babylon.waterMaterial.js 50 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593
  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._keys = Object.keys(this);
  59. }
  60. return WaterMaterialDefines;
  61. })(BABYLON.MaterialDefines);
  62. var WaterMaterial = (function (_super) {
  63. __extends(WaterMaterial, _super);
  64. /**
  65. * Constructor
  66. */
  67. function WaterMaterial(name, scene, renderTargetSize) {
  68. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  69. _super.call(this, name, scene);
  70. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  71. this.disableLighting = false;
  72. /**
  73. * @param {number}: Represents the wind force
  74. */
  75. this.windForce = 6;
  76. /**
  77. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  78. */
  79. this.windDirection = new BABYLON.Vector2(0, 1);
  80. /**
  81. * @param {number}: Wave height, represents the height of the waves
  82. */
  83. this.waveHeight = 0.4;
  84. /**
  85. * @param {number}: Bump height, represents the bump height related to the bump map
  86. */
  87. this.bumpHeight = 0.4;
  88. /**
  89. * @param {number}: The water color blended with the reflection and refraction samplers
  90. */
  91. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  92. /**
  93. * @param {number}: The blend factor related to the water color
  94. */
  95. this.colorBlendFactor = 0.2;
  96. /**
  97. * @param {number}: Represents the maximum length of a wave
  98. */
  99. this.waveLength = 0.1;
  100. /*
  101. * Private members
  102. */
  103. this._mesh = null;
  104. this._reflectionTransform = BABYLON.Matrix.Zero();
  105. this._lastTime = 0;
  106. this._scaledDiffuse = new BABYLON.Color3();
  107. this._defines = new WaterMaterialDefines();
  108. this._cachedDefines = new WaterMaterialDefines();
  109. // Create render targets
  110. this._createRenderTargets(scene, renderTargetSize);
  111. }
  112. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  113. // Get / Set
  114. get: function () {
  115. return this._refractionRTT;
  116. },
  117. enumerable: true,
  118. configurable: true
  119. });
  120. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  121. get: function () {
  122. return this._reflectionRTT;
  123. },
  124. enumerable: true,
  125. configurable: true
  126. });
  127. // Methods
  128. WaterMaterial.prototype.addToRenderList = function (node) {
  129. this._refractionRTT.renderList.push(node);
  130. this._reflectionRTT.renderList.push(node);
  131. };
  132. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  133. var refreshRate = enable ? 1 : 0;
  134. this._refractionRTT.refreshRate = refreshRate;
  135. this._reflectionRTT.refreshRate = refreshRate;
  136. };
  137. WaterMaterial.prototype.needAlphaBlending = function () {
  138. return (this.alpha < 1.0);
  139. };
  140. WaterMaterial.prototype.needAlphaTesting = function () {
  141. return false;
  142. };
  143. WaterMaterial.prototype.getAlphaTestTexture = function () {
  144. return null;
  145. };
  146. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  147. if (!mesh) {
  148. return true;
  149. }
  150. if (this._defines.INSTANCES !== useInstances) {
  151. return false;
  152. }
  153. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  154. return true;
  155. }
  156. return false;
  157. };
  158. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  159. if (this.checkReadyOnlyOnce) {
  160. if (this._wasPreviouslyReady) {
  161. return true;
  162. }
  163. }
  164. var scene = this.getScene();
  165. if (!this.checkReadyOnEveryCall) {
  166. if (this._renderId === scene.getRenderId()) {
  167. if (this._checkCache(scene, mesh, useInstances)) {
  168. return true;
  169. }
  170. }
  171. }
  172. var engine = scene.getEngine();
  173. var needNormals = false;
  174. var needUVs = false;
  175. this._defines.reset();
  176. // Textures
  177. if (scene.texturesEnabled) {
  178. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  179. if (!this.bumpTexture.isReady()) {
  180. return false;
  181. }
  182. else {
  183. needUVs = true;
  184. this._defines.BUMP = true;
  185. }
  186. }
  187. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  188. this._defines.REFLECTION = true;
  189. }
  190. }
  191. // Effect
  192. if (scene.clipPlane) {
  193. this._defines.CLIPPLANE = true;
  194. }
  195. if (engine.getAlphaTesting()) {
  196. this._defines.ALPHATEST = true;
  197. }
  198. // Point size
  199. if (this.pointsCloud || scene.forcePointsCloud) {
  200. this._defines.POINTSIZE = true;
  201. }
  202. // Fog
  203. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  204. this._defines.FOG = true;
  205. }
  206. var lightIndex = 0;
  207. if (scene.lightsEnabled && !this.disableLighting) {
  208. for (var index = 0; index < scene.lights.length; index++) {
  209. var light = scene.lights[index];
  210. if (!light.isEnabled()) {
  211. continue;
  212. }
  213. // Excluded check
  214. if (light._excludedMeshesIds.length > 0) {
  215. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  216. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  217. if (excludedMesh) {
  218. light.excludedMeshes.push(excludedMesh);
  219. }
  220. }
  221. light._excludedMeshesIds = [];
  222. }
  223. // Included check
  224. if (light._includedOnlyMeshesIds.length > 0) {
  225. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  226. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  227. if (includedOnlyMesh) {
  228. light.includedOnlyMeshes.push(includedOnlyMesh);
  229. }
  230. }
  231. light._includedOnlyMeshesIds = [];
  232. }
  233. if (!light.canAffectMesh(mesh)) {
  234. continue;
  235. }
  236. needNormals = true;
  237. this._defines["LIGHT" + lightIndex] = true;
  238. var type;
  239. if (light instanceof BABYLON.SpotLight) {
  240. type = "SPOTLIGHT" + lightIndex;
  241. }
  242. else if (light instanceof BABYLON.HemisphericLight) {
  243. type = "HEMILIGHT" + lightIndex;
  244. }
  245. else if (light instanceof BABYLON.PointLight) {
  246. type = "POINTLIGHT" + lightIndex;
  247. }
  248. else {
  249. type = "DIRLIGHT" + lightIndex;
  250. }
  251. this._defines[type] = true;
  252. // Shadows
  253. if (scene.shadowsEnabled) {
  254. var shadowGenerator = light.getShadowGenerator();
  255. if (mesh && mesh.receiveShadows && shadowGenerator) {
  256. this._defines["SHADOW" + lightIndex] = true;
  257. this._defines.SHADOWS = true;
  258. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  259. this._defines["SHADOWVSM" + lightIndex] = true;
  260. }
  261. if (shadowGenerator.usePoissonSampling) {
  262. this._defines["SHADOWPCF" + lightIndex] = true;
  263. }
  264. }
  265. }
  266. lightIndex++;
  267. if (lightIndex === maxSimultaneousLights)
  268. break;
  269. }
  270. }
  271. // Attribs
  272. if (mesh) {
  273. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  274. this._defines.NORMAL = true;
  275. }
  276. if (needUVs) {
  277. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  278. this._defines.UV1 = true;
  279. }
  280. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  281. this._defines.UV2 = true;
  282. }
  283. }
  284. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  285. this._defines.VERTEXCOLOR = true;
  286. if (mesh.hasVertexAlpha) {
  287. this._defines.VERTEXALPHA = true;
  288. }
  289. }
  290. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  291. this._defines.BONES = true;
  292. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  293. this._defines.BONES4 = true;
  294. }
  295. // Instances
  296. if (useInstances) {
  297. this._defines.INSTANCES = true;
  298. }
  299. }
  300. this._mesh = mesh;
  301. // Get correct effect
  302. if (!this._defines.isEqual(this._cachedDefines)) {
  303. this._defines.cloneTo(this._cachedDefines);
  304. scene.resetCachedMaterial();
  305. // Fallbacks
  306. var fallbacks = new BABYLON.EffectFallbacks();
  307. if (this._defines.FOG) {
  308. fallbacks.addFallback(1, "FOG");
  309. }
  310. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  311. if (!this._defines["LIGHT" + lightIndex]) {
  312. continue;
  313. }
  314. if (lightIndex > 0) {
  315. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  316. }
  317. if (this._defines["SHADOW" + lightIndex]) {
  318. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  319. }
  320. if (this._defines["SHADOWPCF" + lightIndex]) {
  321. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  322. }
  323. if (this._defines["SHADOWVSM" + lightIndex]) {
  324. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  325. }
  326. }
  327. if (this._defines.BONES4) {
  328. fallbacks.addFallback(0, "BONES4");
  329. }
  330. //Attributes
  331. var attribs = [BABYLON.VertexBuffer.PositionKind];
  332. if (this._defines.NORMAL) {
  333. attribs.push(BABYLON.VertexBuffer.NormalKind);
  334. }
  335. if (this._defines.UV1) {
  336. attribs.push(BABYLON.VertexBuffer.UVKind);
  337. }
  338. if (this._defines.UV2) {
  339. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  340. }
  341. if (this._defines.VERTEXCOLOR) {
  342. attribs.push(BABYLON.VertexBuffer.ColorKind);
  343. }
  344. if (this._defines.BONES) {
  345. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  346. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  347. }
  348. if (this._defines.INSTANCES) {
  349. attribs.push("world0");
  350. attribs.push("world1");
  351. attribs.push("world2");
  352. attribs.push("world3");
  353. }
  354. // Legacy browser patch
  355. var shaderName = "water";
  356. var join = this._defines.toString();
  357. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  358. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  359. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  360. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  361. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  362. "vFogInfos", "vFogColor", "pointSize",
  363. "vNormalInfos",
  364. "mBones",
  365. "vClipPlane", "normalMatrix",
  366. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  367. // Water
  368. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  369. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "colorBlendFactor"
  370. ], ["normalSampler",
  371. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3",
  372. // Water
  373. "refractionSampler", "reflectionSampler"
  374. ], join, fallbacks, this.onCompiled, this.onError);
  375. }
  376. if (!this._effect.isReady()) {
  377. return false;
  378. }
  379. this._renderId = scene.getRenderId();
  380. this._wasPreviouslyReady = true;
  381. if (mesh) {
  382. if (!mesh._materialDefines) {
  383. mesh._materialDefines = new WaterMaterialDefines();
  384. }
  385. this._defines.cloneTo(mesh._materialDefines);
  386. }
  387. return true;
  388. };
  389. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  390. this._effect.setMatrix("world", world);
  391. };
  392. WaterMaterial.prototype.bind = function (world, mesh) {
  393. var scene = this.getScene();
  394. // Matrices
  395. this.bindOnlyWorldMatrix(world);
  396. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  397. // Bones
  398. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  399. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  400. }
  401. if (scene.getCachedMaterial() !== this) {
  402. // Textures
  403. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  404. this._effect.setTexture("normalSampler", this.bumpTexture);
  405. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  406. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  407. }
  408. // Clip plane
  409. if (scene.clipPlane) {
  410. var clipPlane = scene.clipPlane;
  411. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  412. }
  413. // Point size
  414. if (this.pointsCloud) {
  415. this._effect.setFloat("pointSize", this.pointSize);
  416. }
  417. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  418. }
  419. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  420. if (scene.lightsEnabled && !this.disableLighting) {
  421. var lightIndex = 0;
  422. for (var index = 0; index < scene.lights.length; index++) {
  423. var light = scene.lights[index];
  424. if (!light.isEnabled()) {
  425. continue;
  426. }
  427. if (!light.canAffectMesh(mesh)) {
  428. continue;
  429. }
  430. if (light instanceof BABYLON.PointLight) {
  431. // Point Light
  432. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  433. }
  434. else if (light instanceof BABYLON.DirectionalLight) {
  435. // Directional Light
  436. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  437. }
  438. else if (light instanceof BABYLON.SpotLight) {
  439. // Spot Light
  440. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  441. }
  442. else if (light instanceof BABYLON.HemisphericLight) {
  443. // Hemispheric Light
  444. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  445. }
  446. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  447. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  448. // Shadows
  449. if (scene.shadowsEnabled) {
  450. var shadowGenerator = light.getShadowGenerator();
  451. if (mesh.receiveShadows && shadowGenerator) {
  452. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  453. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  454. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  455. }
  456. }
  457. lightIndex++;
  458. if (lightIndex === maxSimultaneousLights)
  459. break;
  460. }
  461. }
  462. // View
  463. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  464. this._effect.setMatrix("view", scene.getViewMatrix());
  465. }
  466. // Fog
  467. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  468. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  469. this._effect.setColor3("vFogColor", scene.fogColor);
  470. }
  471. // Water
  472. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  473. this._effect.setTexture("refractionSampler", this._refractionRTT);
  474. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  475. }
  476. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  477. this._lastTime += scene.getEngine().getDeltaTime();
  478. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  479. this._effect.setVector2("windDirection", this.windDirection);
  480. this._effect.setFloat("waveLength", this.waveLength);
  481. this._effect.setFloat("time", this._lastTime / 100000);
  482. this._effect.setFloat("windForce", this.windForce);
  483. this._effect.setFloat("waveHeight", this.waveHeight);
  484. this._effect.setFloat("bumpHeight", this.bumpHeight);
  485. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  486. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  487. _super.prototype.bind.call(this, world, mesh);
  488. };
  489. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  490. var _this = this;
  491. // Render targets
  492. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  493. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  494. scene.customRenderTargets.push(this._refractionRTT);
  495. scene.customRenderTargets.push(this._reflectionRTT);
  496. var isVisible;
  497. var clipPlane = null;
  498. var savedViewMatrix;
  499. var mirrorMatrix = BABYLON.Matrix.Zero();
  500. this._refractionRTT.onBeforeRender = function () {
  501. if (_this._mesh) {
  502. isVisible = _this._mesh.isVisible;
  503. _this._mesh.isVisible = false;
  504. }
  505. // Clip plane
  506. clipPlane = scene.clipPlane;
  507. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  508. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, 1, 0));
  509. };
  510. this._refractionRTT.onAfterRender = function () {
  511. if (_this._mesh) {
  512. _this._mesh.isVisible = isVisible;
  513. }
  514. // Clip plane
  515. scene.clipPlane = clipPlane;
  516. };
  517. this._reflectionRTT.onBeforeRender = function () {
  518. if (_this._mesh) {
  519. isVisible = _this._mesh.isVisible;
  520. _this._mesh.isVisible = false;
  521. }
  522. // Clip plane
  523. clipPlane = scene.clipPlane;
  524. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  525. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony, 0), new BABYLON.Vector3(0, -1, 0));
  526. // Transform
  527. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  528. savedViewMatrix = scene.getViewMatrix();
  529. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  530. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  531. scene.getEngine().cullBackFaces = false;
  532. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  533. };
  534. this._reflectionRTT.onAfterRender = function () {
  535. if (_this._mesh) {
  536. _this._mesh.isVisible = isVisible;
  537. }
  538. // Clip plane
  539. scene.clipPlane = clipPlane;
  540. // Transform
  541. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  542. scene.getEngine().cullBackFaces = true;
  543. scene._mirroredCameraPosition = null;
  544. };
  545. };
  546. WaterMaterial.prototype.getAnimatables = function () {
  547. var results = [];
  548. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  549. results.push(this.bumpTexture);
  550. }
  551. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  552. results.push(this._reflectionRTT);
  553. }
  554. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  555. results.push(this._refractionRTT);
  556. }
  557. return results;
  558. };
  559. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  560. if (this.bumpTexture) {
  561. this.bumpTexture.dispose();
  562. }
  563. if (this._reflectionRTT) {
  564. this._reflectionRTT.dispose();
  565. }
  566. if (this._refractionRTT) {
  567. this._refractionRTT.dispose();
  568. }
  569. _super.prototype.dispose.call(this, forceDisposeEffect);
  570. };
  571. WaterMaterial.prototype.clone = function (name) {
  572. var newMaterial = new WaterMaterial(name, this.getScene());
  573. // Base material
  574. this.copyTo(newMaterial);
  575. // water material
  576. if (this.bumpTexture && this.bumpTexture.clone) {
  577. newMaterial.bumpTexture = this.bumpTexture.clone();
  578. }
  579. newMaterial.diffuseColor = this.diffuseColor.clone();
  580. return newMaterial;
  581. };
  582. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  583. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  584. return mesh;
  585. };
  586. return WaterMaterial;
  587. })(BABYLON.Material);
  588. BABYLON.WaterMaterial = WaterMaterial;
  589. })(BABYLON || (BABYLON = {}));
  590. 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\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 * windForce) * windDirection.x) * waveHeight * 5.0)\r\n\t\t\t + (cos(((p.z / 0.05) + time * 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";
  591. BABYLON.Effect.ShadersStore['waterPixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SHADOW0\r\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 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 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 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};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef BUMP\r\n\tbaseColor = texture2D(normalSampler, vNormalUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vNormalInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\n\t// Water\r\n\tvec2 perturbation = bumpHeight * (baseColor.rg - 0.5);\r\n\t\r\n\tvec2 projectedRefractionTexCoords = clamp(vRefractionMapTexCoord.xy / vRefractionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 refractiveColor = texture2D(refractionSampler, projectedRefractionTexCoords);\r\n\t\r\n\tvec2 projectedReflectionTexCoords = clamp(vReflectionMapTexCoord.xy / vReflectionMapTexCoord.z + perturbation, 0.0, 1.0);\r\n\tvec4 reflectiveColor = texture2D(reflectionSampler, projectedReflectionTexCoords);\r\n\t\r\n\tvec3 eyeVector = normalize(vEyePosition - vPosition);\r\n\tvec3 upVector = vec3(0.0, 1.0, 0.0);\r\n\t\r\n\tfloat fresnelTerm = max(dot(eyeVector, upVector), 0.0);\r\n\t\r\n\tvec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);\r\n\t\r\n\tbaseColor = colorBlendFactor * waterColor + (1.0 - colorBlendFactor) * combinedColor;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\t\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n\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#endif\r\n\r\n#ifdef LIGHT1\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#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#endif\r\n\r\n#ifdef LIGHT2\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#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#endif\r\n\r\n#ifdef LIGHT3\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\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#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(finalDiffuse, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\t\r\n\tgl_FragColor = color;\r\n}";