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@@ -19336,9 +19336,10 @@ declare module "babylonjs/Materials/shaderMaterial" {
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* @param name Define the name of the material in the scene
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* @param scene Define the scene the material belongs to
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* @param shaderPath Defines the route to the shader code in one of three ways:
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- * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
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- * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
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- * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
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+ * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
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+ * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
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+ * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
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+ * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
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* @param options Define the options used to create the shader
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*/
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constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
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@@ -54495,11 +54496,11 @@ declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
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protected _buildBlock(state: NodeMaterialBuildState): this;
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}
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}
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-declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
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+declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
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/**
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- * Enum used to define well known values e.g. values automatically provided by the system
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+ * Enum used to define system values e.g. values automatically provided by the system
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*/
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- export enum NodeMaterialWellKnownValues {
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+ export enum NodeMaterialSystemValues {
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/** World */
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World = 1,
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/** View */
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@@ -55480,7 +55481,7 @@ declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
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declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
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import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
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import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
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- import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
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+ import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
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import { Nullable } from "babylonjs/types";
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import { Effect } from "babylonjs/Materials/effect";
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import { Matrix } from "babylonjs/Maths/math.vector";
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@@ -55500,7 +55501,7 @@ declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
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private _type;
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private _animationType;
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/** @hidden */
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- _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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+ _systemValue: Nullable<NodeMaterialSystemValues>;
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/** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
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visibleInInspector: boolean;
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/**
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@@ -55525,11 +55526,11 @@ declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
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*/
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setAsAttribute(attributeName?: string): InputBlock;
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/**
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- * Set the source of this connection point to a well known value
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- * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
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+ * Set the source of this connection point to a system value
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+ * @param value define the system value to use (world, view, etc...) or null to switch to manual value
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* @returns the current connection point
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*/
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- setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
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+ setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
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/**
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* Gets or sets the value of that point.
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* Please note that this value will be ignored if valueCallback is defined
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@@ -55568,13 +55569,13 @@ declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
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*/
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isVarying: boolean;
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/**
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- * Gets a boolean indicating that the current connection point is a well known value
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+ * Gets a boolean indicating that the current connection point is a system value
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*/
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- readonly isWellKnownValue: boolean;
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+ readonly isSystemValue: boolean;
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/**
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- * Gets or sets the current well known value or null if not defined as well know value
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+ * Gets or sets the current well known value or null if not defined as a system value
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*/
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- wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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+ systemValue: Nullable<NodeMaterialSystemValues>;
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/**
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* Gets the current class name
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* @returns the class name
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@@ -57022,7 +57023,7 @@ declare module "babylonjs/Materials/Node/index" {
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export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
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export * from "babylonjs/Materials/Node/nodeMaterialBlock";
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export * from "babylonjs/Materials/Node/nodeMaterial";
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- export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
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+ export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
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export * from "babylonjs/Materials/Node/Blocks/index";
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export * from "babylonjs/Materials/Node/Optimizers/index";
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}
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@@ -57071,6 +57072,11 @@ declare module "babylonjs/Materials/effectRenderer" {
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*/
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setViewport(viewport?: Viewport): void;
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/**
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+ * Binds the embedded attributes buffer to the effect.
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+ * @param effect Defines the effect to bind the attributes for
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+ */
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+ bindBuffers(effect: Effect): void;
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+ /**
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* Sets the current effect wrapper to use during draw.
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* The effect needs to be ready before calling this api.
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* This also sets the default full screen position attribute.
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@@ -84316,9 +84322,10 @@ declare module BABYLON {
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* @param name Define the name of the material in the scene
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* @param scene Define the scene the material belongs to
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* @param shaderPath Defines the route to the shader code in one of three ways:
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- * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
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- * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
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- * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
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+ * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
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+ * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
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+ * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
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+ * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
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* @param options Define the options used to create the shader
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*/
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constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
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@@ -117566,9 +117573,9 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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- * Enum used to define well known values e.g. values automatically provided by the system
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+ * Enum used to define system values e.g. values automatically provided by the system
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*/
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- export enum NodeMaterialWellKnownValues {
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+ export enum NodeMaterialSystemValues {
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/** World */
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World = 1,
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/** View */
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@@ -118503,7 +118510,7 @@ declare module BABYLON {
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private _type;
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private _animationType;
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/** @hidden */
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- _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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+ _systemValue: Nullable<NodeMaterialSystemValues>;
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/** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
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visibleInInspector: boolean;
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/**
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@@ -118528,11 +118535,11 @@ declare module BABYLON {
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*/
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setAsAttribute(attributeName?: string): InputBlock;
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/**
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- * Set the source of this connection point to a well known value
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- * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
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+ * Set the source of this connection point to a system value
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+ * @param value define the system value to use (world, view, etc...) or null to switch to manual value
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* @returns the current connection point
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*/
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- setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
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+ setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
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/**
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* Gets or sets the value of that point.
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* Please note that this value will be ignored if valueCallback is defined
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@@ -118571,13 +118578,13 @@ declare module BABYLON {
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*/
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isVarying: boolean;
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/**
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- * Gets a boolean indicating that the current connection point is a well known value
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+ * Gets a boolean indicating that the current connection point is a system value
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*/
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- readonly isWellKnownValue: boolean;
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+ readonly isSystemValue: boolean;
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/**
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- * Gets or sets the current well known value or null if not defined as well know value
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+ * Gets or sets the current well known value or null if not defined as a system value
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*/
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- wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
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+ systemValue: Nullable<NodeMaterialSystemValues>;
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/**
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* Gets the current class name
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* @returns the class name
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@@ -119870,6 +119877,11 @@ declare module BABYLON {
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*/
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setViewport(viewport?: Viewport): void;
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/**
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+ * Binds the embedded attributes buffer to the effect.
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+ * @param effect Defines the effect to bind the attributes for
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+ */
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+ bindBuffers(effect: Effect): void;
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+ /**
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* Sets the current effect wrapper to use during draw.
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* The effect needs to be ready before calling this api.
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* This also sets the default full screen position attribute.
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