babylonjs-materials 9.5.1 → 9.5.2

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.
@@ -1 +1 @@
1
- {"version":3,"file":"babylon.shadowOnlyMaterial.min.js","sources":["file:///home/vsts/work/1/s/node_modules/tslib/tslib.es6.js","file:///home/vsts/work/1/s/packages/dev/materials/src/shadowOnly/shadowOnlyMaterial.ts","file:///home/vsts/work/1/s/packages/dev/materials/src/legacy/legacy-shadowOnly.ts","file:///home/vsts/work/1/s/packages/dev/materials/src/shadowOnly/wgsl/shadowOnly.vertex.ts","file:///home/vsts/work/1/s/packages/dev/materials/src/shadowOnly/wgsl/shadowOnly.fragment.ts","file:///home/vsts/work/1/s/packages/dev/materials/src/shadowOnly/shadowOnly.vertex.ts","file:///home/vsts/work/1/s/packages/dev/materials/src/shadowOnly/shadowOnly.fragment.ts"],"sourcesContent":["/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? 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SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n function fail(e) {\r\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n env.hasError = true;\r\n }\r\n var r, s = 0;\r\n function next() {\r\n while (r = env.stack.pop()) {\r\n try {\r\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\r\n if (r.dispose) {\r\n var result = r.dispose.call(r.value);\r\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n }\r\n else s |= 1;\r\n }\r\n catch (e) {\r\n fail(e);\r\n }\r\n }\r\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\r\n if (env.hasError) throw env.error;\r\n }\r\n return next();\r\n}\r\n\r\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\r\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\r\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\r\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\r\n });\r\n }\r\n return path;\r\n}\r\n\r\nexport default {\r\n __extends: __extends,\r\n __assign: __assign,\r\n __rest: __rest,\r\n __decorate: __decorate,\r\n __param: __param,\r\n __esDecorate: __esDecorate,\r\n __runInitializers: __runInitializers,\r\n __propKey: __propKey,\r\n __setFunctionName: __setFunctionName,\r\n __metadata: __metadata,\r\n __awaiter: __awaiter,\r\n __generator: __generator,\r\n __createBinding: __createBinding,\r\n __exportStar: __exportStar,\r\n __values: __values,\r\n __read: __read,\r\n __spread: __spread,\r\n __spreadArrays: __spreadArrays,\r\n __spreadArray: __spreadArray,\r\n __await: __await,\r\n __asyncGenerator: __asyncGenerator,\r\n __asyncDelegator: __asyncDelegator,\r\n __asyncValues: __asyncValues,\r\n __makeTemplateObject: __makeTemplateObject,\r\n __importStar: __importStar,\r\n __importDefault: __importDefault,\r\n __classPrivateFieldGet: __classPrivateFieldGet,\r\n __classPrivateFieldSet: __classPrivateFieldSet,\r\n __classPrivateFieldIn: __classPrivateFieldIn,\r\n __addDisposableResource: __addDisposableResource,\r\n __disposeResources: __disposeResources,\r\n __rewriteRelativeImportExtension: __rewriteRelativeImportExtension,\r\n};\r\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IShadowLight } from \"core/Lights/shadowLight\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a ShadowOnly Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [\"Scene\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 1 },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/shadowOnly.vertex\"), import(\"./wgsl/shadowOnly.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./shadowOnly.vertex\"), import(\"./shadowOnly.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this.bindViewProjection(effect);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as MatLib from \"materials/shadowOnly/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst GlobalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof GlobalObject !== \"undefined\") {\r\n for (const key in MatLib) {\r\n (<any>GlobalObject).BABYLON[key] = (<any>MatLib)[key];\r\n }\r\n}\r\n\r\nexport * from \"materials/shadowOnly/index\";\r\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=scene.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `#include<sceneUboDeclaration>\nuniform alpha: f32;uniform shadowColor: vec3f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..1]\nvar color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyPixelShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<__decl__sceneVertex>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShader = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `precision highp float;\n#include<__decl__sceneFragment>\nuniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 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(function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nvar ownKeys = function(o) {\r\n ownKeys = Object.getOwnPropertyNames || function (o) {\r\n var ar = [];\r\n for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;\r\n return ar;\r\n };\r\n return ownKeys(o);\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== \"default\") __createBinding(result, mod, k[i]);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n if (value !== null && value !== void 0) {\r\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n var dispose, inner;\r\n if (async) {\r\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n dispose = value[Symbol.asyncDispose];\r\n }\r\n if (dispose === void 0) {\r\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n dispose = value[Symbol.dispose];\r\n if (async) inner = dispose;\r\n }\r\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\r\n env.stack.push({ value: value, dispose: dispose, async: async });\r\n }\r\n else if (async) {\r\n env.stack.push({ async: true });\r\n }\r\n return value;\r\n\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n function fail(e) {\r\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n env.hasError = true;\r\n }\r\n var r, s = 0;\r\n function next() {\r\n while (r = env.stack.pop()) {\r\n try {\r\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\r\n if (r.dispose) {\r\n var result = r.dispose.call(r.value);\r\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n }\r\n else s |= 1;\r\n }\r\n catch (e) {\r\n fail(e);\r\n }\r\n }\r\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\r\n if (env.hasError) throw env.error;\r\n }\r\n return next();\r\n}\r\n\r\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\r\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\r\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\r\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\r\n });\r\n }\r\n return path;\r\n}\r\n\r\nexport default {\r\n __extends: __extends,\r\n __assign: __assign,\r\n __rest: __rest,\r\n __decorate: __decorate,\r\n __param: __param,\r\n __esDecorate: __esDecorate,\r\n __runInitializers: __runInitializers,\r\n __propKey: __propKey,\r\n __setFunctionName: __setFunctionName,\r\n __metadata: __metadata,\r\n __awaiter: __awaiter,\r\n __generator: __generator,\r\n __createBinding: __createBinding,\r\n __exportStar: __exportStar,\r\n __values: __values,\r\n __read: __read,\r\n __spread: __spread,\r\n __spreadArrays: __spreadArrays,\r\n __spreadArray: __spreadArray,\r\n __await: __await,\r\n __asyncGenerator: __asyncGenerator,\r\n __asyncDelegator: __asyncDelegator,\r\n __asyncValues: __asyncValues,\r\n __makeTemplateObject: __makeTemplateObject,\r\n __importStar: __importStar,\r\n __importDefault: __importDefault,\r\n __classPrivateFieldGet: __classPrivateFieldGet,\r\n __classPrivateFieldSet: __classPrivateFieldSet,\r\n __classPrivateFieldIn: __classPrivateFieldIn,\r\n __addDisposableResource: __addDisposableResource,\r\n __disposeResources: __disposeResources,\r\n __rewriteRelativeImportExtension: __rewriteRelativeImportExtension,\r\n};\r\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type IShadowLight } from \"core/Lights/shadowLight\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a ShadowOnly Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [\"Scene\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 1 },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/shadowOnly.vertex\"), import(\"./wgsl/shadowOnly.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./shadowOnly.vertex\"), import(\"./shadowOnly.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this.bindViewProjection(effect);\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this.bindView(effect);\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as MatLib from \"materials/shadowOnly/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst GlobalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof GlobalObject !== \"undefined\") {\r\n for (const key in MatLib) {\r\n (<any>GlobalObject).BABYLON[key] = (<any>MatLib)[key];\r\n }\r\n}\r\n\r\nexport * from \"materials/shadowOnly/index\";\r\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightVxUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=scene.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/sceneUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/lightUboDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/lightFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\n\nconst name = \"shadowOnlyPixelShader\";\nconst shader = `#include<sceneUboDeclaration>\nuniform alpha: f32;uniform shadowColor: vec3f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..1]\nvar color: vec4f= vec4f(uniforms.shadowColor,(1.0-clamp(shadow,0.,1.))*uniforms.alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyPixelShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\n\nconst name = \"shadowOnlyVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<__decl__sceneVertex>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowOnlyVertexShader = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/sceneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/sceneUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport 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CUSTOM_VERTEX_MAIN_END\n}\n";n.ShaderStore.ShadersStoreWGSL[u]||(n.ShaderStore.ShadersStoreWGSL[u]=d);var c={__proto__:null,simpleVertexShaderWGSL:{name:u,shader:d}},v="simplePixelShader",p="uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef 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worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";n.ShaderStore.ShadersStore[m]||(n.ShaderStore.ShadersStore[m]=g);var S={__proto__:null,simpleVertexShader:{name:m,shader:g}},E="simplePixelShader",T="precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";n.ShaderStore.ShadersStore[E]||(n.ShaderStore.ShadersStore[E]=T);var _={__proto__:null,simplePixelShader:{name:E,shader:T}};e.SimpleMaterial=f});
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CUSTOM_VERTEX_MAIN_END\n}\n";n.ShaderStore.ShadersStoreWGSL[u]||(n.ShaderStore.ShadersStoreWGSL[u]=d);var c={__proto__:null,simpleVertexShaderWGSL:{name:u,shader:d}},v="simplePixelShader",p="uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;varying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var glossiness: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef 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worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x==0.)\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}\nelse\n{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";n.ShaderStore.ShadersStore[m]||(n.ShaderStore.ShadersStore[m]=g);var S={__proto__:null,simpleVertexShader:{name:m,shader:g}},E="simplePixelShader",_="precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}";n.ShaderStore.ShadersStore[E]||(n.ShaderStore.ShadersStore[E]=_);var T={__proto__:null,simplePixelShader:{name:E,shader:_}};e.SimpleMaterial=a});
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