babylon.waterMaterial.min.js 38 KB

1
  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.BUMP=!1,this.REFLECTION=!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.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.SPECULARTERM=!1,this._keys=Object.keys(this)}return __extends(i,e),i}(e.MaterialDefines),t=function(t){function o(i,o,r){void 0===r&&(r=new e.Vector2(512,512)),t.call(this,i,o),this.renderTargetSize=r,this.diffuseColor=new e.Color3(1,1,1),this.specularColor=new e.Color3(0,0,0),this.specularPower=64,this.disableLighting=!1,this.windForce=6,this.windDirection=new e.Vector2(0,1),this.waveHeight=.4,this.bumpHeight=.4,this.waterColor=new e.Color3(.1,.1,.6),this.colorBlendFactor=.2,this.waveLength=.1,this.waveSpeed=1,this._mesh=null,this._reflectionTransform=e.Matrix.Zero(),this._lastTime=0,this._scaledDiffuse=new e.Color3,this._scaledSpecular=new e.Color3,this._defines=new n,this._cachedDefines=new n,this._createRenderTargets(o,r)}return __extends(o,t),Object.defineProperty(o.prototype,"refractionTexture",{get:function(){return this._refractionRTT},enumerable:!0,configurable:!0}),Object.defineProperty(o.prototype,"reflectionTexture",{get:function(){return this._reflectionRTT},enumerable:!0,configurable:!0}),o.prototype.addToRenderList=function(e){this._refractionRTT.renderList.push(e),this._reflectionRTT.renderList.push(e)},o.prototype.enableRenderTargets=function(e){var i=e?1:0;this._refractionRTT.refreshRate=i,this._reflectionRTT.refreshRate=i},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 r=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===r.getRenderId()&&this._checkCache(r,t,o))return!0;var s=r.getEngine(),a=!1,f=!1;if(this._defines.reset(),r.texturesEnabled){if(this.bumpTexture&&e.StandardMaterial.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;f=!0,this._defines.BUMP=!0}e.StandardMaterial.ReflectionTextureEnabled&&(this._defines.REFLECTION=!0)}r.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||r.forcePointsCloud)&&(this._defines.POINTSIZE=!0),r.fogEnabled&&t&&t.applyFog&&r.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var d=0;if(r.lightsEnabled&&!this.disableLighting)for(var l=0;l<r.lights.length;l++){var h=r.lights[l];if(h.isEnabled()){if(h._excludedMeshesIds.length>0){for(var c=0;c<h._excludedMeshesIds.length;c++){var u=r.getMeshByID(h._excludedMeshesIds[c]);u&&h.excludedMeshes.push(u)}h._excludedMeshesIds=[]}if(h._includedOnlyMeshesIds.length>0){for(var v=0;v<h._includedOnlyMeshesIds.length;v++){var p=r.getMeshByID(h._includedOnlyMeshesIds[v]);p&&h.includedOnlyMeshes.push(p)}h._includedOnlyMeshesIds=[]}if(h.canAffectMesh(t)){a=!0,this._defines["LIGHT"+d]=!0;var g;if(g=h instanceof e.SpotLight?"SPOTLIGHT"+d:h instanceof e.HemisphericLight?"HEMILIGHT"+d:h instanceof e.PointLight?"POINTLIGHT"+d:"DIRLIGHT"+d,this._defines[g]=!0,h.specular.equalsFloats(0,0,0)||(this._defines.SPECULARTERM=!0),r.shadowsEnabled){var m=h.getShadowGenerator();t&&t.receiveShadows&&m&&(this._defines["SHADOW"+d]=!0,this._defines.SHADOWS=!0,(m.useVarianceShadowMap||m.useBlurVarianceShadowMap)&&(this._defines["SHADOWVSM"+d]=!0),m.usePoissonSampling&&(this._defines["SHADOWPCF"+d]=!0))}if(d++,d===i)break}}}if(t&&(a&&t.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),f&&(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._mesh=t,!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),r.resetCachedMaterial();var T=new e.EffectFallbacks;for(this._defines.FOG&&T.addFallback(1,"FOG"),d=0;i>d;d++)this._defines["LIGHT"+d]&&(d>0&&T.addFallback(d,"LIGHT"+d),this._defines["SHADOW"+d]&&T.addFallback(0,"SHADOW"+d),this._defines["SHADOWPCF"+d]&&T.addFallback(0,"SHADOWPCF"+d),this._defines["SHADOWVSM"+d]&&T.addFallback(0,"SHADOWVSM"+d));this._defines.BONES4&&T.addFallback(0,"BONES4");var L=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&L.push(e.VertexBuffer.NormalKind),this._defines.UV1&&L.push(e.VertexBuffer.UVKind),this._defines.UV2&&L.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&L.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(L.push(e.VertexBuffer.MatricesIndicesKind),L.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(L.push("world0"),L.push("world1"),L.push("world2"),L.push("world3"));var w="water",S=this._defines.toString();this._effect=r.getEngine().createEffect(w,L,["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","vNormalInfos","mBones","vClipPlane","normalMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","worldReflectionViewProjection","windDirection","waveLength","time","windForce","cameraPosition","bumpHeight","waveHeight","waterColor","colorBlendFactor","waveSpeed"],["normalSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3","refractionSampler","reflectionSampler"],S,T,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=r.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 r=this.getScene();if(this.bindOnlyWorldMatrix(n),this._effect.setMatrix("viewProjection",r.getTransformMatrix()),o&&o.useBones&&o.computeBonesUsingShaders&&this._effect.setMatrices("mBones",o.skeleton.getTransformMatrices(o)),r.getCachedMaterial()!==this){if(this.bumpTexture&&e.StandardMaterial.BumpTextureEnabled&&(this._effect.setTexture("normalSampler",this.bumpTexture),this._effect.setFloat2("vNormalInfos",this.bumpTexture.coordinatesIndex,this.bumpTexture.level),this._effect.setMatrix("normalMatrix",this.bumpTexture.getTextureMatrix())),r.clipPlane){var s=r.clipPlane;this._effect.setFloat4("vClipPlane",s.normal.x,s.normal.y,s.normal.z,s.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",r._mirroredCameraPosition?r._mirroredCameraPosition:r.activeCamera.position)}if(this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*o.visibility),this._defines.SPECULARTERM&&this._effect.setColor4("vSpecularColor",this.specularColor,this.specularPower),r.lightsEnabled&&!this.disableLighting)for(var a=0,f=0;f<r.lights.length;f++){var d=r.lights[f];if(d.isEnabled()&&d.canAffectMesh(o)){if(d instanceof e.PointLight?d.transferToEffect(this._effect,"vLightData"+a):d instanceof e.DirectionalLight?d.transferToEffect(this._effect,"vLightData"+a):d instanceof e.SpotLight?d.transferToEffect(this._effect,"vLightData"+a,"vLightDirection"+a):d instanceof e.HemisphericLight&&d.transferToEffect(this._effect,"vLightData"+a,"vLightGround"+a),d.diffuse.scaleToRef(d.intensity,this._scaledDiffuse),this._effect.setColor4("vLightDiffuse"+a,this._scaledDiffuse,d.range),this._defines.SPECULARTERM&&(d.specular.scaleToRef(d.intensity,this._scaledSpecular),this._effect.setColor3("vLightSpecular"+a,this._scaledSpecular)),r.shadowsEnabled){var l=d.getShadowGenerator();o.receiveShadows&&l&&(this._effect.setMatrix("lightMatrix"+a,l.getTransformMatrix()),this._effect.setTexture("shadowSampler"+a,l.getShadowMapForRendering()),this._effect.setFloat3("shadowsInfo"+a,l.getDarkness(),l.getShadowMap().getSize().width,l.bias))}if(a++,a===i)break}}r.fogEnabled&&o.applyFog&&r.fogMode!==e.Scene.FOGMODE_NONE&&this._effect.setMatrix("view",r.getViewMatrix()),r.fogEnabled&&o.applyFog&&r.fogMode!==e.Scene.FOGMODE_NONE&&(this._effect.setFloat4("vFogInfos",r.fogMode,r.fogStart,r.fogEnd,r.fogDensity),this._effect.setColor3("vFogColor",r.fogColor)),e.StandardMaterial.ReflectionTextureEnabled&&(this._effect.setTexture("refractionSampler",this._refractionRTT),this._effect.setTexture("reflectionSampler",this._reflectionRTT));var h=this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(r.getProjectionMatrix());this._lastTime+=r.getEngine().getDeltaTime(),this._effect.setMatrix("worldReflectionViewProjection",h),this._effect.setVector2("windDirection",this.windDirection),this._effect.setFloat("waveLength",this.waveLength),this._effect.setFloat("time",this._lastTime/1e5),this._effect.setFloat("windForce",this.windForce),this._effect.setFloat("waveHeight",this.waveHeight),this._effect.setFloat("bumpHeight",this.bumpHeight),this._effect.setColor4("waterColor",this.waterColor,1),this._effect.setFloat("colorBlendFactor",this.colorBlendFactor),this._effect.setFloat("waveSpeed",this.waveSpeed),t.prototype.bind.call(this,n,o)},o.prototype._createRenderTargets=function(i,n){var t=this;this._refractionRTT=new e.RenderTargetTexture(name+"_refraction",{width:n.x,height:n.y},i,!1,!0),this._reflectionRTT=new e.RenderTargetTexture(name+"_reflection",{width:n.x,height:n.y},i,!1,!0),i.customRenderTargets.push(this._refractionRTT),i.customRenderTargets.push(this._reflectionRTT);var o,r,s=null,a=e.Matrix.Zero();this._refractionRTT.onBeforeRender=function(){t._mesh&&(o=t._mesh.isVisible,t._mesh.isVisible=!1),s=i.clipPlane;var n=t._mesh?t._mesh.position.y:0;i.clipPlane=e.Plane.FromPositionAndNormal(new e.Vector3(0,n+.05,0),new e.Vector3(0,1,0))},this._refractionRTT.onAfterRender=function(){t._mesh&&(t._mesh.isVisible=o),i.clipPlane=s},this._reflectionRTT.onBeforeRender=function(){t._mesh&&(o=t._mesh.isVisible,t._mesh.isVisible=!1),s=i.clipPlane;var n=t._mesh?t._mesh.position.y:0;i.clipPlane=e.Plane.FromPositionAndNormal(new e.Vector3(0,n-.05,0),new e.Vector3(0,-1,0)),e.Matrix.ReflectionToRef(i.clipPlane,a),r=i.getViewMatrix(),a.multiplyToRef(r,t._reflectionTransform),i.setTransformMatrix(t._reflectionTransform,i.getProjectionMatrix()),i.getEngine().cullBackFaces=!1,i._mirroredCameraPosition=e.Vector3.TransformCoordinates(i.activeCamera.position,a)},this._reflectionRTT.onAfterRender=function(){t._mesh&&(t._mesh.isVisible=o),i.clipPlane=s,i.setTransformMatrix(r,i.getProjectionMatrix()),i.getEngine().cullBackFaces=!0,i._mirroredCameraPosition=null}},o.prototype.getAnimatables=function(){var e=[];return this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0&&e.push(this.bumpTexture),this._reflectionRTT&&this._reflectionRTT.animations&&this._reflectionRTT.animations.length>0&&e.push(this._reflectionRTT),this._refractionRTT&&this._refractionRTT.animations&&this._refractionRTT.animations.length>0&&e.push(this._refractionRTT),e},o.prototype.dispose=function(e){this.bumpTexture&&this.bumpTexture.dispose();var i=this.getScene().customRenderTargets.indexOf(this._refractionRTT);-1!=i&&this.getScene().customRenderTargets.splice(i,1),i=-1,i=this.getScene().customRenderTargets.indexOf(this._reflectionRTT),-1!=i&&this.getScene().customRenderTargets.splice(i,1),this._reflectionRTT&&this._reflectionRTT.dispose(),this._refractionRTT&&this._refractionRTT.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.WaterMaterial",i},o.Parse=function(i,n,t){return e.SerializationHelper.Parse(function(){return new o(i.name,n)},i,n,t)},o.CreateDefaultMesh=function(i,n){var t=e.Mesh.CreateGround(i,512,512,32,n,!1);return t},__decorate([e.serializeAsTexture()],o.prototype,"bumpTexture"),__decorate([e.serializeAsColor3()],o.prototype,"diffuseColor"),__decorate([e.serializeAsColor3()],o.prototype,"specularColor"),__decorate([e.serialize()],o.prototype,"specularPower"),__decorate([e.serialize()],o.prototype,"disableLighting"),__decorate([e.serialize()],o.prototype,"windForce"),__decorate([e.serializeAsVector2()],o.prototype,"windDirection"),__decorate([e.serialize()],o.prototype,"waveHeight"),__decorate([e.serialize()],o.prototype,"bumpHeight"),__decorate([e.serializeAsColor3()],o.prototype,"waterColor"),__decorate([e.serialize()],o.prototype,"colorBlendFactor"),__decorate([e.serialize()],o.prototype,"waveLength"),__decorate([e.serialize()],o.prototype,"waveSpeed"),o}(e.Material);e.WaterMaterial=t}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.waterVertexShader="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 BUMP\nvarying vec2 vNormalUV;\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\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\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\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 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 BUMP\n if (vNormalInfos.x == 0.)\n {\n vNormalUV = vec2(normalMatrix * vec4((uv * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));\n }\n else\n {\n vNormalUV = vec2(normalMatrix * vec4((uv2 * 1.0) / waveLength + time * windForce * windDirection, 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 vec3 p = position;\n float newY = (sin(((p.x / 0.05) + time * waveSpeed)) * waveHeight * windDirection.x * 5.0)\n + (cos(((p.z / 0.05) + time * waveSpeed)) * waveHeight * windDirection.y * 5.0);\n p.y += abs(newY);\n gl_Position = viewProjection * finalWorld * vec4(p, 1.0);\n#ifdef REFLECTION\n worldPos = viewProjection * finalWorld * vec4(p, 1.0);\n \n vPosition = position;\n vRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\n vRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\n vRefractionMapTexCoord.z = worldPos.w;\n worldPos = worldReflectionViewProjection * vec4(position, 1.0);\n vReflectionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\n vReflectionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\n vReflectionMapTexCoord.z = worldPos.w;\n#endif\n}\n",BABYLON.Effect.ShadersStore.waterPixelShader="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 BUMP\nvarying vec2 vNormalUV;\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2 = 1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform float bumpHeight;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\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 bias, float darkness, float mapSize)\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(-0.094201624, 0.04, -0.039906216);\n poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\n poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\n poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\n \n float biasedDepth = depth - bias;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < 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\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, vec3 bumpColor) {\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 \n#ifdef SPECULARTERM\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);\n vec3 halfvec = normalize(angleW + lightVectorW + vec3(perturbation.x, perturbation.y, perturbation.z));\n float temp = max(0., dot(vNormal, halfvec));\n temp = pow(temp, max(1., glossiness));\n result.specular = temp * specularColor * attenuation;\n#endif\n return result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 specularColor, vec3 diffuseColor, float range, float glossiness, vec3 bumpColor) {\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 \n#ifdef SPECULARTERM \n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);\n vec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, perturbation.z));\n float temp = max(0., dot(vNormal, halfvec));\n temp = pow(temp, max(1., glossiness));\n result.specular = specularColor * temp * 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, vec3 bumpColor) {\n lightingInfo result;\n \n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n \n#ifdef SPECULARTERM\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n vec3 perturbation = bumpHeight * (bumpColor.rgb - 0.5);\n vec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, perturbation.z));\n float temp = max(0.0, dot(vNormal, halfvec));\n temp = pow(temp, max(1.0, glossiness));\n result.specular = temp * 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#ifdef BUMP\n baseColor = texture2D(normalSampler, vNormalUV);\n vec3 bumpColor = baseColor.rgb;\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n baseColor.rgb *= vNormalInfos.y;\n#else\n vec3 bumpColor = vec3(1.0);\n#endif\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n \n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n vec2 perturbation = bumpHeight * (baseColor.rg - 0.5);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n vec2 perturbation = bumpHeight * (vec2(1.0, 1.0) - 0.5);\n#endif\n#ifdef REFLECTION\n \n vec3 eyeVector = normalize(vEyePosition - vPosition);\n vec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0);\n vec4 refractiveColor = texture2D(refractionSampler, projectedRefractionTexCoords);\n vec2 projectedReflectionTexCoords = clamp(vReflectionMapTexCoord.xy / vReflectionMapTexCoord.z + perturbation, 0.0, 1.0);\n vec4 reflectiveColor = texture2D(reflectionSampler, projectedReflectionTexCoords);\n vec3 upVector = vec3(0.0, 1.0, 0.0);\n float fresnelTerm = max(dot(eyeVector, upVector), 0.0);\n vec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);\n baseColor = colorBlendFactor * waterColor + (1.0 - colorBlendFactor) * combinedColor;\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, bumpColor);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness, bumpColor);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);\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.z, shadowsInfo0.x, shadowsInfo0.y);\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, bumpColor);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1.a, glossiness, bumpColor);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);\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.z, shadowsInfo1.x, shadowsInfo1.y);\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, bumpColor);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness, bumpColor);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);\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.z, shadowsInfo2.x, shadowsInfo2.y);\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, bumpColor);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness, bumpColor);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);\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.z, shadowsInfo3.x, shadowsInfo3.y);\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, 0.0, 1.0) * baseColor.rgb;\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}";