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@@ -32,7 +32,164 @@ export class LobbyEnvManager extends WorldEnvManager {
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super(engine);
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}
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private registerShaders() {
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BABYLON.ShaderStore.ShadersStoreWGSL['AnimatingCirclesDecoPixelShader'] = `
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const PI = 3.141592653589793;
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const TWO_PI = 6.283185307179586;
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const HALF_PI = 1.5707963267948966;
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fn mod289_3(x: vec3f) -> vec3f {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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fn mod289_4(x: vec4f) -> vec4f {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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fn permute(x: vec4f) -> vec4f {
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return mod289_4(((x * 34.0) + 10.0) * x);
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}
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fn taylorInvSqrt(r: vec4f) -> vec4f {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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// -1.0 ~ +1.0
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fn snoise(v: vec3f) -> f32 {
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const C = vec2f(1.0 / 6.0, 1.0 / 3.0);
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const D = vec4f(0.0, 0.5, 1.0, 2.0);
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var i = floor(v + dot(v, C.yyy));
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var x0 = v - i + dot(i, C.xxx);
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var g = step(x0.yzx, x0.xyz);
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var l = 1.0 - g;
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var i1 = min(g.xyz, l.zxy);
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var i2 = max(g.xyz, l.zxy);
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var x1 = x0 - i1 + C.xxx;
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var x2 = x0 - i2 + C.yyy;
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var x3 = x0 - D.yyy;
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i = mod289_3(i);
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var p = permute(permute(permute(
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i.z + vec4f(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4f(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4f(0.0, i1.x, i2.x, 1.0));
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var n_ = 0.142857142857;
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var ns = n_ * D.wyz - D.xzx;
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var j = p - 49.0 * floor(p * ns.z * ns.z);
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var x_ = floor(j * ns.z);
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var y_ = floor(j - 7.0 * x_);
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var x = x_ * ns.x + ns.yyyy;
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var y = y_ * ns.x + ns.yyyy;
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var h = 1.0 - abs(x) - abs(y);
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var b0 = vec4f(x.xy, y.xy);
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var b1 = vec4f(x.zw, y.zw);
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var s0 = floor(b0) * 2.0 + 1.0;
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var s1 = floor(b1) * 2.0 + 1.0;
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var sh = -step(h, vec4f(0.0));
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var a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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var a1 = b1.xzyw + s1.xzyw * sh.zzww;
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var p0 = vec3f(a0.xy, h.x);
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var p1 = vec3f(a0.zw, h.y);
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var p2 = vec3f(a1.xy, h.z);
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var p3 = vec3f(a1.zw, h.w);
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var norm = taylorInvSqrt(vec4f(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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var m = max(0.5 - vec4f(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec4f(0.0));
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m = m * m;
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return 105.0 * dot(m * m, vec4f(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
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}
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// +0.0 ~ +1.0
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fn snoise0to1(v: vec3f) -> f32 {
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return (snoise(v) + 1.0) / 2.0;
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}
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// equivalent to GLSL's mod function
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fn modVec2f(a: vec2f, b: vec2f) -> vec2f {
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return a - b * floor(a / b);
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}
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fn premultiplyAlpha(color: vec4f) -> vec4f {
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return vec4f(color.rgb * color.a, color.a);
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}
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fn getPixelatedUv(uv: vec2f, cellSize: vec2f) -> vec2f {
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return (cellSize * floor(uv / cellSize)) + (cellSize / 2.0);
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}
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fn linearRisePulse(
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phase: f32, // 0.0~1.0
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riseLength: f32,
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) -> f32 {
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let _phase = fract(phase);
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let riseStart = 1.0 - riseLength; // 1周期の最後の riseLength 区間で 0→1
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return clamp((_phase - riseStart) / riseLength, 0.0, 1.0);
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}
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fn getV(uv: vec2f) -> f32 {
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let phaseField = snoise(vec3f(uv * uniforms.waveScale, uniforms.time * 0.005));
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let phase = fract((uniforms.time * 0.025) + phaseField);
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let pulseFrequency = 3.0;
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return linearRisePulse(phase * pulseFrequency, 0.3);
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}
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varying vUV: vec2f;
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uniform time: f32;
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uniform divisions: f32;
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uniform waveScale: f32;
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uniform colorA: vec3f;
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uniform colorB: vec3f;
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uniform colorC: vec3f;
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@fragment
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fn main(input: FragmentInputs) -> FragmentOutputs {
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let uv = input.vUV;
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let cellSize = vec2f(1.0 / (uniforms.divisions * 0.5));
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let modUv = modVec2f(uv, cellSize);
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let cellUv = getPixelatedUv(uv, cellSize);
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let v = getV(cellUv);
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var color = vec4f(1.0, 1.0, 1.0, 0.0);
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let dist = distance(modUv, cellSize * 0.5);
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let radius1 = clamp(v * 5.0, 0.0, 1.0);
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let radius2 = clamp(v * 2.0, 0.0, 1.0);
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let radius3 = clamp(max(0.0, v - 0.25) * 2.0, 0.0, 1.0);
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let radius4 = max(0.0, v - 0.5) * 2.0;
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let transparency = max(0.0, v - 0.75) * 4.0;
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if (dist < radius1 * (cellSize.x * 0.5)) { color = vec4f(uniforms.colorA, 1.0); }
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if (dist < radius2 * (cellSize.x * 0.5)) { color = vec4f(uniforms.colorB, 1.0); }
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if (dist < radius3 * (cellSize.x * 0.5)) { color = vec4f(uniforms.colorC, 1.0); }
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if (dist < radius4 * (cellSize.x * 0.5)) { color = vec4f(1.0, 1.0, 1.0, 0.0); }
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color.a *= 1.0 - transparency;
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//fragmentOutputs.color = premultiplyAlpha(color); // なんか半透明のときに黒ずむ
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fragmentOutputs.color = color;
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}
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`;
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}
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public async load() {
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this.registerShaders();
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this.engine.camera.position = new BABYLON.Vector3(cm(0), cm(250), cm(3000));
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this.skybox = BABYLON.MeshBuilder.CreateBox('skybox', { size: cm(50000) }, this.engine.scene);
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@@ -391,17 +548,41 @@ export class LobbyEnvManager extends WorldEnvManager {
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const dome = this.meshes.find(m => m.name.includes('__DOME__'));
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dome.infiniteDistance = true;
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const domeTexture = new BABYLON.CustomProceduralTexture('texture', '/client-assets/world/envs/lobby/shaders/bg', 4096, this.engine.scene);
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const domeTexture = new BABYLON.CustomProceduralTexture('', '/client-assets/world/envs/lobby/shaders/bg', 4096, this.engine.scene);
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domeTexture.hasAlpha = true;
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domeTexture.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
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domeTexture.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
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dome.material = new BABYLON.StandardMaterial('sphereMat', this.engine.scene);
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dome.material = new BABYLON.StandardMaterial('', this.engine.scene);
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(dome.material as BABYLON.StandardMaterial).diffuseTexture = domeTexture;
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(dome.material as BABYLON.StandardMaterial).emissiveColor = new BABYLON.Color3(1, 1, 1);
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(dome.material as BABYLON.StandardMaterial).disableLighting = true;
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(dome.material as BABYLON.StandardMaterial).useAlphaFromDiffuseTexture = true;
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//this.engine.gl!.addExcludedMesh(dome);
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const decoPanels = this.meshes.filter(m => m.name.includes('__DECO_PANEL__'));
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// merge meshes to reduce draw calls
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const decoPanel = BABYLON.Mesh.MergeMeshes(decoPanels, true, false, undefined, false, false);
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const decoPanelTexture = new BABYLON.CustomProceduralTexture('', 'AnimatingCirclesDeco', 1024, this.engine.scene, {
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shaderLanguage: BABYLON.ShaderLanguage.WGSL,
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skipJson: true,
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});
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decoPanelTexture.animate = true;
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decoPanelTexture.refreshRate = 1;
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decoPanelTexture.setFloat('time', 0);
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decoPanelTexture.setFloat('divisions', 16);
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decoPanelTexture.setFloat('waveScale', 1);
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decoPanelTexture.setColor3('colorA', new BABYLON.Color3(0.7, 0.9, 0));
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decoPanelTexture.setColor3('colorB', new BABYLON.Color3(0.9, 1, 0));
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decoPanelTexture.setColor3('colorC', new BABYLON.Color3(1, 1, 1));
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decoPanelTexture.hasAlpha = true;
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decoPanelTexture.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
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decoPanelTexture.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
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decoPanel.material = new BABYLON.StandardMaterial('', this.engine.scene);
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(decoPanel.material as BABYLON.StandardMaterial).diffuseTexture = decoPanelTexture;
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(decoPanel.material as BABYLON.StandardMaterial).emissiveColor = new BABYLON.Color3(1, 1, 1);
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(decoPanel.material as BABYLON.StandardMaterial).disableLighting = true;
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(decoPanel.material as BABYLON.StandardMaterial).useAlphaFromDiffuseTexture = true;
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const screenMeshes = this.meshes.filter(m => m.name.includes('__SCREEN__'));
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const screenMaterial = screenMeshes[0].material as BABYLON.PBRMaterial;
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