/// var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var GradientMaterialDefines = /** @class */ (function (_super) { __extends(GradientMaterialDefines, _super); function GradientMaterialDefines() { var _this = _super.call(this) || this; _this.DIFFUSE = false; _this.CLIPPLANE = false; _this.ALPHATEST = false; _this.DEPTHPREPASS = false; _this.POINTSIZE = false; _this.FOG = false; _this.LIGHT0 = false; _this.LIGHT1 = false; _this.LIGHT2 = false; _this.LIGHT3 = false; _this.SPOTLIGHT0 = false; _this.SPOTLIGHT1 = false; _this.SPOTLIGHT2 = false; _this.SPOTLIGHT3 = false; _this.HEMILIGHT0 = false; _this.HEMILIGHT1 = false; _this.HEMILIGHT2 = false; _this.HEMILIGHT3 = false; _this.DIRLIGHT0 = false; _this.DIRLIGHT1 = false; _this.DIRLIGHT2 = false; _this.DIRLIGHT3 = false; _this.POINTLIGHT0 = false; _this.POINTLIGHT1 = false; _this.POINTLIGHT2 = false; _this.POINTLIGHT3 = false; _this.SHADOW0 = false; _this.SHADOW1 = false; _this.SHADOW2 = false; _this.SHADOW3 = false; _this.SHADOWS = false; _this.SHADOWESM0 = false; _this.SHADOWESM1 = false; _this.SHADOWESM2 = false; _this.SHADOWESM3 = false; _this.SHADOWPOISSON0 = false; _this.SHADOWPOISSON1 = false; _this.SHADOWPOISSON2 = false; _this.SHADOWPOISSON3 = false; _this.SHADOWPCF0 = false; _this.SHADOWPCF1 = false; _this.SHADOWPCF2 = false; _this.SHADOWPCF3 = false; _this.SHADOWPCSS0 = false; _this.SHADOWPCSS1 = false; _this.SHADOWPCSS2 = false; _this.SHADOWPCSS3 = false; _this.NORMAL = false; _this.UV1 = false; _this.UV2 = false; _this.VERTEXCOLOR = false; _this.VERTEXALPHA = false; _this.NUM_BONE_INFLUENCERS = 0; _this.BonesPerMesh = 0; _this.INSTANCES = false; _this.rebuild(); return _this; } return GradientMaterialDefines; }(BABYLON.MaterialDefines)); var GradientMaterial = /** @class */ (function (_super) { __extends(GradientMaterial, _super); function GradientMaterial(name, scene) { var _this = _super.call(this, name, scene) || this; _this._maxSimultaneousLights = 4; // The gradient top color, red by default _this.topColor = new BABYLON.Color3(1, 0, 0); _this.topColorAlpha = 1.0; // The gradient top color, blue by default _this.bottomColor = new BABYLON.Color3(0, 0, 1); _this.bottomColorAlpha = 1.0; // Gradient offset _this.offset = 0; _this.smoothness = 1.0; _this.disableLighting = false; _this._scaledDiffuse = new BABYLON.Color3(); return _this; } GradientMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0); }; GradientMaterial.prototype.needAlphaTesting = function () { return true; }; GradientMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods GradientMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) { if (this.isFrozen) { if (this._wasPreviouslyReady && subMesh.effect) { return true; } } if (!subMesh._materialDefines) { subMesh._materialDefines = new GradientMaterialDefines(); } var defines = subMesh._materialDefines; var scene = this.getScene(); if (!this.checkReadyOnEveryCall && subMesh.effect) { if (this._renderId === scene.getRenderId()) { return true; } } var engine = scene.getEngine(); BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false); BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines); defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights); // Attribs BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true); // Get correct effect if (defines.isDirty) { defines.markAsProcessed(); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (defines.FOG) { fallbacks.addFallback(1, "FOG"); } BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks); if (defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } if (defines.UV1) { attribs.push(BABYLON.VertexBuffer.UVKind); } if (defines.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks); BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines); // Legacy browser patch var shaderName = "gradient"; var join = defines.toString(); var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "topColor", "bottomColor", "offset", "smoothness" ]; var samplers = ["diffuseSampler"]; var uniformBuffers = new Array(); BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({ uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: defines, maxSimultaneousLights: 4 }); subMesh.setEffect(scene.getEngine().createEffect(shaderName, { attributes: attribs, uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: join, fallbacks: fallbacks, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: 4 } }, engine), defines); } if (!subMesh.effect || !subMesh.effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; return true; }; GradientMaterial.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()); // Bones BABYLON.MaterialHelper.BindBonesParameters(mesh, effect); if (this._mustRebind(scene, effect)) { // Clip plane BABYLON.MaterialHelper.BindClipPlane(effect, scene); // Point size if (this.pointsCloud) { this._activeEffect.setFloat("pointSize", this.pointSize); } BABYLON.MaterialHelper.BindEyePosition(effect, scene); } this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility); if (scene.lightsEnabled && !this.disableLighting) { BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._activeEffect.setMatrix("view", scene.getViewMatrix()); } // Fog BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect); this._activeEffect.setColor4("topColor", this.topColor, this.topColorAlpha); this._activeEffect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha); this._activeEffect.setFloat("offset", this.offset); this._activeEffect.setFloat("smoothness", this.smoothness); this._afterBind(mesh, this._activeEffect); }; GradientMaterial.prototype.getAnimatables = function () { return []; }; GradientMaterial.prototype.dispose = function (forceDisposeEffect) { _super.prototype.dispose.call(this, forceDisposeEffect); }; GradientMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new GradientMaterial(name, _this.getScene()); }, this); }; GradientMaterial.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.GradientMaterial"; return serializationObject; }; GradientMaterial.prototype.getClassName = function () { return "GradientMaterial"; }; // Statics GradientMaterial.Parse = function (source, scene, rootUrl) { return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl); }; __decorate([ BABYLON.serialize("maxSimultaneousLights") ], GradientMaterial.prototype, "_maxSimultaneousLights", void 0); __decorate([ BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty") ], GradientMaterial.prototype, "maxSimultaneousLights", void 0); __decorate([ BABYLON.serializeAsColor3() ], GradientMaterial.prototype, "topColor", void 0); __decorate([ BABYLON.serialize() ], GradientMaterial.prototype, "topColorAlpha", void 0); __decorate([ BABYLON.serializeAsColor3() ], GradientMaterial.prototype, "bottomColor", void 0); __decorate([ BABYLON.serialize() ], GradientMaterial.prototype, "bottomColorAlpha", void 0); __decorate([ BABYLON.serialize() ], GradientMaterial.prototype, "offset", void 0); __decorate([ BABYLON.serialize() ], GradientMaterial.prototype, "smoothness", void 0); __decorate([ BABYLON.serialize() ], GradientMaterial.prototype, "disableLighting", void 0); return GradientMaterial; }(BABYLON.PushMaterial)); BABYLON.GradientMaterial = GradientMaterial; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.gradientMaterial.js.map BABYLON.Effect.ShadersStore['gradientVertexShader'] = "precision highp float;\n\nattribute 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\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include\n#include \ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\nvPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n"; BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include\n#include\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=normalize(vPosition).y+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0]\n#include[1]\n#include[2]\n#include[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}\n";