340
|
+
}
|
|
1341
|
+
declare module "babylonjs-materials/mix/wgsl/mix.fragment" {
|
|
1342
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
1343
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
1344
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
1345
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
1346
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1347
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1348
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1349
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1350
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
1351
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
1352
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1353
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1354
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
1355
|
+
/** @internal */
|
|
1356
|
+
export const mixPixelShaderWGSL: {
|
|
1357
|
+
name: string;
|
|
1358
|
+
shader: string;
|
|
1359
|
+
};
|
|
1360
|
+
|
|
987
1361
|
}
|
|
988
1362
|
declare module "babylonjs-materials/legacy/legacy" {
|
|
989
1363
|
export * from "babylonjs-materials/index";
|
|
@@ -1060,8 +1434,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
1060
1434
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
1061
1435
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
1062
1436
|
import { Scene } from "babylonjs/scene";
|
|
1063
|
-
import "babylonjs-materials/lava/lava.fragment";
|
|
1064
|
-
import "babylonjs-materials/lava/lava.vertex";
|
|
1065
1437
|
export class LavaMaterial extends PushMaterial {
|
|
1066
1438
|
private _diffuseTexture;
|
|
1067
1439
|
diffuseTexture: BaseTexture;
|
|
@@ -1080,7 +1452,14 @@ export class LavaMaterial extends PushMaterial {
|
|
|
1080
1452
|
private _maxSimultaneousLights;
|
|
1081
1453
|
maxSimultaneousLights: number;
|
|
1082
1454
|
private _scaledDiffuse;
|
|
1083
|
-
|
|
1455
|
+
private _shadersLoaded;
|
|
1456
|
+
/**
|
|
1457
|
+
* Instantiates a Lava Material in the given scene
|
|
1458
|
+
* @param name The friendly name of the material
|
|
1459
|
+
* @param scene The scene to add the material to
|
|
1460
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1461
|
+
*/
|
|
1462
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1084
1463
|
needAlphaBlending(): boolean;
|
|
1085
1464
|
needAlphaTesting(): boolean;
|
|
1086
1465
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -1146,6 +1525,51 @@ export const lavaPixelShader: {
|
|
|
1146
1525
|
declare module "babylonjs-materials/lava/index" {
|
|
1147
1526
|
export * from "babylonjs-materials/lava/lavaMaterial";
|
|
1148
1527
|
|
|
1528
|
+
}
|
|
1529
|
+
declare module "babylonjs-materials/lava/wgsl/lava.vertex" {
|
|
1530
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1531
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1532
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1533
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1534
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1535
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1536
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1537
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1538
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1539
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1540
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1541
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1542
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1543
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
1544
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
1545
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1546
|
+
/** @internal */
|
|
1547
|
+
export const lavaVertexShaderWGSL: {
|
|
1548
|
+
name: string;
|
|
1549
|
+
shader: string;
|
|
1550
|
+
};
|
|
1551
|
+
|
|
1552
|
+
}
|
|
1553
|
+
declare module "babylonjs-materials/lava/wgsl/lava.fragment" {
|
|
1554
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
1555
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
1556
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
1557
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
1558
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1559
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1560
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1561
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1562
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
1563
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
1564
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1565
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1566
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
1567
|
+
/** @internal */
|
|
1568
|
+
export const lavaPixelShaderWGSL: {
|
|
1569
|
+
name: string;
|
|
1570
|
+
shader: string;
|
|
1571
|
+
};
|
|
1572
|
+
|
|
1149
1573
|
}
|
|
1150
1574
|
declare module "babylonjs-materials/grid/index" {
|
|
1151
1575
|
export * from "babylonjs-materials/grid/gridMaterial";
|
|
@@ -1160,8 +1584,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
1160
1584
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
1161
1585
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
1162
1586
|
import { Scene } from "babylonjs/scene";
|
|
1163
|
-
import "babylonjs-materials/grid/grid.fragment";
|
|
1164
|
-
import "babylonjs-materials/grid/grid.vertex";
|
|
1165
1587
|
/**
|
|
1166
1588
|
* The grid materials allows you to wrap any shape with a grid.
|
|
1167
1589
|
* Colors are customizable.
|
|
@@ -1217,8 +1639,10 @@ export class GridMaterial extends PushMaterial {
|
|
|
1217
1639
|
* constructor
|
|
1218
1640
|
* @param name The name given to the material in order to identify it afterwards.
|
|
1219
1641
|
* @param scene The scene the material is used in.
|
|
1642
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1220
1643
|
*/
|
|
1221
|
-
constructor(name: string, scene?: Scene);
|
|
1644
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1645
|
+
private _shadersLoaded;
|
|
1222
1646
|
/**
|
|
1223
1647
|
* @returns whether or not the grid requires alpha blending.
|
|
1224
1648
|
*/
|
|
@@ -1270,6 +1694,38 @@ export const gridPixelShader: {
|
|
|
1270
1694
|
shader: string;
|
|
1271
1695
|
};
|
|
1272
1696
|
|
|
1697
|
+
}
|
|
1698
|
+
declare module "babylonjs-materials/grid/wgsl/grid.vertex" {
|
|
1699
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1700
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/sceneUboDeclaration";
|
|
1701
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1702
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1703
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1704
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1705
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1706
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1707
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1708
|
+
/** @internal */
|
|
1709
|
+
export const gridVertexShaderWGSL: {
|
|
1710
|
+
name: string;
|
|
1711
|
+
shader: string;
|
|
1712
|
+
};
|
|
1713
|
+
|
|
1714
|
+
}
|
|
1715
|
+
declare module "babylonjs-materials/grid/wgsl/grid.fragment" {
|
|
1716
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1717
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1718
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1719
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1720
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1721
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1722
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
1723
|
+
/** @internal */
|
|
1724
|
+
export const gridPixelShaderWGSL: {
|
|
1725
|
+
name: string;
|
|
1726
|
+
shader: string;
|
|
1727
|
+
};
|
|
1728
|
+
|
|
1273
1729
|
}
|
|
1274
1730
|
declare module "babylonjs-materials/gradient/index" {
|
|
1275
1731
|
export * from "babylonjs-materials/gradient/gradientMaterial";
|
|
@@ -1286,8 +1742,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
1286
1742
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
1287
1743
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
1288
1744
|
import { Scene } from "babylonjs/scene";
|
|
1289
|
-
import "babylonjs-materials/gradient/gradient.fragment";
|
|
1290
|
-
import "babylonjs-materials/gradient/gradient.vertex";
|
|
1291
1745
|
export class GradientMaterial extends PushMaterial {
|
|
1292
1746
|
private _maxSimultaneousLights;
|
|
1293
1747
|
maxSimultaneousLights: number;
|
|
@@ -1300,7 +1754,14 @@ export class GradientMaterial extends PushMaterial {
|
|
|
1300
1754
|
smoothness: number;
|
|
1301
1755
|
private _disableLighting;
|
|
1302
1756
|
disableLighting: boolean;
|
|
1303
|
-
|
|
1757
|
+
private _shadersLoaded;
|
|
1758
|
+
/**
|
|
1759
|
+
* Instantiates a Gradient Material in the given scene
|
|
1760
|
+
* @param name The friendly name of the material
|
|
1761
|
+
* @param scene The scene to add the material to
|
|
1762
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1763
|
+
*/
|
|
1764
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1304
1765
|
needAlphaBlending(): boolean;
|
|
1305
1766
|
needAlphaTesting(): boolean;
|
|
1306
1767
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -1360,6 +1821,51 @@ export const gradientPixelShader: {
|
|
|
1360
1821
|
shader: string;
|
|
1361
1822
|
};
|
|
1362
1823
|
|
|
1824
|
+
}
|
|
1825
|
+
declare module "babylonjs-materials/gradient/wgsl/gradient.vertex" {
|
|
1826
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1827
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1828
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1829
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1830
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1831
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1832
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1833
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1834
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1835
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1836
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1837
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1838
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1839
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1840
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
1841
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
1842
|
+
/** @internal */
|
|
1843
|
+
export const gradientVertexShaderWGSL: {
|
|
1844
|
+
name: string;
|
|
1845
|
+
shader: string;
|
|
1846
|
+
};
|
|
1847
|
+
|
|
1848
|
+
}
|
|
1849
|
+
declare module "babylonjs-materials/gradient/wgsl/gradient.fragment" {
|
|
1850
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
1851
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
1852
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
1853
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
1854
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
1855
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1856
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
1857
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
1858
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
1859
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
1860
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
1861
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
1862
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
1863
|
+
/** @internal */
|
|
1864
|
+
export const gradientPixelShaderWGSL: {
|
|
1865
|
+
name: string;
|
|
1866
|
+
shader: string;
|
|
1867
|
+
};
|
|
1868
|
+
|
|
1363
1869
|
}
|
|
1364
1870
|
declare module "babylonjs-materials/fur/index" {
|
|
1365
1871
|
export * from "babylonjs-materials/fur/furMaterial";
|
|
@@ -1377,8 +1883,6 @@ import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
|
|
|
1377
1883
|
import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
1378
1884
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
1379
1885
|
import { Scene } from "babylonjs/scene";
|
|
1380
|
-
import "babylonjs-materials/fur/fur.fragment";
|
|
1381
|
-
import "babylonjs-materials/fur/fur.vertex";
|
|
1382
1886
|
export class FurMaterial extends PushMaterial {
|
|
1383
1887
|
private _diffuseTexture;
|
|
1384
1888
|
diffuseTexture: BaseTexture;
|
|
@@ -1402,7 +1906,14 @@ export class FurMaterial extends PushMaterial {
|
|
|
1402
1906
|
highLevelFur: boolean;
|
|
1403
1907
|
_meshes: AbstractMesh[];
|
|
1404
1908
|
private _furTime;
|
|
1405
|
-
|
|
1909
|
+
private _shadersLoaded;
|
|
1910
|
+
/**
|
|
1911
|
+
* Instantiates a Fur Material in the given scene
|
|
1912
|
+
* @param name The friendly name of the material
|
|
1913
|
+
* @param scene The scene to add the material to
|
|
1914
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
1915
|
+
*/
|
|
1916
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1406
1917
|
get furTime(): number;
|
|
1407
1918
|
set furTime(furTime: number);
|
|
1408
1919
|
needAlphaBlending(): boolean;
|
|
@@ -1469,6 +1980,51 @@ export const furPixelShader: {
|
|
|
1469
1980
|
shader: string;
|
|
1470
1981
|
};
|
|
1471
1982
|
|
|
1983
|
+
}
|
|
1984
|
+
declare module "babylonjs-materials/fur/wgsl/fur.vertex" {
|
|
1985
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
1986
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
1987
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
1988
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
1989
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
1990
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
1991
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
1992
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
1993
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
1994
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
1995
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
1996
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
1997
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
1998
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
1999
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
2000
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
2001
|
+
/** @internal */
|
|
2002
|
+
export const furVertexShaderWGSL: {
|
|
2003
|
+
name: string;
|
|
2004
|
+
shader: string;
|
|
2005
|
+
};
|
|
2006
|
+
|
|
2007
|
+
}
|
|
2008
|
+
declare module "babylonjs-materials/fur/wgsl/fur.fragment" {
|
|
2009
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
2010
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
2011
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
2012
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
2013
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
2014
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
2015
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
2016
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
2017
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
2018
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
2019
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
2020
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
2021
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
2022
|
+
/** @internal */
|
|
2023
|
+
export const furPixelShaderWGSL: {
|
|
2024
|
+
name: string;
|
|
2025
|
+
shader: string;
|
|
2026
|
+
};
|
|
2027
|
+
|
|
1472
2028
|
}
|
|
1473
2029
|
declare module "babylonjs-materials/fire/index" {
|
|
1474
2030
|
export * from "babylonjs-materials/fire/fireMaterial";
|
|
@@ -1485,8 +2041,6 @@ import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
|
1485
2041
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
1486
2042
|
import { Scene } from "babylonjs/scene";
|
|
1487
2043
|
import { IAnimatable } from "babylonjs/Animations/animatable.interface";
|
|
1488
|
-
import "babylonjs-materials/fire/fire.fragment";
|
|
1489
|
-
import "babylonjs-materials/fire/fire.vertex";
|
|
1490
2044
|
export class FireMaterial extends PushMaterial {
|
|
1491
2045
|
private _diffuseTexture;
|
|
1492
2046
|
diffuseTexture: Nullable<BaseTexture>;
|
|
@@ -1498,7 +2052,14 @@ export class FireMaterial extends PushMaterial {
|
|
|
1498
2052
|
speed: number;
|
|
1499
2053
|
private _scaledDiffuse;
|
|
1500
2054
|
private _lastTime;
|
|
1501
|
-
|
|
2055
|
+
private _shadersLoaded;
|
|
2056
|
+
/**
|
|
2057
|
+
* Instantiates a Fire Material in the given scene
|
|
2058
|
+
* @param name The friendly name of the material
|
|
2059
|
+
* @param scene The scene to add the material to
|
|
2060
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
2061
|
+
*/
|
|
2062
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
1502
2063
|
needAlphaBlending(): boolean;
|
|
1503
2064
|
needAlphaTesting(): boolean;
|
|
1504
2065
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -1551,6 +2112,43 @@ export const firePixelShader: {
|
|
|
1551
2112
|
shader: string;
|
|
1552
2113
|
};
|
|
1553
2114
|
|
|
2115
|
+
}
|
|
2116
|
+
declare module "babylonjs-materials/fire/wgsl/fire.vertex" {
|
|
2117
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
2118
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
2119
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
2120
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
2121
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
2122
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
2123
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
2124
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
2125
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
2126
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
2127
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
2128
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
2129
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
2130
|
+
/** @internal */
|
|
2131
|
+
export const fireVertexShaderWGSL: {
|
|
2132
|
+
name: string;
|
|
2133
|
+
shader: string;
|
|
2134
|
+
};
|
|
2135
|
+
|
|
2136
|
+
}
|
|
2137
|
+
declare module "babylonjs-materials/fire/wgsl/fire.fragment" {
|
|
2138
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
2139
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
2140
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
2141
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
2142
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
2143
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
2144
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
2145
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
2146
|
+
/** @internal */
|
|
2147
|
+
export const firePixelShaderWGSL: {
|
|
2148
|
+
name: string;
|
|
2149
|
+
shader: string;
|
|
2150
|
+
};
|
|
2151
|
+
|
|
1554
2152
|
}
|
|
1555
2153
|
declare module "babylonjs-materials/custom/pbrCustomMaterial" {
|
|
1556
2154
|
import { Texture } from "babylonjs/Materials/Textures/texture";
|
|
@@ -2157,8 +2755,6 @@ import { SubMesh } from "babylonjs/Meshes/subMesh";
|
|
|
2157
2755
|
import { Mesh } from "babylonjs/Meshes/mesh";
|
|
2158
2756
|
import { Scene } from "babylonjs/scene";
|
|
2159
2757
|
import { IAnimatable } from "babylonjs/Animations/animatable.interface";
|
|
2160
|
-
import "babylonjs-materials/cell/cell.fragment";
|
|
2161
|
-
import "babylonjs-materials/cell/cell.vertex";
|
|
2162
2758
|
export class CellMaterial extends PushMaterial {
|
|
2163
2759
|
private _diffuseTexture;
|
|
2164
2760
|
diffuseTexture: BaseTexture;
|
|
@@ -2169,7 +2765,14 @@ export class CellMaterial extends PushMaterial {
|
|
|
2169
2765
|
disableLighting: boolean;
|
|
2170
2766
|
private _maxSimultaneousLights;
|
|
2171
2767
|
maxSimultaneousLights: number;
|
|
2172
|
-
|
|
2768
|
+
private _shadersLoaded;
|
|
2769
|
+
/**
|
|
2770
|
+
* Instantiates a Cell Material in the given scene
|
|
2771
|
+
* @param name The friendly name of the material
|
|
2772
|
+
* @param scene The scene to add the material to
|
|
2773
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
2774
|
+
*/
|
|
2775
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2173
2776
|
needAlphaBlending(): boolean;
|
|
2174
2777
|
needAlphaTesting(): boolean;
|
|
2175
2778
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2231,6 +2834,51 @@ export const cellPixelShader: {
|
|
|
2231
2834
|
shader: string;
|
|
2232
2835
|
};
|
|
2233
2836
|
|
|
2837
|
+
}
|
|
2838
|
+
declare module "babylonjs-materials/cell/wgsl/cell.vertex" {
|
|
2839
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesDeclaration";
|
|
2840
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration";
|
|
2841
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesDeclaration";
|
|
2842
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration";
|
|
2843
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
2844
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertexDeclaration";
|
|
2845
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration";
|
|
2846
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightVxUboDeclaration";
|
|
2847
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/instancesVertex";
|
|
2848
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bonesVertex";
|
|
2849
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/bakedVertexAnimation";
|
|
2850
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneVertex";
|
|
2851
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogVertex";
|
|
2852
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsVertex";
|
|
2853
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/vertexColorMixing";
|
|
2854
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthVertex";
|
|
2855
|
+
/** @internal */
|
|
2856
|
+
export const cellVertexShaderWGSL: {
|
|
2857
|
+
name: string;
|
|
2858
|
+
shader: string;
|
|
2859
|
+
};
|
|
2860
|
+
|
|
2861
|
+
}
|
|
2862
|
+
declare module "babylonjs-materials/cell/wgsl/cell.fragment" {
|
|
2863
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/helperFunctions";
|
|
2864
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightUboDeclaration";
|
|
2865
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightsFragmentFunctions";
|
|
2866
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions";
|
|
2867
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration";
|
|
2868
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthDeclaration";
|
|
2869
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragmentDeclaration";
|
|
2870
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/clipPlaneFragment";
|
|
2871
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/depthPrePass";
|
|
2872
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/lightFragment";
|
|
2873
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/logDepthFragment";
|
|
2874
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/fogFragment";
|
|
2875
|
+
import "babylonjs/ShadersWGSL/ShadersInclude/imageProcessingCompatibility";
|
|
2876
|
+
/** @internal */
|
|
2877
|
+
export const cellPixelShaderWGSL: {
|
|
2878
|
+
name: string;
|
|
2879
|
+
shader: string;
|
|
2880
|
+
};
|
|
2881
|
+
|
|
2234
2882
|
}
|
|
2235
2883
|
|
|
2236
2884
|
declare module "babylonjs-materials" {
|
|
@@ -2331,6 +2979,7 @@ declare namespace BABYLON {
|
|
|
2331
2979
|
private _offsetMirror;
|
|
2332
2980
|
private _tempPlane;
|
|
2333
2981
|
private _lastTime;
|
|
2982
|
+
private _shadersLoaded;
|
|
2334
2983
|
private _lastDeltaTime;
|
|
2335
2984
|
private _waitingRenderList;
|
|
2336
2985
|
private _imageProcessingConfiguration;
|
|
@@ -2344,8 +2993,9 @@ declare namespace BABYLON {
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|
|
2344
2993
|
* @param name
|
|
2345
2994
|
* @param scene
|
|
2346
2995
|
* @param renderTargetSize
|
|
2996
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
2347
2997
|
*/
|
|
2348
|
-
constructor(name: string, scene?: Scene, renderTargetSize?: Vector2);
|
|
2998
|
+
constructor(name: string, scene?: Scene, renderTargetSize?: Vector2, forceGLSL?: boolean);
|
|
2349
2999
|
get refractionTexture(): Nullable<RenderTargetTexture>;
|
|
2350
3000
|
get reflectionTexture(): Nullable<RenderTargetTexture>;
|
|
2351
3001
|
addToRenderList(node: any): void;
|
|
@@ -2387,6 +3037,20 @@ declare namespace BABYLON {
|
|
|
2387
3037
|
|
|
2388
3038
|
|
|
2389
3039
|
|
|
3040
|
+
/** @internal */
|
|
3041
|
+
export var waterVertexShaderWGSL: {
|
|
3042
|
+
name: string;
|
|
3043
|
+
shader: string;
|
|
3044
|
+
};
|
|
3045
|
+
|
|
3046
|
+
|
|
3047
|
+
/** @internal */
|
|
3048
|
+
export var waterPixelShaderWGSL: {
|
|
3049
|
+
name: string;
|
|
3050
|
+
shader: string;
|
|
3051
|
+
};
|
|
3052
|
+
|
|
3053
|
+
|
|
2390
3054
|
/** @internal */
|
|
2391
3055
|
export var triplanarVertexShader: {
|
|
2392
3056
|
name: string;
|
|
@@ -2423,7 +3087,14 @@ declare namespace BABYLON {
|
|
|
2423
3087
|
disableLighting: boolean;
|
|
2424
3088
|
private _maxSimultaneousLights;
|
|
2425
3089
|
maxSimultaneousLights: number;
|
|
2426
|
-
|
|
3090
|
+
private _shadersLoaded;
|
|
3091
|
+
/**
|
|
3092
|
+
* Instantiates a TriPlanar Material in the given scene
|
|
3093
|
+
* @param name The friendly name of the material
|
|
3094
|
+
* @param scene The scene to add the material to
|
|
3095
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3096
|
+
*/
|
|
3097
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2427
3098
|
needAlphaBlending(): boolean;
|
|
2428
3099
|
needAlphaTesting(): boolean;
|
|
2429
3100
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2442,6 +3113,20 @@ declare namespace BABYLON {
|
|
|
2442
3113
|
|
|
2443
3114
|
|
|
2444
3115
|
|
|
3116
|
+
/** @internal */
|
|
3117
|
+
export var triplanarVertexShaderWGSL: {
|
|
3118
|
+
name: string;
|
|
3119
|
+
shader: string;
|
|
3120
|
+
};
|
|
3121
|
+
|
|
3122
|
+
|
|
3123
|
+
/** @internal */
|
|
3124
|
+
export var triplanarPixelShaderWGSL: {
|
|
3125
|
+
name: string;
|
|
3126
|
+
shader: string;
|
|
3127
|
+
};
|
|
3128
|
+
|
|
3129
|
+
|
|
2445
3130
|
export class TerrainMaterial extends PushMaterial {
|
|
2446
3131
|
private _mixTexture;
|
|
2447
3132
|
mixTexture: BaseTexture;
|
|
@@ -2464,7 +3149,14 @@ declare namespace BABYLON {
|
|
|
2464
3149
|
disableLighting: boolean;
|
|
2465
3150
|
private _maxSimultaneousLights;
|
|
2466
3151
|
maxSimultaneousLights: number;
|
|
2467
|
-
|
|
3152
|
+
private _shadersLoaded;
|
|
3153
|
+
/**
|
|
3154
|
+
* Instantiates a Terrain Material in the given scene
|
|
3155
|
+
* @param name The friendly name of the material
|
|
3156
|
+
* @param scene The scene to add the material to
|
|
3157
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3158
|
+
*/
|
|
3159
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2468
3160
|
needAlphaBlending(): boolean;
|
|
2469
3161
|
needAlphaTesting(): boolean;
|
|
2470
3162
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2497,6 +3189,20 @@ declare namespace BABYLON {
|
|
|
2497
3189
|
|
|
2498
3190
|
|
|
2499
3191
|
|
|
3192
|
+
/** @internal */
|
|
3193
|
+
export var terrainVertexShaderWGSL: {
|
|
3194
|
+
name: string;
|
|
3195
|
+
shader: string;
|
|
3196
|
+
};
|
|
3197
|
+
|
|
3198
|
+
|
|
3199
|
+
/** @internal */
|
|
3200
|
+
export var terrainPixelShaderWGSL: {
|
|
3201
|
+
name: string;
|
|
3202
|
+
shader: string;
|
|
3203
|
+
};
|
|
3204
|
+
|
|
3205
|
+
|
|
2500
3206
|
/**
|
|
2501
3207
|
* This is the sky material which allows to create dynamic and texture free effects for skyboxes.
|
|
2502
3208
|
* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
|
|
@@ -2561,6 +3267,7 @@ declare namespace BABYLON {
|
|
|
2561
3267
|
dithering: boolean;
|
|
2562
3268
|
private _cameraPosition;
|
|
2563
3269
|
private _skyOrientation;
|
|
3270
|
+
private _shadersLoaded;
|
|
2564
3271
|
/**
|
|
2565
3272
|
* Instantiates a new sky material.
|
|
2566
3273
|
* This material allows to create dynamic and texture free
|
|
@@ -2568,8 +3275,9 @@ declare namespace BABYLON {
|
|
|
2568
3275
|
* @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
|
|
2569
3276
|
* @param name Define the name of the material in the scene
|
|
2570
3277
|
* @param scene Define the scene the material belong to
|
|
3278
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
2571
3279
|
*/
|
|
2572
|
-
constructor(name: string, scene?: Scene);
|
|
3280
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2573
3281
|
/**
|
|
2574
3282
|
* Specifies if the material will require alpha blending
|
|
2575
3283
|
* @returns a boolean specifying if alpha blending is needed
|
|
@@ -2654,6 +3362,20 @@ declare namespace BABYLON {
|
|
|
2654
3362
|
|
|
2655
3363
|
|
|
2656
3364
|
|
|
3365
|
+
/** @internal */
|
|
3366
|
+
export var skyVertexShaderWGSL: {
|
|
3367
|
+
name: string;
|
|
3368
|
+
shader: string;
|
|
3369
|
+
};
|
|
3370
|
+
|
|
3371
|
+
|
|
3372
|
+
/** @internal */
|
|
3373
|
+
export var skyPixelShaderWGSL: {
|
|
3374
|
+
name: string;
|
|
3375
|
+
shader: string;
|
|
3376
|
+
};
|
|
3377
|
+
|
|
3378
|
+
|
|
2657
3379
|
export class SimpleMaterial extends PushMaterial {
|
|
2658
3380
|
private _diffuseTexture;
|
|
2659
3381
|
diffuseTexture: BaseTexture;
|
|
@@ -2662,7 +3384,14 @@ declare namespace BABYLON {
|
|
|
2662
3384
|
disableLighting: boolean;
|
|
2663
3385
|
private _maxSimultaneousLights;
|
|
2664
3386
|
maxSimultaneousLights: number;
|
|
2665
|
-
|
|
3387
|
+
private _shadersLoaded;
|
|
3388
|
+
/**
|
|
3389
|
+
* Instantiates a Simple Material in the given scene
|
|
3390
|
+
* @param name The friendly name of the material
|
|
3391
|
+
* @param scene The scene to add the material to
|
|
3392
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3393
|
+
*/
|
|
3394
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2666
3395
|
needAlphaBlending(): boolean;
|
|
2667
3396
|
needAlphaTesting(): boolean;
|
|
2668
3397
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2695,10 +3424,31 @@ declare namespace BABYLON {
|
|
|
2695
3424
|
|
|
2696
3425
|
|
|
2697
3426
|
|
|
3427
|
+
/** @internal */
|
|
3428
|
+
export var simpleVertexShaderWGSL: {
|
|
3429
|
+
name: string;
|
|
3430
|
+
shader: string;
|
|
3431
|
+
};
|
|
3432
|
+
|
|
3433
|
+
|
|
3434
|
+
/** @internal */
|
|
3435
|
+
export var simplePixelShaderWGSL: {
|
|
3436
|
+
name: string;
|
|
3437
|
+
shader: string;
|
|
3438
|
+
};
|
|
3439
|
+
|
|
3440
|
+
|
|
2698
3441
|
export class ShadowOnlyMaterial extends PushMaterial {
|
|
2699
3442
|
private _activeLight;
|
|
2700
3443
|
private _needAlphaBlending;
|
|
2701
|
-
|
|
3444
|
+
private _shadersLoaded;
|
|
3445
|
+
/**
|
|
3446
|
+
* Instantiates a ShadowOnly Material in the given scene
|
|
3447
|
+
* @param name The friendly name of the material
|
|
3448
|
+
* @param scene The scene to add the material to
|
|
3449
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3450
|
+
*/
|
|
3451
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2702
3452
|
shadowColor: Color3;
|
|
2703
3453
|
needAlphaBlending(): boolean;
|
|
2704
3454
|
needAlphaTesting(): boolean;
|
|
@@ -2731,6 +3481,20 @@ declare namespace BABYLON {
|
|
|
2731
3481
|
|
|
2732
3482
|
|
|
2733
3483
|
|
|
3484
|
+
/** @internal */
|
|
3485
|
+
export var shadowOnlyVertexShaderWGSL: {
|
|
3486
|
+
name: string;
|
|
3487
|
+
shader: string;
|
|
3488
|
+
};
|
|
3489
|
+
|
|
3490
|
+
|
|
3491
|
+
/** @internal */
|
|
3492
|
+
export var shadowOnlyPixelShaderWGSL: {
|
|
3493
|
+
name: string;
|
|
3494
|
+
shader: string;
|
|
3495
|
+
};
|
|
3496
|
+
|
|
3497
|
+
|
|
2734
3498
|
export class NormalMaterial extends PushMaterial {
|
|
2735
3499
|
private _diffuseTexture;
|
|
2736
3500
|
diffuseTexture: BaseTexture;
|
|
@@ -2739,7 +3503,14 @@ declare namespace BABYLON {
|
|
|
2739
3503
|
disableLighting: boolean;
|
|
2740
3504
|
private _maxSimultaneousLights;
|
|
2741
3505
|
maxSimultaneousLights: number;
|
|
2742
|
-
|
|
3506
|
+
private _shadersLoaded;
|
|
3507
|
+
/**
|
|
3508
|
+
* Instantiates a Normal Material in the given scene
|
|
3509
|
+
* @param name The friendly name of the material
|
|
3510
|
+
* @param scene The scene to add the material to
|
|
3511
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3512
|
+
*/
|
|
3513
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2743
3514
|
needAlphaBlending(): boolean;
|
|
2744
3515
|
needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
|
|
2745
3516
|
needAlphaTesting(): boolean;
|
|
@@ -2773,6 +3544,20 @@ declare namespace BABYLON {
|
|
|
2773
3544
|
|
|
2774
3545
|
|
|
2775
3546
|
|
|
3547
|
+
/** @internal */
|
|
3548
|
+
export var normalVertexShaderWGSL: {
|
|
3549
|
+
name: string;
|
|
3550
|
+
shader: string;
|
|
3551
|
+
};
|
|
3552
|
+
|
|
3553
|
+
|
|
3554
|
+
/** @internal */
|
|
3555
|
+
export var normalPixelShaderWGSL: {
|
|
3556
|
+
name: string;
|
|
3557
|
+
shader: string;
|
|
3558
|
+
};
|
|
3559
|
+
|
|
3560
|
+
|
|
2776
3561
|
export class MixMaterial extends PushMaterial {
|
|
2777
3562
|
/**
|
|
2778
3563
|
* Mix textures
|
|
@@ -2810,7 +3595,14 @@ declare namespace BABYLON {
|
|
|
2810
3595
|
disableLighting: boolean;
|
|
2811
3596
|
private _maxSimultaneousLights;
|
|
2812
3597
|
maxSimultaneousLights: number;
|
|
2813
|
-
|
|
3598
|
+
private _shadersLoaded;
|
|
3599
|
+
/**
|
|
3600
|
+
* Instantiates a Mix Material in the given scene
|
|
3601
|
+
* @param name The friendly name of the material
|
|
3602
|
+
* @param scene The scene to add the material to
|
|
3603
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3604
|
+
*/
|
|
3605
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2814
3606
|
needAlphaBlending(): boolean;
|
|
2815
3607
|
needAlphaTesting(): boolean;
|
|
2816
3608
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2843,6 +3635,20 @@ declare namespace BABYLON {
|
|
|
2843
3635
|
|
|
2844
3636
|
|
|
2845
3637
|
|
|
3638
|
+
/** @internal */
|
|
3639
|
+
export var mixVertexShaderWGSL: {
|
|
3640
|
+
name: string;
|
|
3641
|
+
shader: string;
|
|
3642
|
+
};
|
|
3643
|
+
|
|
3644
|
+
|
|
3645
|
+
/** @internal */
|
|
3646
|
+
export var mixPixelShaderWGSL: {
|
|
3647
|
+
name: string;
|
|
3648
|
+
shader: string;
|
|
3649
|
+
};
|
|
3650
|
+
|
|
3651
|
+
|
|
2846
3652
|
|
|
2847
3653
|
|
|
2848
3654
|
|
|
@@ -2891,7 +3697,14 @@ declare namespace BABYLON {
|
|
|
2891
3697
|
private _maxSimultaneousLights;
|
|
2892
3698
|
maxSimultaneousLights: number;
|
|
2893
3699
|
private _scaledDiffuse;
|
|
2894
|
-
|
|
3700
|
+
private _shadersLoaded;
|
|
3701
|
+
/**
|
|
3702
|
+
* Instantiates a Lava Material in the given scene
|
|
3703
|
+
* @param name The friendly name of the material
|
|
3704
|
+
* @param scene The scene to add the material to
|
|
3705
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3706
|
+
*/
|
|
3707
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
2895
3708
|
needAlphaBlending(): boolean;
|
|
2896
3709
|
needAlphaTesting(): boolean;
|
|
2897
3710
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -2924,6 +3737,20 @@ declare namespace BABYLON {
|
|
|
2924
3737
|
|
|
2925
3738
|
|
|
2926
3739
|
|
|
3740
|
+
/** @internal */
|
|
3741
|
+
export var lavaVertexShaderWGSL: {
|
|
3742
|
+
name: string;
|
|
3743
|
+
shader: string;
|
|
3744
|
+
};
|
|
3745
|
+
|
|
3746
|
+
|
|
3747
|
+
/** @internal */
|
|
3748
|
+
export var lavaPixelShaderWGSL: {
|
|
3749
|
+
name: string;
|
|
3750
|
+
shader: string;
|
|
3751
|
+
};
|
|
3752
|
+
|
|
3753
|
+
|
|
2927
3754
|
|
|
2928
3755
|
|
|
2929
3756
|
/**
|
|
@@ -2981,8 +3808,10 @@ declare namespace BABYLON {
|
|
|
2981
3808
|
* constructor
|
|
2982
3809
|
* @param name The name given to the material in order to identify it afterwards.
|
|
2983
3810
|
* @param scene The scene the material is used in.
|
|
3811
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
2984
3812
|
*/
|
|
2985
|
-
constructor(name: string, scene?: Scene);
|
|
3813
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
3814
|
+
private _shadersLoaded;
|
|
2986
3815
|
/**
|
|
2987
3816
|
* @returns whether or not the grid requires alpha blending.
|
|
2988
3817
|
*/
|
|
@@ -3016,6 +3845,20 @@ declare namespace BABYLON {
|
|
|
3016
3845
|
};
|
|
3017
3846
|
|
|
3018
3847
|
|
|
3848
|
+
/** @internal */
|
|
3849
|
+
export var gridVertexShaderWGSL: {
|
|
3850
|
+
name: string;
|
|
3851
|
+
shader: string;
|
|
3852
|
+
};
|
|
3853
|
+
|
|
3854
|
+
|
|
3855
|
+
/** @internal */
|
|
3856
|
+
export var gridPixelShaderWGSL: {
|
|
3857
|
+
name: string;
|
|
3858
|
+
shader: string;
|
|
3859
|
+
};
|
|
3860
|
+
|
|
3861
|
+
|
|
3019
3862
|
|
|
3020
3863
|
|
|
3021
3864
|
export class GradientMaterial extends PushMaterial {
|
|
@@ -3030,7 +3873,14 @@ declare namespace BABYLON {
|
|
|
3030
3873
|
smoothness: number;
|
|
3031
3874
|
private _disableLighting;
|
|
3032
3875
|
disableLighting: boolean;
|
|
3033
|
-
|
|
3876
|
+
private _shadersLoaded;
|
|
3877
|
+
/**
|
|
3878
|
+
* Instantiates a Gradient Material in the given scene
|
|
3879
|
+
* @param name The friendly name of the material
|
|
3880
|
+
* @param scene The scene to add the material to
|
|
3881
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3882
|
+
*/
|
|
3883
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
3034
3884
|
needAlphaBlending(): boolean;
|
|
3035
3885
|
needAlphaTesting(): boolean;
|
|
3036
3886
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -3059,6 +3909,20 @@ declare namespace BABYLON {
|
|
|
3059
3909
|
};
|
|
3060
3910
|
|
|
3061
3911
|
|
|
3912
|
+
/** @internal */
|
|
3913
|
+
export var gradientVertexShaderWGSL: {
|
|
3914
|
+
name: string;
|
|
3915
|
+
shader: string;
|
|
3916
|
+
};
|
|
3917
|
+
|
|
3918
|
+
|
|
3919
|
+
/** @internal */
|
|
3920
|
+
export var gradientPixelShaderWGSL: {
|
|
3921
|
+
name: string;
|
|
3922
|
+
shader: string;
|
|
3923
|
+
};
|
|
3924
|
+
|
|
3925
|
+
|
|
3062
3926
|
|
|
3063
3927
|
|
|
3064
3928
|
export class FurMaterial extends PushMaterial {
|
|
@@ -3084,7 +3948,14 @@ declare namespace BABYLON {
|
|
|
3084
3948
|
highLevelFur: boolean;
|
|
3085
3949
|
_meshes: AbstractMesh[];
|
|
3086
3950
|
private _furTime;
|
|
3087
|
-
|
|
3951
|
+
private _shadersLoaded;
|
|
3952
|
+
/**
|
|
3953
|
+
* Instantiates a Fur Material in the given scene
|
|
3954
|
+
* @param name The friendly name of the material
|
|
3955
|
+
* @param scene The scene to add the material to
|
|
3956
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
3957
|
+
*/
|
|
3958
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
3088
3959
|
get furTime(): number;
|
|
3089
3960
|
set furTime(furTime: number);
|
|
3090
3961
|
needAlphaBlending(): boolean;
|
|
@@ -3120,6 +3991,20 @@ declare namespace BABYLON {
|
|
|
3120
3991
|
};
|
|
3121
3992
|
|
|
3122
3993
|
|
|
3994
|
+
/** @internal */
|
|
3995
|
+
export var furVertexShaderWGSL: {
|
|
3996
|
+
name: string;
|
|
3997
|
+
shader: string;
|
|
3998
|
+
};
|
|
3999
|
+
|
|
4000
|
+
|
|
4001
|
+
/** @internal */
|
|
4002
|
+
export var furPixelShaderWGSL: {
|
|
4003
|
+
name: string;
|
|
4004
|
+
shader: string;
|
|
4005
|
+
};
|
|
4006
|
+
|
|
4007
|
+
|
|
3123
4008
|
|
|
3124
4009
|
|
|
3125
4010
|
export class FireMaterial extends PushMaterial {
|
|
@@ -3133,7 +4018,14 @@ declare namespace BABYLON {
|
|
|
3133
4018
|
speed: number;
|
|
3134
4019
|
private _scaledDiffuse;
|
|
3135
4020
|
private _lastTime;
|
|
3136
|
-
|
|
4021
|
+
private _shadersLoaded;
|
|
4022
|
+
/**
|
|
4023
|
+
* Instantiates a Fire Material in the given scene
|
|
4024
|
+
* @param name The friendly name of the material
|
|
4025
|
+
* @param scene The scene to add the material to
|
|
4026
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
4027
|
+
*/
|
|
4028
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
3137
4029
|
needAlphaBlending(): boolean;
|
|
3138
4030
|
needAlphaTesting(): boolean;
|
|
3139
4031
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -3164,6 +4056,20 @@ declare namespace BABYLON {
|
|
|
3164
4056
|
};
|
|
3165
4057
|
|
|
3166
4058
|
|
|
4059
|
+
/** @internal */
|
|
4060
|
+
export var fireVertexShaderWGSL: {
|
|
4061
|
+
name: string;
|
|
4062
|
+
shader: string;
|
|
4063
|
+
};
|
|
4064
|
+
|
|
4065
|
+
|
|
4066
|
+
/** @internal */
|
|
4067
|
+
export var firePixelShaderWGSL: {
|
|
4068
|
+
name: string;
|
|
4069
|
+
shader: string;
|
|
4070
|
+
};
|
|
4071
|
+
|
|
4072
|
+
|
|
3167
4073
|
/**
|
|
3168
4074
|
* Albedo parts of the shader
|
|
3169
4075
|
*/
|
|
@@ -3740,7 +4646,14 @@ declare namespace BABYLON {
|
|
|
3740
4646
|
disableLighting: boolean;
|
|
3741
4647
|
private _maxSimultaneousLights;
|
|
3742
4648
|
maxSimultaneousLights: number;
|
|
3743
|
-
|
|
4649
|
+
private _shadersLoaded;
|
|
4650
|
+
/**
|
|
4651
|
+
* Instantiates a Cell Material in the given scene
|
|
4652
|
+
* @param name The friendly name of the material
|
|
4653
|
+
* @param scene The scene to add the material to
|
|
4654
|
+
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
|
|
4655
|
+
*/
|
|
4656
|
+
constructor(name: string, scene?: Scene, forceGLSL?: boolean);
|
|
3744
4657
|
needAlphaBlending(): boolean;
|
|
3745
4658
|
needAlphaTesting(): boolean;
|
|
3746
4659
|
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
@@ -3771,6 +4684,20 @@ declare namespace BABYLON {
|
|
|
3771
4684
|
};
|
|
3772
4685
|
|
|
3773
4686
|
|
|
4687
|
+
/** @internal */
|
|
4688
|
+
export var cellVertexShaderWGSL: {
|
|
4689
|
+
name: string;
|
|
4690
|
+
shader: string;
|
|
4691
|
+
};
|
|
4692
|
+
|
|
4693
|
+
|
|
4694
|
+
/** @internal */
|
|
4695
|
+
export var cellPixelShaderWGSL: {
|
|
4696
|
+
name: string;
|
|
4697
|
+
shader: string;
|
|
4698
|
+
};
|
|
4699
|
+
|
|
4700
|
+
|
|
3774
4701
|
|
|
3775
4702
|
}
|
|
3776
4703
|
|