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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var maxSimultaneousLights = 4;
- var PBRMaterialDefines = (function (_super) {
- __extends(PBRMaterialDefines, _super);
- function PBRMaterialDefines() {
- _super.call(this);
- this.ALBEDO = false;
- this.AMBIENT = false;
- this.OPACITY = false;
- this.OPACITYRGB = false;
- this.REFLECTION = false;
- this.EMISSIVE = false;
- this.REFLECTIVITY = false;
- this.BUMP = false;
- this.SPECULAROVERALPHA = false;
- this.CLIPPLANE = false;
- this.ALPHATEST = false;
- this.ALPHAFROMALBEDO = false;
- this.POINTSIZE = false;
- this.FOG = false;
- this.LIGHT0 = false;
- this.LIGHT1 = false;
- this.LIGHT2 = false;
- this.LIGHT3 = false;
- this.SPOTLIGHT0 = false;
- this.SPOTLIGHT1 = false;
- this.SPOTLIGHT2 = false;
- this.SPOTLIGHT3 = false;
- this.HEMILIGHT0 = false;
- this.HEMILIGHT1 = false;
- this.HEMILIGHT2 = false;
- this.HEMILIGHT3 = false;
- this.POINTLIGHT0 = false;
- this.POINTLIGHT1 = false;
- this.POINTLIGHT2 = false;
- this.POINTLIGHT3 = false;
- this.DIRLIGHT0 = false;
- this.DIRLIGHT1 = false;
- this.DIRLIGHT2 = false;
- this.DIRLIGHT3 = false;
- this.SPECULARTERM = false;
- this.SHADOW0 = false;
- this.SHADOW1 = false;
- this.SHADOW2 = false;
- this.SHADOW3 = false;
- this.SHADOWS = false;
- this.SHADOWVSM0 = false;
- this.SHADOWVSM1 = false;
- this.SHADOWVSM2 = false;
- this.SHADOWVSM3 = false;
- this.SHADOWPCF0 = false;
- this.SHADOWPCF1 = false;
- this.SHADOWPCF2 = false;
- this.SHADOWPCF3 = false;
- this.OPACITYFRESNEL = false;
- this.EMISSIVEFRESNEL = false;
- this.FRESNEL = false;
- this.NORMAL = false;
- this.UV1 = false;
- this.UV2 = false;
- this.VERTEXCOLOR = false;
- this.VERTEXALPHA = false;
- this.NUM_BONE_INFLUENCERS = 0;
- this.BonesPerMesh = 0;
- this.INSTANCES = false;
- this.MICROSURFACEFROMREFLECTIVITYMAP = false;
- this.EMISSIVEASILLUMINATION = false;
- this.LINKEMISSIVEWITHALBEDO = false;
- this.LIGHTMAP = false;
- this.USELIGHTMAPASSHADOWMAP = false;
- this.REFLECTIONMAP_3D = false;
- this.REFLECTIONMAP_SPHERICAL = false;
- this.REFLECTIONMAP_PLANAR = false;
- this.REFLECTIONMAP_CUBIC = false;
- this.REFLECTIONMAP_PROJECTION = false;
- this.REFLECTIONMAP_SKYBOX = false;
- this.REFLECTIONMAP_EXPLICIT = false;
- this.REFLECTIONMAP_EQUIRECTANGULAR = false;
- this.INVERTCUBICMAP = false;
- this.LOGARITHMICDEPTH = false;
- this.CAMERATONEMAP = false;
- this.CAMERACONTRAST = false;
- this.OVERLOADEDVALUES = false;
- this.OVERLOADEDSHADOWVALUES = false;
- this.USESPHERICALFROMREFLECTIONMAP = false;
- this._keys = Object.keys(this);
- }
- return PBRMaterialDefines;
- })(BABYLON.MaterialDefines);
- var PBRMaterial = (function (_super) {
- __extends(PBRMaterial, _super);
- function PBRMaterial(name, scene) {
- var _this = this;
- _super.call(this, name, scene);
- this.directIntensity = 1.0;
- this.emissiveIntensity = 1.0;
- this.environmentIntensity = 1.0;
- this.specularIntensity = 1.0;
- this._lightingInfos = new BABYLON.Vector4(this.directIntensity, this.emissiveIntensity, this.environmentIntensity, this.specularIntensity);
- this.overloadedShadowIntensity = 1.0;
- this.overloadedShadeIntensity = 1.0;
- this._overloadedShadowInfos = new BABYLON.Vector4(this.overloadedShadowIntensity, this.overloadedShadeIntensity, 0.0, 0.0);
- this.cameraExposure = 1.0;
- this.cameraContrast = 1.0;
- this._cameraInfos = new BABYLON.Vector4(1.0, 1.0, 0.0, 0.0);
- this.overloadedAmbientIntensity = 0.0;
- this.overloadedAlbedoIntensity = 0.0;
- this.overloadedReflectivityIntensity = 0.0;
- this.overloadedEmissiveIntensity = 0.0;
- this._overloadedIntensity = new BABYLON.Vector4(this.overloadedAmbientIntensity, this.overloadedAlbedoIntensity, this.overloadedReflectivityIntensity, this.overloadedEmissiveIntensity);
- this.overloadedAmbient = BABYLON.Color3.White();
- this.overloadedAlbedo = BABYLON.Color3.White();
- this.overloadedReflectivity = BABYLON.Color3.White();
- this.overloadedEmissive = BABYLON.Color3.White();
- this.overloadedReflection = BABYLON.Color3.White();
- this.overloadedMicroSurface = 0.0;
- this.overloadedMicroSurfaceIntensity = 0.0;
- this.overloadedReflectionIntensity = 0.0;
- this._overloadedMicroSurface = new BABYLON.Vector3(this.overloadedMicroSurface, this.overloadedMicroSurfaceIntensity, this.overloadedReflectionIntensity);
- this.disableBumpMap = false;
- this.ambientColor = new BABYLON.Color3(0, 0, 0);
- this.albedoColor = new BABYLON.Color3(1, 1, 1);
- this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
- this.reflectionColor = new BABYLON.Color3(0.5, 0.5, 0.5);
- this.microSurface = 0.5;
- this.emissiveColor = new BABYLON.Color3(0, 0, 0);
- this.useAlphaFromAlbedoTexture = false;
- this.useEmissiveAsIllumination = false;
- this.linkEmissiveWithAlbedo = false;
- this.useSpecularOverAlpha = true;
- this.disableLighting = false;
- this.useLightmapAsShadowmap = false;
- this.useMicroSurfaceFromReflectivityMapAlpha = false;
- this._renderTargets = new BABYLON.SmartArray(16);
- this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
- this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
- this._tempColor = new BABYLON.Color3();
- this._defines = new PBRMaterialDefines();
- this._cachedDefines = new PBRMaterialDefines();
- this._myScene = null;
- this._myShadowGenerator = null;
- this._cachedDefines.BonesPerMesh = -1;
- this.getRenderTargetTextures = function () {
- _this._renderTargets.reset();
- if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
- _this._renderTargets.push(_this.reflectionTexture);
- }
- return _this._renderTargets;
- };
- }
- Object.defineProperty(PBRMaterial.prototype, "useLogarithmicDepth", {
- get: function () {
- return this._useLogarithmicDepth;
- },
- set: function (value) {
- this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
- },
- enumerable: true,
- configurable: true
- });
- PBRMaterial.prototype.needAlphaBlending = function () {
- return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
- };
- PBRMaterial.prototype.needAlphaTesting = function () {
- return this.albedoTexture != null && this.albedoTexture.hasAlpha;
- };
- PBRMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
- return this.albedoTexture != null && this.albedoTexture.hasAlpha && this.useAlphaFromAlbedoTexture;
- };
- PBRMaterial.prototype.getAlphaTestTexture = function () {
- return this.albedoTexture;
- };
- PBRMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
- if (!mesh) {
- return true;
- }
- if (this._defines.INSTANCES !== useInstances) {
- return false;
- }
- if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
- return true;
- }
- return false;
- };
- PBRMaterial.PrepareDefinesForLights = function (scene, mesh, defines) {
- var lightIndex = 0;
- var needNormals = false;
- for (var index = 0; index < scene.lights.length; index++) {
- var light = scene.lights[index];
- if (!light.isEnabled()) {
- continue;
- }
- // Excluded check
- if (light._excludedMeshesIds.length > 0) {
- for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
- var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
- if (excludedMesh) {
- light.excludedMeshes.push(excludedMesh);
- }
- }
- light._excludedMeshesIds = [];
- }
- // Included check
- if (light._includedOnlyMeshesIds.length > 0) {
- for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
- var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
- if (includedOnlyMesh) {
- light.includedOnlyMeshes.push(includedOnlyMesh);
- }
- }
- light._includedOnlyMeshesIds = [];
- }
- if (!light.canAffectMesh(mesh)) {
- continue;
- }
- needNormals = true;
- defines["LIGHT" + lightIndex] = true;
- var type;
- if (light instanceof BABYLON.SpotLight) {
- type = "SPOTLIGHT" + lightIndex;
- }
- else if (light instanceof BABYLON.HemisphericLight) {
- type = "HEMILIGHT" + lightIndex;
- }
- else if (light instanceof BABYLON.PointLight) {
- type = "POINTLIGHT" + lightIndex;
- }
- else {
- type = "DIRLIGHT" + lightIndex;
- }
- defines[type] = true;
- // Specular
- if (!light.specular.equalsFloats(0, 0, 0)) {
- defines["SPECULARTERM"] = true;
- }
- // Shadows
- if (scene.shadowsEnabled) {
- var shadowGenerator = light.getShadowGenerator();
- if (mesh && mesh.receiveShadows && shadowGenerator) {
- defines["SHADOW" + lightIndex] = true;
- defines["SHADOWS"] = true;
- if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
- defines["SHADOWVSM" + lightIndex] = true;
- }
- if (shadowGenerator.usePoissonSampling) {
- defines["SHADOWPCF" + lightIndex] = true;
- }
- }
- }
- lightIndex++;
- if (lightIndex === maxSimultaneousLights)
- break;
- }
- return needNormals;
- };
- PBRMaterial.BindLights = function (scene, mesh, effect, defines) {
- var lightIndex = 0;
- var depthValuesAlreadySet = false;
- for (var index = 0; index < scene.lights.length; index++) {
- var light = scene.lights[index];
- if (!light.isEnabled()) {
- continue;
- }
- if (!light.canAffectMesh(mesh)) {
- continue;
- }
- if (light instanceof BABYLON.PointLight) {
- // Point Light
- light.transferToEffect(effect, "vLightData" + lightIndex);
- }
- else if (light instanceof BABYLON.DirectionalLight) {
- // Directional Light
- light.transferToEffect(effect, "vLightData" + lightIndex);
- }
- else if (light instanceof BABYLON.SpotLight) {
- // Spot Light
- light.transferToEffect(effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
- }
- else if (light instanceof BABYLON.HemisphericLight) {
- // Hemispheric Light
- light.transferToEffect(effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
- }
- // GAMMA CORRECTION.
- light.diffuse.toLinearSpaceToRef(PBRMaterial._scaledAlbedo);
- PBRMaterial._scaledAlbedo.scaleToRef(light.intensity, PBRMaterial._scaledAlbedo);
- light.diffuse.scaleToRef(light.intensity, PBRMaterial._scaledAlbedo);
- effect.setColor4("vLightDiffuse" + lightIndex, PBRMaterial._scaledAlbedo, light.range);
- if (defines["SPECULARTERM"]) {
- light.specular.toLinearSpaceToRef(PBRMaterial._scaledReflectivity);
- PBRMaterial._scaledReflectivity.scaleToRef(light.intensity, PBRMaterial._scaledReflectivity);
- effect.setColor3("vLightSpecular" + lightIndex, PBRMaterial._scaledReflectivity);
- }
- // Shadows
- if (scene.shadowsEnabled) {
- var shadowGenerator = light.getShadowGenerator();
- if (mesh.receiveShadows && shadowGenerator) {
- if (!light.needCube()) {
- effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
- }
- else {
- if (!depthValuesAlreadySet) {
- depthValuesAlreadySet = true;
- effect.setFloat2("depthValues", scene.activeCamera.minZ, scene.activeCamera.maxZ);
- }
- }
- effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
- effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
- }
- }
- lightIndex++;
- if (lightIndex === maxSimultaneousLights)
- break;
- }
- };
- PBRMaterial.prototype.isReady = function (mesh, useInstances) {
- if (this.checkReadyOnlyOnce) {
- if (this._wasPreviouslyReady) {
- return true;
- }
- }
- var scene = this.getScene();
- if (!this.checkReadyOnEveryCall) {
- if (this._renderId === scene.getRenderId()) {
- if (this._checkCache(scene, mesh, useInstances)) {
- return true;
- }
- }
- }
- var engine = scene.getEngine();
- var needNormals = false;
- var needUVs = false;
- this._defines.reset();
- // Textures
- if (scene.texturesEnabled) {
- if (this.albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
- if (!this.albedoTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.ALBEDO = true;
- }
- }
- if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
- if (!this.ambientTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.AMBIENT = true;
- }
- }
- if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
- if (!this.opacityTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.OPACITY = true;
- if (this.opacityTexture.getAlphaFromRGB) {
- this._defines.OPACITYRGB = true;
- }
- }
- }
- if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
- if (!this.reflectionTexture.isReady()) {
- return false;
- }
- else {
- needNormals = true;
- this._defines.REFLECTION = true;
- if (this.reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
- this._defines.INVERTCUBICMAP = true;
- }
- this._defines.REFLECTIONMAP_3D = this.reflectionTexture.isCube;
- switch (this.reflectionTexture.coordinatesMode) {
- case BABYLON.Texture.CUBIC_MODE:
- case BABYLON.Texture.INVCUBIC_MODE:
- this._defines.REFLECTIONMAP_CUBIC = true;
- break;
- case BABYLON.Texture.EXPLICIT_MODE:
- this._defines.REFLECTIONMAP_EXPLICIT = true;
- break;
- case BABYLON.Texture.PLANAR_MODE:
- this._defines.REFLECTIONMAP_PLANAR = true;
- break;
- case BABYLON.Texture.PROJECTION_MODE:
- this._defines.REFLECTIONMAP_PROJECTION = true;
- break;
- case BABYLON.Texture.SKYBOX_MODE:
- this._defines.REFLECTIONMAP_SKYBOX = true;
- break;
- case BABYLON.Texture.SPHERICAL_MODE:
- this._defines.REFLECTIONMAP_SPHERICAL = true;
- break;
- case BABYLON.Texture.EQUIRECTANGULAR_MODE:
- this._defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
- break;
- }
- if (this.reflectionTexture instanceof BABYLON.HDRCubeTexture) {
- this._defines.USESPHERICALFROMREFLECTIONMAP = true;
- needNormals = true;
- }
- }
- }
- if (this.lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
- if (!this.lightmapTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.LIGHTMAP = true;
- this._defines.USELIGHTMAPASSHADOWMAP = this.useLightmapAsShadowmap;
- }
- }
- if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
- if (!this.emissiveTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.EMISSIVE = true;
- }
- }
- if (this.reflectivityTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
- if (!this.reflectivityTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.REFLECTIVITY = true;
- this._defines.MICROSURFACEFROMREFLECTIVITYMAP = this.useMicroSurfaceFromReflectivityMapAlpha;
- }
- }
- }
- if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this.disableBumpMap) {
- if (!this.bumpTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.BUMP = true;
- }
- }
- // Effect
- if (scene.clipPlane) {
- this._defines.CLIPPLANE = true;
- }
- if (engine.getAlphaTesting()) {
- this._defines.ALPHATEST = true;
- }
- if (this._shouldUseAlphaFromAlbedoTexture()) {
- this._defines.ALPHAFROMALBEDO = true;
- }
- if (this.useEmissiveAsIllumination) {
- this._defines.EMISSIVEASILLUMINATION = true;
- }
- if (this.linkEmissiveWithAlbedo) {
- this._defines.LINKEMISSIVEWITHALBEDO = true;
- }
- if (this.useLogarithmicDepth) {
- this._defines.LOGARITHMICDEPTH = true;
- }
- if (this.cameraContrast != 1) {
- this._defines.CAMERACONTRAST = true;
- }
- if (this.cameraExposure != 1) {
- this._defines.CAMERATONEMAP = true;
- }
- if (this.overloadedShadeIntensity != 1 ||
- this.overloadedShadowIntensity != 1) {
- this._defines.OVERLOADEDSHADOWVALUES = true;
- }
- if (this.overloadedMicroSurfaceIntensity > 0 ||
- this.overloadedEmissiveIntensity > 0 ||
- this.overloadedReflectivityIntensity > 0 ||
- this.overloadedAlbedoIntensity > 0 ||
- this.overloadedAmbientIntensity > 0 ||
- this.overloadedReflectionIntensity > 0) {
- this._defines.OVERLOADEDVALUES = true;
- }
- // Point size
- if (this.pointsCloud || scene.forcePointsCloud) {
- this._defines.POINTSIZE = true;
- }
- // Fog
- if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
- this._defines.FOG = true;
- }
- if (scene.lightsEnabled && !this.disableLighting) {
- needNormals = PBRMaterial.PrepareDefinesForLights(scene, mesh, this._defines) || needNormals;
- }
- if (BABYLON.StandardMaterial.FresnelEnabled) {
- // Fresnel
- if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled ||
- this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
- if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
- this._defines.OPACITYFRESNEL = true;
- }
- if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
- this._defines.EMISSIVEFRESNEL = true;
- }
- needNormals = true;
- this._defines.FRESNEL = true;
- }
- }
- if (this._defines.SPECULARTERM && this.useSpecularOverAlpha) {
- this._defines.SPECULAROVERALPHA = true;
- }
- // Attribs
- if (mesh) {
- if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
- this._defines.NORMAL = true;
- }
- if (needUVs) {
- if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
- this._defines.UV1 = true;
- }
- if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
- this._defines.UV2 = true;
- }
- }
- if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
- this._defines.VERTEXCOLOR = true;
- if (mesh.hasVertexAlpha) {
- this._defines.VERTEXALPHA = true;
- }
- }
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
- this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
- this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
- }
- // Instances
- if (useInstances) {
- this._defines.INSTANCES = true;
- }
- }
- // Get correct effect
- if (!this._defines.isEqual(this._cachedDefines)) {
- this._defines.cloneTo(this._cachedDefines);
- scene.resetCachedMaterial();
- // Fallbacks
- var fallbacks = new BABYLON.EffectFallbacks();
- if (this._defines.REFLECTION) {
- fallbacks.addFallback(0, "REFLECTION");
- }
- if (this._defines.REFLECTIVITY) {
- fallbacks.addFallback(0, "REFLECTIVITY");
- }
- if (this._defines.BUMP) {
- fallbacks.addFallback(0, "BUMP");
- }
- if (this._defines.SPECULAROVERALPHA) {
- fallbacks.addFallback(0, "SPECULAROVERALPHA");
- }
- if (this._defines.FOG) {
- fallbacks.addFallback(1, "FOG");
- }
- if (this._defines.POINTSIZE) {
- fallbacks.addFallback(0, "POINTSIZE");
- }
- if (this._defines.LOGARITHMICDEPTH) {
- fallbacks.addFallback(0, "LOGARITHMICDEPTH");
- }
- for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
- if (!this._defines["LIGHT" + lightIndex]) {
- continue;
- }
- if (lightIndex > 0) {
- fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
- }
- if (this._defines["SHADOW" + lightIndex]) {
- fallbacks.addFallback(0, "SHADOW" + lightIndex);
- }
- if (this._defines["SHADOWPCF" + lightIndex]) {
- fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
- }
- if (this._defines["SHADOWVSM" + lightIndex]) {
- fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
- }
- }
- if (this._defines.SPECULARTERM) {
- fallbacks.addFallback(0, "SPECULARTERM");
- }
- if (this._defines.OPACITYFRESNEL) {
- fallbacks.addFallback(1, "OPACITYFRESNEL");
- }
- if (this._defines.EMISSIVEFRESNEL) {
- fallbacks.addFallback(2, "EMISSIVEFRESNEL");
- }
- if (this._defines.FRESNEL) {
- fallbacks.addFallback(3, "FRESNEL");
- }
- if (this._defines.NUM_BONE_INFLUENCERS > 0) {
- fallbacks.addCPUSkinningFallback(0, mesh);
- }
- //Attributes
- var attribs = [BABYLON.VertexBuffer.PositionKind];
- if (this._defines.NORMAL) {
- attribs.push(BABYLON.VertexBuffer.NormalKind);
- }
- if (this._defines.UV1) {
- attribs.push(BABYLON.VertexBuffer.UVKind);
- }
- if (this._defines.UV2) {
- attribs.push(BABYLON.VertexBuffer.UV2Kind);
- }
- if (this._defines.VERTEXCOLOR) {
- attribs.push(BABYLON.VertexBuffer.ColorKind);
- }
- if (this._defines.NUM_BONE_INFLUENCERS > 0) {
- attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
- attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
- if (this._defines.NUM_BONE_INFLUENCERS > 4) {
- attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
- attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
- }
- }
- if (this._defines.INSTANCES) {
- attribs.push("world0");
- attribs.push("world1");
- attribs.push("world2");
- attribs.push("world3");
- }
- // Legacy browser patch
- var shaderName = "pbr";
- if (!scene.getEngine().getCaps().standardDerivatives) {
- shaderName = "legacypbr";
- }
- var join = this._defines.toString();
- this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
- "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",
- "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vReflectivityInfos", "vBumpInfos", "vLightmapInfos",
- "mBones",
- "vClipPlane", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "bumpMatrix", "lightmapMatrix",
- "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues",
- "opacityParts", "emissiveLeftColor", "emissiveRightColor",
- "vLightingIntensity", "vOverloadedShadowIntensity", "vOverloadedIntensity", "vCameraInfos", "vOverloadedAlbedo", "vOverloadedReflection", "vOverloadedReflectivity", "vOverloadedEmissive", "vOverloadedMicroSurface",
- "logarithmicDepthConstant",
- "vSphericalX", "vSphericalY", "vSphericalZ",
- "vSphericalXX", "vSphericalYY", "vSphericalZZ",
- "vSphericalXY", "vSphericalYZ", "vSphericalZX"
- ], ["albedoSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "reflectivitySampler", "bumpSampler", "lightmapSampler",
- "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
- ], join, fallbacks, this.onCompiled, this.onError);
- }
- if (!this._effect.isReady()) {
- return false;
- }
- this._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- if (mesh) {
- if (!mesh._materialDefines) {
- mesh._materialDefines = new PBRMaterialDefines();
- }
- this._defines.cloneTo(mesh._materialDefines);
- }
- return true;
- };
- PBRMaterial.prototype.unbind = function () {
- if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
- this._effect.setTexture("reflection2DSampler", null);
- }
- _super.prototype.unbind.call(this);
- };
- PBRMaterial.prototype.bindOnlyWorldMatrix = function (world) {
- this._effect.setMatrix("world", world);
- };
- PBRMaterial.prototype.bind = function (world, mesh) {
- this._myScene = this.getScene();
- // Matrices
- this.bindOnlyWorldMatrix(world);
- this._effect.setMatrix("viewProjection", this._myScene.getTransformMatrix());
- // Bones
- if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
- this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
- }
- if (this._myScene.getCachedMaterial() !== this) {
- if (BABYLON.StandardMaterial.FresnelEnabled) {
- if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
- this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
- }
- if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
- this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
- this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
- }
- }
- // Textures
- if (this.albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
- this._effect.setTexture("albedoSampler", this.albedoTexture);
- this._effect.setFloat2("vAlbedoInfos", this.albedoTexture.coordinatesIndex, this.albedoTexture.level);
- this._effect.setMatrix("albedoMatrix", this.albedoTexture.getTextureMatrix());
- }
- if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
- this._effect.setTexture("ambientSampler", this.ambientTexture);
- this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
- this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
- }
- if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
- this._effect.setTexture("opacitySampler", this.opacityTexture);
- this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
- this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
- }
- if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
- if (this.reflectionTexture.isCube) {
- this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
- }
- else {
- this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
- }
- this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
- this._effect.setFloat2("vReflectionInfos", this.reflectionTexture.level, 0);
- if (this._defines.USESPHERICALFROMREFLECTIONMAP) {
- this._effect.setFloat3("vSphericalX", this.reflectionTexture.sphericalPolynomial.x.x, this.reflectionTexture.sphericalPolynomial.x.y, this.reflectionTexture.sphericalPolynomial.x.z);
- this._effect.setFloat3("vSphericalY", this.reflectionTexture.sphericalPolynomial.y.x, this.reflectionTexture.sphericalPolynomial.y.y, this.reflectionTexture.sphericalPolynomial.y.z);
- this._effect.setFloat3("vSphericalZ", this.reflectionTexture.sphericalPolynomial.z.x, this.reflectionTexture.sphericalPolynomial.z.y, this.reflectionTexture.sphericalPolynomial.z.z);
- this._effect.setFloat3("vSphericalXX", this.reflectionTexture.sphericalPolynomial.xx.x, this.reflectionTexture.sphericalPolynomial.xx.y, this.reflectionTexture.sphericalPolynomial.xx.z);
- this._effect.setFloat3("vSphericalYY", this.reflectionTexture.sphericalPolynomial.yy.x, this.reflectionTexture.sphericalPolynomial.yy.y, this.reflectionTexture.sphericalPolynomial.yy.z);
- this._effect.setFloat3("vSphericalZZ", this.reflectionTexture.sphericalPolynomial.zz.x, this.reflectionTexture.sphericalPolynomial.zz.y, this.reflectionTexture.sphericalPolynomial.zz.z);
- this._effect.setFloat3("vSphericalXY", this.reflectionTexture.sphericalPolynomial.xy.x, this.reflectionTexture.sphericalPolynomial.xy.y, this.reflectionTexture.sphericalPolynomial.xy.z);
- this._effect.setFloat3("vSphericalYZ", this.reflectionTexture.sphericalPolynomial.yz.x, this.reflectionTexture.sphericalPolynomial.yz.y, this.reflectionTexture.sphericalPolynomial.yz.z);
- this._effect.setFloat3("vSphericalZX", this.reflectionTexture.sphericalPolynomial.zx.x, this.reflectionTexture.sphericalPolynomial.zx.y, this.reflectionTexture.sphericalPolynomial.zx.z);
- }
- }
- if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
- this._effect.setTexture("emissiveSampler", this.emissiveTexture);
- this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
- this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
- }
- if (this.lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
- this._effect.setTexture("lightmapSampler", this.lightmapTexture);
- this._effect.setFloat2("vLightmapInfos", this.lightmapTexture.coordinatesIndex, this.lightmapTexture.level);
- this._effect.setMatrix("lightmapMatrix", this.lightmapTexture.getTextureMatrix());
- }
- if (this.reflectivityTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
- this._effect.setTexture("reflectivitySampler", this.reflectivityTexture);
- this._effect.setFloat2("vReflectivityInfos", this.reflectivityTexture.coordinatesIndex, this.reflectivityTexture.level);
- this._effect.setMatrix("reflectivityMatrix", this.reflectivityTexture.getTextureMatrix());
- }
- if (this.bumpTexture && this._myScene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this.disableBumpMap) {
- this._effect.setTexture("bumpSampler", this.bumpTexture);
- this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
- this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
- }
- // Clip plane
- if (this._myScene.clipPlane) {
- this._effect.setFloat4("vClipPlane", this._myScene.clipPlane.normal.x, this._myScene.clipPlane.normal.y, this._myScene.clipPlane.normal.z, this._myScene.clipPlane.d);
- }
- // Point size
- if (this.pointsCloud) {
- this._effect.setFloat("pointSize", this.pointSize);
- }
- // Colors
- this._myScene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
- // GAMMA CORRECTION.
- this.reflectivityColor.toLinearSpaceToRef(PBRMaterial._scaledReflectivity);
- this._effect.setVector3("vEyePosition", this._myScene._mirroredCameraPosition ? this._myScene._mirroredCameraPosition : this._myScene.activeCamera.position);
- this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
- this._effect.setColor4("vReflectivityColor", PBRMaterial._scaledReflectivity, this.microSurface);
- // GAMMA CORRECTION.
- this.emissiveColor.toLinearSpaceToRef(PBRMaterial._scaledEmissive);
- this._effect.setColor3("vEmissiveColor", PBRMaterial._scaledEmissive);
- // GAMMA CORRECTION.
- this.reflectionColor.toLinearSpaceToRef(PBRMaterial._scaledReflection);
- this._effect.setColor3("vReflectionColor", PBRMaterial._scaledReflection);
- }
- // GAMMA CORRECTION.
- this.albedoColor.toLinearSpaceToRef(PBRMaterial._scaledAlbedo);
- this._effect.setColor4("vAlbedoColor", PBRMaterial._scaledAlbedo, this.alpha * mesh.visibility);
- // Lights
- if (this._myScene.lightsEnabled && !this.disableLighting) {
- PBRMaterial.BindLights(this._myScene, mesh, this._effect, this._defines);
- }
- // View
- if (this._myScene.fogEnabled && mesh.applyFog && this._myScene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
- this._effect.setMatrix("view", this._myScene.getViewMatrix());
- }
- // Fog
- if (this._myScene.fogEnabled && mesh.applyFog && this._myScene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
- this._effect.setFloat4("vFogInfos", this._myScene.fogMode, this._myScene.fogStart, this._myScene.fogEnd, this._myScene.fogDensity);
- this._effect.setColor3("vFogColor", this._myScene.fogColor);
- }
- this._lightingInfos.x = this.directIntensity;
- this._lightingInfos.y = this.emissiveIntensity;
- this._lightingInfos.z = this.environmentIntensity;
- this._lightingInfos.w = this.specularIntensity;
- this._effect.setVector4("vLightingIntensity", this._lightingInfos);
- this._overloadedShadowInfos.x = this.overloadedShadowIntensity;
- this._overloadedShadowInfos.y = this.overloadedShadeIntensity;
- this._effect.setVector4("vOverloadedShadowIntensity", this._overloadedShadowInfos);
- this._cameraInfos.x = this.cameraExposure;
- this._cameraInfos.y = this.cameraContrast;
- this._effect.setVector4("vCameraInfos", this._cameraInfos);
- this._overloadedIntensity.x = this.overloadedAmbientIntensity;
- this._overloadedIntensity.y = this.overloadedAlbedoIntensity;
- this._overloadedIntensity.z = this.overloadedReflectivityIntensity;
- this._overloadedIntensity.w = this.overloadedEmissiveIntensity;
- this._effect.setVector4("vOverloadedIntensity", this._overloadedIntensity);
- this.overloadedAmbient.toLinearSpaceToRef(this._tempColor);
- this._effect.setColor3("vOverloadedAmbient", this._tempColor);
- this.overloadedAlbedo.toLinearSpaceToRef(this._tempColor);
- this._effect.setColor3("vOverloadedAlbedo", this._tempColor);
- this.overloadedReflectivity.toLinearSpaceToRef(this._tempColor);
- this._effect.setColor3("vOverloadedReflectivity", this._tempColor);
- this.overloadedEmissive.toLinearSpaceToRef(this._tempColor);
- this._effect.setColor3("vOverloadedEmissive", this._tempColor);
- this.overloadedReflection.toLinearSpaceToRef(this._tempColor);
- this._effect.setColor3("vOverloadedReflection", this._tempColor);
- this._overloadedMicroSurface.x = this.overloadedMicroSurface;
- this._overloadedMicroSurface.y = this.overloadedMicroSurfaceIntensity;
- this._overloadedMicroSurface.z = this.overloadedReflectionIntensity;
- this._effect.setVector3("vOverloadedMicroSurface", this._overloadedMicroSurface);
- // Log. depth
- if (this._defines.LOGARITHMICDEPTH) {
- this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(this._myScene.activeCamera.maxZ + 1.0) / Math.LN2));
- }
- _super.prototype.bind.call(this, world, mesh);
- this._myScene = null;
- };
- PBRMaterial.prototype.getAnimatables = function () {
- var results = [];
- if (this.albedoTexture && this.albedoTexture.animations && this.albedoTexture.animations.length > 0) {
- results.push(this.albedoTexture);
- }
- if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
- results.push(this.ambientTexture);
- }
- if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
- results.push(this.opacityTexture);
- }
- if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
- results.push(this.reflectionTexture);
- }
- if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
- results.push(this.emissiveTexture);
- }
- if (this.reflectivityTexture && this.reflectivityTexture.animations && this.reflectivityTexture.animations.length > 0) {
- results.push(this.reflectivityTexture);
- }
- if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
- results.push(this.bumpTexture);
- }
- return results;
- };
- PBRMaterial.prototype.dispose = function (forceDisposeEffect) {
- if (this.albedoTexture) {
- this.albedoTexture.dispose();
- }
- if (this.ambientTexture) {
- this.ambientTexture.dispose();
- }
- if (this.opacityTexture) {
- this.opacityTexture.dispose();
- }
- if (this.reflectionTexture) {
- this.reflectionTexture.dispose();
- }
- if (this.emissiveTexture) {
- this.emissiveTexture.dispose();
- }
- if (this.reflectivityTexture) {
- this.reflectivityTexture.dispose();
- }
- if (this.bumpTexture) {
- this.bumpTexture.dispose();
- }
- _super.prototype.dispose.call(this, forceDisposeEffect);
- };
- PBRMaterial.prototype.clone = function (name) {
- var newPBRMaterial = new PBRMaterial(name, this.getScene());
- // Base material
- this.copyTo(newPBRMaterial);
- newPBRMaterial.directIntensity = this.directIntensity;
- newPBRMaterial.emissiveIntensity = this.emissiveIntensity;
- newPBRMaterial.environmentIntensity = this.environmentIntensity;
- newPBRMaterial.specularIntensity = this.specularIntensity;
- newPBRMaterial.cameraExposure = this.cameraExposure;
- newPBRMaterial.cameraContrast = this.cameraContrast;
- newPBRMaterial.overloadedShadowIntensity = this.overloadedShadowIntensity;
- newPBRMaterial.overloadedShadeIntensity = this.overloadedShadeIntensity;
- newPBRMaterial.overloadedAmbientIntensity = this.overloadedAmbientIntensity;
- newPBRMaterial.overloadedAlbedoIntensity = this.overloadedAlbedoIntensity;
- newPBRMaterial.overloadedReflectivityIntensity = this.overloadedReflectivityIntensity;
- newPBRMaterial.overloadedEmissiveIntensity = this.overloadedEmissiveIntensity;
- newPBRMaterial.overloadedAmbient = this.overloadedAmbient;
- newPBRMaterial.overloadedAlbedo = this.overloadedAlbedo;
- newPBRMaterial.overloadedReflectivity = this.overloadedReflectivity;
- newPBRMaterial.overloadedEmissive = this.overloadedEmissive;
- newPBRMaterial.overloadedReflection = this.overloadedReflection;
- newPBRMaterial.overloadedMicroSurface = this.overloadedMicroSurface;
- newPBRMaterial.overloadedMicroSurfaceIntensity = this.overloadedMicroSurfaceIntensity;
- newPBRMaterial.overloadedReflectionIntensity = this.overloadedReflectionIntensity;
- newPBRMaterial.disableBumpMap = this.disableBumpMap;
- // Standard material
- if (this.albedoTexture && this.albedoTexture.clone) {
- newPBRMaterial.albedoTexture = this.albedoTexture.clone();
- }
- if (this.ambientTexture && this.ambientTexture.clone) {
- newPBRMaterial.ambientTexture = this.ambientTexture.clone();
- }
- if (this.opacityTexture && this.opacityTexture.clone) {
- newPBRMaterial.opacityTexture = this.opacityTexture.clone();
- }
- if (this.reflectionTexture && this.reflectionTexture.clone) {
- newPBRMaterial.reflectionTexture = this.reflectionTexture.clone();
- }
- if (this.emissiveTexture && this.emissiveTexture.clone) {
- newPBRMaterial.emissiveTexture = this.emissiveTexture.clone();
- }
- if (this.reflectivityTexture && this.reflectivityTexture.clone) {
- newPBRMaterial.reflectivityTexture = this.reflectivityTexture.clone();
- }
- if (this.bumpTexture && this.bumpTexture.clone) {
- newPBRMaterial.bumpTexture = this.bumpTexture.clone();
- }
- if (this.lightmapTexture && this.lightmapTexture.clone) {
- newPBRMaterial.lightmapTexture = this.lightmapTexture.clone();
- newPBRMaterial.useLightmapAsShadowmap = this.useLightmapAsShadowmap;
- }
- newPBRMaterial.ambientColor = this.ambientColor.clone();
- newPBRMaterial.albedoColor = this.albedoColor.clone();
- newPBRMaterial.reflectivityColor = this.reflectivityColor.clone();
- newPBRMaterial.reflectionColor = this.reflectionColor.clone();
- newPBRMaterial.microSurface = this.microSurface;
- newPBRMaterial.emissiveColor = this.emissiveColor.clone();
- newPBRMaterial.useAlphaFromAlbedoTexture = this.useAlphaFromAlbedoTexture;
- newPBRMaterial.useEmissiveAsIllumination = this.useEmissiveAsIllumination;
- newPBRMaterial.useMicroSurfaceFromReflectivityMapAlpha = this.useMicroSurfaceFromReflectivityMapAlpha;
- newPBRMaterial.useSpecularOverAlpha = this.useSpecularOverAlpha;
- newPBRMaterial.emissiveFresnelParameters = this.emissiveFresnelParameters.clone();
- newPBRMaterial.opacityFresnelParameters = this.opacityFresnelParameters.clone();
- return newPBRMaterial;
- };
- PBRMaterial.prototype.serialize = function () {
- var serializationObject = _super.prototype.serialize.call(this);
- serializationObject.customType = "BABYLON.PBRMaterial";
- serializationObject.directIntensity = this.directIntensity;
- serializationObject.emissiveIntensity = this.emissiveIntensity;
- serializationObject.environmentIntensity = this.environmentIntensity;
- serializationObject.specularIntensity = this.specularIntensity;
- serializationObject.cameraExposure = this.cameraExposure;
- serializationObject.cameraContrast = this.cameraContrast;
- serializationObject.overloadedShadowIntensity = this.overloadedShadowIntensity;
- serializationObject.overloadedShadeIntensity = this.overloadedShadeIntensity;
- serializationObject.overloadedAmbientIntensity = this.overloadedAmbientIntensity;
- serializationObject.overloadedAlbedoIntensity = this.overloadedAlbedoIntensity;
- serializationObject.overloadedReflectivityIntensity = this.overloadedReflectivityIntensity;
- serializationObject.overloadedEmissiveIntensity = this.overloadedEmissiveIntensity;
- serializationObject.overloadedAmbient = this.overloadedAmbient.asArray();
- serializationObject.overloadedAlbedo = this.overloadedAlbedo.asArray();
- serializationObject.overloadedReflectivity = this.overloadedReflectivity.asArray();
- serializationObject.overloadedEmissive = this.overloadedEmissive.asArray();
- serializationObject.overloadedReflection = this.overloadedReflection.asArray();
- serializationObject.overloadedMicroSurface = this.overloadedMicroSurface;
- serializationObject.overloadedMicroSurfaceIntensity = this.overloadedMicroSurfaceIntensity;
- serializationObject.overloadedReflectionIntensity = this.overloadedReflectionIntensity;
- serializationObject.disableBumpMap = this.disableBumpMap;
- // Standard material
- if (this.albedoTexture) {
- serializationObject.albedoTexture = this.albedoTexture.serialize();
- }
- if (this.ambientTexture) {
- serializationObject.ambientTexture = this.ambientTexture.serialize();
- }
- if (this.opacityTexture) {
- serializationObject.opacityTexture = this.opacityTexture.serialize();
- }
- if (this.reflectionTexture) {
- serializationObject.reflectionTexture = this.reflectionTexture.serialize();
- }
- if (this.emissiveTexture) {
- serializationObject.emissiveTexture = this.emissiveTexture.serialize();
- }
- if (this.reflectivityTexture) {
- serializationObject.reflectivityTexture = this.reflectivityTexture.serialize();
- }
- if (this.bumpTexture) {
- serializationObject.bumpTexture = this.bumpTexture.serialize();
- }
- if (this.lightmapTexture) {
- serializationObject.lightmapTexture = this.lightmapTexture.serialize();
- serializationObject.useLightmapAsShadowmap = this.useLightmapAsShadowmap;
- }
- serializationObject.ambientColor = this.ambientColor.asArray();
- serializationObject.albedoColor = this.albedoColor.asArray();
- serializationObject.reflectivityColor = this.reflectivityColor.asArray();
- serializationObject.reflectionColor = this.reflectionColor.asArray();
- serializationObject.microSurface = this.microSurface;
- serializationObject.emissiveColor = this.emissiveColor.asArray();
- serializationObject.useAlphaFromAlbedoTexture = this.useAlphaFromAlbedoTexture;
- serializationObject.useEmissiveAsIllumination = this.useEmissiveAsIllumination;
- serializationObject.useMicroSurfaceFromReflectivityMapAlpha = this.useMicroSurfaceFromReflectivityMapAlpha;
- serializationObject.useSpecularOverAlpha = this.useSpecularOverAlpha;
- serializationObject.emissiveFresnelParameters = this.emissiveFresnelParameters.serialize();
- serializationObject.opacityFresnelParameters = this.opacityFresnelParameters.serialize();
- return serializationObject;
- };
- PBRMaterial.Parse = function (source, scene, rootUrl) {
- var material = new PBRMaterial(source.name, scene);
- material.alpha = source.alpha;
- material.id = source.id;
- if (source.disableDepthWrite) {
- material.disableDepthWrite = source.disableDepthWrite;
- }
- if (source.checkReadyOnlyOnce) {
- material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
- }
- BABYLON.Tags.AddTagsTo(material, source.tags);
- material.backFaceCulling = source.backFaceCulling;
- material.wireframe = source.wireframe;
- material.directIntensity = source.directIntensity;
- material.emissiveIntensity = source.emissiveIntensity;
- material.environmentIntensity = source.environmentIntensity;
- material.specularIntensity = source.specularIntensity;
- material.cameraExposure = source.cameraExposure;
- material.cameraContrast = source.cameraContrast;
- material.overloadedShadowIntensity = source.overloadedShadowIntensity;
- material.overloadedShadeIntensity = source.overloadedShadeIntensity;
- material.overloadedAmbientIntensity = source.overloadedAmbientIntensity;
- material.overloadedAlbedoIntensity = source.overloadedAlbedoIntensity;
- material.overloadedReflectivityIntensity = source.overloadedReflectivityIntensity;
- material.overloadedEmissiveIntensity = source.overloadedEmissiveIntensity;
- material.overloadedAmbient = BABYLON.Color3.FromArray(source.overloadedAmbient);
- material.overloadedAlbedo = BABYLON.Color3.FromArray(source.overloadedAlbedo);
- material.overloadedReflectivity = BABYLON.Color3.FromArray(source.overloadedReflectivity);
- material.overloadedEmissive = BABYLON.Color3.FromArray(source.overloadedEmissive);
- material.overloadedReflection = BABYLON.Color3.FromArray(source.overloadedReflection);
- material.overloadedMicroSurface = source.overloadedMicroSurface;
- material.overloadedMicroSurfaceIntensity = source.overloadedMicroSurfaceIntensity;
- material.overloadedReflectionIntensity = source.overloadedReflectionIntensity;
- material.disableBumpMap = source.disableBumpMap;
- // Standard material
- if (source.albedoTexture) {
- material.albedoTexture = BABYLON.Texture.Parse(source.albedoTexture, scene, rootUrl);
- }
- if (source.ambientTexture) {
- material.ambientTexture = BABYLON.Texture.Parse(source.ambientTexture, scene, rootUrl);
- }
- if (source.opacityTexture) {
- material.opacityTexture = BABYLON.Texture.Parse(source.opacityTexture, scene, rootUrl);
- }
- if (source.reflectionTexture) {
- material.reflectionTexture = BABYLON.Texture.Parse(source.reflectionTexture, scene, rootUrl);
- }
- if (source.emissiveTexture) {
- material.emissiveTexture = BABYLON.Texture.Parse(source.emissiveTexture, scene, rootUrl);
- }
- if (source.reflectivityTexture) {
- material.reflectivityTexture = BABYLON.Texture.Parse(source.reflectivityTexture, scene, rootUrl);
- }
- if (source.bumpTexture) {
- material.bumpTexture = BABYLON.Texture.Parse(source.bumpTexture, scene, rootUrl);
- }
- if (source.lightmapTexture) {
- material.lightmapTexture = BABYLON.Texture.Parse(source.lightmapTexture, scene, rootUrl);
- material.useLightmapAsShadowmap = source.useLightmapAsShadowmap;
- }
- material.ambientColor = BABYLON.Color3.FromArray(source.ambient);
- material.albedoColor = BABYLON.Color3.FromArray(source.albedo);
- material.reflectivityColor = BABYLON.Color3.FromArray(source.reflectivity);
- material.reflectionColor = BABYLON.Color3.FromArray(source.reflectionColor);
- material.microSurface = source.microSurface;
- material.emissiveColor = BABYLON.Color3.FromArray(source.emissive);
- material.useAlphaFromAlbedoTexture = source.useAlphaFromAlbedoTexture;
- material.useEmissiveAsIllumination = source.useEmissiveAsIllumination;
- material.useMicroSurfaceFromReflectivityMapAlpha = source.useMicroSurfaceFromReflectivityMapAlpha;
- material.useSpecularOverAlpha = source.useSpecularOverAlpha;
- material.emissiveFresnelParameters = BABYLON.FresnelParameters.Parse(source.emissiveFresnelParameters);
- material.opacityFresnelParameters = BABYLON.FresnelParameters.Parse(source.opacityFresnelParameters);
- return material;
- };
- PBRMaterial._scaledAlbedo = new BABYLON.Color3();
- PBRMaterial._scaledReflectivity = new BABYLON.Color3();
- PBRMaterial._scaledEmissive = new BABYLON.Color3();
- PBRMaterial._scaledReflection = new BABYLON.Color3();
- return PBRMaterial;
- })(BABYLON.Material);
- BABYLON.PBRMaterial = PBRMaterial;
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var SphericalHarmonics = (function () {
- function SphericalHarmonics() {
- this.L00 = BABYLON.Vector3.Zero();
- this.L1_1 = BABYLON.Vector3.Zero();
- this.L10 = BABYLON.Vector3.Zero();
- this.L11 = BABYLON.Vector3.Zero();
- this.L2_2 = BABYLON.Vector3.Zero();
- this.L2_1 = BABYLON.Vector3.Zero();
- this.L20 = BABYLON.Vector3.Zero();
- this.L21 = BABYLON.Vector3.Zero();
- this.L22 = BABYLON.Vector3.Zero();
- }
- SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
- var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
- var c = colorVector.scale(deltaSolidAngle);
- this.L00 = this.L00.add(c.scale(0.282095));
- this.L1_1 = this.L1_1.add(c.scale(0.488603 * direction.y));
- this.L10 = this.L10.add(c.scale(0.488603 * direction.z));
- this.L11 = this.L11.add(c.scale(0.488603 * direction.x));
- this.L2_2 = this.L2_2.add(c.scale(1.092548 * direction.x * direction.y));
- this.L2_1 = this.L2_1.add(c.scale(1.092548 * direction.y * direction.z));
- this.L21 = this.L21.add(c.scale(1.092548 * direction.x * direction.z));
- this.L20 = this.L20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
- this.L22 = this.L22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
- };
- SphericalHarmonics.prototype.scale = function (scale) {
- this.L00 = this.L00.scale(scale);
- this.L1_1 = this.L1_1.scale(scale);
- this.L10 = this.L10.scale(scale);
- this.L11 = this.L11.scale(scale);
- this.L2_2 = this.L2_2.scale(scale);
- this.L2_1 = this.L2_1.scale(scale);
- this.L20 = this.L20.scale(scale);
- this.L21 = this.L21.scale(scale);
- this.L22 = this.L22.scale(scale);
- };
- return SphericalHarmonics;
- })();
- BABYLON.SphericalHarmonics = SphericalHarmonics;
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var SphericalPolynomial = (function () {
- function SphericalPolynomial() {
- this.x = BABYLON.Vector3.Zero();
- this.y = BABYLON.Vector3.Zero();
- this.z = BABYLON.Vector3.Zero();
- this.xx = BABYLON.Vector3.Zero();
- this.yy = BABYLON.Vector3.Zero();
- this.zz = BABYLON.Vector3.Zero();
- this.xy = BABYLON.Vector3.Zero();
- this.yz = BABYLON.Vector3.Zero();
- this.zx = BABYLON.Vector3.Zero();
- }
- SphericalPolynomial.prototype.addAmbient = function (color) {
- var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
- this.xx = this.xx.add(colorVector);
- this.yy = this.yy.add(colorVector);
- this.zz = this.zz.add(colorVector);
- };
- SphericalPolynomial.getSphericalPolynomialFromHarmonics = function (harmonics) {
- var result = new SphericalPolynomial();
- result.x = harmonics.L11.scale(1.02333);
- result.y = harmonics.L1_1.scale(1.02333);
- result.z = harmonics.L10.scale(1.02333);
- result.xx = harmonics.L00.scale(0.886277).subtract(harmonics.L20.scale(0.247708)).add(harmonics.L22.scale(0.429043));
- result.yy = harmonics.L00.scale(0.886277).subtract(harmonics.L20.scale(0.247708)).subtract(harmonics.L22.scale(0.429043));
- result.zz = harmonics.L00.scale(0.886277).add(harmonics.L20.scale(0.495417));
- result.yz = harmonics.L2_1.scale(0.858086);
- result.zx = harmonics.L21.scale(0.858086);
- result.xy = harmonics.L2_2.scale(0.858086);
- return result;
- };
- return SphericalPolynomial;
- })();
- BABYLON.SphericalPolynomial = SphericalPolynomial;
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var Internals;
- (function (Internals) {
- var PanoramaToCubeMapTools = (function () {
- function PanoramaToCubeMapTools() {
- }
- PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
- if (!float32Array) {
- throw "ConvertPanoramaToCubemap: input cannot be null";
- }
- if (float32Array.length != inputWidth * inputHeight * 3) {
- throw "ConvertPanoramaToCubemap: input size is wrong";
- }
- var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
- var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
- var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
- var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
- var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
- var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
- return {
- front: textureFront,
- back: textureBack,
- left: textureLeft,
- right: textureRight,
- up: textureUp,
- down: textureDown,
- size: size
- };
- };
- PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
- var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
- var textureArray = new Float32Array(buffer);
- var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
- var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
- var dy = 1 / texSize;
- var fy = 0;
- for (var y = 0; y < texSize; y++) {
- var xv1 = faceData[0];
- var xv2 = faceData[2];
- for (var x = 0; x < texSize; x++) {
- var v = xv2.subtract(xv1).scale(fy).add(xv1);
- v.normalize();
- var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
- // 3 channels per pixels
- textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
- textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
- textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
- xv1 = xv1.add(rotDX1);
- xv2 = xv2.add(rotDX2);
- }
- fy += dy;
- }
- return textureArray;
- };
- PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
- var theta = Math.atan2(vDir.z, vDir.x);
- var phi = Math.acos(vDir.y);
- while (theta < -Math.PI)
- theta += 2 * Math.PI;
- while (theta > Math.PI)
- theta -= 2 * Math.PI;
- var dx = theta / Math.PI;
- var dy = phi / Math.PI;
- // recenter.
- dx = dx * 0.5 + 0.5;
- var px = Math.round(dx * inputWidth);
- if (px < 0)
- px = 0;
- else if (px >= inputWidth)
- px = inputWidth - 1;
- var py = Math.round(dy * inputHeight);
- if (py < 0)
- py = 0;
- else if (py >= inputHeight)
- py = inputHeight - 1;
- var inputY = (inputHeight - py - 1);
- var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
- var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
- var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
- return {
- r: r,
- g: g,
- b: b
- };
- };
- PanoramaToCubeMapTools.FACE_FRONT = [
- new BABYLON.Vector3(-1.0, -1.0, -1.0),
- new BABYLON.Vector3(1.0, -1.0, -1.0),
- new BABYLON.Vector3(-1.0, 1.0, -1.0),
- new BABYLON.Vector3(1.0, 1.0, -1.0)
- ];
- PanoramaToCubeMapTools.FACE_BACK = [
- new BABYLON.Vector3(1.0, -1.0, 1.0),
- new BABYLON.Vector3(-1.0, -1.0, 1.0),
- new BABYLON.Vector3(1.0, 1.0, 1.0),
- new BABYLON.Vector3(-1.0, 1.0, 1.0)
- ];
- PanoramaToCubeMapTools.FACE_LEFT = [
- new BABYLON.Vector3(1.0, -1.0, -1.0),
- new BABYLON.Vector3(1.0, -1.0, 1.0),
- new BABYLON.Vector3(1.0, 1.0, -1.0),
- new BABYLON.Vector3(1.0, 1.0, 1.0)
- ];
- PanoramaToCubeMapTools.FACE_RIGHT = [
- new BABYLON.Vector3(-1.0, -1.0, 1.0),
- new BABYLON.Vector3(-1.0, -1.0, -1.0),
- new BABYLON.Vector3(-1.0, 1.0, 1.0),
- new BABYLON.Vector3(-1.0, 1.0, -1.0)
- ];
- PanoramaToCubeMapTools.FACE_UP = [
- new BABYLON.Vector3(-1.0, 1.0, -1.0),
- new BABYLON.Vector3(1.0, 1.0, -1.0),
- new BABYLON.Vector3(-1.0, 1.0, 1.0),
- new BABYLON.Vector3(1.0, 1.0, 1.0)
- ];
- PanoramaToCubeMapTools.FACE_DOWN = [
- new BABYLON.Vector3(-1.0, -1.0, 1.0),
- new BABYLON.Vector3(1.0, -1.0, 1.0),
- new BABYLON.Vector3(-1.0, -1.0, -1.0),
- new BABYLON.Vector3(1.0, -1.0, -1.0)
- ];
- return PanoramaToCubeMapTools;
- })();
- Internals.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
- })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var Internals;
- (function (Internals) {
- var FileFaceOrientation = (function () {
- function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
- this.name = name;
- this.worldAxisForNormal = worldAxisForNormal;
- this.worldAxisForFileX = worldAxisForFileX;
- this.worldAxisForFileY = worldAxisForFileY;
- }
- return FileFaceOrientation;
- })();
- ;
- var CubeMapToSphericalPolynomialTools = (function () {
- function CubeMapToSphericalPolynomialTools() {
- }
- CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
- var sphericalHarmonics = new BABYLON.SphericalHarmonics();
- var totalSolidAngle = 0.0;
- // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
- var du = 2.0 / cubeInfo.size;
- var dv = du;
- // The (u,v) of the first texel is half a texel from the corner (-1,-1).
- var minUV = du * 0.5 - 1.0;
- for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
- var fileFace = this.FileFaces[faceIndex];
- var dataArray = cubeInfo[fileFace.name];
- var v = minUV;
- // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
- // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
- // Because SP is still linear, so summation is fine in that basis.
- for (var y = 0; y < cubeInfo.size; y++) {
- var u = minUV;
- for (var x = 0; x < cubeInfo.size; x++) {
- // World direction (not normalised)
- var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
- worldDirection.normalize();
- var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
- if (1) {
- var r = dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0];
- var g = dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1];
- var b = dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2];
- var color = new BABYLON.Color3(r, g, b);
- sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
- }
- else {
- if (faceIndex == 0) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 0;
- }
- else if (faceIndex == 1) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 0;
- }
- else if (faceIndex == 2) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 1;
- }
- else if (faceIndex == 3) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 0;
- }
- else if (faceIndex == 4) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 1;
- }
- else if (faceIndex == 5) {
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0] = 0;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1] = 1;
- dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2] = 1;
- }
- var color = new BABYLON.Color3(dataArray[(y * cubeInfo.size * 3) + (x * 3) + 0], dataArray[(y * cubeInfo.size * 3) + (x * 3) + 1], dataArray[(y * cubeInfo.size * 3) + (x * 3) + 2]);
- sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
- }
- totalSolidAngle += deltaSolidAngle;
- u += du;
- }
- v += dv;
- }
- }
- var correctSolidAngle = 4.0 * Math.PI; // Solid angle for entire sphere is 4*pi
- var correction = correctSolidAngle / totalSolidAngle;
- sphericalHarmonics.scale(correction);
- // Additionally scale by pi -- audit needed
- sphericalHarmonics.scale(1.0 / Math.PI);
- return BABYLON.SphericalPolynomial.getSphericalPolynomialFromHarmonics(sphericalHarmonics);
- };
- CubeMapToSphericalPolynomialTools.FileFaces = [
- new FileFaceOrientation("left", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
- new FileFaceOrientation("right", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
- new FileFaceOrientation("down", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
- new FileFaceOrientation("up", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
- new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
- new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
- ];
- return CubeMapToSphericalPolynomialTools;
- })();
- Internals.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
- })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var Internals;
- (function (Internals) {
- ;
- var HDRTools = (function () {
- function HDRTools() {
- }
- HDRTools.Ldexp = function (mantissa, exponent) {
- if (exponent > 1023) {
- return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
- }
- if (exponent < -1074) {
- return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
- }
- return mantissa * Math.pow(2, exponent);
- };
- HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
- if (exponent > 0) {
- exponent = this.Ldexp(1.0, exponent - (128 + 8));
- float32array[index + 0] = red * exponent;
- float32array[index + 1] = green * exponent;
- float32array[index + 2] = blue * exponent;
- }
- else {
- float32array[index + 0] = 0;
- float32array[index + 1] = 0;
- float32array[index + 2] = 0;
- }
- };
- HDRTools.readStringLine = function (uint8array, startIndex) {
- var line = "";
- var character = "";
- for (var i = startIndex; i < uint8array.length - startIndex; i++) {
- character = String.fromCharCode(uint8array[i]);
- if (character == "\n") {
- break;
- }
- line += character;
- }
- return line;
- };
- /* minimal header reading. modify if you want to parse more information */
- HDRTools.RGBE_ReadHeader = function (uint8array) {
- var height = 0;
- var width = 0;
- var line = this.readStringLine(uint8array, 0);
- if (line[0] != '#' || line[1] != '?') {
- throw "Bad HDR Format.";
- }
- var endOfHeader = false;
- var findFormat = false;
- var lineIndex = 0;
- do {
- lineIndex += (line.length + 1);
- line = this.readStringLine(uint8array, lineIndex);
- if (line == "FORMAT=32-bit_rle_rgbe") {
- findFormat = true;
- }
- else if (line.length == 0) {
- endOfHeader = true;
- }
- } while (!endOfHeader);
- if (!findFormat) {
- throw "HDR Bad header format, unsupported FORMAT";
- }
- lineIndex += (line.length + 1);
- line = this.readStringLine(uint8array, lineIndex);
- var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
- var match = sizeRegexp.exec(line);
- // TODO. Support +Y and -X if needed.
- if (match.length < 3) {
- throw "HDR Bad header format, no size";
- }
- width = parseInt(match[2]);
- height = parseInt(match[1]);
- if (width < 8 || width > 0x7fff) {
- throw "HDR Bad header format, unsupported size";
- }
- lineIndex += (line.length + 1);
- return {
- height: height,
- width: width,
- dataPosition: lineIndex
- };
- };
- HDRTools.GetCubeMapTextureData = function (buffer, size) {
- var uint8array = new Uint8Array(buffer);
- var hdrInfo = this.RGBE_ReadHeader(uint8array);
- var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
- var cubeMapData = Internals.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
- return cubeMapData;
- };
- HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
- // Keep for multi format supports.
- return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
- };
- HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
- var num_scanlines = hdrInfo.height;
- var scanline_width = hdrInfo.width;
- var a, b, c, d, count;
- var dataIndex = hdrInfo.dataPosition;
- var index = 0, endIndex = 0, i = 0;
- var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
- var scanLineArray = new Uint8Array(scanLineArrayBuffer);
- // 3 channels of 4 bytes per pixel in float.
- var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
- var resultArray = new Float32Array(resultBuffer);
- // read in each successive scanline
- while (num_scanlines > 0) {
- a = uint8array[dataIndex++];
- b = uint8array[dataIndex++];
- c = uint8array[dataIndex++];
- d = uint8array[dataIndex++];
- if (a != 2 || b != 2 || (c & 0x80)) {
- // this file is not run length encoded
- throw "HDR Bad header format, not RLE";
- }
- if (((c << 8) | d) != scanline_width) {
- throw "HDR Bad header format, wrong scan line width";
- }
- index = 0;
- // read each of the four channels for the scanline into the buffer
- for (i = 0; i < 4; i++) {
- endIndex = (i + 1) * scanline_width;
- while (index < endIndex) {
- a = uint8array[dataIndex++];
- b = uint8array[dataIndex++];
- if (a > 128) {
- // a run of the same value
- count = a - 128;
- if ((count == 0) || (count > endIndex - index)) {
- throw "HDR Bad Format, bad scanline data (run)";
- }
- while (count-- > 0) {
- scanLineArray[index++] = b;
- }
- }
- else {
- // a non-run
- count = a;
- if ((count == 0) || (count > endIndex - index)) {
- throw "HDR Bad Format, bad scanline data (non-run)";
- }
- scanLineArray[index++] = b;
- if (--count > 0) {
- for (var j = 0; j < count; j++) {
- scanLineArray[index++] = uint8array[dataIndex++];
- }
- }
- }
- }
- }
- // now convert data from buffer into floats
- for (i = 0; i < scanline_width; i++) {
- a = scanLineArray[i];
- b = scanLineArray[i + scanline_width];
- c = scanLineArray[i + 2 * scanline_width];
- d = scanLineArray[i + 3 * scanline_width];
- this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
- }
- num_scanlines--;
- }
- return resultArray;
- };
- return HDRTools;
- })();
- Internals.HDRTools = HDRTools;
- })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
- })(BABYLON || (BABYLON = {}));
- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var BABYLON;
- (function (BABYLON) {
- var HDRCubeTexture = (function (_super) {
- __extends(HDRCubeTexture, _super);
- function HDRCubeTexture(url, scene, size, noMipmap) {
- _super.call(this, scene);
- this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
- this.sphericalPolynomial = null;
- this.name = url;
- this.url = url;
- this._noMipmap = noMipmap;
- this.hasAlpha = false;
- this._size = size;
- if (!url) {
- return;
- }
- this._texture = this._getFromCache(url, noMipmap);
- if (!this._texture) {
- if (!scene.useDelayedTextureLoading) {
- this.loadTexture();
- }
- else {
- this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
- }
- }
- this.isCube = true;
- this._textureMatrix = BABYLON.Matrix.Identity();
- }
- HDRCubeTexture.prototype.loadTexture = function () {
- var _this = this;
- var callback = function (buffer) {
- var data = BABYLON.Internals.HDRTools.GetCubeMapTextureData(buffer, _this._size);
- _this.sphericalPolynomial = BABYLON.Internals.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
- var mapping = [
- "left",
- "down",
- "front",
- "right",
- "up",
- "back"
- ];
- var results = [];
- for (var j = 0; j < 6; j++) {
- var dataFace = data[mapping[j]];
- // TODO. Support Int Textures...
- // // 3 channels of 1 bytes per pixel in bytes.
- // var byteBuffer = new ArrayBuffer(this._size * this._size * 3);
- // var byteArray = new Uint8Array(byteBuffer);
- //
- // /* now convert data from buffer into bytes */
- // for(var i = 0; i < this._size * this._size; i++) {
- // byteArray[(i * 3) + 0] = dataFace[(i * 3) + 0] * 255;
- // byteArray[(i * 3) + 1] = dataFace[(i * 3) + 1] * 255;
- // byteArray[(i * 3) + 2] = dataFace[(i * 3) + 2] * 255;
- // }
- results.push(dataFace);
- }
- return results;
- };
- this._texture = this.getScene().getEngine().createRawCubeTexture(this.url, this.getScene(), this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, BABYLON.Engine.TEXTURETYPE_FLOAT, this._noMipmap, callback);
- };
- HDRCubeTexture.prototype.clone = function () {
- var newTexture = new HDRCubeTexture(this.url, this.getScene(), this._size, this._noMipmap);
- // Base texture
- newTexture.level = this.level;
- newTexture.wrapU = this.wrapU;
- newTexture.wrapV = this.wrapV;
- newTexture.coordinatesIndex = this.coordinatesIndex;
- newTexture.coordinatesMode = this.coordinatesMode;
- return newTexture;
- };
- // Methods
- HDRCubeTexture.prototype.delayLoad = function () {
- if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
- return;
- }
- this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
- this._texture = this._getFromCache(this.url, this._noMipmap);
- if (!this._texture) {
- this.loadTexture();
- }
- };
- HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
- return this._textureMatrix;
- };
- HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
- var texture = null;
- if (parsedTexture.name && !parsedTexture.isRenderTarget) {
- texture = new BABYLON.HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size);
- texture.name = parsedTexture.name;
- texture.hasAlpha = parsedTexture.hasAlpha;
- texture.level = parsedTexture.level;
- texture.coordinatesMode = parsedTexture.coordinatesMode;
- }
- return texture;
- };
- HDRCubeTexture.prototype.serialize = function () {
- if (!this.name) {
- return null;
- }
- var serializationObject = {};
- serializationObject.name = this.name;
- serializationObject.hasAlpha = this.hasAlpha;
- serializationObject.isCube = true;
- serializationObject.level = this.level;
- serializationObject.size = this._size;
- serializationObject.coordinatesMode = this.coordinatesMode;
- return serializationObject;
- };
- return HDRCubeTexture;
- })(BABYLON.BaseTexture);
- BABYLON.HDRCubeTexture = HDRCubeTexture;
- })(BABYLON || (BABYLON = {}));
- BABYLON.Effect.ShadersStore['pbrVertexShader'] = "precision highp float;\n\n// Attributes\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#if NUM_BONE_INFLUENCERS > 0\nuniform mat4 mBones[BonesPerMesh];\n\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS > 4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef ALBEDO\nvarying vec2 vAlbedoUV;\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\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\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvarying vec3 vDirectionW;\n#endif\n\n#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif\n\nvoid main(void) {\n\n#ifdef REFLECTIONMAP_SKYBOX\n vPositionUVW = position;\n#endif \n\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#if NUM_BONE_INFLUENCERS > 0\n mat4 influence;\n influence = mBones[int(matricesIndices[0])] * matricesWeights[0];\n\n#if NUM_BONE_INFLUENCERS > 1\n influence += mBones[int(matricesIndices[1])] * matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 2\n influence += mBones[int(matricesIndices[2])] * matricesWeights[2];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 3\n influence += mBones[int(matricesIndices[3])] * matricesWeights[3];\n#endif\t\n\n#if NUM_BONE_INFLUENCERS > 4\n influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS > 5\n influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 6\n influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 7\n influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\n#endif\t\n\n finalWorld = finalWorld * influence;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\n vDirectionW = normalize(vec3(finalWorld * vec4(position, 0.0)));\n#endif\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef ALBEDO\n if (vAlbedoInfos.x == 0.)\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef LIGHTMAP\n if (vLightmapInfos.x == 0.)\n {\n vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#if defined(REFLECTIVITY)\n if (vReflectivityInfos.x == 0.)\n {\n vReflectivityUV = vec2(reflectivityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\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 // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n\n // Log. depth\n#ifdef LOGARITHMICDEPTH\n vFragmentDepth = 1.0 + gl_Position.w;\n gl_Position.z = log2(max(0.000001, vFragmentDepth)) * logarithmicDepthConstant;\n#endif\n}";
- BABYLON.Effect.ShadersStore['pbrPixelShader'] = "#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n#endif\n\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\nprecision highp float;\n\n// Constants\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\n// CUSTOM CONTROLS\nuniform vec4 vLightingIntensity;\nuniform vec4 vCameraInfos;\n\n#ifdef OVERLOADEDVALUES\n uniform vec4 vOverloadedIntensity;\n uniform vec3 vOverloadedAmbient;\n uniform vec3 vOverloadedAlbedo;\n uniform vec3 vOverloadedReflectivity;\n uniform vec3 vOverloadedEmissive;\n uniform vec3 vOverloadedReflection;\n uniform vec3 vOverloadedMicroSurface;\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n uniform vec4 vOverloadedShadowIntensity;\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n uniform vec3 vSphericalX;\n uniform vec3 vSphericalY;\n uniform vec3 vSphericalZ;\n uniform vec3 vSphericalXX;\n uniform vec3 vSphericalYY;\n uniform vec3 vSphericalZZ;\n uniform vec3 vSphericalXY;\n uniform vec3 vSphericalYZ;\n uniform vec3 vSphericalZX;\n\n vec3 EnvironmentIrradiance(vec3 normal)\n {\n // Note: 'normal' is assumed to be normalised (or near normalised)\n // This isn't as critical as it is with other calculations (e.g. specular highlight), but the result will be incorrect nonetheless.\n\n // TODO: switch to optimal implementation\n vec3 result =\n vSphericalX * normal.x +\n vSphericalY * normal.y +\n vSphericalZ * normal.z +\n vSphericalXX * normal.x * normal.x +\n vSphericalYY * normal.y * normal.y +\n vSphericalZZ * normal.z * normal.z +\n vSphericalYZ * normal.y * normal.z +\n vSphericalZX * normal.z * normal.x +\n vSphericalXY * normal.x * normal.y;\n\n return result.rgb;\n }\n#endif\n\n// PBR CUSTOM CONSTANTS\nconst float kPi = 3.1415926535897932384626433832795;\n\n#ifdef PoissonSamplingEnvironment\n const int poissonSphereSamplersCount = 32;\n vec3 poissonSphereSamplers[poissonSphereSamplersCount];\n\n void initSamplers()\n {\n poissonSphereSamplers[0] = vec3( -0.552198926093, 0.801049753814, -0.0322487480415 );\n poissonSphereSamplers[1] = vec3( 0.344874796559, -0.650989584719, 0.283038477033 ); \n poissonSphereSamplers[2] = vec3( -0.0710183703467, 0.163770497767, -0.95022416734 ); \n poissonSphereSamplers[3] = vec3( 0.422221832073, 0.576613638193, 0.519157625948 ); \n poissonSphereSamplers[4] = vec3( -0.561872200916, -0.665581249881, -0.131630473211 ); \n poissonSphereSamplers[5] = vec3( -0.409905973809, 0.0250731510778, 0.674676954809 ); \n poissonSphereSamplers[6] = vec3( 0.206829570551, -0.190199352704, 0.919073906156 ); \n poissonSphereSamplers[7] = vec3( -0.857514664463, 0.0274425010091, -0.475068738967 ); \n poissonSphereSamplers[8] = vec3( -0.816275009951, -0.0432916479141, 0.40394579291 ); \n poissonSphereSamplers[9] = vec3( 0.397976181928, -0.633227519667, -0.617794410447 ); \n poissonSphereSamplers[10] = vec3( -0.181484199014, 0.0155418272003, -0.34675720703 ); \n poissonSphereSamplers[11] = vec3( 0.591734926919, 0.489930882201, -0.51675303188 ); \n poissonSphereSamplers[12] = vec3( -0.264514973057, 0.834248662136, 0.464624235985 ); \n poissonSphereSamplers[13] = vec3( -0.125845223505, 0.812029586099, -0.46213797731 ); \n poissonSphereSamplers[14] = vec3( 0.0345715424639, 0.349983742938, 0.855109899027 ); \n poissonSphereSamplers[15] = vec3( 0.694340492749, -0.281052190209, -0.379600605543 ); \n poissonSphereSamplers[16] = vec3( -0.241055518078, -0.580199280578, 0.435381168431 );\n poissonSphereSamplers[17] = vec3( 0.126313722289, 0.715113642744, 0.124385788055 ); \n poissonSphereSamplers[18] = vec3( 0.752862552387, 0.277075021888, 0.275059597549 );\n poissonSphereSamplers[19] = vec3( -0.400896300918, -0.309374534321, -0.74285782627 ); \n poissonSphereSamplers[20] = vec3( 0.121843331941, -0.00381197918195, 0.322441835258 ); \n poissonSphereSamplers[21] = vec3( 0.741656771351, -0.472083016745, 0.14589173819 ); \n poissonSphereSamplers[22] = vec3( -0.120347565985, -0.397252703556, -0.00153836114051 ); \n poissonSphereSamplers[23] = vec3( -0.846258835203, -0.433763808754, 0.168732209784 ); \n poissonSphereSamplers[24] = vec3( 0.257765618362, -0.546470581239, -0.242234375624 ); \n poissonSphereSamplers[25] = vec3( -0.640343473361, 0.51920903395, 0.549310644325 ); \n poissonSphereSamplers[26] = vec3( -0.894309984621, 0.297394061018, 0.0884583225292 ); \n poissonSphereSamplers[27] = vec3( -0.126241933628, -0.535151016335, -0.440093659672 ); \n poissonSphereSamplers[28] = vec3( -0.158176440297, -0.393125021578, 0.890727226039 ); \n poissonSphereSamplers[29] = vec3( 0.896024272938, 0.203068725821, -0.11198597748 ); \n poissonSphereSamplers[30] = vec3( 0.568671758933, -0.314144243629, 0.509070768816 ); \n poissonSphereSamplers[31] = vec3( 0.289665332178, 0.104356977462, -0.348379247171 );\n }\n\n vec3 environmentSampler(samplerCube cubeMapSampler, vec3 centralDirection, float microsurfaceAverageSlope)\n {\n vec3 result = vec3(0., 0., 0.);\n for(int i = 0; i < poissonSphereSamplersCount; i++)\n {\n vec3 offset = poissonSphereSamplers[i];\n vec3 direction = centralDirection + microsurfaceAverageSlope * offset;\n result += textureCube(cubeMapSampler, direction, 0.).rgb;\n }\n\n result /= 32.0;\n return result;\n }\n\n#endif\n\n// PBR HELPER METHODS\nfloat Square(float value)\n{\n return value * value;\n}\n\nfloat getLuminance(vec3 color)\n{\n return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);\n}\n\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues\n const float kMinimumVariance = 0.0005;\n float alphaG = Square(roughness) + kMinimumVariance;\n return alphaG;\n}\n\n// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)\n{\n float tanSquared = (1.0 - dot * dot) / (dot * dot);\n return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));\n}\n\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)\n{\n return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);\n}\n\n// Trowbridge-Reitz (GGX)\n// Generalised Trowbridge-Reitz with gamma power=2.0\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)\n{\n // Note: alphaG is average slope (gradient) of the normals in slope-space.\n // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have\n // a tangent (gradient) closer to the macrosurface than this slope.\n float a2 = Square(alphaG);\n float d = NdotH * NdotH * (a2 - 1.0) + 1.0;\n return a2 / (kPi * d * d);\n}\n\nvec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)\n{\n return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);\n}\n\nvec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)\n{\n // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle\n float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);\n return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);\n}\n\n// Cook Torance Specular computation.\nvec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)\n{\n float alphaG = convertRoughnessToAverageSlope(roughness);\n float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);\n float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);\n visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.\n\n vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));\n\n float specTerm = max(0., visibility * distribution) * NdotL;\n return fresnel * specTerm * kPi; // TODO: audit pi constants\n}\n\nfloat computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)\n{\n // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of\n // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.\n float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);\n float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);\n float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;\n float diffuseFresnelTerm =\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);\n\n\n return diffuseFresnelTerm * NdotL;\n // PI Test\n // diffuseFresnelTerm /= kPi;\n}\n\nfloat computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)\n{\n float kReflectivityNoAlphaWorkflow_SmoothnessMax = 0.95;\n\n float reflectivityLuminance = getLuminance(reflectivityColor);\n float reflectivityLuma = sqrt(reflectivityLuminance);\n microSurface = reflectivityLuma * kReflectivityNoAlphaWorkflow_SmoothnessMax;\n\n return microSurface;\n}\n\nvec3 toLinearSpace(vec3 color)\n{\n return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));\n}\n\nvec3 toGammaSpace(vec3 color)\n{\n return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));\n}\n\n#ifdef CAMERATONEMAP\n vec3 toneMaps(vec3 color)\n {\n color = max(color, 0.0);\n\n // TONE MAPPING / EXPOSURE\n color.rgb = color.rgb * vCameraInfos.x;\n\n float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately\n // PI Test\n // tuning *= kPi;\n vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper\n color.rgb = mix(color.rgb, tonemapped, 1.0);\n return color;\n }\n#endif\n\n#ifdef CAMERACONTRAST\n vec4 contrasts(vec4 color)\n {\n color = clamp(color, 0.0, 1.0);\n\n vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);\n float contrast = vCameraInfos.y;\n if (contrast < 1.0)\n {\n // Decrease contrast: interpolate towards zero-contrast image (flat grey)\n color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);\n }\n else\n {\n // Increase contrast: apply simple shoulder-toe high contrast curve\n color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);\n }\n\n return color;\n }\n#endif\n// END PBR HELPER METHODS\n\n uniform vec4 vReflectivityColor;\n uniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\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\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\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\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// Samplers\n#ifdef ALBEDO\nvarying vec2 vAlbedoUV;\nuniform sampler2D albedoSampler;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\t\nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform sampler2D lightmapSampler;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform sampler2D reflectivitySampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvarying vec3 vDirectionW;\n#endif\n\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 view;\n#endif\n#endif\n\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\n vec3 direction = normalize(vDirectionW);\n\n float t = clamp(direction.y * -0.5 + 0.5, 0., 1.0);\n float s = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;\n\n return vec3(s, t, 0);\n#endif\n\n#ifdef REFLECTIONMAP_SPHERICAL\n vec3 viewDir = normalize(vec3(view * worldPos));\n vec3 viewNormal = normalize(vec3(view * vec4(worldNormal, 0.0)));\n\n vec3 r = reflect(viewDir, viewNormal);\n r.z = r.z - 1.0;\n\n float m = 2.0 * length(r);\n\n return vec3(r.x / m + 0.5, 1.0 - r.y / m - 0.5, 0);\n#endif\n\n#ifdef REFLECTIONMAP_PLANAR\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n#endif\n\n#ifdef REFLECTIONMAP_CUBIC\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n#ifdef INVERTCUBICMAP\n coords.y = 1.0 - coords.y;\n#endif\n return vec3(reflectionMatrix * vec4(coords, 0));\n#endif\n\n#ifdef REFLECTIONMAP_PROJECTION\n return vec3(reflectionMatrix * (view * worldPos));\n#endif\n\n#ifdef REFLECTIONMAP_SKYBOX\n return vPositionUVW;\n#endif\n\n#ifdef REFLECTIONMAP_EXPLICIT\n return vec3(0, 0, 0);\n#endif\n}\n\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\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\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nuniform vec2 depthValues;\n\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\tdepth = clamp(depth, 0., 1.0);\n\n\tdirectionToLight = normalize(directionToLight);\n\tdirectionToLight.y = - directionToLight.y;\n\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n if (depth > shadow)\n {\n#ifdef OVERLOADEDSHADOWVALUES\n return mix(1.0, darkness, vOverloadedShadowIntensity.x);\n#else\n return darkness;\n#endif\n }\n return 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.0);\n\tfloat diskScale = 2.0 / mapSize;\n\n\tdirectionToLight = normalize(directionToLight);\n\tdirectionToLight.y = -directionToLight.y;\n\n float visibility = 1.;\n\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 // Poisson Sampling\n float biasedDepth = depth - bias;\n\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\n#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, visibility + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, visibility + darkness);\n#endif\n}\n#endif\n\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\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n#ifdef OVERLOADEDSHADOWVALUES\n return mix(1.0, darkness, vOverloadedShadowIntensity.x);\n#else\n return darkness;\n#endif\n }\n return 1.;\n}\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\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\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 // Poisson Sampling\n float biasedDepth = depth.z - bias;\n\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\n#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, visibility + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, visibility + darkness);\n#endif\n}\n\n// Thanks to http://devmaster.net/\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat linstep(float low, float high, float v) {\n return clamp((v - low) / (high - low), 0.0, 1.0);\n}\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\n return clamp(max(p, p_max), 0.0, 1.0);\n}\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\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\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n#endif\n}\n#endif\n\n#endif\n\n// Bump\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\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 // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif\n\n// Fog\n#ifdef FOG\n\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\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\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\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n#ifdef SPECULARTERM\n vec3 specular;\n#endif\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\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 // diffuse\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * attenuation;\n#endif\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0.0000001, dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\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 // Diffuse\n vec3 H = normalize(viewDirectionW - lightDirection.xyz);\n float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));\n float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * attenuation * spotAtten;\n#endif\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n#ifdef SPECULARTERM\n result.specular = vec3(0.);\n#endif\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW = normalize(lightData.xyz);\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n\n#ifdef SPECULARTERM\n // Specular\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotH = max(0.00000000001, dot(vNormal, H));\n float NdotL = max(0.00000000001, ndl);\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm;\n#endif\n\n return result;\n}\n\nvoid main(void) {\n #ifdef PoissonSamplingEnvironment\n initSamplers();\n #endif\n\n // Clip plane\n #ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n #endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Albedo\n vec4 surfaceAlbedo = vec4(1., 1., 1., 1.);\n vec3 surfaceAlbedoContribution = vAlbedoColor.rgb;\n \n // Alpha\n float alpha = vAlbedoColor.a;\n\n #ifdef ALBEDO\n surfaceAlbedo = texture2D(albedoSampler, vAlbedoUV);\n surfaceAlbedo = vec4(toLinearSpace(surfaceAlbedo.rgb), surfaceAlbedo.a);\n\n #ifdef ALPHATEST\n if (surfaceAlbedo.a < 0.4)\n discard;\n #endif\n\n #ifdef ALPHAFROMALBEDO\n alpha *= surfaceAlbedo.a;\n #endif\n\n surfaceAlbedo.rgb *= vAlbedoInfos.y;\n #endif\n\n #ifdef VERTEXCOLOR\n surfaceAlbedo.rgb *= vColor.rgb;\n #endif\n\n #ifdef OVERLOADEDVALUES\n surfaceAlbedo.rgb = mix(surfaceAlbedo.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\n #endif\n\n // Bump\n #ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n #else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n #endif\n\n\n #ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n #endif\n\n // Ambient color\n vec3 ambientColor = vec3(1., 1., 1.);\n\n #ifdef AMBIENT\n ambientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n \n #ifdef OVERLOADEDVALUES\n ambientColor.rgb = mix(ambientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);\n #endif\n #endif\n\n // Specular map\n float microSurface = vReflectivityColor.a;\n vec3 surfaceReflectivityColor = vReflectivityColor.rgb;\n \n #ifdef OVERLOADEDVALUES\n surfaceReflectivityColor.rgb = mix(surfaceReflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef REFLECTIVITY\n surfaceReflectivityColor = texture2D(reflectivitySampler, vReflectivityUV).rgb;\n surfaceReflectivityColor = toLinearSpace(surfaceReflectivityColor);\n\n #ifdef OVERLOADEDVALUES\n surfaceReflectivityColor = mix(surfaceReflectivityColor, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef MICROSURFACEFROMREFLECTIVITYMAP\n microSurface = reflectivityMapColor.a;\n #else\n microSurface = computeDefaultMicroSurface(microSurface, surfaceReflectivityColor);\n #endif\n #endif\n\n #ifdef OVERLOADEDVALUES\n microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);\n #endif\n\n // Apply Energy Conservation taking in account the environment level only if the environment is present.\n float reflectance = max(max(surfaceReflectivityColor.r, surfaceReflectivityColor.g), surfaceReflectivityColor.b);\n surfaceAlbedo.rgb = (1. - reflectance) * surfaceAlbedo.rgb;\n\n // Compute Specular Fresnel + Reflectance.\n float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));\n\n // Adapt microSurface.\n microSurface = clamp(microSurface, 0., 1.) * 0.98;\n\n // Call rough to not conflict with previous one.\n float rough = clamp(1. - microSurface, 0.000001, 1.0);\n\n // Lighting\n vec3 lightDiffuseContribution = vec3(0., 0., 0.);\n \n#ifdef OVERLOADEDSHADOWVALUES\n vec3 shadowedOnlyLightDiffuseContribution = vec3(1., 1., 1.);\n#endif\n\n#ifdef SPECULARTERM\n vec3 lightSpecularContribution= vec3(0., 0., 0.);\n#endif\n float notShadowLevel = 1.; // 1 - shadowLevel\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n notShadowLevel = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n#if defined(POINTLIGHT0)\n notShadowLevel = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n#else\n notShadowLevel = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n#endif\n#else\n#if defined(POINTLIGHT0)\n notShadowLevel = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#else\n notShadowLevel = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n#endif\n#endif\n#endif\n#else\n notShadowLevel = 1.;\n#endif\n lightDiffuseContribution += info.diffuse * notShadowLevel;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution *= notShadowLevel;\n#endif\n\n#ifdef SPECULARTERM\n lightSpecularContribution += info.specular * notShadowLevel;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n notShadowLevel = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n notShadowLevel = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#else\n notShadowLevel = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n#if defined(POINTLIGHT1)\n notShadowLevel = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#else\n notShadowLevel = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n#endif\n#endif\n#endif\n#else\n notShadowLevel = 1.;\n#endif\n\n lightDiffuseContribution += info.diffuse * notShadowLevel;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution *= notShadowLevel;\n#endif\n\n#ifdef SPECULARTERM\n lightSpecularContribution += info.specular * notShadowLevel;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n notShadowLevel = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n notShadowLevel = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#else\n notShadowLevel = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n#if defined(POINTLIGHT2)\n notShadowLevel = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#else\n notShadowLevel = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n#endif\n#endif\t\n#endif\t\n#else\n notShadowLevel = 1.;\n#endif\n\n lightDiffuseContribution += info.diffuse * notShadowLevel;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution *= notShadowLevel;\n#endif\n\n#ifdef SPECULARTERM\n lightSpecularContribution += info.specular * notShadowLevel;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n notShadowLevel = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n notShadowLevel = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#else\n notShadowLevel = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n#if defined(POINTLIGHT3)\n notShadowLevel = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#else\n notShadowLevel = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n#endif\n#endif\t\n#endif\t\n#else\n notShadowLevel = 1.;\n#endif\n\n lightDiffuseContribution += info.diffuse * notShadowLevel;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution *= notShadowLevel;\n#endif\n\n#ifdef SPECULARTERM\n lightSpecularContribution += info.specular * notShadowLevel;\n#endif\n#endif\n\n#ifdef SPECULARTERM\n lightSpecularContribution *= vLightingIntensity.w;\n#endif\n\n// Reflection\nvec3 environmentRadiance = vReflectionColor.rgb;\nvec3 environmentIrradiance = vReflectionColor.rgb;\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);\n\n #ifdef REFLECTIONMAP_3D\n // Go mat -> blurry reflexion according to microSurface\n float bias = 20. * (1.0 - microSurface);\n\n environmentRadiance = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x;\n \n #ifdef PoissonSamplingEnvironment\n float alphaG = convertRoughnessToAverageSlope(rough);\n environmentRadiance = environmentSampler(reflectionCubeSampler, vReflectionUVW, alphaG) * vReflectionInfos.x;\n #endif\n\n #ifdef USESPHERICALFROMREFLECTIONMAP\n vec3 normalEnvironmentSpace = (reflectionMatrix * vec4(normalW, 1)).xyz;\n environmentIrradiance = EnvironmentIrradiance(normalEnvironmentSpace);\n #else\n environmentRadiance = toLinearSpace(environmentRadiance.rgb);\n \n environmentIrradiance = textureCube(reflectionCubeSampler, normalW, 20.).rgb * vReflectionInfos.x;\n environmentIrradiance = toLinearSpace(environmentIrradiance.rgb);\n environmentIrradiance *= 0.2; // Hack in case of no hdr cube map use for environment.\n #endif\n #else\n vec2 coords = vReflectionUVW.xy;\n\n #ifdef REFLECTIONMAP_PROJECTION\n coords /= vReflectionUVW.z;\n #endif\n\n coords.y = 1.0 - coords.y;\n\n environmentRadiance = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\n environmentRadiance = toLinearSpace(environmentRadiance.rgb);\n\n environmentIrradiance = texture2D(reflection2DSampler, coords, 20.).rgb * vReflectionInfos.x;\n environmentIrradiance = toLinearSpace(environmentIrradiance.rgb);\n #endif\n#endif\n\n#ifdef OVERLOADEDVALUES\n environmentIrradiance = mix(environmentIrradiance, vOverloadedReflection, vOverloadedMicroSurface.z);\n environmentRadiance = mix(environmentRadiance, vOverloadedReflection, vOverloadedMicroSurface.z);\n#endif\n\nenvironmentRadiance *= vLightingIntensity.z;\nenvironmentIrradiance *= vLightingIntensity.z;\n\n// Compute reflection specular fresnel\nvec3 specularEnvironmentR0 = surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0);\nvec3 specularEnvironmentReflectance = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(microSurface));\nenvironmentRadiance *= specularEnvironmentReflectance;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n #ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n #else\n alpha *= opacityMap.a * vOpacityInfos.y;\n #endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 surfaceEmissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;\n surfaceEmissiveColor = toLinearSpace(emissiveColorTex.rgb) * surfaceEmissiveColor * vEmissiveInfos.y;\n#endif\n\n#ifdef OVERLOADEDVALUES\n surfaceEmissiveColor = mix(surfaceEmissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n surfaceEmissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n// Composition\n#ifdef EMISSIVEASILLUMINATION\n vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n \n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n #endif\n#else\n #ifdef LINKEMISSIVEWITHALBEDO\n vec3 finalDiffuse = max((lightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution = max((shadowedOnlyLightDiffuseContribution + surfaceEmissiveColor) * surfaceAlbedoContribution + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n #endif\n #else\n vec3 finalDiffuse = max(lightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyLightDiffuseContribution = max(shadowedOnlyLightDiffuseContribution * surfaceAlbedoContribution + surfaceEmissiveColor + vAmbientColor, 0.0) * surfaceAlbedo.rgb;\n #endif\n #endif\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalDiffuse = mix(finalDiffuse, shadowedOnlyLightDiffuseContribution, (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n#ifdef SPECULARTERM\n vec3 finalSpecular = lightSpecularContribution * surfaceReflectivityColor;\n#else\n vec3 finalSpecular = vec3(0.0);\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalSpecular = mix(finalSpecular, vec3(0.0), (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n// Composition\n// Reflection already includes the environment intensity.\n#ifdef EMISSIVEASILLUMINATION\n vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance + surfaceEmissiveColor * vLightingIntensity.y, alpha);\n#else\n vec4 finalColor = vec4(finalDiffuse * ambientColor * vLightingIntensity.x + surfaceAlbedo.rgb * environmentIrradiance + finalSpecular * vLightingIntensity.x + environmentRadiance, alpha);\n#endif\n\n#ifdef LIGHTMAP\n vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;\n\n #ifdef USELIGHTMAPASSHADOWMAP\n finalColor.rgb *= lightmapColor;\n #else\n finalColor.rgb += lightmapColor;\n #endif\n#endif\n\n#ifdef FOG\n float fog = CalcFogFactor();\n finalColor.rgb = fog * finalColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n finalColor = max(finalColor, 0.0);\n\n#ifdef CAMERATONEMAP\n finalColor.rgb = toneMaps(finalColor.rgb);\n#endif\n\n finalColor.rgb = toGammaSpace(finalColor.rgb);\n\n#ifdef CAMERACONTRAST\n finalColor = contrasts(finalColor);\n#endif\n\n // Normal Display.\n // gl_FragColor = vec4(normalW * 0.5 + 0.5, 1.0);\n\n // Ambient reflection color.\n // gl_FragColor = vec4(ambientReflectionColor, 1.0);\n\n // Reflection color.\n // gl_FragColor = vec4(reflectionColor, 1.0);\n\n // Base color.\n // gl_FragColor = vec4(surfaceAlbedo.rgb, 1.0);\n\n // Specular color.\n // gl_FragColor = vec4(surfaceReflectivityColor.rgb, 1.0);\n\n // MicroSurface color.\n // gl_FragColor = vec4(microSurface, microSurface, microSurface, 1.0);\n\n // Specular Map\n // gl_FragColor = vec4(reflectivityMapColor.rgb, 1.0);\n\n //// Emissive Color\n //vec2 test = vEmissiveUV * 0.5 + 0.5;\n //gl_FragColor = vec4(test.x, test.y, 1.0, 1.0);\n\n gl_FragColor = finalColor;\n}";
- BABYLON.Effect.ShadersStore['legacypbrVertexShader'] = "precision mediump float;\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\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\n#if NUM_BONE_INFLUENCERS > 0\nuniform mat4 mBones[BonesPerMesh];\n\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS > 4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef ALBEDO\nvarying vec2 vAlbedoUV;\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n mat4 finalWorld = world;\n\n#if NUM_BONE_INFLUENCERS > 0\n mat4 influence;\n influence = mBones[int(matricesIndices[0])] * matricesWeights[0];\n\n#if NUM_BONE_INFLUENCERS > 1\n influence += mBones[int(matricesIndices[1])] * matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 2\n influence += mBones[int(matricesIndices[2])] * matricesWeights[2];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 3\n influence += mBones[int(matricesIndices[3])] * matricesWeights[3];\n#endif\t\n\n#if NUM_BONE_INFLUENCERS > 4\n influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS > 5\n influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 6\n influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\n#endif\t\n#if NUM_BONE_INFLUENCERS > 7\n influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\n#endif\t\n\n finalWorld = finalWorld * influence;\n#endif\n\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\n\tvPositionW = vec3(worldPos);\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n\t// Texture coordinates\n#ifndef UV1\n\tvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n\tvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef ALBEDO\n\tif (vAlbedoInfos.x == 0.)\n\t{\n\t\tvAlbedoUV = vec2(albedoMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n#ifdef AMBIENT\n\tif (vAmbientInfos.x == 0.)\n\t{\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n#ifdef OPACITY\n\tif (vOpacityInfos.x == 0.)\n\t{\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n#ifdef EMISSIVE\n\tif (vEmissiveInfos.x == 0.)\n\t{\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n#if defined(REFLECTIVITY)\n\tif (vReflectivityInfos.x == 0.)\n\t{\n\t\tvReflectivityUV = vec2(reflectivityMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n\t// Clip plane\n#ifdef CLIPPLANE\n\tfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n}";
- BABYLON.Effect.ShadersStore['legacypbrPixelShader'] = "precision mediump float;\n\n// Constants\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vAlbedoColor;\nuniform vec3 vReflectionColor;\n\n// CUSTOM CONTROLS\nuniform vec4 vLightingIntensity;\nuniform vec4 vCameraInfos;\n\n#ifdef OVERLOADEDVALUES\nuniform vec4 vOverloadedIntensity;\nuniform vec3 vOverloadedAmbient;\nuniform vec3 vOverloadedAlbedo;\nuniform vec3 vOverloadedReflectivity;\nuniform vec3 vOverloadedEmissive;\nuniform vec3 vOverloadedReflection;\nuniform vec3 vOverloadedMicroSurface;\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\nuniform vec4 vOverloadedShadowIntensity;\n#endif\n\n// PBR CUSTOM CONSTANTS\nconst float kPi = 3.1415926535897932384626433832795;\n\n// PBR HELPER METHODS\nfloat Square(float value)\n{\n return value * value;\n}\n\nfloat getLuminance(vec3 color)\n{\n return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);\n}\n\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues\n const float kMinimumVariance = 0.0005;\n float alphaG = Square(roughness) + kMinimumVariance;\n return alphaG;\n}\n\n// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)\n{\n float tanSquared = (1.0 - dot * dot) / (dot * dot);\n return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));\n}\n\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)\n{\n return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);\n}\n\n// Trowbridge-Reitz (GGX)\n// Generalised Trowbridge-Reitz with gamma power=2.0\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)\n{\n // Note: alphaG is average slope (gradient) of the normals in slope-space.\n // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have\n // a tangent (gradient) closer to the macrosurface than this slope.\n float a2 = Square(alphaG);\n float d = NdotH * NdotH * (a2 - 1.0) + 1.0;\n return a2 / (kPi * d * d);\n}\n\nvec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)\n{\n return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);\n}\n\nvec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)\n{\n // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle\n float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);\n return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);\n}\n\n// Cook Torance Specular computation.\nvec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)\n{\n float alphaG = convertRoughnessToAverageSlope(roughness);\n float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);\n float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);\n visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.\n\n vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));\n\n float specTerm = max(0., visibility * distribution) * NdotL;\n return fresnel * specTerm;\n}\n\nfloat computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)\n{\n // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of\n // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.\n float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);\n float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);\n float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;\n float diffuseFresnelTerm =\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);\n\n return diffuseFresnelTerm * NdotL;\n}\n\nfloat computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)\n{\n if (microSurface == 0.)\n {\n float kReflectivityNoAlphaWorkflow_SmoothnessMax = 0.95;\n\n float reflectivityLuminance = getLuminance(reflectivityColor);\n float reflectivityLuma = sqrt(reflectivityLuminance);\n microSurface = reflectivityLuma * kReflectivityNoAlphaWorkflow_SmoothnessMax;\n }\n return microSurface;\n}\n\nvec3 toLinearSpace(vec3 color)\n{\n return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));\n}\n\nvec3 toGammaSpace(vec3 color)\n{\n return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));\n}\n\n#ifdef CAMERATONEMAP\n vec3 toneMaps(vec3 color)\n {\n color = max(color, 0.0);\n\n // TONE MAPPING / EXPOSURE\n color.rgb = color.rgb * vCameraInfos.x;\n\n float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately\n vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper\n color.rgb = mix(color.rgb, tonemapped, 1.0);\n return color;\n }\n#endif\n\n#ifdef CAMERACONTRAST\n vec4 contrasts(vec4 color)\n {\n color = clamp(color, 0.0, 1.0);\n\n vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);\n float contrast = vCameraInfos.y;\n if (contrast < 1.0)\n {\n // Decrease contrast: interpolate towards zero-contrast image (flat grey)\n color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);\n }\n else\n {\n // Increase contrast: apply simple shoulder-toe high contrast curve\n color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);\n }\n\n return color;\n }\n#endif\n// END PBR HELPER METHODS\n\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\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\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\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\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// Samplers\n#ifdef ALBEDO\nvarying vec2 vAlbedoUV;\nuniform sampler2D albedoSampler;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\t\nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform sampler2D lightmapSampler;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform sampler2D reflectivitySampler;\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n#ifdef SPECULARTERM\n vec3 specular;\n#endif\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\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 // diffuse\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor * attenuation;\n#endif\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0.0000001, dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\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 // Diffuse\n vec3 H = normalize(viewDirectionW - lightDirection.xyz);\n float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));\n float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor * attenuation * spotAtten;\n#endif\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n#ifdef SPECULARTERM\n result.specular = vec3(0.);\n#endif\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW = normalize(lightData.xyz);\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n\n#ifdef SPECULARTERM\n // Specular\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotH = max(0.00000000001, dot(vNormal, H));\n float NdotL = max(0.00000000001, ndl);\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor;\n#endif\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vAlbedoColor.rgb;\n \n // Alpha\n float alpha = vAlbedoColor.a;\n\n#ifdef ALBEDO\n baseColor = texture2D(diffuseSampler, vAlbedoUV);\n baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMALBEDO\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vAlbedoInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef OVERLOADEDVALUES\n baseColor.rgb = mix(baseColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\n albedoColor.rgb = mix(albedoColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n #ifdef OVERLOADEDVALUES\n baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);\n #endif\n#endif\n\n // Reflectivity map\n float microSurface = vReflectivityColor.a;\n vec3 reflectivityColor = vReflectivityColor.rgb;\n\n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef REFLECTIVITY\n vec4 reflectivityMapColor = texture2D(reflectivitySampler, vReflectivityUV);\n reflectivityColor = toLinearSpace(reflectivityMapColor.rgb);\n\n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef MICROSURFACEFROMREFLECTIVITYMAP\n microSurface = reflectivityMapColor.a;\n #else\n microSurface = computeDefaultMicroSurface(microSurface, reflectivityColor);\n #endif\n #endif\n\n #ifdef OVERLOADEDVALUES\n microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);\n #endif\n\n // Apply Energy Conservation taking in account the environment level only if the environment is present.\n float reflectance = max(max(reflectivityColor.r, reflectivityColor.g), reflectivityColor.b);\n baseColor.rgb = (1. - reflectance) * baseColor.rgb;\n\n // Compute Specular Fresnel + Reflectance.\n float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));\n\n // Adapt microSurface.\n microSurface = clamp(microSurface, 0., 1.) * 0.98;\n\n // Call rough to not conflict with previous one.\n float rough = clamp(1. - microSurface, 0.000001, 1.0);\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n\n#ifdef OVERLOADEDSHADOWVALUES\n vec3 shadowedOnlyDiffuseBase = vec3(1., 1., 1.);\n#endif\n\n#ifdef SPECULARTERM\n vec3 specularBase = vec3(0., 0., 0.);\n#endif\n float shadow = 1.;\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\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, rough, NdotV);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n// Reflection\nvec3 reflectionColor = vReflectionColor.rgb;\nvec3 ambientReflectionColor = vReflectionColor.rgb;\n\nreflectionColor *= vLightingIntensity.z;\nambientReflectionColor *= vLightingIntensity.z;\n\n// Compute reflection reflectivity fresnel\nvec3 reflectivityEnvironmentR0 = reflectivityColor.rgb;\nvec3 reflectivityEnvironmentR90 = vec3(1.0, 1.0, 1.0);\nvec3 reflectivityEnvironmentReflectanceViewer = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), reflectivityEnvironmentR0, reflectivityEnvironmentR90, sqrt(microSurface));\nreflectionColor *= reflectivityEnvironmentReflectanceViewer;\n\n#ifdef OVERLOADEDVALUES\n ambientReflectionColor = mix(ambientReflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n reflectionColor = mix(reflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;\n emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;\n#endif\n\n#ifdef OVERLOADEDVALUES\n emissiveColor = mix(emissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);\n#endif\n\n // Composition\n#ifdef EMISSIVEASILLUMINATION\n vec3 finalDiffuse = max(diffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n#else\n #ifdef LINKEMISSIVEWITHALBEDO\n vec3 finalDiffuse = max((diffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max((shadowedOnlyDiffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #else\n vec3 finalDiffuse = max(diffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #endif\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalDiffuse = mix(finalDiffuse, shadowedOnlyDiffuseBase, (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n// diffuse lighting from environment 0.2 replaces Harmonic...\n// Ambient Reflection already includes the environment intensity.\nfinalDiffuse += baseColor.rgb * ambientReflectionColor * 0.2;\n\n#ifdef SPECULARTERM\n vec3 finalSpecular = specularBase * reflectivityColor * vLightingIntensity.w;\n#else\n vec3 finalSpecular = vec3(0.0);\n#endif\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n// Composition\n// Reflection already includes the environment intensity.\n#ifdef EMISSIVEASILLUMINATION\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor + emissiveColor * vLightingIntensity.y, alpha);\n#else\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor, alpha);\n#endif\n\n color = max(color, 0.0);\n\n#ifdef CAMERATONEMAP\n color.rgb = toneMaps(color.rgb);\n#endif\n\n color.rgb = toGammaSpace(color.rgb);\n\n#ifdef CAMERACONTRAST\n color = contrasts(color);\n#endif\n\n gl_FragColor = color;\n}";
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