@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import { type Nullable } from "../../types.js";
import { type Scene } from "../../scene.js";
import { type AbstractEngine } from "../../Engines/abstractEngine.js";
import { type SubMesh } from "../../Meshes/subMesh.js";
import { type UniformBuffer } from "../uniformBuffer.js";
import { type MaterialDefines } from "../materialDefines.js";
import { Color3 } from "../../Maths/math.color.js";
import { MaterialPluginBase } from "../materialPluginBase.js";
import { ShaderLanguage } from "../shaderLanguage.js";
import { type GaussianSplattingMaterial } from "./gaussianSplattingMaterial.js";
/**
* Plugin for GaussianSplattingMaterial that replaces per-splat colors with a
* solid color per compound-mesh part. Each part index maps to a single Color3
* value, which is looked up in a uniform array in the fragment shader.
*/
export declare class GaussianSplattingSolidColorMaterialPlugin extends MaterialPluginBase {
private _partColors;
private _maxPartCount;
private _isEnabled;
/**
* Whether the solid-color override is active. When false, splats
* render with their original per-splat colors.
* Toggled via a shader uniform so no recompilation is required.
*/
isEnabled: boolean;
/** @internal */
_onIsEnabledChanged(): void;
/**
* Creates a new GaussianSplatSolidColorPlugin.
* @param material The GaussianSplattingMaterial to attach the plugin to.
* @param partColors A map from part index to the solid Color3 for that part.
* @param maxPartCount The maximum number of parts supported. This determines the size of the uniform array.
*/
constructor(material: GaussianSplattingMaterial, partColors: Color3[], maxPartCount?: number);
/**
* Updates the part colors dynamically.
* @param partColors A map from part index to the solid Color3 for that part.
*/
updatePartColors(partColors: Color3[]): void;
/**
* @returns the class name
*/
getClassName(): string;
/**
* Indicates this plugin supports both GLSL and WGSL.
* @param shaderLanguage the shader language to check
* @returns true for GLSL and WGSL
*/
isCompatible(shaderLanguage: ShaderLanguage): boolean;
/**
* Always ready — no textures or async resources to wait on.
* @param _defines the defines
* @param _scene the scene
* @param _engine the engine
* @param _subMesh the submesh
* @returns true
*/
isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean;
/**
* Returns custom shader code fragments to inject solid-color rendering.
*
* @param shaderType "vertex" or "fragment"
* @param shaderLanguage the shader language to use (default: GLSL)
* @returns null or a map of injection point names to code strings
*/
getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): Nullable<{
[pointName: string]: string;
}>;
private _getCustomCodeGLSL;
private _getCustomCodeWGSL;
/**
* Registers the plugin uniforms with the engine so that
* the Effect can resolve their locations.
* @returns uniform descriptions
*/
getUniforms(): {
ubo?: Array<{
name: string;
size?: number;
type?: string;
arraySize?: number;
}>;
vertex?: string;
fragment?: string;
externalUniforms?: string[];
};
/**
* Binds the plugin uniforms each frame.
* @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)
* @param _scene the current scene
* @param _engine the current engine
* @param subMesh the submesh being rendered
*/
bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void;
}