Binds the bones information from the mesh to the effect.
The mesh we are binding the information to render
The effect we are binding the data to
Binds the fog information from the scene to the effect for the given mesh.
The scene the lights belongs to
The mesh we are binding the information to render
The effect we are binding the data to
Defines if the fog effect is applied in linear space
Binds the light shadow information to the effect for the given mesh.
The light containing the generator
The scene the lights belongs to
The mesh we are binding the information to render
The light index in the effect used to render the mesh
The effect we are binding the data to
Binds the lights information from the scene to the effect for the given mesh.
The scene the lights belongs to
The mesh we are binding the information to render
The effect we are binding the data to
The generated defines for the effect
The maximum number of light that can be bound to the effect
Specifies whether the light falloff is defined physically or not
Binds the morph targets information from the mesh to the effect.
The mesh we are binding the information to render
The effect we are binding the data to
Binds a texture matrix value to its corrsponding uniform
The texture to bind the matrix for
The uniform buffer receivin the data
The channel key "diffuse", "specular"... used in the shader
This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
The defines to update while falling back
The authorized effect fallbacks
The maximum number of lights allowed
the current rank of the Effect
The newly affected rank
Prepares the list of attributes required for bones according to the effect defines.
The current list of supported attribs
The mesh to prepare the bones attributes for
The current Defines of the effect
The current efffect fallback strategy
Prepares the list of attributes required for instances according to the effect defines.
The current list of supported attribs
The current Defines of the effect
Prepares the list of attributes required for morph targets according to the effect defines.
The current list of supported attribs
The mesh to prepare the morph targets attributes for
The current Defines of the effect
Prepares the defines used in the shader depending on the attributes data available in the mesh
The mesh containing the geometry data we will draw
The defines to update
Precise whether vertex colors should be used or not (override mesh info)
Precise whether bones should be used or not (override mesh info)
Precise whether morph targets should be used or not (override mesh info)
Precise whether vertex alpha should be used or not (override mesh info)
false if defines are considered not dirty and have not been checked
Helper used to prepare the list of defines associated with frame values for shader compilation
defines the current scene
defines the current engine
specifies the list of active defines
defines if instances have to be turned on
defines if clip plane have to be turned on
Prepares the defines related to the light information passed in parameter
The scene we are intending to draw
The mesh the effect is compiling for
The defines to update
Specifies whether specular is supported or not (override lights data)
Specfies how manuy lights can be added to the effect at max
Specifies whether the lighting is disabled (override scene and light)
true if normals will be required for the rest of the effect
Helps preparing the defines values about the UVs in used in the effect. UVs are shared as much as we can accross channels in the shaders.
The texture we are preparing the UVs for
The defines to update
The channel key "diffuse", "specular"... used in the shader
Helper used to prepare the list of defines associated with misc. values for shader compilation
defines the current mesh
defines the current scene
defines if logarithmic depth has to be turned on
defines if point cloud rendering has to be turned on
defines if fog has to be turned on
defines if alpha testing has to be turned on
defines the current list of defines
Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms that won t be acctive due to defines being turned off.
The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
The samplers list
The defines helping in the list generation
The maximum number of simultanous light allowed in the effect
Generated using TypeDoc
"Static Class" containing the most commonly used helper while dealing with material for rendering purpose.
It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.