babylon.waterMaterial.js 45 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.DIFFUSE = false;
  11. this.CLIPPLANE = false;
  12. this.ALPHATEST = false;
  13. this.POINTSIZE = false;
  14. this.FOG = false;
  15. this.LIGHT0 = false;
  16. this.LIGHT1 = false;
  17. this.LIGHT2 = false;
  18. this.LIGHT3 = false;
  19. this.SPOTLIGHT0 = false;
  20. this.SPOTLIGHT1 = false;
  21. this.SPOTLIGHT2 = false;
  22. this.SPOTLIGHT3 = false;
  23. this.HEMILIGHT0 = false;
  24. this.HEMILIGHT1 = false;
  25. this.HEMILIGHT2 = false;
  26. this.HEMILIGHT3 = false;
  27. this.POINTDIRLIGHT0 = false;
  28. this.POINTDIRLIGHT1 = false;
  29. this.POINTDIRLIGHT2 = false;
  30. this.POINTDIRLIGHT3 = false;
  31. this.SHADOW0 = false;
  32. this.SHADOW1 = false;
  33. this.SHADOW2 = false;
  34. this.SHADOW3 = false;
  35. this.SHADOWS = false;
  36. this.SHADOWVSM0 = false;
  37. this.SHADOWVSM1 = false;
  38. this.SHADOWVSM2 = false;
  39. this.SHADOWVSM3 = false;
  40. this.SHADOWPCF0 = false;
  41. this.SHADOWPCF1 = false;
  42. this.SHADOWPCF2 = false;
  43. this.SHADOWPCF3 = false;
  44. this.NORMAL = false;
  45. this.UV1 = false;
  46. this.UV2 = false;
  47. this.VERTEXCOLOR = false;
  48. this.VERTEXALPHA = false;
  49. this.BONES = false;
  50. this.BONES4 = false;
  51. this.BonesPerMesh = 0;
  52. this.INSTANCES = false;
  53. this._keys = Object.keys(this);
  54. }
  55. return WaterMaterialDefines;
  56. })(BABYLON.MaterialDefines);
  57. var WaterMaterial = (function (_super) {
  58. __extends(WaterMaterial, _super);
  59. /**
  60. * Constructor
  61. */
  62. function WaterMaterial(name, scene, sourceMesh, renderTargetSize) {
  63. if (sourceMesh === void 0) { sourceMesh = null; }
  64. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  65. _super.call(this, name, scene);
  66. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  67. this.disableLighting = false;
  68. /**
  69. * @param {number}: Represents the wind force
  70. */
  71. this.windForce = 6;
  72. /**
  73. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  74. */
  75. this.windDirection = new BABYLON.Vector2(0, 1);
  76. /**
  77. * @param {number}: Wave height, represents the bump height related to the bump map
  78. */
  79. this.waveHeight = 0.3;
  80. /**
  81. * @param {number}: The water color blended with the reflection and refraction samplers
  82. */
  83. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  84. /**
  85. * @param {number}: The blend factor related to the water color
  86. */
  87. this.colorBlendFactor = 0.2;
  88. /**
  89. * @param {number}: Represents the maximum length of a wave
  90. */
  91. this.waveLength = 0.1;
  92. this._reflectionTransform = BABYLON.Matrix.Zero();
  93. this._lastTime = 0;
  94. this._scaledDiffuse = new BABYLON.Color3();
  95. this._defines = new WaterMaterialDefines();
  96. this._cachedDefines = new WaterMaterialDefines();
  97. // Set this
  98. this._mesh = sourceMesh;
  99. // Create render targets
  100. this._createRenderTargets(scene, renderTargetSize);
  101. }
  102. Object.defineProperty(WaterMaterial.prototype, "mesh", {
  103. // Get / Set
  104. get: function () {
  105. return this._mesh;
  106. },
  107. set: function (mesh) {
  108. this._mesh = mesh;
  109. },
  110. enumerable: true,
  111. configurable: true
  112. });
  113. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  114. get: function () {
  115. return this._refractionRTT;
  116. },
  117. enumerable: true,
  118. configurable: true
  119. });
  120. Object.defineProperty(WaterMaterial.prototype, "reflectioNTexture", {
  121. get: function () {
  122. return this._reflectionRTT;
  123. },
  124. enumerable: true,
  125. configurable: true
  126. });
  127. // Methods
  128. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  129. var refreshRate = enable ? 1 : 0;
  130. this._refractionRTT.refreshRate = refreshRate;
  131. this._reflectionRTT.refreshRate = refreshRate;
  132. };
  133. WaterMaterial.prototype.needAlphaBlending = function () {
  134. return (this.alpha < 1.0);
  135. };
  136. WaterMaterial.prototype.needAlphaTesting = function () {
  137. return false;
  138. };
  139. WaterMaterial.prototype.getAlphaTestTexture = function () {
  140. return null;
  141. };
  142. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  143. if (!mesh) {
  144. return true;
  145. }
  146. if (this._defines.INSTANCES !== useInstances) {
  147. return false;
  148. }
  149. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  150. return true;
  151. }
  152. return false;
  153. };
  154. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  155. if (this.checkReadyOnlyOnce) {
  156. if (this._wasPreviouslyReady) {
  157. return true;
  158. }
  159. }
  160. var scene = this.getScene();
  161. if (!this.checkReadyOnEveryCall) {
  162. if (this._renderId === scene.getRenderId()) {
  163. if (this._checkCache(scene, mesh, useInstances)) {
  164. return true;
  165. }
  166. }
  167. }
  168. var engine = scene.getEngine();
  169. var needNormals = false;
  170. var needUVs = false;
  171. this._defines.reset();
  172. // Textures
  173. if (scene.texturesEnabled) {
  174. if (this.bumpTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  175. if (!this.bumpTexture.isReady()) {
  176. return false;
  177. }
  178. else {
  179. needUVs = true;
  180. this._defines.DIFFUSE = true;
  181. }
  182. }
  183. }
  184. // Effect
  185. if (scene.clipPlane) {
  186. this._defines.CLIPPLANE = true;
  187. }
  188. if (engine.getAlphaTesting()) {
  189. this._defines.ALPHATEST = true;
  190. }
  191. // Point size
  192. if (this.pointsCloud || scene.forcePointsCloud) {
  193. this._defines.POINTSIZE = true;
  194. }
  195. // Fog
  196. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  197. this._defines.FOG = true;
  198. }
  199. var lightIndex = 0;
  200. if (scene.lightsEnabled && !this.disableLighting) {
  201. for (var index = 0; index < scene.lights.length; index++) {
  202. var light = scene.lights[index];
  203. if (!light.isEnabled()) {
  204. continue;
  205. }
  206. // Excluded check
  207. if (light._excludedMeshesIds.length > 0) {
  208. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  209. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  210. if (excludedMesh) {
  211. light.excludedMeshes.push(excludedMesh);
  212. }
  213. }
  214. light._excludedMeshesIds = [];
  215. }
  216. // Included check
  217. if (light._includedOnlyMeshesIds.length > 0) {
  218. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  219. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  220. if (includedOnlyMesh) {
  221. light.includedOnlyMeshes.push(includedOnlyMesh);
  222. }
  223. }
  224. light._includedOnlyMeshesIds = [];
  225. }
  226. if (!light.canAffectMesh(mesh)) {
  227. continue;
  228. }
  229. needNormals = true;
  230. this._defines["LIGHT" + lightIndex] = true;
  231. var type;
  232. if (light instanceof BABYLON.SpotLight) {
  233. type = "SPOTLIGHT" + lightIndex;
  234. }
  235. else if (light instanceof BABYLON.HemisphericLight) {
  236. type = "HEMILIGHT" + lightIndex;
  237. }
  238. else {
  239. type = "POINTDIRLIGHT" + lightIndex;
  240. }
  241. this._defines[type] = true;
  242. // Shadows
  243. if (scene.shadowsEnabled) {
  244. var shadowGenerator = light.getShadowGenerator();
  245. if (mesh && mesh.receiveShadows && shadowGenerator) {
  246. this._defines["SHADOW" + lightIndex] = true;
  247. this._defines.SHADOWS = true;
  248. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  249. this._defines["SHADOWVSM" + lightIndex] = true;
  250. }
  251. if (shadowGenerator.usePoissonSampling) {
  252. this._defines["SHADOWPCF" + lightIndex] = true;
  253. }
  254. }
  255. }
  256. lightIndex++;
  257. if (lightIndex === maxSimultaneousLights)
  258. break;
  259. }
  260. }
  261. // Attribs
  262. if (mesh) {
  263. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  264. this._defines.NORMAL = true;
  265. }
  266. if (needUVs) {
  267. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  268. this._defines.UV1 = true;
  269. }
  270. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  271. this._defines.UV2 = true;
  272. }
  273. }
  274. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  275. this._defines.VERTEXCOLOR = true;
  276. if (mesh.hasVertexAlpha) {
  277. this._defines.VERTEXALPHA = true;
  278. }
  279. }
  280. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  281. this._defines.BONES = true;
  282. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  283. this._defines.BONES4 = true;
  284. }
  285. // Instances
  286. if (useInstances) {
  287. this._defines.INSTANCES = true;
  288. }
  289. }
  290. // Get correct effect
  291. if (!this._defines.isEqual(this._cachedDefines)) {
  292. this._defines.cloneTo(this._cachedDefines);
  293. scene.resetCachedMaterial();
  294. // Fallbacks
  295. var fallbacks = new BABYLON.EffectFallbacks();
  296. if (this._defines.FOG) {
  297. fallbacks.addFallback(1, "FOG");
  298. }
  299. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  300. if (!this._defines["LIGHT" + lightIndex]) {
  301. continue;
  302. }
  303. if (lightIndex > 0) {
  304. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  305. }
  306. if (this._defines["SHADOW" + lightIndex]) {
  307. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  308. }
  309. if (this._defines["SHADOWPCF" + lightIndex]) {
  310. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  311. }
  312. if (this._defines["SHADOWVSM" + lightIndex]) {
  313. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  314. }
  315. }
  316. if (this._defines.BONES4) {
  317. fallbacks.addFallback(0, "BONES4");
  318. }
  319. //Attributes
  320. var attribs = [BABYLON.VertexBuffer.PositionKind];
  321. if (this._defines.NORMAL) {
  322. attribs.push(BABYLON.VertexBuffer.NormalKind);
  323. }
  324. if (this._defines.UV1) {
  325. attribs.push(BABYLON.VertexBuffer.UVKind);
  326. }
  327. if (this._defines.UV2) {
  328. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  329. }
  330. if (this._defines.VERTEXCOLOR) {
  331. attribs.push(BABYLON.VertexBuffer.ColorKind);
  332. }
  333. if (this._defines.BONES) {
  334. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  335. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  336. }
  337. if (this._defines.INSTANCES) {
  338. attribs.push("world0");
  339. attribs.push("world1");
  340. attribs.push("world2");
  341. attribs.push("world3");
  342. }
  343. // Legacy browser patch
  344. var shaderName = "water";
  345. var join = this._defines.toString();
  346. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  347. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  348. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  349. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  350. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  351. "vFogInfos", "vFogColor", "pointSize",
  352. "vNormalInfos",
  353. "mBones",
  354. "vClipPlane", "normalMatrix",
  355. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  356. // Water
  357. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  358. "cameraPosition", "waveHeight", "waterColor", "colorBlendFactor"
  359. ], ["normalSampler",
  360. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3",
  361. // Water
  362. "refractionSampler", "reflectionSampler"
  363. ], join, fallbacks, this.onCompiled, this.onError);
  364. }
  365. if (!this._effect.isReady()) {
  366. return false;
  367. }
  368. this._renderId = scene.getRenderId();
  369. this._wasPreviouslyReady = true;
  370. if (mesh) {
  371. if (!mesh._materialDefines) {
  372. mesh._materialDefines = new WaterMaterialDefines();
  373. }
  374. this._defines.cloneTo(mesh._materialDefines);
  375. }
  376. return true;
  377. };
  378. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  379. this._effect.setMatrix("world", world);
  380. };
  381. WaterMaterial.prototype.bind = function (world, mesh) {
  382. var scene = this.getScene();
  383. // Matrices
  384. this.bindOnlyWorldMatrix(world);
  385. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  386. // Bones
  387. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  388. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  389. }
  390. if (scene.getCachedMaterial() !== this) {
  391. // Textures
  392. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  393. this._effect.setTexture("normalSampler", this.bumpTexture);
  394. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  395. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  396. }
  397. // Clip plane
  398. if (scene.clipPlane) {
  399. var clipPlane = scene.clipPlane;
  400. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  401. }
  402. // Point size
  403. if (this.pointsCloud) {
  404. this._effect.setFloat("pointSize", this.pointSize);
  405. }
  406. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  407. }
  408. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  409. if (scene.lightsEnabled && !this.disableLighting) {
  410. var lightIndex = 0;
  411. for (var index = 0; index < scene.lights.length; index++) {
  412. var light = scene.lights[index];
  413. if (!light.isEnabled()) {
  414. continue;
  415. }
  416. if (!light.canAffectMesh(mesh)) {
  417. continue;
  418. }
  419. if (light instanceof BABYLON.PointLight) {
  420. // Point Light
  421. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  422. }
  423. else if (light instanceof BABYLON.DirectionalLight) {
  424. // Directional Light
  425. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  426. }
  427. else if (light instanceof BABYLON.SpotLight) {
  428. // Spot Light
  429. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  430. }
  431. else if (light instanceof BABYLON.HemisphericLight) {
  432. // Hemispheric Light
  433. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  434. }
  435. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  436. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  437. // Shadows
  438. if (scene.shadowsEnabled) {
  439. var shadowGenerator = light.getShadowGenerator();
  440. if (mesh.receiveShadows && shadowGenerator) {
  441. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  442. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  443. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  444. }
  445. }
  446. lightIndex++;
  447. if (lightIndex === maxSimultaneousLights)
  448. break;
  449. }
  450. }
  451. // View
  452. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  453. this._effect.setMatrix("view", scene.getViewMatrix());
  454. }
  455. // Fog
  456. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  457. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  458. this._effect.setColor3("vFogColor", scene.fogColor);
  459. }
  460. // Water
  461. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  462. this._effect.setTexture("refractionSampler", this._refractionRTT);
  463. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  464. }
  465. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  466. this._lastTime += scene.getEngine().getDeltaTime();
  467. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  468. this._effect.setVector2("windDirection", this.windDirection);
  469. this._effect.setFloat("waveLength", this.waveLength);
  470. this._effect.setFloat("time", this._lastTime / 100000);
  471. this._effect.setFloat("windForce", this.windForce);
  472. this._effect.setFloat("waveHeight", this.waveHeight);
  473. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  474. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  475. _super.prototype.bind.call(this, world, mesh);
  476. };
  477. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  478. var _this = this;
  479. // Render targets
  480. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  481. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  482. scene.customRenderTargets.push(this._refractionRTT);
  483. scene.customRenderTargets.push(this._reflectionRTT);
  484. this._refractionRTT.renderList = scene.meshes;
  485. this._reflectionRTT.renderList = scene.meshes;
  486. var isVisible;
  487. var clipPlane = null;
  488. var savedViewMatrix;
  489. var mirrorMatrix = BABYLON.Matrix.Zero();
  490. this._refractionRTT.onBeforeRender = function () {
  491. isVisible = _this._mesh.isVisible;
  492. _this._mesh.isVisible = false;
  493. // Clip plane
  494. clipPlane = scene.clipPlane;
  495. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, _this._mesh.position.y, 0), new BABYLON.Vector3(0, 1, 0));
  496. };
  497. this._refractionRTT.onAfterRender = function () {
  498. _this._mesh.isVisible = isVisible;
  499. // Clip plane
  500. scene.clipPlane = clipPlane;
  501. };
  502. this._reflectionRTT.onBeforeRender = function () {
  503. isVisible = _this._mesh.isVisible;
  504. _this._mesh.isVisible = false;
  505. // Clip plane
  506. clipPlane = scene.clipPlane;
  507. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, _this._mesh.position.y, 0), new BABYLON.Vector3(0, -1, 0));
  508. // Transform
  509. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  510. savedViewMatrix = scene.getViewMatrix();
  511. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  512. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  513. scene.getEngine().cullBackFaces = false;
  514. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  515. };
  516. this._reflectionRTT.onAfterRender = function () {
  517. _this._mesh.isVisible = isVisible;
  518. // Clip plane
  519. scene.clipPlane = clipPlane;
  520. // Transform
  521. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  522. scene.getEngine().cullBackFaces = true;
  523. scene._mirroredCameraPosition = null;
  524. };
  525. };
  526. WaterMaterial.prototype.getAnimatables = function () {
  527. var results = [];
  528. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  529. results.push(this.bumpTexture);
  530. }
  531. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  532. results.push(this._reflectionRTT);
  533. }
  534. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  535. results.push(this._refractionRTT);
  536. }
  537. return results;
  538. };
  539. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  540. if (this.bumpTexture) {
  541. this.bumpTexture.dispose();
  542. }
  543. if (this._reflectionRTT) {
  544. this._reflectionRTT.dispose();
  545. }
  546. if (this._refractionRTT) {
  547. this._refractionRTT.dispose();
  548. }
  549. _super.prototype.dispose.call(this, forceDisposeEffect);
  550. };
  551. WaterMaterial.prototype.clone = function (name) {
  552. var newMaterial = new WaterMaterial(name, this.getScene());
  553. // Base material
  554. this.copyTo(newMaterial);
  555. // water material
  556. if (this.bumpTexture && this.bumpTexture.clone) {
  557. newMaterial.bumpTexture = this.bumpTexture.clone();
  558. }
  559. newMaterial.diffuseColor = this.diffuseColor.clone();
  560. return newMaterial;
  561. };
  562. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  563. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  564. return mesh;
  565. };
  566. return WaterMaterial;
  567. })(BABYLON.Material);
  568. BABYLON.WaterMaterial = WaterMaterial;
  569. })(BABYLON || (BABYLON = {}));
  570. 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#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\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 DIFFUSE\r\nvarying vec2 vNormalUV;\r\nuniform mat4 normalMatrix;\r\nuniform vec2 vNormalInfos;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\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#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\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\n\r\n// Water varyings\r\nvarying vec3 vPosition;\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\nvarying float vWaveHeight;\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#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\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 DIFFUSE\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#ifdef LIGHT0\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\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\tworldPos = viewProjection * finalWorld * vec4(position, 1.0);\r\n\tgl_Position = worldPos;\r\n\r\n\t// Water\r\n\tvWaveHeight = waveHeight;\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}\r\n";
  571. BABYLON.Effect.ShadersStore['waterPixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\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 SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\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 SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\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 SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\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 SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\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 DIFFUSE\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\n// Water varyings\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\nvarying vec3 vPosition;\r\nvarying float vWaveHeight;\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\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\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 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\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};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\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\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\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\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\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\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\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(normalSampler, vNormalUV);\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#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Water\r\n\tvec2 perturbation = vWaveHeight * (baseColor.rg - 0.5);\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 eyeVector = normalize(vEyePosition - vPosition);\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\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\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\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\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\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\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\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\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\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\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#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\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, 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}";