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babylonjs-materials

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

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!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t(require("babylonjs")):"function"==typeof define&&define.amd?define("babylonjs-materials",["babylonjs"],t):"object"==typeof exports?exports["babylonjs-materials"]=t(require("babylonjs")):e.MATERIALS=t(e.BABYLON)}("undefined"!=typeof self?self:"undefined"!=typeof global?global:this,(e=>(()=>{"use strict";var t={597:t=>{t.exports=e}},i={};function r(e){var n=i[e];if(void 0!==n)return n.exports;var o=i[e]={exports:{}};return t[e](o,o.exports,r),o.exports}r.d=(e,t)=>{for(var i in t)r.o(t,i)&&!r.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},r.g=function(){if("object"==typeof globalThis)return globalThis;try{return this||new Function("return this")()}catch(e){if("object"==typeof window)return window}}(),r.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),r.r=e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})};var n={};return(()=>{r.d(n,{default:()=>p});var e={};r.r(e),r.d(e,{TerrainMaterial:()=>f});var t={};r.r(t),r.d(t,{TerrainMaterial:()=>f});var i=function(e,t){return i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var i in t)Object.prototype.hasOwnProperty.call(t,i)&&(e[i]=t[i])},i(e,t)};function o(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Class extends value "+String(t)+" is not a constructor or null");function r(){this.constructor=e}i(e,t),e.prototype=null===t?Object.create(t):(r.prototype=t.prototype,new r)}function s(e,t,i,r){var n,o=arguments.length,s=o<3?t:null===r?r=Object.getOwnPropertyDescriptor(t,i):r;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)s=Reflect.decorate(e,t,i,r);else for(var u=e.length-1;u>=0;u--)(n=e[u])&&(s=(o<3?n(s):o>3?n(t,i,s):n(t,i))||s);return o>3&&s&&Object.defineProperty(t,i,s),s}Object.create,Object.create,"function"==typeof SuppressedError&&SuppressedError;var u=r(597);u.ShaderStore.ShadersStore.terrainPixelShader="precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying 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#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}\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;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;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\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";u.ShaderStore.ShadersStore.terrainVertexShader="precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying 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<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*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";var a=function(e){function t(){var t=e.call(this)||this;return t.DIFFUSE=!1,t.BUMP=!1,t.CLIPPLANE=!1,t.CLIPPLANE2=!1,t.CLIPPLANE3=!1,t.CLIPPLANE4=!1,t.CLIPPLANE5=!1,t.CLIPPLANE6=!1,t.ALPHATEST=!1,t.DEPTHPREPASS=!1,t.POINTSIZE=!1,t.FOG=!1,t.SPECULARTERM=!1,t.NORMAL=!1,t.UV1=!1,t.UV2=!1,t.VERTEXCOLOR=!1,t.VERTEXALPHA=!1,t.NUM_BONE_INFLUENCERS=0,t.BonesPerMesh=0,t.INSTANCES=!1,t.INSTANCESCOLOR=!1,t.IMAGEPROCESSINGPOSTPROCESS=!1,t.SKIPFINALCOLORCLAMP=!1,t.LOGARITHMICDEPTH=!1,t.rebuild(),t}return o(t,e),t}(u.MaterialDefines),f=function(e){function t(t,i){var r=e.call(this,t,i)||this;return r.diffuseColor=new u.Color3(1,1,1),r.specularColor=new u.Color3(0,0,0),r.specularPower=64,r._disableLighting=!1,r._maxSimultaneousLights=4,r}return o(t,e),t.prototype.needAlphaBlending=function(){return this.alpha<1},t.prototype.needAlphaTesting=function(){return!1},t.prototype.getAlphaTestTexture=function(){return null},t.prototype.isReadyForSubMesh=function(e,t,i){var r=t._drawWrapper;if(this.isFrozen&&r.effect&&r._wasPreviouslyReady&&r._wasPreviouslyUsingInstances===i)return!0;t.materialDefines||(t.materialDefines=new a);var n=t.materialDefines,o=this.getScene();if(this._isReadyForSubMesh(t))return!0;var s=o.getEngine();if(o.texturesEnabled){if(!this.mixTexture||!this.mixTexture.isReady())return!1;if(n._needUVs=!0,u.MaterialFlags.DiffuseTextureEnabled){if(!this.diffuseTexture1||!this.diffuseTexture1.isReady())return!1;if(!this.diffuseTexture2||!this.diffuseTexture2.isReady())return!1;if(!this.diffuseTexture3||!this.diffuseTexture3.isReady())return!1;n.DIFFUSE=!0}if(this.bumpTexture1&&this.bumpTexture2&&this.bumpTexture3&&u.MaterialFlags.BumpTextureEnabled){if(!this.bumpTexture1.isReady())return!1;if(!this.bumpTexture2.isReady())return!1;if(!this.bumpTexture3.isReady())return!1;n._needNormals=!0,n.BUMP=!0}}if((0,u.PrepareDefinesForMisc)(e,o,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=(0,u.PrepareDefinesForLights)(o,e,n,!1,this._maxSimultaneousLights,this._disableLighting),(0,u.PrepareDefinesForFrameBoundValues)(o,s,this,n,!!i),(0,u.PrepareDefinesForAttributes)(e,n,!0,!0),n.isDirty){n.markAsProcessed(),o.resetCachedMaterial();var f=new u.EffectFallbacks;n.FOG&&f.addFallback(1,"FOG"),(0,u.HandleFallbacksForShadows)(n,f,this.maxSimultaneousLights),n.NUM_BONE_INFLUENCERS>0&&f.addCPUSkinningFallback(0,e),n.IMAGEPROCESSINGPOSTPROCESS=o.imageProcessingConfiguration.applyByPostProcess;var l=[u.VertexBuffer.PositionKind];n.NORMAL&&l.push(u.VertexBuffer.NormalKind),n.UV1&&l.push(u.VertexBuffer.UVKind),n.UV2&&l.push(u.VertexBuffer.UV2Kind),n.VERTEXCOLOR&&l.push(u.VertexBuffer.ColorKind),(0,u.PrepareAttributesForBones)(l,e,n,f),(0,u.PrepareAttributesForInstances)(l,n);var d=n.toString(),p=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vTextureInfos","mBones","textureMatrix","diffuse1Infos","diffuse2Infos","diffuse3Infos"],c=["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler","logarithmicDepthConstant"],m=[];(0,u.addClipPlaneUniforms)(p),(0,u.PrepareUniformsAndSamplersList)({uniformsNames:p,uniformBuffersNames:m,samplers:c,defines:n,maxSimultaneousLights:this.maxSimultaneousLights}),t.setEffect(o.getEngine().createEffect("terrain",{attributes:l,uniformsNames:p,uniformBuffersNames:m,samplers:c,defines:d,fallbacks:f,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this.maxSimultaneousLights}},s),n,this._materialContext)}return!(!t.effect||!t.effect.isReady()||(n._renderId=o.getRenderId(),r._wasPreviouslyReady=!0,r._wasPreviouslyUsingInstances=!!i,0))},t.prototype.bindForSubMesh=function(e,t,i){var r=this.getScene(),n=i.materialDefines;if(n){var o=i.effect;o&&(this._activeEffect=o,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("viewProjection",r.getTransformMatrix()),(0,u.BindBonesParameters)(t,this._activeEffect),this._mustRebind(r,o,i)&&(this.mixTexture&&(this._activeEffect.setTexture("textureSampler",this._mixTexture),this._activeEffect.setFloat2("vTextureInfos",this._mixTexture.coordinatesIndex,this._mixTexture.level),this._activeEffect.setMatrix("textureMatrix",this._mixTexture.getTextureMatrix()),u.MaterialFlags.DiffuseTextureEnabled&&(this._diffuseTexture1&&(this._activeEffect.setTexture("diffuse1Sampler",this._diffuseTexture1),this._activeEffect.setFloat2("diffuse1Infos",this._diffuseTexture1.uScale,this._diffuseTexture1.vScale)),this._diffuseTexture2&&(this._activeEffect.setTexture("diffuse2Sampler",this._diffuseTexture2),this._activeEffect.setFloat2("diffuse2Infos",this._diffuseTexture2.uScale,this._diffuseTexture2.vScale)),this._diffuseTexture3&&(this._activeEffect.setTexture("diffuse3Sampler",this._diffuseTexture3),this._activeEffect.setFloat2("diffuse3Infos",this._diffuseTexture3.uScale,this._diffuseTexture3.vScale))),u.MaterialFlags.BumpTextureEnabled&&r.getEngine().getCaps().standardDerivatives&&(this._bumpTexture1&&this._activeEffect.setTexture("bump1Sampler",this._bumpTexture1),this._bumpTexture2&&this._activeEffect.setTexture("bump2Sampler",this._bumpTexture2),this._bumpTexture3&&this._activeEffect.setTexture("bump3Sampler",this._bumpTexture3))),(0,u.bindClipPlane)(o,this,r),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),this._useLogarithmicDepth&&(0,u.BindLogDepth)(n,o,r),r.bindEyePosition(o)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*t.visibility),n.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),r.lightsEnabled&&!this.disableLighting&&(0,u.BindLights)(r,t,this._activeEffect,n,this.maxSimultaneousLights),r.fogEnabled&&t.applyFog&&r.fogMode!==u.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",r.getViewMatrix()),(0,u.BindFogParameters)(r,t,this._activeEffect),this._afterBind(t,this._activeEffect,i))}},t.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);return this._mixTexture&&t.push(this._mixTexture),this._diffuseTexture1&&t.push(this._diffuseTexture1),this._diffuseTexture2&&t.push(this._diffuseTexture2),this._diffuseTexture3&&t.push(this._diffuseTexture3),this._bumpTexture1&&t.push(this._bumpTexture1),this._bumpTexture2&&t.push(this._bumpTexture2),this._bumpTexture3&&t.push(this._bumpTexture3),t},t.prototype.hasTexture=function(t){return!!e.prototype.hasTexture.call(this,t)||this._mixTexture===t||this._diffuseTexture1===t||this._diffuseTexture2===t||this._diffuseTexture3===t||this._bumpTexture1===t||this._bumpTexture2===t||this._bumpTexture3===t},t.prototype.dispose=function(t){this.mixTexture&&this.mixTexture.dispose(),e.prototype.dispose.call(this,t)},t.prototype.clone=function(e){var i=this;return u.SerializationHelper.Clone((function(){return new t(e,i.getScene())}),this)},t.prototype.serialize=function(){var t=e.prototype.serialize.call(this);return t.customType="BABYLON.TerrainMaterial",t},t.prototype.getClassName=function(){return"TerrainMaterial"},t.Parse=function(e,i,r){return u.SerializationHelper.Parse((function(){return new t(e.name,i)}),e,i,r)},s([(0,u.serializeAsTexture)("mixTexture")],t.prototype,"_mixTexture",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"mixTexture",void 0),s([(0,u.serializeAsTexture)("diffuseTexture1")],t.prototype,"_diffuseTexture1",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"diffuseTexture1",void 0),s([(0,u.serializeAsTexture)("diffuseTexture2")],t.prototype,"_diffuseTexture2",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"diffuseTexture2",void 0),s([(0,u.serializeAsTexture)("diffuseTexture3")],t.prototype,"_diffuseTexture3",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"diffuseTexture3",void 0),s([(0,u.serializeAsTexture)("bumpTexture1")],t.prototype,"_bumpTexture1",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture1",void 0),s([(0,u.serializeAsTexture)("bumpTexture2")],t.prototype,"_bumpTexture2",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture2",void 0),s([(0,u.serializeAsTexture)("bumpTexture3")],t.prototype,"_bumpTexture3",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture3",void 0),s([(0,u.serializeAsColor3)()],t.prototype,"diffuseColor",void 0),s([(0,u.serializeAsColor3)()],t.prototype,"specularColor",void 0),s([(0,u.serialize)()],t.prototype,"specularPower",void 0),s([(0,u.serialize)("disableLighting")],t.prototype,"_disableLighting",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"disableLighting",void 0),s([(0,u.serialize)("maxSimultaneousLights")],t.prototype,"_maxSimultaneousLights",void 0),s([(0,u.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"maxSimultaneousLights",void 0),t}(u.PushMaterial);(0,u.RegisterClass)("BABYLON.TerrainMaterial",f);var l=void 0!==r.g?r.g:"undefined"!=typeof window?window:void 0;if(void 0!==l)for(var d in e)l.BABYLON[d]=e[d];const p=t})(),n.default})())); //# sourceMappingURL=babylon.terrainMaterial.min.js.map