meshwriter-cudu 3.0.0 → 3.0.3
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/dist/meshwriter.cjs.js +103 -39
- package/dist/meshwriter.cjs.js.map +1 -1
- package/dist/meshwriter.esm.js +103 -39
- package/dist/meshwriter.esm.js.map +1 -1
- package/dist/meshwriter.min.js +1 -1
- package/dist/meshwriter.min.js.map +1 -1
- package/dist/meshwriter.umd.js +103 -39
- package/dist/meshwriter.umd.js.map +1 -1
- package/dist/src/fogPlugin.d.ts +30 -4
- package/package.json +6 -3
- package/src/fogPlugin.js +91 -30
- package/src/material.js +12 -9
- package/dist/index.d.ts +0 -295
- package/dist/src/variableFontCache.d.ts +0 -56
- package/dist/src/variableFontConverter.d.ts +0 -21
- package/dist/src/variableFontLoader.d.ts +0 -99
package/dist/meshwriter.cjs.js
CHANGED
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@@ -520,17 +520,20 @@ function getCSGLib() {
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}
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/**
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* TextFogPlugin - MaterialPluginBase that applies fog to
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* TextFogPlugin - MaterialPluginBase that applies fog to text materials
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*
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* Babylon's
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*
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*
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* Since we disable Babylon's built-in fog (material.fogEnabled = false) to avoid
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* double-fogging of diffuse colors, this plugin handles ALL fog application.
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* It supplies its own uniforms and varyings to calculate fog distance and blend.
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*
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* This ensures text (with emissive colors) fades into fog at the same rate as
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* terrain (which uses only diffuse colors with standard fog).
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*/
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/**
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* Plugin that applies scene fog to text materials
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*
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* Plugin that applies scene fog to text materials uniformly.
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* Handles fog for both diffuse and emissive components in one pass.
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*/
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class TextFogPlugin extends materialPluginBase.MaterialPluginBase {
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/**
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@@ -551,6 +554,7 @@ class TextFogPlugin extends materialPluginBase.MaterialPluginBase {
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*/
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prepareDefines(defines, scene, mesh) {
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// Enable when scene has any fog mode set (1=LINEAR, 2=EXP, 3=EXP2)
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// This is independent of material.fogEnabled since we handle fog ourselves
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defines['MESHWRITER_TEXT_FOG'] = scene.fogMode !== 0;
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}
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@@ -558,10 +562,45 @@ class TextFogPlugin extends materialPluginBase.MaterialPluginBase {
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return 'TextFogPlugin';
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}
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/**
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* Define our own fog uniforms since material.fogEnabled = false
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* means Babylon's built-in fog uniforms won't be available
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*/
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getUniforms() {
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return {
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ubo: [
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{ name: 'textFogInfos', size: 4, type: 'vec4' },
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{ name: 'textFogColor', size: 3, type: 'vec3' }
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],
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vertex: '',
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fragment: ''
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};
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}
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/**
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* Bind fog values from the scene to our custom uniforms
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* @param {import('@babylonjs/core/Materials/uniformBuffer').UniformBuffer} uniformBuffer
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* @param {import('@babylonjs/core/scene').Scene} scene
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* @param {import('@babylonjs/core/Engines/engine').Engine} engine
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* @param {import('@babylonjs/core/Meshes/subMesh').SubMesh} subMesh
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*/
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bindForSubMesh(uniformBuffer, scene, engine, subMesh) {
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if (scene.fogMode === 0) return;
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// textFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
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uniformBuffer.updateFloat4(
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'textFogInfos',
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scene.fogMode,
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scene.fogStart,
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scene.fogEnd,
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scene.fogDensity
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);
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// textFogColor: RGB color of the fog
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uniformBuffer.updateColor3(
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'textFogColor',
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scene.fogColor
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);
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}
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/**
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}
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/**
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* Inject shader code to
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* Inject shader code to calculate fog distance and apply fog blending
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* @param {string} shaderType - 'vertex' or 'fragment'
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*/
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getCustomCode(shaderType) {
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if (shaderType === 'vertex') {
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return {
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// Declare our varying for fog distance
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'CUSTOM_VERTEX_DEFINITIONS': `
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#ifdef MESHWRITER_TEXT_FOG
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varying vec3 textFogDistance;
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#endif
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`,
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// Calculate fog distance in view space at end of vertex shader
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// finalWorld and positionUpdated are Babylon's built-in variables
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'CUSTOM_VERTEX_MAIN_END': `
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#ifdef MESHWRITER_TEXT_FOG
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vec4 textWorldPos = finalWorld * vec4(positionUpdated, 1.0);
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textFogDistance = (view * textWorldPos).xyz;
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#endif
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`
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};
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}
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if (shaderType === 'fragment') {
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return {
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//
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-
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-
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-
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// Declare uniforms and varying in fragment shader
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'CUSTOM_FRAGMENT_DEFINITIONS': `
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#ifdef MESHWRITER_TEXT_FOG
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uniform vec4 textFogInfos;
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uniform vec3 textFogColor;
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varying vec3 textFogDistance;
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#endif
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`,
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// Apply fog to the entire fragment color before final output
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// This runs just before gl_FragColor is set
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'CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR': `
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#ifdef MESHWRITER_TEXT_FOG
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-
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//
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// vFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
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// vFogColor: fog RGB color
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// vFogDistance: vec3 distance from camera (set by vertex shader)
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// textFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
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// Fog modes: 1=LINEAR, 2=EXP, 3=EXP2
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float textFogFactor = 1.0;
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float textFogDist = length(
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float textFogDist = length(textFogDistance);
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if (
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if (textFogInfos.x == 1.0) {
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// Linear fog: factor = (end - dist) / (end - start)
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textFogFactor = clamp((
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} else if (
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textFogFactor = clamp((textFogInfos.z - textFogDist) / (textFogInfos.z - textFogInfos.y), 0.0, 1.0);
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} else if (textFogInfos.x == 2.0) {
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// Exponential fog: factor = exp(-dist * density)
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textFogFactor = clamp(exp(-textFogDist *
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} else if (
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textFogFactor = clamp(exp(-textFogDist * textFogInfos.w), 0.0, 1.0);
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} else if (textFogInfos.x == 3.0) {
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// Exponential squared fog: factor = exp(-(dist * density)^2)
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float fogDistDensity = textFogDist *
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float fogDistDensity = textFogDist * textFogInfos.w;
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textFogFactor = clamp(exp(-fogDistDensity * fogDistDensity), 0.0, 1.0);
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}
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// Blend the entire fragment (
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// Blend the entire fragment (diffuse + emissive) toward fog color
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// textFogFactor: 1.0 = no fog (full color), 0.0 = full fog
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color.rgb = mix(
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#endif
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color.rgb = mix(textFogColor, color.rgb, textFogFactor);
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#endif
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`
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};
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}
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return null;
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}
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}
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@@ -677,15 +738,17 @@ function makeMaterial(scene, letters, emissive, ambient, specular, diffuse, opac
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// Emissive-only materials should be self-lit and not affected by fog
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if (emissiveOnly) {
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material.fogEnabled = false;
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} else if (fogEnabled) {
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// IMPORTANT: Disable Babylon's built-in fog when using TextFogPlugin.
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// Built-in fog only affects diffuse/ambient, not emissive.
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// If we left fogEnabled=true, diffuse would be fogged twice (once by Babylon,
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// once by the plugin), while emissive would only be fogged once by the plugin.
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// By disabling built-in fog and handling ALL fog in the plugin, we get uniform
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// fog application to the entire fragment (matching terrain behavior).
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material.fogEnabled = false;
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material._textFogPlugin = new TextFogPlugin(material);
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} else {
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material.fogEnabled =
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// Attach fog plugin to properly blend emissive color with fog
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// Babylon's standard fog only affects diffuse/ambient, not emissive.
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// The plugin re-fogs the entire fragment output so emissive fades properly.
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// (The slight double-fog on diffuse/ambient is negligible since text is primarily emissive)
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if (fogEnabled) {
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material._textFogPlugin = new TextFogPlugin(material);
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}
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material.fogEnabled = false;
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}
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return material;
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material.disableLighting = true;
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material.alpha = opac;
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material.backFaceCulling = false;
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// Disable Babylon's built-in fog - TextFogPlugin handles all fog uniformly
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material.fogEnabled = false;
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if (fogEnabled) {
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material._textFogPlugin = new TextFogPlugin(material);
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}
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