babylon.waterMaterial.js 55 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. /// <reference path="../simple/babylon.simpleMaterial.ts"/>
  3. var BABYLON;
  4. (function (BABYLON) {
  5. var maxSimultaneousLights = 4;
  6. var WaterMaterialDefines = (function (_super) {
  7. __extends(WaterMaterialDefines, _super);
  8. function WaterMaterialDefines() {
  9. _super.call(this);
  10. this.BUMP = false;
  11. this.REFLECTION = false;
  12. this.CLIPPLANE = false;
  13. this.ALPHATEST = false;
  14. this.POINTSIZE = false;
  15. this.FOG = false;
  16. this.LIGHT0 = false;
  17. this.LIGHT1 = false;
  18. this.LIGHT2 = false;
  19. this.LIGHT3 = false;
  20. this.SPOTLIGHT0 = false;
  21. this.SPOTLIGHT1 = false;
  22. this.SPOTLIGHT2 = false;
  23. this.SPOTLIGHT3 = false;
  24. this.HEMILIGHT0 = false;
  25. this.HEMILIGHT1 = false;
  26. this.HEMILIGHT2 = false;
  27. this.HEMILIGHT3 = false;
  28. this.DIRLIGHT0 = false;
  29. this.DIRLIGHT1 = false;
  30. this.DIRLIGHT2 = false;
  31. this.DIRLIGHT3 = false;
  32. this.POINTLIGHT0 = false;
  33. this.POINTLIGHT1 = false;
  34. this.POINTLIGHT2 = false;
  35. this.POINTLIGHT3 = false;
  36. this.SHADOW0 = false;
  37. this.SHADOW1 = false;
  38. this.SHADOW2 = false;
  39. this.SHADOW3 = false;
  40. this.SHADOWS = false;
  41. this.SHADOWVSM0 = false;
  42. this.SHADOWVSM1 = false;
  43. this.SHADOWVSM2 = false;
  44. this.SHADOWVSM3 = false;
  45. this.SHADOWPCF0 = false;
  46. this.SHADOWPCF1 = false;
  47. this.SHADOWPCF2 = false;
  48. this.SHADOWPCF3 = false;
  49. this.NORMAL = false;
  50. this.UV1 = false;
  51. this.UV2 = false;
  52. this.VERTEXCOLOR = false;
  53. this.VERTEXALPHA = false;
  54. this.NUM_BONE_INFLUENCERS = 0;
  55. this.BonesPerMesh = 0;
  56. this.INSTANCES = false;
  57. this.SPECULARTERM = false;
  58. this._keys = Object.keys(this);
  59. }
  60. return WaterMaterialDefines;
  61. })(BABYLON.MaterialDefines);
  62. var WaterMaterial = (function (_super) {
  63. __extends(WaterMaterial, _super);
  64. /**
  65. * Constructor
  66. */
  67. function WaterMaterial(name, scene, renderTargetSize) {
  68. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  69. _super.call(this, name, scene);
  70. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  71. this.specularColor = new BABYLON.Color3(0, 0, 0);
  72. this.specularPower = 64;
  73. this.disableLighting = false;
  74. /**
  75. * @param {number}: Represents the wind force
  76. */
  77. this.windForce = 6;
  78. /**
  79. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  80. */
  81. this.windDirection = new BABYLON.Vector2(0, 1);
  82. /**
  83. * @param {number}: Wave height, represents the height of the waves
  84. */
  85. this.waveHeight = 0.4;
  86. /**
  87. * @param {number}: Bump height, represents the bump height related to the bump map
  88. */
  89. this.bumpHeight = 0.4;
  90. /**
  91. * @param {number}: The water color blended with the reflection and refraction samplers
  92. */
  93. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  94. /**
  95. * @param {number}: The blend factor related to the water color
  96. */
  97. this.colorBlendFactor = 0.2;
  98. /**
  99. * @param {number}: Represents the maximum length of a wave
  100. */
  101. this.waveLength = 0.1;
  102. /**
  103. * @param {number}: Defines the waves speed
  104. */
  105. this.waveSpeed = 1.0;
  106. /*
  107. * Private members
  108. */
  109. this._mesh = null;
  110. this._reflectionTransform = BABYLON.Matrix.Zero();
  111. this._lastTime = 0;
  112. this._scaledDiffuse = new BABYLON.Color3();
  113. this._scaledSpecular = new BABYLON.Color3();
  114. this._defines = new WaterMaterialDefines();
  115. this._cachedDefines = new WaterMaterialDefines();
  116. // Create render targets
  117. this._createRenderTargets(scene, renderTargetSize);
  118. }
  119. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  120. // Get / Set
  121. get: function () {
  122. return this._refractionRTT;
  123. },
  124. enumerable: true,
  125. configurable: true
  126. });
  127. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  128. get: function () {
  129. return this._reflectionRTT;
  130. },
  131. enumerable: true,
  132. configurable: true
  133. });
  134. // Methods
  135. WaterMaterial.prototype.addToRenderList = function (node) {
  136. this._refractionRTT.renderList.push(node);
  137. this._reflectionRTT.renderList.push(node);
  138. };
  139. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  140. var refreshRate = enable ? 1 : 0;
  141. this._refractionRTT.refreshRate = refreshRate;
  142. this._reflectionRTT.refreshRate = refreshRate;
  143. };
  144. WaterMaterial.prototype.needAlphaBlending = function () {
  145. return (this.alpha < 1.0);
  146. };
  147. WaterMaterial.prototype.needAlphaTesting = function () {
  148. return false;
  149. };
  150. WaterMaterial.prototype.getAlphaTestTexture = function () {
  151. return null;
  152. };
  153. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  154. if (!mesh) {
  155. return true;
  156. }
  157. if (this._defines.INSTANCES !== useInstances) {
  158. return false;
  159. }
  160. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  161. return true;
  162. }
  163. return false;
  164. };
  165. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  166. if (this.checkReadyOnlyOnce) {
  167. if (this._wasPreviouslyReady) {
  168. return true;
  169. }
  170. }
  171. var scene = this.getScene();
  172. if (!this.checkReadyOnEveryCall) {
  173. if (this._renderId === scene.getRenderId()) {
  174. if (this._checkCache(scene, mesh, useInstances)) {
  175. return true;
  176. }
  177. }
  178. }
  179. var engine = scene.getEngine();
  180. var needNormals = false;
  181. var needUVs = false;
  182. this._defines.reset();
  183. // Textures
  184. if (scene.texturesEnabled) {
  185. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  186. if (!this.bumpTexture.isReady()) {
  187. return false;
  188. }
  189. else {
  190. needUVs = true;
  191. this._defines.BUMP = true;
  192. }
  193. }
  194. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  195. this._defines.REFLECTION = true;
  196. }
  197. }
  198. // Effect
  199. if (scene.clipPlane) {
  200. this._defines.CLIPPLANE = true;
  201. }
  202. if (engine.getAlphaTesting()) {
  203. this._defines.ALPHATEST = true;
  204. }
  205. // Point size
  206. if (this.pointsCloud || scene.forcePointsCloud) {
  207. this._defines.POINTSIZE = true;
  208. }
  209. // Fog
  210. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  211. this._defines.FOG = true;
  212. }
  213. var lightIndex = 0;
  214. if (scene.lightsEnabled && !this.disableLighting) {
  215. for (var index = 0; index < scene.lights.length; index++) {
  216. var light = scene.lights[index];
  217. if (!light.isEnabled()) {
  218. continue;
  219. }
  220. // Excluded check
  221. if (light._excludedMeshesIds.length > 0) {
  222. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  223. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  224. if (excludedMesh) {
  225. light.excludedMeshes.push(excludedMesh);
  226. }
  227. }
  228. light._excludedMeshesIds = [];
  229. }
  230. // Included check
  231. if (light._includedOnlyMeshesIds.length > 0) {
  232. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  233. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  234. if (includedOnlyMesh) {
  235. light.includedOnlyMeshes.push(includedOnlyMesh);
  236. }
  237. }
  238. light._includedOnlyMeshesIds = [];
  239. }
  240. if (!light.canAffectMesh(mesh)) {
  241. continue;
  242. }
  243. needNormals = true;
  244. this._defines["LIGHT" + lightIndex] = true;
  245. var type;
  246. if (light instanceof BABYLON.SpotLight) {
  247. type = "SPOTLIGHT" + lightIndex;
  248. }
  249. else if (light instanceof BABYLON.HemisphericLight) {
  250. type = "HEMILIGHT" + lightIndex;
  251. }
  252. else if (light instanceof BABYLON.PointLight) {
  253. type = "POINTLIGHT" + lightIndex;
  254. }
  255. else {
  256. type = "DIRLIGHT" + lightIndex;
  257. }
  258. this._defines[type] = true;
  259. // Specular
  260. if (!light.specular.equalsFloats(0, 0, 0)) {
  261. this._defines.SPECULARTERM = true;
  262. }
  263. // Shadows
  264. if (scene.shadowsEnabled) {
  265. var shadowGenerator = light.getShadowGenerator();
  266. if (mesh && mesh.receiveShadows && shadowGenerator) {
  267. this._defines["SHADOW" + lightIndex] = true;
  268. this._defines.SHADOWS = true;
  269. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  270. this._defines["SHADOWVSM" + lightIndex] = true;
  271. }
  272. if (shadowGenerator.usePoissonSampling) {
  273. this._defines["SHADOWPCF" + lightIndex] = true;
  274. }
  275. }
  276. }
  277. lightIndex++;
  278. if (lightIndex === maxSimultaneousLights)
  279. break;
  280. }
  281. }
  282. // Attribs
  283. if (mesh) {
  284. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  285. this._defines.NORMAL = true;
  286. }
  287. if (needUVs) {
  288. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  289. this._defines.UV1 = true;
  290. }
  291. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  292. this._defines.UV2 = true;
  293. }
  294. }
  295. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  296. this._defines.VERTEXCOLOR = true;
  297. if (mesh.hasVertexAlpha) {
  298. this._defines.VERTEXALPHA = true;
  299. }
  300. }
  301. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  302. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  303. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  304. }
  305. // Instances
  306. if (useInstances) {
  307. this._defines.INSTANCES = true;
  308. }
  309. }
  310. this._mesh = mesh;
  311. // Get correct effect
  312. if (!this._defines.isEqual(this._cachedDefines)) {
  313. this._defines.cloneTo(this._cachedDefines);
  314. scene.resetCachedMaterial();
  315. // Fallbacks
  316. var fallbacks = new BABYLON.EffectFallbacks();
  317. if (this._defines.FOG) {
  318. fallbacks.addFallback(1, "FOG");
  319. }
  320. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  321. if (!this._defines["LIGHT" + lightIndex]) {
  322. continue;
  323. }
  324. if (lightIndex > 0) {
  325. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  326. }
  327. if (this._defines["SHADOW" + lightIndex]) {
  328. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  329. }
  330. if (this._defines["SHADOWPCF" + lightIndex]) {
  331. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  332. }
  333. if (this._defines["SHADOWVSM" + lightIndex]) {
  334. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  335. }
  336. }
  337. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  338. fallbacks.addCPUSkinningFallback(0, mesh);
  339. }
  340. //Attributes
  341. var attribs = [BABYLON.VertexBuffer.PositionKind];
  342. if (this._defines.NORMAL) {
  343. attribs.push(BABYLON.VertexBuffer.NormalKind);
  344. }
  345. if (this._defines.UV1) {
  346. attribs.push(BABYLON.VertexBuffer.UVKind);
  347. }
  348. if (this._defines.UV2) {
  349. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  350. }
  351. if (this._defines.VERTEXCOLOR) {
  352. attribs.push(BABYLON.VertexBuffer.ColorKind);
  353. }
  354. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  355. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  356. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  357. if (this._defines.NUM_BONE_INFLUENCERS > 4) {
  358. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  359. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  360. }
  361. }
  362. if (this._defines.INSTANCES) {
  363. attribs.push("world0");
  364. attribs.push("world1");
  365. attribs.push("world2");
  366. attribs.push("world3");
  367. }
  368. // Legacy browser patch
  369. var shaderName = "water";
  370. var join = this._defines.toString();
  371. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  372. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  373. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  374. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  375. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  376. "vFogInfos", "vFogColor", "pointSize",
  377. "vNormalInfos",
  378. "mBones",
  379. "vClipPlane", "normalMatrix",
  380. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  381. // Water
  382. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  383. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "colorBlendFactor", "waveSpeed"
  384. ], ["normalSampler",
  385. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3",
  386. // Water
  387. "refractionSampler", "reflectionSampler"
  388. ], join, fallbacks, this.onCompiled, this.onError);
  389. }
  390. if (!this._effect.isReady()) {
  391. return false;
  392. }
  393. this._renderId = scene.getRenderId();
  394. this._wasPreviouslyReady = true;
  395. if (mesh) {
  396. if (!mesh._materialDefines) {
  397. mesh._materialDefines = new WaterMaterialDefines();
  398. }
  399. this._defines.cloneTo(mesh._materialDefines);
  400. }
  401. return true;
  402. };
  403. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  404. this._effect.setMatrix("world", world);
  405. };
  406. WaterMaterial.prototype.bind = function (world, mesh) {
  407. var scene = this.getScene();
  408. // Matrices
  409. this.bindOnlyWorldMatrix(world);
  410. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  411. // Bones
  412. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  413. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  414. }
  415. if (scene.getCachedMaterial() !== this) {
  416. // Textures
  417. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  418. this._effect.setTexture("normalSampler", this.bumpTexture);
  419. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  420. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  421. }
  422. // Clip plane
  423. if (scene.clipPlane) {
  424. var clipPlane = scene.clipPlane;
  425. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  426. }
  427. // Point size
  428. if (this.pointsCloud) {
  429. this._effect.setFloat("pointSize", this.pointSize);
  430. }
  431. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  432. }
  433. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  434. if (this._defines.SPECULARTERM) {
  435. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  436. }
  437. if (scene.lightsEnabled && !this.disableLighting) {
  438. var lightIndex = 0;
  439. for (var index = 0; index < scene.lights.length; index++) {
  440. var light = scene.lights[index];
  441. if (!light.isEnabled()) {
  442. continue;
  443. }
  444. if (!light.canAffectMesh(mesh)) {
  445. continue;
  446. }
  447. if (light instanceof BABYLON.PointLight) {
  448. // Point Light
  449. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  450. }
  451. else if (light instanceof BABYLON.DirectionalLight) {
  452. // Directional Light
  453. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  454. }
  455. else if (light instanceof BABYLON.SpotLight) {
  456. // Spot Light
  457. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  458. }
  459. else if (light instanceof BABYLON.HemisphericLight) {
  460. // Hemispheric Light
  461. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  462. }
  463. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  464. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  465. if (this._defines.SPECULARTERM) {
  466. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  467. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  468. }
  469. // Shadows
  470. if (scene.shadowsEnabled) {
  471. var shadowGenerator = light.getShadowGenerator();
  472. if (mesh.receiveShadows && shadowGenerator) {
  473. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  474. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  475. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  476. }
  477. }
  478. lightIndex++;
  479. if (lightIndex === maxSimultaneousLights)
  480. break;
  481. }
  482. }
  483. // View
  484. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  485. this._effect.setMatrix("view", scene.getViewMatrix());
  486. }
  487. // Fog
  488. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  489. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  490. this._effect.setColor3("vFogColor", scene.fogColor);
  491. }
  492. // Water
  493. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  494. this._effect.setTexture("refractionSampler", this._refractionRTT);
  495. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  496. }
  497. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  498. this._lastTime += scene.getEngine().getDeltaTime();
  499. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  500. this._effect.setVector2("windDirection", this.windDirection);
  501. this._effect.setFloat("waveLength", this.waveLength);
  502. this._effect.setFloat("time", this._lastTime / 100000);
  503. this._effect.setFloat("windForce", this.windForce);
  504. this._effect.setFloat("waveHeight", this.waveHeight);
  505. this._effect.setFloat("bumpHeight", this.bumpHeight);
  506. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  507. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  508. this._effect.setFloat("waveSpeed", this.waveSpeed);
  509. _super.prototype.bind.call(this, world, mesh);
  510. };
  511. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  512. var _this = this;
  513. // Render targets
  514. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  515. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  516. scene.customRenderTargets.push(this._refractionRTT);
  517. scene.customRenderTargets.push(this._reflectionRTT);
  518. var isVisible;
  519. var clipPlane = null;
  520. var savedViewMatrix;
  521. var mirrorMatrix = BABYLON.Matrix.Zero();
  522. this._refractionRTT.onBeforeRender = function () {
  523. if (_this._mesh) {
  524. isVisible = _this._mesh.isVisible;
  525. _this._mesh.isVisible = false;
  526. }
  527. // Clip plane
  528. clipPlane = scene.clipPlane;
  529. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  530. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, 1, 0));
  531. };
  532. this._refractionRTT.onAfterRender = function () {
  533. if (_this._mesh) {
  534. _this._mesh.isVisible = isVisible;
  535. }
  536. // Clip plane
  537. scene.clipPlane = clipPlane;
  538. };
  539. this._reflectionRTT.onBeforeRender = function () {
  540. if (_this._mesh) {
  541. isVisible = _this._mesh.isVisible;
  542. _this._mesh.isVisible = false;
  543. }
  544. // Clip plane
  545. clipPlane = scene.clipPlane;
  546. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  547. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, -1, 0));
  548. // Transform
  549. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  550. savedViewMatrix = scene.getViewMatrix();
  551. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  552. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  553. scene.getEngine().cullBackFaces = false;
  554. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  555. };
  556. this._reflectionRTT.onAfterRender = function () {
  557. if (_this._mesh) {
  558. _this._mesh.isVisible = isVisible;
  559. }
  560. // Clip plane
  561. scene.clipPlane = clipPlane;
  562. // Transform
  563. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  564. scene.getEngine().cullBackFaces = true;
  565. scene._mirroredCameraPosition = null;
  566. };
  567. };
  568. WaterMaterial.prototype.getAnimatables = function () {
  569. var results = [];
  570. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  571. results.push(this.bumpTexture);
  572. }
  573. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  574. results.push(this._reflectionRTT);
  575. }
  576. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  577. results.push(this._refractionRTT);
  578. }
  579. return results;
  580. };
  581. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  582. if (this.bumpTexture) {
  583. this.bumpTexture.dispose();
  584. }
  585. if (this._reflectionRTT) {
  586. this._reflectionRTT.dispose();
  587. }
  588. if (this._refractionRTT) {
  589. this._refractionRTT.dispose();
  590. }
  591. _super.prototype.dispose.call(this, forceDisposeEffect);
  592. };
  593. WaterMaterial.prototype.clone = function (name) {
  594. var newMaterial = new WaterMaterial(name, this.getScene());
  595. // Base material
  596. this.copyTo(newMaterial);
  597. // water material
  598. if (this.bumpTexture && this.bumpTexture.clone) {
  599. newMaterial.bumpTexture = this.bumpTexture.clone();
  600. }
  601. newMaterial.diffuseColor = this.diffuseColor.clone();
  602. return newMaterial;
  603. };
  604. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  605. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  606. return mesh;
  607. };
  608. return WaterMaterial;
  609. })(BABYLON.Material);
  610. BABYLON.WaterMaterial = WaterMaterial;
  611. })(BABYLON || (BABYLON = {}));
  612. BABYLON.Effect.ShadersStore['waterVertexShader'] = "precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tuniform mat4 mBones[BonesPerMesh];\r\n\r\n\tattribute vec4 matricesIndices;\r\n\tattribute vec4 matricesWeights;\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tattribute vec4 matricesIndicesExtra;\r\n\t\tattribute vec4 matricesWeightsExtra;\r\n\t#endif\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef BUMP\r\nvarying vec2 vNormalUV;\r\nuniform mat4 normalMatrix;\r\nuniform vec2 vNormalInfos;\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n// Water uniforms\r\nuniform mat4 worldReflectionViewProjection;\r\nuniform vec2 windDirection;\r\nuniform float waveLength;\r\nuniform float time;\r\nuniform float windForce;\r\nuniform float waveHeight;\r\nuniform float waveSpeed;\r\n\r\n// Water varyings\r\nvarying vec3 vPosition;\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#if NUM_BONE_INFLUENCERS > 0\r\n\tmat4 influence;\r\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 1\r\n\t\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\r\n\t#endif \r\n\t#if NUM_BONE_INFLUENCERS > 2\r\n\t\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 3\r\n\t\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\r\n\t#endif\t\r\n\r\n\t#if NUM_BONE_INFLUENCERS > 4\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\r\n\t#endif\r\n\t#if NUM_BONE_INFLUENCERS > 5\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 6\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\r\n\t#endif\t\r\n\t#if NUM_BONE_INFLUENCERS > 7\r\n\t\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\r\n\t#endif\t\r\n\r\n\tfinalWorld = finalWorld * influence;\r\n#endif\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vNormalInfos.x == 0.)\r\n\t{\r\n\t\tvNormalUV = vec2(normalMatrix * vec4((uv * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvNormalUV = vec2(normalMatrix * vec4((uv2 * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n\r\n\tvec3 p = position;\r\n\tfloat newY = (sin(((p.x / 0.05) + time * waveSpeed * windForce) * windDirection.x) * waveHeight * 5.0)\r\n\t\t\t + (cos(((p.z / 0.05) + time * waveSpeed * windForce) * windDirection.y) * waveHeight * 5.0);\r\n\tp.y += abs(newY);\r\n\t\r\n\tgl_Position = viewProjection * finalWorld * vec4(p, 1.0);\r\n\r\n#ifdef REFLECTION\r\n\tworldPos = viewProjection * finalWorld * vec4(p, 1.0);\r\n\t\r\n\t// Water\r\n\tvPosition = position;\r\n\t\r\n\tvRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\r\n\tvRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\r\n\tvRefractionMapTexCoord.z = worldPos.w;\r\n\t\r\n\tworldPos = worldReflectionViewProjection * vec4(position, 1.0);\r\n\tvReflectionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\r\n\tvReflectionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\r\n\tvReflectionMapTexCoord.z = worldPos.w;\r\n#endif\r\n}\r\n";
  613. BABYLON.Effect.ShadersStore['waterPixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef BUMP\r\nvarying vec2 vNormalUV;\r\nuniform sampler2D normalSampler;\r\nuniform vec2 vNormalInfos;\r\n#endif\r\n\r\nuniform sampler2D refractionSampler;\r\nuniform sampler2D reflectionSampler;\r\n\r\n// Water uniforms\r\nconst float LOG2 = 1.442695;\r\n\r\nuniform vec3 cameraPosition;\r\n\r\nuniform vec4 waterColor;\r\nuniform float colorBlendFactor;\r\n\r\nuniform float bumpHeight;\r\n\r\n// Water varyings\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\nvarying vec3 vPosition;\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n\tif (depth > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.0;\r\n}\r\n\r\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec3 poissonDisk[4];\r\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\r\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\r\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\r\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth - bias;\r\n\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n#ifdef SPECULARTERM\r\n\tvec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n\t// Specular\r\n#ifdef SPECULARTERM\r\n\tvec3 angleW = normalize(viewDirectionW - lightVectorW);\r\n\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\r\n\tvec3 halfvec = normalize(angleW + lightVectorW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\tfloat temp = pow(dot(vNormal, halfvec), max(1., glossiness));\r\n\tresult.specular = specularColor * temp * attenuation;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 specularColor, vec3 diffuseColor, float range, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n\t\t// Specular\r\n#ifdef SPECULARTERM\t\t\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightVectorW);\r\n\t\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\t\r\n\t\tvec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\t\tfloat temp = pow(dot(halfvec, vNormal), max(1., glossiness));\r\n\t\tresult.specular = specularColor * temp * spotAtten * attenuation;\r\n#endif\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n\tresult.specular = vec3(0.);\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\t\r\n\t// Specular\r\n#ifdef SPECULARTERM\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\r\n\tvec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\tfloat temp = pow(dot(halfvec, vNormal), max(1., glossiness));\r\n\tresult.specular = specularColor * temp;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\t\r\n#ifdef SPECULARTERM\r\n\tfloat glossiness = vSpecularColor.a;\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#else\r\n\tfloat glossiness = 0.;\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef BUMP\r\n\tbaseColor = texture2D(normalSampler, vNormalUV);\r\n\tvec3 bumpColor = baseColor.rgb;\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vNormalInfos.y;\r\n#else\r\n\tvec3 bumpColor = vec3(1.0);\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n\tvec2 perturbation = bumpHeight * (baseColor.rg - 0.5);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n\tvec2 perturbation = bumpHeight * (vec2(1.0, 1.0) - 0.5);\r\n#endif\r\n\r\n#ifdef REFLECTION\r\n\t// Water\r\n\tvec3 eyeVector = normalize(vEyePosition - vPosition);\r\n\t\r\n\tvec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 refractiveColor = texture2D(refractionSampler, projectedRefractionTexCoords);\r\n\t\r\n\tvec2 projectedReflectionTexCoords = clamp(vReflectionMapTexCoord.xy / vReflectionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 reflectiveColor = texture2D(reflectionSampler, projectedReflectionTexCoords);\r\n\t\r\n\tvec3 upVector = vec3(0.0, 1.0, 0.0);\r\n\t\r\n\tfloat fresnelTerm = max(dot(eyeVector, upVector), 0.0);\r\n\t\r\n\tvec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);\r\n\t\r\n\tbaseColor = colorBlendFactor * waterColor + (1.0 - colorBlendFactor) * combinedColor;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n\t#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n\t#endif\r\n#else\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1.a, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(finalDiffuse + finalSpecular, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\t\r\n\tgl_FragColor = color;\r\n}";