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babylonjs-materials

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Babylon.js Materials Library =====================

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(function webpackUniversalModuleDefinition(root, factory) { if(typeof exports === 'object' && typeof module === 'object') module.exports = factory(require("babylonjs")); else if(typeof define === 'function' && define.amd) define("babylonjs-materials", ["babylonjs"], factory); else if(typeof exports === 'object') exports["babylonjs-materials"] = factory(require("babylonjs")); else root["MATERIALS"] = factory(root["BABYLON"]); })((typeof self !== "undefined" ? self : typeof global !== "undefined" ? global : this), (__WEBPACK_EXTERNAL_MODULE_babylonjs_Materials_effect__) => { return /******/ (() => { // webpackBootstrap /******/ "use strict"; /******/ var __webpack_modules__ = ({ /***/ "../../../dev/materials/src/sky/index.ts": /*!***********************************************!*\ !*** ../../../dev/materials/src/sky/index.ts ***! \***********************************************/ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { __webpack_require__.r(__webpack_exports__); /* harmony export */ __webpack_require__.d(__webpack_exports__, { /* harmony export */ SkyMaterial: () => (/* reexport safe */ _skyMaterial__WEBPACK_IMPORTED_MODULE_0__.SkyMaterial) /* harmony export */ }); /* harmony import */ var _skyMaterial__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./skyMaterial */ "../../../dev/materials/src/sky/skyMaterial.ts"); /***/ }), /***/ "../../../dev/materials/src/sky/sky.fragment.ts": /*!******************************************************!*\ !*** ../../../dev/materials/src/sky/sky.fragment.ts ***! \******************************************************/ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { __webpack_require__.r(__webpack_exports__); /* harmony export */ __webpack_require__.d(__webpack_exports__, { /* harmony export */ skyPixelShader: () => (/* binding */ skyPixelShader) /* harmony export */ }); /* harmony import */ var babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Shaders/ShadersInclude/imageProcessingCompatibility */ "babylonjs/Materials/effect"); /* harmony import */ var babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__); // Do not edit. var name = "skyPixelShader"; var shader = "precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float theta=acos(direction.y);float phi=atan(direction.z,direction.x);vec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);vec3 L0=vec3(0.1)*Fex;float sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0+=(sunE*19000.0*Fex)*sundisk;vec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));vec3 texColor=(Lin+L0);texColor*=0.04 ;texColor+=vec3(0.0,0.001,0.0025)*0.3;float g_fMaxLuminance=1.0;float fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;vec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);vec3 retColor=curr*whiteScale;/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if DITHER\nretColor.rgb+=dither(gl_FragCoord.xy,0.5);\n#endif\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n"; // Sideeffect babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__.ShaderStore.ShadersStore[name] = shader; /** @internal */ var skyPixelShader = { name: name, shader: shader }; /***/ }), /***/ "../../../dev/materials/src/sky/sky.vertex.ts": /*!****************************************************!*\ !*** ../../../dev/materials/src/sky/sky.vertex.ts ***! \****************************************************/ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { __webpack_require__.r(__webpack_exports__); /* harmony export */ __webpack_require__.d(__webpack_exports__, { /* harmony export */ skyVertexShader: () => (/* binding */ skyVertexShader) /* harmony export */ }); /* harmony import */ var babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Shaders/ShadersInclude/fogVertex */ "babylonjs/Materials/effect"); /* harmony import */ var babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__); // Do not edit. var name = "skyVertexShader"; var shader = "precision highp float;attribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\nuniform mat4 world;uniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\ngl_Position=viewProjection*world*vec4(position,1.0);vec4 worldPos=world*vec4(position,1.0);vPositionW=vec3(worldPos);\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n"; // Sideeffect babylonjs_Engines_shaderStore__WEBPACK_IMPORTED_MODULE_0__.ShaderStore.ShadersStore[name] = shader; /** @internal */ var skyVertexShader = { name: name, shader: shader }; /***/ }), /***/ "../../../dev/materials/src/sky/skyMaterial.ts": /*!*****************************************************!*\ !*** ../../../dev/materials/src/sky/skyMaterial.ts ***! \*****************************************************/ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { __webpack_require__.r(__webpack_exports__); /* harmony export */ __webpack_require__.d(__webpack_exports__, { /* harmony export */ SkyMaterial: () => (/* binding */ SkyMaterial) /* harmony export */ }); /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! tslib */ "../../../../node_modules/tslib/tslib.es6.mjs"); /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/materialHelper.functions */ "babylonjs/Materials/effect"); /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__); /* harmony import */ var _sky_fragment__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./sky.fragment */ "../../../dev/materials/src/sky/sky.fragment.ts"); /* harmony import */ var _sky_vertex__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./sky.vertex */ "../../../dev/materials/src/sky/sky.vertex.ts"); /** @internal */ var SkyMaterialDefines = /** @class */ (function (_super) { (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__extends)(SkyMaterialDefines, _super); function SkyMaterialDefines() { var _this = _super.call(this) || this; _this.CLIPPLANE = false; _this.CLIPPLANE2 = false; _this.CLIPPLANE3 = false; _this.CLIPPLANE4 = false; _this.CLIPPLANE5 = false; _this.CLIPPLANE6 = false; _this.POINTSIZE = false; _this.FOG = false; _this.VERTEXCOLOR = false; _this.VERTEXALPHA = false; _this.IMAGEPROCESSINGPOSTPROCESS = false; _this.SKIPFINALCOLORCLAMP = false; _this.DITHER = false; _this.LOGARITHMICDEPTH = false; _this.rebuild(); return _this; } return SkyMaterialDefines; }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.MaterialDefines)); /** * This is the sky material which allows to create dynamic and texture free effects for skyboxes. * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat */ var SkyMaterial = /** @class */ (function (_super) { (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__extends)(SkyMaterial, _super); /** * Instantiates a new sky material. * This material allows to create dynamic and texture free * effects for skyboxes by taking care of the atmosphere state. * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat * @param name Define the name of the material in the scene * @param scene Define the scene the material belong to */ function SkyMaterial(name, scene) { var _this = _super.call(this, name, scene) || this; /** * Defines the overall luminance of sky in interval ]0, 1[. */ _this.luminance = 1.0; /** * Defines the amount (scattering) of haze as opposed to molecules in atmosphere. */ _this.turbidity = 10.0; /** * Defines the sky appearance (light intensity). */ _this.rayleigh = 2.0; /** * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG. */ _this.mieCoefficient = 0.005; /** * Defines the amount of haze particles following the Mie scattering theory. */ _this.mieDirectionalG = 0.8; /** * Defines the distance of the sun according to the active scene camera. */ _this.distance = 500; /** * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said * "inclined". */ _this.inclination = 0.49; /** * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between * an object direction and a reference direction. */ _this.azimuth = 0.25; /** * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then * the property is overridden by the inclination and the azimuth and can be read at any moment. */ _this.sunPosition = new babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Vector3(0, 100, 0); /** * Defines if the sun position should be computed (inclination and azimuth) according to the given * .sunPosition property. */ _this.useSunPosition = false; /** * Defines an offset vector used to get a horizon offset. * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis */ _this.cameraOffset = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Vector3.Zero(); /** * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up()) */ _this.up = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Vector3.Up(); /** * Defines if sky should be dithered. */ _this.dithering = false; // Private members _this._cameraPosition = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Vector3.Zero(); _this._skyOrientation = new babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Quaternion(); return _this; } /** * Specifies if the material will require alpha blending * @returns a boolean specifying if alpha blending is needed */ SkyMaterial.prototype.needAlphaBlending = function () { return this.alpha < 1.0; }; /** * Specifies if this material should be rendered in alpha test mode * @returns false as the sky material doesn't need alpha testing. */ SkyMaterial.prototype.needAlphaTesting = function () { return false; }; /** * Get the texture used for alpha test purpose. * @returns null as the sky material has no texture. */ SkyMaterial.prototype.getAlphaTestTexture = function () { return null; }; /** * Get if the submesh is ready to be used and all its information available. * Child classes can use it to update shaders * @param mesh defines the mesh to check * @param subMesh defines which submesh to check * @returns a boolean indicating that the submesh is ready or not */ SkyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh) { var drawWrapper = subMesh._drawWrapper; if (this.isFrozen) { if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) { return true; } } if (!subMesh.materialDefines) { subMesh.materialDefines = new SkyMaterialDefines(); } var defines = subMesh.materialDefines; var scene = this.getScene(); if (this._isReadyForSubMesh(subMesh)) { return true; } (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.PrepareDefinesForMisc)(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines); // Attribs (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.PrepareDefinesForAttributes)(mesh, defines, true, false); if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) { defines.markAsMiscDirty(); } if (defines.DITHER !== this.dithering) { defines.markAsMiscDirty(); } // Get correct effect if (defines.isDirty) { defines.markAsProcessed(); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.EffectFallbacks(); if (defines.FOG) { fallbacks.addFallback(1, "FOG"); } defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess; defines.DITHER = this.dithering; //Attributes var attribs = [babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.VertexBuffer.PositionKind]; if (defines.VERTEXCOLOR) { attribs.push(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.VertexBuffer.ColorKind); } var shaderName = "sky"; var uniforms = [ "world", "viewProjection", "view", "vFogInfos", "vFogColor", "logarithmicDepthConstant", "pointSize", "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition", "cameraPosition", "cameraOffset", "up", ]; (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.addClipPlaneUniforms)(uniforms); var join = defines.toString(); subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, this._materialContext); } if (!subMesh.effect || !subMesh.effect.isReady()) { return false; } defines._renderId = scene.getRenderId(); drawWrapper._wasPreviouslyReady = true; return true; }; /** * Binds the submesh to this material by preparing the effect and shader to draw * @param world defines the world transformation matrix * @param mesh defines the mesh containing the submesh * @param subMesh defines the submesh to bind the material to */ SkyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) { var scene = this.getScene(); var defines = subMesh.materialDefines; if (!defines) { return; } var effect = subMesh.effect; if (!effect) { return; } this._activeEffect = effect; // Matrices this.bindOnlyWorldMatrix(world); this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix()); if (this._mustRebind(scene, effect, subMesh)) { (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.bindClipPlane)(effect, this, scene); // Point size if (this.pointsCloud) { this._activeEffect.setFloat("pointSize", this.pointSize); } // Log. depth if (this._useLogarithmicDepth) { (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.BindLogDepth)(defines, effect, scene); } } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Scene.FOGMODE_NONE) { this._activeEffect.setMatrix("view", scene.getViewMatrix()); } // Fog (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.BindFogParameters)(scene, mesh, this._activeEffect); // Sky var camera = scene.activeCamera; if (camera) { var cameraWorldMatrix = camera.getWorldMatrix(); this._cameraPosition.x = cameraWorldMatrix.m[12]; this._cameraPosition.y = cameraWorldMatrix.m[13]; this._cameraPosition.z = cameraWorldMatrix.m[14]; this._activeEffect.setVector3("cameraPosition", this._cameraPosition); } this._activeEffect.setVector3("cameraOffset", this.cameraOffset); this._activeEffect.setVector3("up", this.up); if (this.luminance > 0) { this._activeEffect.setFloat("luminance", this.luminance); } this._activeEffect.setFloat("turbidity", this.turbidity); this._activeEffect.setFloat("rayleigh", this.rayleigh); this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient); this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG); if (!this.useSunPosition) { var theta = Math.PI * (this.inclination - 0.5); var phi = 2 * Math.PI * (this.azimuth - 0.5); this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta); this.sunPosition.y = this.distance * Math.sin(-theta); this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta); babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Quaternion.FromUnitVectorsToRef(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.Vector3.UpReadOnly, this.up, this._skyOrientation); this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition); } this._activeEffect.setVector3("sunPosition", this.sunPosition); this._afterBind(mesh, this._activeEffect, subMesh); }; /** * Get the list of animatables in the material. * @returns the list of animatables object used in the material */ SkyMaterial.prototype.getAnimatables = function () { return []; }; /** * Disposes the material * @param forceDisposeEffect specifies if effects should be forcefully disposed */ SkyMaterial.prototype.dispose = function (forceDisposeEffect) { _super.prototype.dispose.call(this, forceDisposeEffect); }; /** * Makes a duplicate of the material, and gives it a new name * @param name defines the new name for the duplicated material * @returns the cloned material */ SkyMaterial.prototype.clone = function (name) { var _this = this; return babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.SerializationHelper.Clone(function () { return new SkyMaterial(name, _this.getScene()); }, this); }; /** * Serializes this material in a JSON representation * @returns the serialized material object */ SkyMaterial.prototype.serialize = function () { var serializationObject = _super.prototype.serialize.call(this); serializationObject.customType = "BABYLON.SkyMaterial"; return serializationObject; }; /** * Gets the current class name of the material e.g. "SkyMaterial" * Mainly use in serialization. * @returns the class name */ SkyMaterial.prototype.getClassName = function () { return "SkyMaterial"; }; /** * Creates a sky material from parsed material data * @param source defines the JSON representation of the material * @param scene defines the hosting scene * @param rootUrl defines the root URL to use to load textures and relative dependencies * @returns a new sky material */ SkyMaterial.Parse = function (source, scene, rootUrl) { return babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.SerializationHelper.Parse(function () { return new SkyMaterial(source.name, scene); }, source, scene, rootUrl); }; (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "luminance", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "turbidity", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "rayleigh", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "mieCoefficient", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "mieDirectionalG", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "distance", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "inclination", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "azimuth", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serializeAsVector3)() ], SkyMaterial.prototype, "sunPosition", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "useSunPosition", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serializeAsVector3)() ], SkyMaterial.prototype, "cameraOffset", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serializeAsVector3)() ], SkyMaterial.prototype, "up", void 0); (0,tslib__WEBPACK_IMPORTED_MODULE_3__.__decorate)([ (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.serialize)() ], SkyMaterial.prototype, "dithering", void 0); return SkyMaterial; }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.PushMaterial)); (0,babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_0__.RegisterClass)("BABYLON.SkyMaterial", SkyMaterial); /***/ }), /***/ "../../../lts/materials/src/legacy/legacy-sky.ts": /*!*******************************************************!*\ !*** ../../../lts/materials/src/legacy/legacy-sky.ts ***! \*******************************************************/ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { __webpack_require__.r(__webpack_exports__); /* harmony export */ __webpack_require__.d(__webpack_exports__, { /* harmony export */ SkyMaterial: () => (/* reexport safe */ materials_sky_index__WEBPACK_IMPORTED_MODULE_0__.SkyMaterial) /* harmony export */ }); /* harmony import */ var materials_sky_index__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! materials/sky/index */ "../../../dev/materials/src/sky/index.ts"); 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