babylon.waterMaterial.js 54 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613
  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. /// <reference path="../simple/babylon.simpleMaterial.ts"/>
  3. var BABYLON;
  4. (function (BABYLON) {
  5. var maxSimultaneousLights = 4;
  6. var WaterMaterialDefines = (function (_super) {
  7. __extends(WaterMaterialDefines, _super);
  8. function WaterMaterialDefines() {
  9. _super.call(this);
  10. this.BUMP = false;
  11. this.REFLECTION = false;
  12. this.CLIPPLANE = false;
  13. this.ALPHATEST = false;
  14. this.POINTSIZE = false;
  15. this.FOG = false;
  16. this.LIGHT0 = false;
  17. this.LIGHT1 = false;
  18. this.LIGHT2 = false;
  19. this.LIGHT3 = false;
  20. this.SPOTLIGHT0 = false;
  21. this.SPOTLIGHT1 = false;
  22. this.SPOTLIGHT2 = false;
  23. this.SPOTLIGHT3 = false;
  24. this.HEMILIGHT0 = false;
  25. this.HEMILIGHT1 = false;
  26. this.HEMILIGHT2 = false;
  27. this.HEMILIGHT3 = false;
  28. this.DIRLIGHT0 = false;
  29. this.DIRLIGHT1 = false;
  30. this.DIRLIGHT2 = false;
  31. this.DIRLIGHT3 = false;
  32. this.POINTLIGHT0 = false;
  33. this.POINTLIGHT1 = false;
  34. this.POINTLIGHT2 = false;
  35. this.POINTLIGHT3 = false;
  36. this.SHADOW0 = false;
  37. this.SHADOW1 = false;
  38. this.SHADOW2 = false;
  39. this.SHADOW3 = false;
  40. this.SHADOWS = false;
  41. this.SHADOWVSM0 = false;
  42. this.SHADOWVSM1 = false;
  43. this.SHADOWVSM2 = false;
  44. this.SHADOWVSM3 = false;
  45. this.SHADOWPCF0 = false;
  46. this.SHADOWPCF1 = false;
  47. this.SHADOWPCF2 = false;
  48. this.SHADOWPCF3 = false;
  49. this.NORMAL = false;
  50. this.UV1 = false;
  51. this.UV2 = false;
  52. this.VERTEXCOLOR = false;
  53. this.VERTEXALPHA = false;
  54. this.BONES = false;
  55. this.BONES4 = false;
  56. this.BonesPerMesh = 0;
  57. this.INSTANCES = false;
  58. this.SPECULARTERM = false;
  59. this._keys = Object.keys(this);
  60. }
  61. return WaterMaterialDefines;
  62. })(BABYLON.MaterialDefines);
  63. var WaterMaterial = (function (_super) {
  64. __extends(WaterMaterial, _super);
  65. /**
  66. * Constructor
  67. */
  68. function WaterMaterial(name, scene, renderTargetSize) {
  69. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  70. _super.call(this, name, scene);
  71. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  72. this.specularColor = new BABYLON.Color3(0, 0, 0);
  73. this.specularPower = 64;
  74. this.disableLighting = false;
  75. /**
  76. * @param {number}: Represents the wind force
  77. */
  78. this.windForce = 6;
  79. /**
  80. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  81. */
  82. this.windDirection = new BABYLON.Vector2(0, 1);
  83. /**
  84. * @param {number}: Wave height, represents the height of the waves
  85. */
  86. this.waveHeight = 0.4;
  87. /**
  88. * @param {number}: Bump height, represents the bump height related to the bump map
  89. */
  90. this.bumpHeight = 0.4;
  91. /**
  92. * @param {number}: The water color blended with the reflection and refraction samplers
  93. */
  94. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  95. /**
  96. * @param {number}: The blend factor related to the water color
  97. */
  98. this.colorBlendFactor = 0.2;
  99. /**
  100. * @param {number}: Represents the maximum length of a wave
  101. */
  102. this.waveLength = 0.1;
  103. /**
  104. * @param {number}: Defines the waves speed
  105. */
  106. this.waveSpeed = 1.0;
  107. /*
  108. * Private members
  109. */
  110. this._mesh = null;
  111. this._reflectionTransform = BABYLON.Matrix.Zero();
  112. this._lastTime = 0;
  113. this._scaledDiffuse = new BABYLON.Color3();
  114. this._scaledSpecular = new BABYLON.Color3();
  115. this._defines = new WaterMaterialDefines();
  116. this._cachedDefines = new WaterMaterialDefines();
  117. // Create render targets
  118. this._createRenderTargets(scene, renderTargetSize);
  119. }
  120. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  121. // Get / Set
  122. get: function () {
  123. return this._refractionRTT;
  124. },
  125. enumerable: true,
  126. configurable: true
  127. });
  128. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  129. get: function () {
  130. return this._reflectionRTT;
  131. },
  132. enumerable: true,
  133. configurable: true
  134. });
  135. // Methods
  136. WaterMaterial.prototype.addToRenderList = function (node) {
  137. this._refractionRTT.renderList.push(node);
  138. this._reflectionRTT.renderList.push(node);
  139. };
  140. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  141. var refreshRate = enable ? 1 : 0;
  142. this._refractionRTT.refreshRate = refreshRate;
  143. this._reflectionRTT.refreshRate = refreshRate;
  144. };
  145. WaterMaterial.prototype.needAlphaBlending = function () {
  146. return (this.alpha < 1.0);
  147. };
  148. WaterMaterial.prototype.needAlphaTesting = function () {
  149. return false;
  150. };
  151. WaterMaterial.prototype.getAlphaTestTexture = function () {
  152. return null;
  153. };
  154. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  155. if (!mesh) {
  156. return true;
  157. }
  158. if (this._defines.INSTANCES !== useInstances) {
  159. return false;
  160. }
  161. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  162. return true;
  163. }
  164. return false;
  165. };
  166. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  167. if (this.checkReadyOnlyOnce) {
  168. if (this._wasPreviouslyReady) {
  169. return true;
  170. }
  171. }
  172. var scene = this.getScene();
  173. if (!this.checkReadyOnEveryCall) {
  174. if (this._renderId === scene.getRenderId()) {
  175. if (this._checkCache(scene, mesh, useInstances)) {
  176. return true;
  177. }
  178. }
  179. }
  180. var engine = scene.getEngine();
  181. var needNormals = false;
  182. var needUVs = false;
  183. this._defines.reset();
  184. // Textures
  185. if (scene.texturesEnabled) {
  186. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  187. if (!this.bumpTexture.isReady()) {
  188. return false;
  189. }
  190. else {
  191. needUVs = true;
  192. this._defines.BUMP = true;
  193. }
  194. }
  195. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  196. this._defines.REFLECTION = true;
  197. }
  198. }
  199. // Effect
  200. if (scene.clipPlane) {
  201. this._defines.CLIPPLANE = true;
  202. }
  203. if (engine.getAlphaTesting()) {
  204. this._defines.ALPHATEST = true;
  205. }
  206. // Point size
  207. if (this.pointsCloud || scene.forcePointsCloud) {
  208. this._defines.POINTSIZE = true;
  209. }
  210. // Fog
  211. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  212. this._defines.FOG = true;
  213. }
  214. var lightIndex = 0;
  215. if (scene.lightsEnabled && !this.disableLighting) {
  216. for (var index = 0; index < scene.lights.length; index++) {
  217. var light = scene.lights[index];
  218. if (!light.isEnabled()) {
  219. continue;
  220. }
  221. // Excluded check
  222. if (light._excludedMeshesIds.length > 0) {
  223. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  224. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  225. if (excludedMesh) {
  226. light.excludedMeshes.push(excludedMesh);
  227. }
  228. }
  229. light._excludedMeshesIds = [];
  230. }
  231. // Included check
  232. if (light._includedOnlyMeshesIds.length > 0) {
  233. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  234. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  235. if (includedOnlyMesh) {
  236. light.includedOnlyMeshes.push(includedOnlyMesh);
  237. }
  238. }
  239. light._includedOnlyMeshesIds = [];
  240. }
  241. if (!light.canAffectMesh(mesh)) {
  242. continue;
  243. }
  244. needNormals = true;
  245. this._defines["LIGHT" + lightIndex] = true;
  246. var type;
  247. if (light instanceof BABYLON.SpotLight) {
  248. type = "SPOTLIGHT" + lightIndex;
  249. }
  250. else if (light instanceof BABYLON.HemisphericLight) {
  251. type = "HEMILIGHT" + lightIndex;
  252. }
  253. else if (light instanceof BABYLON.PointLight) {
  254. type = "POINTLIGHT" + lightIndex;
  255. }
  256. else {
  257. type = "DIRLIGHT" + lightIndex;
  258. }
  259. this._defines[type] = true;
  260. // Specular
  261. if (!light.specular.equalsFloats(0, 0, 0)) {
  262. this._defines.SPECULARTERM = true;
  263. }
  264. // Shadows
  265. if (scene.shadowsEnabled) {
  266. var shadowGenerator = light.getShadowGenerator();
  267. if (mesh && mesh.receiveShadows && shadowGenerator) {
  268. this._defines["SHADOW" + lightIndex] = true;
  269. this._defines.SHADOWS = true;
  270. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  271. this._defines["SHADOWVSM" + lightIndex] = true;
  272. }
  273. if (shadowGenerator.usePoissonSampling) {
  274. this._defines["SHADOWPCF" + lightIndex] = true;
  275. }
  276. }
  277. }
  278. lightIndex++;
  279. if (lightIndex === maxSimultaneousLights)
  280. break;
  281. }
  282. }
  283. // Attribs
  284. if (mesh) {
  285. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  286. this._defines.NORMAL = true;
  287. }
  288. if (needUVs) {
  289. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  290. this._defines.UV1 = true;
  291. }
  292. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  293. this._defines.UV2 = true;
  294. }
  295. }
  296. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  297. this._defines.VERTEXCOLOR = true;
  298. if (mesh.hasVertexAlpha) {
  299. this._defines.VERTEXALPHA = true;
  300. }
  301. }
  302. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  303. this._defines.BONES = true;
  304. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  305. this._defines.BONES4 = true;
  306. }
  307. // Instances
  308. if (useInstances) {
  309. this._defines.INSTANCES = true;
  310. }
  311. }
  312. this._mesh = mesh;
  313. // Get correct effect
  314. if (!this._defines.isEqual(this._cachedDefines)) {
  315. this._defines.cloneTo(this._cachedDefines);
  316. scene.resetCachedMaterial();
  317. // Fallbacks
  318. var fallbacks = new BABYLON.EffectFallbacks();
  319. if (this._defines.FOG) {
  320. fallbacks.addFallback(1, "FOG");
  321. }
  322. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  323. if (!this._defines["LIGHT" + lightIndex]) {
  324. continue;
  325. }
  326. if (lightIndex > 0) {
  327. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  328. }
  329. if (this._defines["SHADOW" + lightIndex]) {
  330. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  331. }
  332. if (this._defines["SHADOWPCF" + lightIndex]) {
  333. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  334. }
  335. if (this._defines["SHADOWVSM" + lightIndex]) {
  336. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  337. }
  338. }
  339. if (this._defines.BONES4) {
  340. fallbacks.addFallback(0, "BONES4");
  341. }
  342. //Attributes
  343. var attribs = [BABYLON.VertexBuffer.PositionKind];
  344. if (this._defines.NORMAL) {
  345. attribs.push(BABYLON.VertexBuffer.NormalKind);
  346. }
  347. if (this._defines.UV1) {
  348. attribs.push(BABYLON.VertexBuffer.UVKind);
  349. }
  350. if (this._defines.UV2) {
  351. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  352. }
  353. if (this._defines.VERTEXCOLOR) {
  354. attribs.push(BABYLON.VertexBuffer.ColorKind);
  355. }
  356. if (this._defines.BONES) {
  357. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  358. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  359. }
  360. if (this._defines.INSTANCES) {
  361. attribs.push("world0");
  362. attribs.push("world1");
  363. attribs.push("world2");
  364. attribs.push("world3");
  365. }
  366. // Legacy browser patch
  367. var shaderName = "water";
  368. var join = this._defines.toString();
  369. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  370. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  371. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  372. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  373. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  374. "vFogInfos", "vFogColor", "pointSize",
  375. "vNormalInfos",
  376. "mBones",
  377. "vClipPlane", "normalMatrix",
  378. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  379. // Water
  380. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  381. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "colorBlendFactor", "waveSpeed"
  382. ], ["normalSampler",
  383. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3",
  384. // Water
  385. "refractionSampler", "reflectionSampler"
  386. ], join, fallbacks, this.onCompiled, this.onError);
  387. }
  388. if (!this._effect.isReady()) {
  389. return false;
  390. }
  391. this._renderId = scene.getRenderId();
  392. this._wasPreviouslyReady = true;
  393. if (mesh) {
  394. if (!mesh._materialDefines) {
  395. mesh._materialDefines = new WaterMaterialDefines();
  396. }
  397. this._defines.cloneTo(mesh._materialDefines);
  398. }
  399. return true;
  400. };
  401. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  402. this._effect.setMatrix("world", world);
  403. };
  404. WaterMaterial.prototype.bind = function (world, mesh) {
  405. var scene = this.getScene();
  406. // Matrices
  407. this.bindOnlyWorldMatrix(world);
  408. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  409. // Bones
  410. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  411. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  412. }
  413. if (scene.getCachedMaterial() !== this) {
  414. // Textures
  415. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  416. this._effect.setTexture("normalSampler", this.bumpTexture);
  417. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  418. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  419. }
  420. // Clip plane
  421. if (scene.clipPlane) {
  422. var clipPlane = scene.clipPlane;
  423. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  424. }
  425. // Point size
  426. if (this.pointsCloud) {
  427. this._effect.setFloat("pointSize", this.pointSize);
  428. }
  429. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  430. }
  431. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  432. if (this._defines.SPECULARTERM) {
  433. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  434. }
  435. if (scene.lightsEnabled && !this.disableLighting) {
  436. var lightIndex = 0;
  437. for (var index = 0; index < scene.lights.length; index++) {
  438. var light = scene.lights[index];
  439. if (!light.isEnabled()) {
  440. continue;
  441. }
  442. if (!light.canAffectMesh(mesh)) {
  443. continue;
  444. }
  445. if (light instanceof BABYLON.PointLight) {
  446. // Point Light
  447. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  448. }
  449. else if (light instanceof BABYLON.DirectionalLight) {
  450. // Directional Light
  451. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  452. }
  453. else if (light instanceof BABYLON.SpotLight) {
  454. // Spot Light
  455. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  456. }
  457. else if (light instanceof BABYLON.HemisphericLight) {
  458. // Hemispheric Light
  459. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  460. }
  461. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  462. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  463. if (this._defines.SPECULARTERM) {
  464. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  465. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  466. }
  467. // Shadows
  468. if (scene.shadowsEnabled) {
  469. var shadowGenerator = light.getShadowGenerator();
  470. if (mesh.receiveShadows && shadowGenerator) {
  471. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  472. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  473. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  474. }
  475. }
  476. lightIndex++;
  477. if (lightIndex === maxSimultaneousLights)
  478. break;
  479. }
  480. }
  481. // View
  482. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  483. this._effect.setMatrix("view", scene.getViewMatrix());
  484. }
  485. // Fog
  486. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  487. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  488. this._effect.setColor3("vFogColor", scene.fogColor);
  489. }
  490. // Water
  491. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  492. this._effect.setTexture("refractionSampler", this._refractionRTT);
  493. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  494. }
  495. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  496. this._lastTime += scene.getEngine().getDeltaTime();
  497. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  498. this._effect.setVector2("windDirection", this.windDirection);
  499. this._effect.setFloat("waveLength", this.waveLength);
  500. this._effect.setFloat("time", this._lastTime / 100000);
  501. this._effect.setFloat("windForce", this.windForce);
  502. this._effect.setFloat("waveHeight", this.waveHeight);
  503. this._effect.setFloat("bumpHeight", this.bumpHeight);
  504. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  505. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  506. this._effect.setFloat("waveSpeed", this.waveSpeed);
  507. _super.prototype.bind.call(this, world, mesh);
  508. };
  509. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  510. var _this = this;
  511. // Render targets
  512. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  513. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  514. scene.customRenderTargets.push(this._refractionRTT);
  515. scene.customRenderTargets.push(this._reflectionRTT);
  516. var isVisible;
  517. var clipPlane = null;
  518. var savedViewMatrix;
  519. var mirrorMatrix = BABYLON.Matrix.Zero();
  520. this._refractionRTT.onBeforeRender = function () {
  521. if (_this._mesh) {
  522. isVisible = _this._mesh.isVisible;
  523. _this._mesh.isVisible = false;
  524. }
  525. // Clip plane
  526. clipPlane = scene.clipPlane;
  527. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  528. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, 1, 0));
  529. };
  530. this._refractionRTT.onAfterRender = function () {
  531. if (_this._mesh) {
  532. _this._mesh.isVisible = isVisible;
  533. }
  534. // Clip plane
  535. scene.clipPlane = clipPlane;
  536. };
  537. this._reflectionRTT.onBeforeRender = function () {
  538. if (_this._mesh) {
  539. isVisible = _this._mesh.isVisible;
  540. _this._mesh.isVisible = false;
  541. }
  542. // Clip plane
  543. clipPlane = scene.clipPlane;
  544. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  545. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, -1, 0));
  546. // Transform
  547. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  548. savedViewMatrix = scene.getViewMatrix();
  549. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  550. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  551. scene.getEngine().cullBackFaces = false;
  552. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  553. };
  554. this._reflectionRTT.onAfterRender = function () {
  555. if (_this._mesh) {
  556. _this._mesh.isVisible = isVisible;
  557. }
  558. // Clip plane
  559. scene.clipPlane = clipPlane;
  560. // Transform
  561. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  562. scene.getEngine().cullBackFaces = true;
  563. scene._mirroredCameraPosition = null;
  564. };
  565. };
  566. WaterMaterial.prototype.getAnimatables = function () {
  567. var results = [];
  568. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  569. results.push(this.bumpTexture);
  570. }
  571. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  572. results.push(this._reflectionRTT);
  573. }
  574. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  575. results.push(this._refractionRTT);
  576. }
  577. return results;
  578. };
  579. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  580. if (this.bumpTexture) {
  581. this.bumpTexture.dispose();
  582. }
  583. if (this._reflectionRTT) {
  584. this._reflectionRTT.dispose();
  585. }
  586. if (this._refractionRTT) {
  587. this._refractionRTT.dispose();
  588. }
  589. _super.prototype.dispose.call(this, forceDisposeEffect);
  590. };
  591. WaterMaterial.prototype.clone = function (name) {
  592. var newMaterial = new WaterMaterial(name, this.getScene());
  593. // Base material
  594. this.copyTo(newMaterial);
  595. // water material
  596. if (this.bumpTexture && this.bumpTexture.clone) {
  597. newMaterial.bumpTexture = this.bumpTexture.clone();
  598. }
  599. newMaterial.diffuseColor = this.diffuseColor.clone();
  600. return newMaterial;
  601. };
  602. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  603. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  604. return mesh;
  605. };
  606. return WaterMaterial;
  607. })(BABYLON.Material);
  608. BABYLON.WaterMaterial = WaterMaterial;
  609. })(BABYLON || (BABYLON = {}));
  610. BABYLON.Effect.ShadersStore['waterVertexShader'] = "precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef BUMP\r\nvarying vec2 vNormalUV;\r\nuniform mat4 normalMatrix;\r\nuniform vec2 vNormalInfos;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n// Water uniforms\r\nuniform mat4 worldReflectionViewProjection;\r\nuniform vec2 windDirection;\r\nuniform float waveLength;\r\nuniform float time;\r\nuniform float windForce;\r\nuniform float waveHeight;\r\nuniform float waveSpeed;\r\n\r\n// Water varyings\r\nvarying vec3 vPosition;\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vNormalInfos.x == 0.)\r\n\t{\r\n\t\tvNormalUV = vec2(normalMatrix * vec4((uv * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvNormalUV = vec2(normalMatrix * vec4((uv2 * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n\r\n\tvec3 p = position;\r\n\tfloat newY = (sin(((p.x / 0.05) + time * waveSpeed * windForce) * windDirection.x) * waveHeight * 5.0)\r\n\t\t\t + (cos(((p.z / 0.05) + time * waveSpeed * windForce) * windDirection.y) * waveHeight * 5.0);\r\n\tp.y += abs(newY);\r\n\t\r\n\tgl_Position = viewProjection * finalWorld * vec4(p, 1.0);\r\n\r\n#ifdef REFLECTION\r\n\tworldPos = viewProjection * finalWorld * vec4(p, 1.0);\r\n\t\r\n\t// Water\r\n\tvPosition = position;\r\n\t\r\n\tvRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\r\n\tvRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\r\n\tvRefractionMapTexCoord.z = worldPos.w;\r\n\t\r\n\tworldPos = worldReflectionViewProjection * vec4(position, 1.0);\r\n\tvReflectionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);\r\n\tvReflectionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);\r\n\tvReflectionMapTexCoord.z = worldPos.w;\r\n#endif\r\n}\r\n";
  611. BABYLON.Effect.ShadersStore['waterPixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef BUMP\r\nvarying vec2 vNormalUV;\r\nuniform sampler2D normalSampler;\r\nuniform vec2 vNormalInfos;\r\n#endif\r\n\r\nuniform sampler2D refractionSampler;\r\nuniform sampler2D reflectionSampler;\r\n\r\n// Water uniforms\r\nconst float LOG2 = 1.442695;\r\n\r\nuniform vec3 cameraPosition;\r\n\r\nuniform vec4 waterColor;\r\nuniform float colorBlendFactor;\r\n\r\nuniform float bumpHeight;\r\n\r\n// Water varyings\r\nvarying vec3 vRefractionMapTexCoord;\r\nvarying vec3 vReflectionMapTexCoord;\r\nvarying vec3 vPosition;\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n\tif (depth > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.0;\r\n}\r\n\r\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.);\r\n\r\n\tdirectionToLight.y = 1.0 - directionToLight.y;\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec3 poissonDisk[4];\r\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\r\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\r\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\r\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth - bias;\r\n\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n#ifdef SPECULARTERM\r\n\tvec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n\t// Specular\r\n#ifdef SPECULARTERM\r\n\tvec3 angleW = normalize(viewDirectionW - lightVectorW);\r\n\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\r\n\tvec3 halfvec = normalize(angleW + lightVectorW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\tfloat temp = pow(dot(vNormal, halfvec), max(1., glossiness));\r\n\tresult.specular = specularColor * temp * attenuation;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 specularColor, vec3 diffuseColor, float range, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n\t\t// Specular\r\n#ifdef SPECULARTERM\t\t\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightVectorW);\r\n\t\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\t\r\n\t\tvec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\t\tfloat temp = pow(dot(halfvec, vNormal), max(1., glossiness));\r\n\t\tresult.specular = specularColor * temp * spotAtten * attenuation;\r\n#endif\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n\tresult.specular = vec3(0.);\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness, vec3 bumpColor) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\t\r\n\t// Specular\r\n#ifdef SPECULARTERM\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tvec2 perturbation = bumpHeight * (bumpColor.rg - 0.5);\r\n\t\r\n\tvec3 halfvec = normalize(angleW + vec3(perturbation.x, perturbation.y, 0.0) * max(1., glossiness));\r\n\tfloat temp = pow(dot(halfvec, vNormal), max(1., glossiness));\r\n\tresult.specular = specularColor * temp;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\t\r\n#ifdef SPECULARTERM\r\n\tfloat glossiness = vSpecularColor.a;\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#else\r\n\tfloat glossiness = 0.;\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef BUMP\r\n\tbaseColor = texture2D(normalSampler, vNormalUV);\r\n\tvec3 bumpColor = baseColor.rgb;\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vNormalInfos.y;\r\n#else\r\n\tvec3 bumpColor = vec3(1.0);\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n\tvec2 perturbation = bumpHeight * (baseColor.rg - 0.5);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n\tvec2 perturbation = bumpHeight * (vec2(1.0, 1.0) - 0.5);\r\n#endif\r\n\r\n#ifdef REFLECTION\r\n\t// Water\r\n\tvec3 eyeVector = normalize(vEyePosition - vPosition);\r\n\t\r\n\tvec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 refractiveColor = texture2D(refractionSampler, projectedRefractionTexCoords);\r\n\t\r\n\tvec2 projectedReflectionTexCoords = clamp(vReflectionMapTexCoord.xy / vReflectionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 reflectiveColor = texture2D(reflectionSampler, projectedReflectionTexCoords);\r\n\t\r\n\tvec3 upVector = vec3(0.0, 1.0, 0.0);\r\n\t\r\n\tfloat fresnelTerm = max(dot(eyeVector, upVector), 0.0);\r\n\t\r\n\tvec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);\r\n\t\r\n\tbaseColor = colorBlendFactor * waterColor + (1.0 - colorBlendFactor) * combinedColor;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n\t#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n\t#endif\r\n#else\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1.a, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness, bumpColor);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness, bumpColor);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(finalDiffuse + finalSpecular, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\t\r\n\tgl_FragColor = color;\r\n}";