| 1 |
- var __decorate=this&&this.__decorate||function(e,i,n,t){if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)return Reflect.decorate(e,i,n,t);switch(arguments.length){case 2:return e.reduceRight(function(e,i){return i&&i(e)||e},i);case 3:return e.reduceRight(function(e,t){return void(t&&t(i,n))},void 0);case 4:return e.reduceRight(function(e,t){return t&&t(i,n,e)||e},t)}},BABYLON;!function(e){var i=4,n=function(e){function i(){e.call(this),this.DIFFUSE=!1,this.BUMP=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.POINTSIZE=!1,this.FOG=!1,this.LIGHT0=!1,this.LIGHT1=!1,this.LIGHT2=!1,this.LIGHT3=!1,this.SPOTLIGHT0=!1,this.SPOTLIGHT1=!1,this.SPOTLIGHT2=!1,this.SPOTLIGHT3=!1,this.HEMILIGHT0=!1,this.HEMILIGHT1=!1,this.HEMILIGHT2=!1,this.HEMILIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.SHADOW0=!1,this.SHADOW1=!1,this.SHADOW2=!1,this.SHADOW3=!1,this.SHADOWS=!1,this.SHADOWVSM0=!1,this.SHADOWVSM1=!1,this.SHADOWVSM2=!1,this.SHADOWVSM3=!1,this.SHADOWPCF0=!1,this.SHADOWPCF1=!1,this.SHADOWPCF2=!1,this.SHADOWPCF3=!1,this.SPECULARTERM=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.BONES=!1,this.BONES4=!1,this.BonesPerMesh=0,this.INSTANCES=!1,this._keys=Object.keys(this)}return __extends(i,e),i}(e.MaterialDefines),t=function(t){function o(i,o){t.call(this,i,o),this.diffuseColor=new e.Color3(1,1,1),this.specularColor=new e.Color3(0,0,0),this.specularPower=64,this.disableLighting=!1,this._worldViewProjectionMatrix=e.Matrix.Zero(),this._scaledDiffuse=new e.Color3,this._scaledSpecular=new e.Color3,this._defines=new n,this._cachedDefines=new n,this._cachedDefines.BonesPerMesh=-1}return __extends(o,t),o.prototype.needAlphaBlending=function(){return this.alpha<1},o.prototype.needAlphaTesting=function(){return!1},o.prototype.getAlphaTestTexture=function(){return null},o.prototype._checkCache=function(e,i,n){return i?this._defines.INSTANCES!==n?!1:i._materialDefines&&i._materialDefines.isEqual(this._defines)?!0:!1:!0},o.prototype.isReady=function(t,o){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var s=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===s.getRenderId()&&this._checkCache(s,t,o))return!0;var f=s.getEngine(),r=!1,a=!1;if(this._defines.reset(),s.texturesEnabled){if(this.mixTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.mixTexture.isReady())return!1;a=!0,this._defines.DIFFUSE=!0}(this.bumpTexture1||this.bumpTexture2||this.bumpTexture3)&&e.StandardMaterial.BumpTextureEnabled&&(a=!0,r=!0,this._defines.BUMP=!0)}s.clipPlane&&(this._defines.CLIPPLANE=!0),f.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||s.forcePointsCloud)&&(this._defines.POINTSIZE=!0),s.fogEnabled&&t&&t.applyFog&&s.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var d=0;if(s.lightsEnabled&&!this.disableLighting)for(var l=0;l<s.lights.length;l++){var h=s.lights[l];if(h.isEnabled()){if(h._excludedMeshesIds.length>0){for(var u=0;u<h._excludedMeshesIds.length;u++){var c=s.getMeshByID(h._excludedMeshesIds[u]);c&&h.excludedMeshes.push(c)}h._excludedMeshesIds=[]}if(h._includedOnlyMeshesIds.length>0){for(var v=0;v<h._includedOnlyMeshesIds.length;v++){var p=s.getMeshByID(h._includedOnlyMeshesIds[v]);p&&h.includedOnlyMeshes.push(p)}h._includedOnlyMeshesIds=[]}if(h.canAffectMesh(t)){r=!0,this._defines["LIGHT"+d]=!0;var m;if(m=h instanceof e.SpotLight?"SPOTLIGHT"+d:h instanceof e.HemisphericLight?"HEMILIGHT"+d:h instanceof e.PointLight?"POINTLIGHT"+d:"DIRLIGHT"+d,this._defines[m]=!0,h.specular.equalsFloats(0,0,0)||(this._defines.SPECULARTERM=!0),s.shadowsEnabled){var g=h.getShadowGenerator();t&&t.receiveShadows&&g&&(this._defines["SHADOW"+d]=!0,this._defines.SHADOWS=!0,(g.useVarianceShadowMap||g.useBlurVarianceShadowMap)&&(this._defines["SHADOWVSM"+d]=!0),g.usePoissonSampling&&(this._defines["SHADOWPCF"+d]=!0))}if(d++,d===i)break}}}if(t&&(r&&t.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),a&&(t.isVerticesDataPresent(e.VertexBuffer.UVKind)&&(this._defines.UV1=!0),t.isVerticesDataPresent(e.VertexBuffer.UV2Kind)&&(this._defines.UV2=!0)),t.useVertexColors&&t.isVerticesDataPresent(e.VertexBuffer.ColorKind)&&(this._defines.VERTEXCOLOR=!0,t.hasVertexAlpha&&(this._defines.VERTEXALPHA=!0)),t.useBones&&t.computeBonesUsingShaders&&(this._defines.BONES=!0,this._defines.BonesPerMesh=t.skeleton.bones.length+1,this._defines.BONES4=!0),o&&(this._defines.INSTANCES=!0)),!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),s.resetCachedMaterial();var L=new e.EffectFallbacks;for(this._defines.FOG&&L.addFallback(1,"FOG"),d=0;i>d;d++)this._defines["LIGHT"+d]&&(d>0&&L.addFallback(d,"LIGHT"+d),this._defines["SHADOW"+d]&&L.addFallback(0,"SHADOW"+d),this._defines["SHADOWPCF"+d]&&L.addFallback(0,"SHADOWPCF"+d),this._defines["SHADOWVSM"+d]&&L.addFallback(0,"SHADOWVSM"+d));this._defines.BONES4&&L.addFallback(0,"BONES4");var S=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&S.push(e.VertexBuffer.NormalKind),this._defines.UV1&&S.push(e.VertexBuffer.UVKind),this._defines.UV2&&S.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&S.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(S.push(e.VertexBuffer.MatricesIndicesKind),S.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(S.push("world0"),S.push("world1"),S.push("world2"),S.push("world3"));var T="terrain",I=this._defines.toString();this._effect=s.getEngine().createEffect(T,S,["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vLightData0","vLightDiffuse0","vLightSpecular0","vLightDirection0","vLightGround0","lightMatrix0","vLightData1","vLightDiffuse1","vLightSpecular1","vLightDirection1","vLightGround1","lightMatrix1","vLightData2","vLightDiffuse2","vLightSpecular2","vLightDirection2","vLightGround2","lightMatrix2","vLightData3","vLightDiffuse3","vLightSpecular3","vLightDirection3","vLightGround3","lightMatrix3","vFogInfos","vFogColor","pointSize","vTextureInfos","mBones","vClipPlane","textureMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","diffuse1Infos","diffuse2Infos","diffuse3Infos"],["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],I,L,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=s.getRenderId(),this._wasPreviouslyReady=!0,t&&(t._materialDefines||(t._materialDefines=new n),this._defines.cloneTo(t._materialDefines)),!0):!1},o.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},o.prototype.bind=function(n,o){var s=this.getScene();if(this.bindOnlyWorldMatrix(n),this._effect.setMatrix("viewProjection",s.getTransformMatrix()),o&&o.useBones&&o.computeBonesUsingShaders&&this._effect.setMatrices("mBones",o.skeleton.getTransformMatrices(o)),s.getCachedMaterial()!==this){if(this.mixTexture&&(this._effect.setTexture("textureSampler",this.mixTexture),this._effect.setFloat2("vTextureInfos",this.mixTexture.coordinatesIndex,this.mixTexture.level),this._effect.setMatrix("textureMatrix",this.mixTexture.getTextureMatrix()),e.StandardMaterial.DiffuseTextureEnabled&&(this.diffuseTexture1&&(this._effect.setTexture("diffuse1Sampler",this.diffuseTexture1),this._effect.setFloat2("diffuse1Infos",this.diffuseTexture1.uScale,this.diffuseTexture1.vScale)),this.diffuseTexture2&&(this._effect.setTexture("diffuse2Sampler",this.diffuseTexture2),this._effect.setFloat2("diffuse2Infos",this.diffuseTexture2.uScale,this.diffuseTexture2.vScale)),this.diffuseTexture3&&(this._effect.setTexture("diffuse3Sampler",this.diffuseTexture3),this._effect.setFloat2("diffuse3Infos",this.diffuseTexture3.uScale,this.diffuseTexture3.vScale))),e.StandardMaterial.BumpTextureEnabled&&s.getEngine().getCaps().standardDerivatives&&(this.bumpTexture1&&this._effect.setTexture("bump1Sampler",this.bumpTexture1),this.bumpTexture2&&this._effect.setTexture("bump2Sampler",this.bumpTexture2),this.bumpTexture3&&this._effect.setTexture("bump3Sampler",this.bumpTexture3))),s.clipPlane){var f=s.clipPlane;this._effect.setFloat4("vClipPlane",f.normal.x,f.normal.y,f.normal.z,f.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",s._mirroredCameraPosition?s._mirroredCameraPosition:s.activeCamera.position)}if(this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*o.visibility),this._defines.SPECULARTERM&&this._effect.setColor4("vSpecularColor",this.specularColor,this.specularPower),s.lightsEnabled&&!this.disableLighting)for(var r=0,a=0;a<s.lights.length;a++){var d=s.lights[a];if(d.isEnabled()&&d.canAffectMesh(o)){if(d instanceof e.PointLight?d.transferToEffect(this._effect,"vLightData"+r):d instanceof e.DirectionalLight?d.transferToEffect(this._effect,"vLightData"+r):d instanceof e.SpotLight?d.transferToEffect(this._effect,"vLightData"+r,"vLightDirection"+r):d instanceof e.HemisphericLight&&d.transferToEffect(this._effect,"vLightData"+r,"vLightGround"+r),d.diffuse.scaleToRef(d.intensity,this._scaledDiffuse),this._effect.setColor4("vLightDiffuse"+r,this._scaledDiffuse,d.range),this._defines.SPECULARTERM&&(d.specular.scaleToRef(d.intensity,this._scaledSpecular),this._effect.setColor3("vLightSpecular"+r,this._scaledSpecular)),s.shadowsEnabled){var l=d.getShadowGenerator();o.receiveShadows&&l&&(this._effect.setMatrix("lightMatrix"+r,l.getTransformMatrix()),this._effect.setTexture("shadowSampler"+r,l.getShadowMapForRendering()),this._effect.setFloat3("shadowsInfo"+r,l.getDarkness(),l.getShadowMap().getSize().width,l.bias))}if(r++,r===i)break}}s.fogEnabled&&o.applyFog&&s.fogMode!==e.Scene.FOGMODE_NONE&&this._effect.setMatrix("view",s.getViewMatrix()),s.fogEnabled&&o.applyFog&&s.fogMode!==e.Scene.FOGMODE_NONE&&(this._effect.setFloat4("vFogInfos",s.fogMode,s.fogStart,s.fogEnd,s.fogDensity),this._effect.setColor3("vFogColor",s.fogColor)),t.prototype.bind.call(this,n,o)},o.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},o.prototype.dispose=function(e){this.mixTexture&&this.mixTexture.dispose(),t.prototype.dispose.call(this,e)},o.prototype.clone=function(i){var n=this;return e.SerializationHelper.Clone(function(){return new o(i,n.getScene())},this)},o.prototype.serialize=function(){var i=e.SerializationHelper.Serialize(this);return i.customType="BABYLON.TerrainMaterial",i},o.Parse=function(i,n,t){return e.SerializationHelper.Parse(function(){return new o(i.name,n)},i,n,t)},__decorate([e.serializeAsTexture()],o.prototype,"mixTexture"),__decorate([e.serializeAsTexture()],o.prototype,"diffuseTexture1"),__decorate([e.serializeAsTexture()],o.prototype,"diffuseTexture2"),__decorate([e.serializeAsTexture()],o.prototype,"diffuseTexture3"),__decorate([e.serializeAsTexture()],o.prototype,"bumpTexture1"),__decorate([e.serializeAsTexture()],o.prototype,"bumpTexture2"),__decorate([e.serializeAsTexture()],o.prototype,"bumpTexture3"),__decorate([e.serializeAsColor3()],o.prototype,"diffuseColor"),__decorate([e.serializeAsColor3()],o.prototype,"specularColor"),__decorate([e.serialize()],o.prototype,"specularPower"),__decorate([e.serialize()],o.prototype,"disableLighting"),o}(e.Material);e.TerrainMaterial=t}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.terrainVertexShader="precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\nvoid main(void) {\n mat4 finalWorld;\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n finalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n \n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n#ifdef DIFFUSE\n if (vTextureInfos.x == 0.)\n {\n vTextureUV = vec2(textureMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vTextureUV = vec2(textureMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n \n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n \n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n \n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n \n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n \n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}\n",BABYLON.Effect.ShadersStore.terrainPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular0;\n#endif\n#ifdef SHADOW0\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#else\nuniform samplerCube shadowSampler0;\n#endif\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular1;\n#endif\n#ifdef SHADOW1\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#else\nuniform samplerCube shadowSampler1;\n#endif\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular2;\n#endif\n#ifdef SHADOW2\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#else\nuniform samplerCube shadowSampler2;\n#endif\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular3;\n#endif\n#ifdef SHADOW3\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#else\nuniform samplerCube shadowSampler3;\n#endif\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#ifdef SHADOWS\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n depth = clamp(depth, 0., 1.0);\n directionToLight = normalize(directionToLight);\n directionToLight.y = - directionToLight.y;\n float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n if (depth > shadow)\n {\n return darkness;\n }\n return 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)\n{\n vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n depth = clamp(depth, 0., 1.0);\n float diskScale = 2.0 / mapSize;\n directionToLight = normalize(directionToLight);\n directionToLight.y = -directionToLight.y;\n float visibility = 1.;\n vec3 poissonDisk[4];\n poissonDisk[0] = vec3(-1.0, 1.0, -1.0);\n poissonDisk[1] = vec3(1.0, -1.0, -1.0);\n poissonDisk[2] = vec3(-1.0, -1.0, -1.0);\n poissonDisk[3] = vec3(1.0, -1.0, 1.0);\n \n float biasedDepth = depth - bias;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < biasedDepth) visibility -= 0.25;\n return min(1.0, visibility + darkness);\n}\n#endif\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n float visibility = 1.;\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n \n float biasedDepth = depth.z - bias;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n return min(1.0, visibility + darkness);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\nfloat linstep(float low, float high, float v) {\n return clamp((v - low) / (high - low), 0.0, 1.0);\n}\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\n float p = smoothstep(compare - bias, compare, moments.x);\n float variance = max(moments.y - moments.x * moments.x, 0.02);\n float d = compare - moments.x;\n float p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n return clamp(max(p, p_max), 0.0, 1.0);\n}\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n {\n return 1.0;\n }\n vec4 texel = texture2D(shadowSampler, uv);\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n}\n#endif\n#endif\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n \n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n \n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\nvec3 perturbNormal(vec3 viewDir, vec3 mixColor)\n{ \n vec3 bump1Color = texture2D(bump1Sampler, vTextureUV * diffuse1Infos).xyz;\n vec3 bump2Color = texture2D(bump2Sampler, vTextureUV * diffuse2Infos).xyz;\n vec3 bump3Color = texture2D(bump3Sampler, vTextureUV * diffuse3Infos).xyz;\n bump1Color.rgb *= mixColor.r;\n bump2Color.rgb = mix(bump1Color.rgb, bump2Color.rgb, mixColor.g);\n vec3 map = mix(bump2Color.rgb, bump3Color.rgb, mixColor.b);\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vTextureInfos.y, -viewDir, vTextureUV);\n return normalize(TBN * map);\n}\n#endif\n\nstruct lightingInfo\n{\n vec3 diffuse;\n#ifdef SPECULARTERM\n vec3 specular;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\n lightingInfo result;\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n \n float ndl = max(0., dot(vNormal, lightVectorW));\n result.diffuse = ndl * diffuseColor * attenuation;\n#ifdef SPECULARTERM\n \n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., glossiness));\n result.specular = specComp * specularColor * attenuation;\n#endif\n return result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\n lightingInfo result;\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n \n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n \n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n#ifdef SPECULARTERM\n \n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., glossiness));\n result.specular = specComp * specularColor * spotAtten * attenuation;\n#endif\n return result;\n }\n result.diffuse = vec3(0.);\n#ifdef SPECULARTERM\n result.specular = vec3(0.);\n#endif\n return result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\n lightingInfo result;\n \n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n#ifdef SPECULARTERM\n \n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., glossiness));\n result.specular = specComp * specularColor;\n#endif\n return result;\n}\nvoid main(void) {\n \n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n \n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n#ifdef SPECULARTERM\n float glossiness = vSpecularColor.a;\n vec3 specularColor = vSpecularColor.rgb;\n#else\n float glossiness = 0.;\n#endif\n \n float alpha = vDiffuseColor.a;\n \n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n#ifdef DIFFUSE\n baseColor = texture2D(textureSampler, vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\n normalW = perturbNormal(viewDirectionW, baseColor.rgb);\n#endif\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n baseColor.rgb *= vTextureInfos.y;\n vec4 diffuse1Color = texture2D(diffuse1Sampler, vTextureUV * diffuse1Infos);\n vec4 diffuse2Color = texture2D(diffuse2Sampler, vTextureUV * diffuse2Infos);\n vec4 diffuse3Color = texture2D(diffuse3Sampler, vTextureUV * diffuse3Infos);\n diffuse1Color.rgb *= baseColor.r;\n diffuse2Color.rgb = mix(diffuse1Color.rgb, diffuse2Color.rgb, baseColor.g);\n baseColor.rgb = mix(diffuse2Color.rgb, diffuse3Color.rgb, baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n \n vec3 diffuseBase = vec3(0., 0., 0.);\n#ifdef SPECULARTERM\n vec3 specularBase = vec3(0., 0., 0.);\n#endif\n float shadow = 1.;\n#ifdef LIGHT0\n#ifndef SPECULARTERM\n vec3 vLightSpecular0 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n#if defined(POINTLIGHT0)\n shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n#endif\n#else\n#if defined(POINTLIGHT0)\n shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#endif\n#endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n#ifdef LIGHT1\n#ifndef SPECULARTERM\n vec3 vLightSpecular1 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n#if defined(POINTLIGHT1)\n shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#endif\n#endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n#ifdef LIGHT2\n#ifndef SPECULARTERM\n vec3 vLightSpecular2 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n#if defined(POINTLIGHT2)\n shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#endif\n#endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n#ifdef LIGHT3\n#ifndef SPECULARTERM\n vec3 vLightSpecular3 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n#if defined(POINTLIGHT3)\n shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#endif\n#endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n#ifdef SPECULARTERM\n vec3 finalSpecular = specularBase * specularColor;\n#else\n vec3 finalSpecular = vec3(0.0);\n#endif\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor * baseColor.rgb, 0.0, 1.0);\n \n vec4 color = vec4(finalDiffuse + finalSpecular, alpha);\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n gl_FragColor = color;\n}\n";
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