docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
public onAfterUnbind: () => void; | <mask> public onBeforeRender: () => void;
<mask> public onAfterRender: () => void;
<mask> public activeCamera: Camera;
<mask> public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
<mask>
<mask> private _size: number;
<mask> public _generateMipMaps: boolean;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove var index;
</s> add var index: number; </s> remove setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
</s> add setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void; </s> remove public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
</s> add public _textures = new SmartArray<WebGLTexture>(2); | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
if (this.onAfterUnbind) {
this.onAfterUnbind();
} | <mask> }
<mask>
<mask> // Unbind
<mask> engine.unBindFramebuffer(this._texture);
<mask> }
<mask>
<mask> public clone(): RenderTargetTexture {
<mask> var textureSize = this.getSize();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> if (!shadowsActivated) {
<mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask> if (shadowGenerator.useVarianceShadowMap) {
<mask> defines.push("#define SHADOWVSM" + lightIndex);
<mask> if (lightIndex > 0) {
<mask> fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
<mask> }
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove if (this.useVarianceShadowMap) {
</s> add if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.js |
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
<mask> this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
<mask> this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
<mask> }
<mask> }
<mask> lightIndex++;
<mask> if (lightIndex === maxSimultaneousLights)
<mask> break;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.js |
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask>
<mask> if (shadowGenerator.useVarianceShadowMap) {
<mask> defines.push("#define SHADOWVSM" + lightIndex);
<mask> if (lightIndex > 0) {
<mask> fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
<mask> }
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove if (this.useVarianceShadowMap) {
</s> add if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.ts |
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
<mask> this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
<mask> this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
<mask> }
<mask> }
<mask>
<mask> lightIndex++;
<mask>
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
</s> add this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); </s> remove if (this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
</s> add if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { </s> remove if (this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
</s> add if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { </s> remove if (shadowGenerator.useVarianceShadowMap) {
</s> add if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Materials/babylon.standardMaterial.ts |
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } | <mask> (function (BABYLON) {
<mask> var PostProcess = (function () {
<mask> function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
<mask> this.name = name;
<mask> this.width = -1;
<mask> this.height = -1;
<mask> this._reusable = false;
<mask> this._textures = new BABYLON.SmartArray(2);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.js |
if (!camera) {
return;
} | <mask> this._engine._releaseTexture(this._textures.data[i]);
<mask> }
<mask> this._textures.reset();
<mask> }
<mask> camera.detachPostProcess(this);
<mask> var index = camera._postProcesses.indexOf(this);
<mask> if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
<mask> this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
<mask> }
<mask> };
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.js |
public _textures = new SmartArray<WebGLTexture>(2); | <mask> private _scene: Scene;
<mask> private _engine: Engine;
<mask> private _renderRatio: number;
<mask> private _reusable = false;
<mask> public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
<mask> public _currentRenderTextureInd = 0;
<mask> private _effect: Effect;
<mask>
<mask> constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean, defines?: string) {
<mask> if (camera != null) {
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean, defines?: string) {
</s> add constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number = Texture.NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean, defines?: string) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number = Texture.NEAREST_SAMPLINGMODE, engine?: Engine, reusable?: boolean, defines?: string) { | <mask> public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
<mask> public _currentRenderTextureInd = 0;
<mask> private _effect: Effect;
<mask>
<mask> constructor(public name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean, defines?: string) {
<mask> if (camera != null) {
<mask> this._camera = camera;
<mask> this._scene = camera.getScene();
<mask> camera.attachPostProcess(this);
<mask> this._engine = this._scene.getEngine();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove public _textures = new BABYLON.SmartArray<WebGLTexture>(2);
</s> add public _textures = new SmartArray<WebGLTexture>(2); </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
this.renderTargetSamplingMode = samplingMode ? samplingMode : Texture.NEAREST_SAMPLINGMODE; | <mask> this._engine = engine;
<mask> }
<mask>
<mask> this._renderRatio = ratio;
<mask> this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
<mask> this._reusable = reusable || false;
<mask>
<mask> samplers = samplers || [];
<mask> samplers.push("textureSampler");
<mask>
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && !this._light.supportsVSM());
</s> add return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
this._engine.setAlphaMode(Engine.ALPHA_DISABLE); | <mask>
<mask> // States
<mask> this._engine.enableEffect(this._effect);
<mask> this._engine.setState(false);
<mask> this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
<mask> this._engine.setDepthBuffer(false);
<mask> this._engine.setDepthWrite(false);
<mask>
<mask> // Texture
<mask> this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
public dispose(camera?: Camera): void { | <mask>
<mask> return this._effect;
<mask> }
<mask>
<mask> public dispose(camera: Camera): void {
<mask> camera = camera || this._camera;
<mask>
<mask> if (this._textures.length > 0) {
<mask> for (var i = 0; i < this._textures.length; i++) {
<mask> this._engine._releaseTexture(this._textures.data[i]);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
if (!camera) {
return;
} | <mask> }
<mask> this._textures.reset();
<mask> }
<mask>
<mask> camera.detachPostProcess(this);
<mask>
<mask> var index = camera._postProcesses.indexOf(this);
<mask> if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
<mask> this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcess.ts |
PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | <mask> }
<mask> postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
<mask> return true;
<mask> };
<mask> PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
<mask> var postProcesses = this._scene.activeCamera._postProcesses;
<mask> var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
<mask> if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
<mask> return;
<mask> }
<mask> var engine = this._scene.getEngine();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove this._scene.unregisterAfterRender(this._syncData);
</s> add this._scene.unregisterBeforeRender(this._syncData); </s> remove this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
</s> add this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList, this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP); | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcessManager.js |
public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | <mask>
<mask> return true;
<mask> }
<mask>
<mask> public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
<mask> var postProcesses = this._scene.activeCamera._postProcesses;
<mask> var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
<mask> if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
<mask> return;
<mask> }
<mask>
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public dispose(camera: Camera): void {
</s> add public dispose(camera?: Camera): void { </s> remove return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && !this._light.supportsVSM());
</s> add return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; </s> remove public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
</s> add public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/PostProcess/babylon.postProcessManager.ts |
uniform vec4 shadowsInfo0;
| <mask> uniform vec3 vLightSpecular0;
<mask> #ifdef SHADOW0
<mask> varying vec4 vPositionFromLight0;
<mask> uniform sampler2D shadowSampler0;
<mask> uniform vec3 shadowsInfo0;
<mask> #endif
<mask> #ifdef SPOTLIGHT0
<mask> uniform vec4 vLightDirection0;
<mask> #endif
<mask> #ifdef HEMILIGHT0
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove uniform vec3 shadowsInfo3;
</s> add uniform vec4 shadowsInfo3;
</s> remove uniform vec3 shadowsInfo2;
</s> add uniform vec4 shadowsInfo2;
</s> remove uniform vec3 shadowsInfo1;
</s> add uniform vec4 shadowsInfo1;
</s> remove shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
</s> add shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
</s> remove return 1.0 - ChebychevInequality(moments, depth.z);
</s> add return 1.0 - ChebychevInequality(moments, depth.z, offset);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo1;
| <mask> uniform vec3 vLightSpecular1;
<mask> #ifdef SHADOW1
<mask> varying vec4 vPositionFromLight1;
<mask> uniform sampler2D shadowSampler1;
<mask> uniform vec3 shadowsInfo1;
<mask> #endif
<mask> #ifdef SPOTLIGHT1
<mask> uniform vec4 vLightDirection1;
<mask> #endif
<mask> #ifdef HEMILIGHT1
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove uniform vec3 shadowsInfo3;
</s> add uniform vec4 shadowsInfo3;
</s> remove uniform vec3 shadowsInfo2;
</s> add uniform vec4 shadowsInfo2;
</s> remove uniform vec3 shadowsInfo0;
</s> add uniform vec4 shadowsInfo0;
</s> remove shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
</s> add shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
</s> remove return 1.0 - ChebychevInequality(moments, depth.z);
</s> add return 1.0 - ChebychevInequality(moments, depth.z, offset);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo2;
| <mask> uniform vec3 vLightSpecular2;
<mask> #ifdef SHADOW2
<mask> varying vec4 vPositionFromLight2;
<mask> uniform sampler2D shadowSampler2;
<mask> uniform vec3 shadowsInfo2;
<mask> #endif
<mask> #ifdef SPOTLIGHT2
<mask> uniform vec4 vLightDirection2;
<mask> #endif
<mask> #ifdef HEMILIGHT2
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove uniform vec3 shadowsInfo3;
</s> add uniform vec4 shadowsInfo3;
</s> remove uniform vec3 shadowsInfo1;
</s> add uniform vec4 shadowsInfo1;
</s> remove uniform vec3 shadowsInfo0;
</s> add uniform vec4 shadowsInfo0;
</s> remove shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
</s> add shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
</s> remove return 1.0 - ChebychevInequality(moments, depth.z);
</s> add return 1.0 - ChebychevInequality(moments, depth.z, offset);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
uniform vec4 shadowsInfo3;
| <mask> uniform vec3 vLightSpecular3;
<mask> #ifdef SHADOW3
<mask> varying vec4 vPositionFromLight3;
<mask> uniform sampler2D shadowSampler3;
<mask> uniform vec3 shadowsInfo3;
<mask> #endif
<mask> #ifdef SPOTLIGHT3
<mask> uniform vec4 vLightDirection3;
<mask> #endif
<mask> #ifdef HEMILIGHT3
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove uniform vec3 shadowsInfo2;
</s> add uniform vec4 shadowsInfo2;
</s> remove uniform vec3 shadowsInfo1;
</s> add uniform vec4 shadowsInfo1;
</s> remove uniform vec3 shadowsInfo0;
</s> add uniform vec4 shadowsInfo0;
</s> remove shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
</s> add shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
</s> remove return 1.0 - ChebychevInequality(moments, depth.z);
</s> add return 1.0 - ChebychevInequality(moments, depth.z, offset);
| [
"keep",
"keep",
"keep",
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"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| <mask> #ifdef SHADOWS
<mask>
<mask> float unpack(vec4 color)
<mask> {
<mask> const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
<mask> return dot(color, bitShift);
<mask> }
<mask>
<mask> float unpackHalf(vec2 color)
<mask> {
<mask> return color.x + (color.y / 255.0);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
comp -= comp.xxyz * bitMask;
return comp;
</s> add const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
float ChebychevInequality(vec2 moments, float t, float offset)
| <mask> return visibility;
<mask> }
<mask>
<mask> // Thanks to http://devmaster.net/
<mask> float ChebychevInequality(vec2 moments, float t)
<mask> {
<mask> if (t <= moments.x)
<mask> {
<mask> return 1.0;
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
comp -= comp.xxyz * bitMask;
return comp;
</s> add const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| <mask> float variance = moments.y - (moments.x * moments.x);
<mask> variance = max(variance, 0.02);
<mask>
<mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
<mask> {
<mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
return dot(color, bitShift);
</s> add const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
| <mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
<mask> {
<mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
<mask> vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);
<mask>
<mask> if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
return dot(color, bitShift);
</s> add const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
return 1.0 - ChebychevInequality(moments, depth.z, offset);
| <mask>
<mask> vec4 texel = texture2D(shadowSampler, uv);
<mask>
<mask> vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
<mask> return 1.0 - ChebychevInequality(moments, depth.z);
<mask> }
<mask> #endif
<mask>
<mask> // Bump
<mask> #ifdef BUMP
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
comp -= comp.xxyz * bitMask;
return comp;
</s> add const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
| <mask> lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
<mask> #endif
<mask> #ifdef SHADOW0
<mask> #ifdef SHADOWVSM0
<mask> shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
<mask> #else
<mask> #ifdef SHADOWPCF0
<mask> shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
</s> add shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
</s> add shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
</s> add shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove uniform vec3 shadowsInfo0;
</s> add uniform vec4 shadowsInfo0;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
<mask> #endif
<mask> #ifdef SHADOW1
<mask> #ifdef SHADOWVSM1
<mask> shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
<mask> #else
<mask> #ifdef SHADOWPCF1
<mask> shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
</s> add shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
</s> add shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
</s> add shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove uniform vec3 shadowsInfo1;
</s> add uniform vec4 shadowsInfo1;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
<mask> #endif
<mask> #ifdef SHADOW2
<mask> #ifdef SHADOWVSM2
<mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
<mask> #else
<mask> #ifdef SHADOWPCF2
<mask> shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
</s> add shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
</s> add shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
</s> add shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove uniform vec3 shadowsInfo2;
</s> add uniform vec4 shadowsInfo2;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
<mask> #endif
<mask> #ifdef SHADOW3
<mask> #ifdef SHADOWVSM3
<mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);
<mask> #else
<mask> #ifdef SHADOWPCF3
<mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);
</s> add shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);
</s> add shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
</s> remove shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);
</s> add shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
</s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove uniform vec3 shadowsInfo3;
</s> add uniform vec4 shadowsInfo3;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/default.fragment.fx |
const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; | <mask> #endif
<mask>
<mask> vec4 pack(float depth)
<mask> {
<mask> const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
<mask> const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
<mask>
<mask> vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
<mask> comp -= comp.xxyz * bitMask;
<mask>
<mask> return comp;
<mask> }
<mask>
<mask> // Thanks to http://devmaster.net/
<mask> vec2 packHalf(float depth)
<mask> {
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
return dot(color, bitShift);
</s> add const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
</s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| [
"keep",
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"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | Babylon/Shaders/shadowMap.fragment.fx |
SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { | <mask> }
<mask> SpotLight.prototype.getAbsolutePosition = function () {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> };
<mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
<mask> var activeCamera = this.getScene().activeCamera;
<mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> SpotLight.prototype.supportsVSM = function () {
<mask> return true;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
SpotLight.prototype.getVSMOffset = function () {
return 0.2;
}; | <mask> var activeCamera = this.getScene().activeCamera;
<mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> SpotLight.prototype.supportsVSM = function () {
<mask> return true;
<mask> };
<mask> SpotLight.prototype.needRefreshPerFrame = function () {
<mask> return false;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove return false;
</s> add return true; </s> remove return false;
</s> add return true; | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this.shadowOrthoScale = 1.1;
this.shadowOrthoDepthScale = 3; | <mask> __extends(DirectionalLight, _super);
<mask> function DirectionalLight(name, direction, scene) {
<mask> _super.call(this, name, scene);
<mask> this.direction = direction;
<mask> this.position = direction.scale(-1);
<mask> }
<mask> DirectionalLight.prototype.getAbsolutePosition = function () {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> };
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {
</s> add public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void { | [
"keep",
"keep",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { | <mask> DirectionalLight.prototype.setDirectionToTarget = function (target) {
<mask> this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
<mask> return this.direction;
<mask> };
<mask> DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
<mask> var orthoLeft = Number.MAX_VALUE;
<mask> var orthoRight = Number.MIN_VALUE;
<mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask> var tempVector3 = BABYLON.Vector3.Zero();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
var orthoNear = Number.MAX_VALUE;
var orthoFar = Number.MIN_VALUE; | <mask> var orthoRight = Number.MIN_VALUE;
<mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask> var tempVector3 = BABYLON.Vector3.Zero();
<mask> var activeCamera = this.getScene().activeCamera;
<mask> for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
<mask> var boundingBox = renderList[meshIndex].getBoundingInfo().boundingBox;
<mask> for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
<mask> BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
</s> add DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) { </s> remove this._scene.registerAfterRender(this._syncData);
</s> add this._scene.registerBeforeRender(this._syncData); | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (tempVector3.z < orthoNear)
orthoNear = tempVector3.z;
if (tempVector3.z > orthoFar)
orthoFar = tempVector3.z; | <mask> if (tempVector3.x > orthoRight)
<mask> orthoRight = tempVector3.x;
<mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
<mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
<mask> var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
</s> add var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale;
BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix);
};
DirectionalLight.prototype.getVSMOffset = function () {
return 0.55; </s> remove var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
</s> add var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale;
BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix);
};
DirectionalLight.prototype.getVSMOffset = function () {
return 0.55; </s> remove var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
</s> add var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale;
Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix);
} | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * this.shadowOrthoScale;
var orthoDepth = Math.max(Math.abs(orthoNear), Math.abs(orthoFar)) * this.shadowOrthoDepthScale;
BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix);
};
DirectionalLight.prototype.getVSMOffset = function () {
return 0.55; | <mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> }
<mask> }
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * 1.1;
<mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
<mask> BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> DirectionalLight.prototype.supportsVSM = function () {
<mask> return false;
<mask> };
<mask> DirectionalLight.prototype.needRefreshPerFrame = function () {
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
return true; | <mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) * 1.1;
<mask> BABYLON.Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> };
<mask> DirectionalLight.prototype.supportsVSM = function () {
<mask> return false;
<mask> };
<mask> DirectionalLight.prototype.needRefreshPerFrame = function () {
<mask> return true;
<mask> };
<mask> DirectionalLight.prototype.computeTransformedPosition = function () {
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this.blurSize = 2; | <mask> // Members
<mask> this.filter = ShadowGenerator.FILTER_NONE;
<mask> this._darkness = 0;
<mask> this._bias = 0.0001;
<mask> this._transparencyShadow = false;
<mask> this._viewMatrix = BABYLON.Matrix.Zero();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
get: function () {
return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
},
enumerable: true,
configurable: true
}); | <mask> enumerable: true,
<mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
<mask> },
<mask> set: function (value) {
<mask> this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && !this._light.supportsVSM());
</s> add return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; </s> remove return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && !this._light.supportsVSM());
</s> add return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; | <mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && !this._light.supportsVSM());
<mask> },
<mask> set: function (value) {
<mask> this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
<mask> },
<mask> enumerable: true,
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
get: function () {
return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
},
set: function (value) {
this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
},
enumerable: true,
configurable: true
}); | <mask> enumerable: true,
<mask> configurable: true
<mask> });
<mask> ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
<mask> var defines = [];
<mask> if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
<mask> defines.push("#define VSM");
<mask> }
<mask> var attribs = [BABYLON.VertexBuffer.PositionKind];
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove if (this.useVarianceShadowMap) {
</s> add if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { </s> remove if (this.useVarianceShadowMap) {
</s> add if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { </s> remove if (this.useVarianceShadowMap) {
</s> add if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) { | <mask> configurable: true
<mask> });
<mask> ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
<mask> var defines = [];
<mask> if (this.useVarianceShadowMap) {
<mask> defines.push("#define VSM");
<mask> }
<mask> var attribs = [BABYLON.VertexBuffer.PositionKind];
<mask> var mesh = subMesh.getMesh();
<mask> var material = subMesh.getMaterial();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
ShadowGenerator.prototype.getShadowMapForRendering = function () {
if (this._shadowMap2) {
return this._shadowMap2;
}
return this._shadowMap;
}; | <mask> return this._shadowMap;
<mask> };
<mask> ShadowGenerator.prototype.getLight = function () {
<mask> return this._light;
<mask> };
<mask> // Methods
<mask> ShadowGenerator.prototype.getTransformMatrix = function () {
<mask> var scene = this._scene;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove return false;
</s> add return true; </s> remove return false;
</s> add return true; | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList, this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP); | <mask> if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
<mask> this._cachedPosition = lightPosition.clone();
<mask> this._cachedDirection = lightDirection.clone();
<mask> BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
<mask> this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
<mask> this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
<mask> }
<mask> return this._transformMatrix;
<mask> };
<mask> ShadowGenerator.prototype.getDarkness = function () {
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (this._shadowMap2) {
this._shadowMap2.dispose();
}
if (this._downSamplePostprocess) {
this._downSamplePostprocess.dispose();
}
if (this._boxBlurPostprocess) {
this._boxBlurPostprocess.dispose();
} | <mask> ShadowGenerator.prototype.dispose = function () {
<mask> this._shadowMap.dispose();
<mask> };
<mask> ShadowGenerator._FILTER_NONE = 0;
<mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
<mask> ShadowGenerator._FILTER_POISSONSAMPLING = 2;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3; | <mask> ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
<mask> ShadowGenerator._FILTER_POISSONSAMPLING = 2;
<mask> return ShadowGenerator;
<mask> })();
<mask> BABYLON.ShadowGenerator = ShadowGenerator;
<mask> })(BABYLON || (BABYLON = {}));
<mask> //# sourceMappingURL=babylon.shadowGenerator.js.map
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (this.onAfterUnbind) {
this.onAfterUnbind();
} | <mask> // Unbind
<mask> engine.unBindFramebuffer(this._texture);
<mask> };
<mask> RenderTargetTexture.prototype.clone = function () {
<mask> var textureSize = this.getSize();
<mask> var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
<mask> // Base texture
<mask> newTexture.hasAlpha = this.hasAlpha;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", | <mask> cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n\n vec2 p = vUV * 12.0;\n vec3 c = mix(skyColor, cloudColor, fbm(p));\n gl_FragColor = vec4(c, 1);\n\n}",
<mask> colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
<mask> colorVertexShader:"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}",
<mask> convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\n vec4 colorSum =\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\n float kernelWeight =\n kernel[0] +\n kernel[1] +\n kernel[2] +\n kernel[3] +\n kernel[4] +\n kernel[5] +\n kernel[6] +\n kernel[7] +\n kernel[8];\n\n if (kernelWeight <= 0.0) {\n kernelWeight = 1.0;\n }\n\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
<mask> defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
<mask> defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n finalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}",
<mask> depthPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nuniform float far;\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n float depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\n gl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\n}",
<mask> depthVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
<mask> depthOfFieldPixelShader:"/*\n BABYLON.JS Depth-of-field GLSL Shader\n Author: Olivier Guyot\n Does depth-of-field blur, edge blur, highlights enhancing\n Inspired by Francois Tarlier & Martins Upitis\n*/\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n\n// samplers\nuniform sampler2D textureSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\n// uniforms\nuniform float grain_amount;\nuniform bool pentagon;\nuniform float maxZ;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform float focus_depth;\nuniform float aperture;\nuniform float gain;\nuniform float threshold;\nuniform float edge_blur;\n\n// varyings\nvarying vec2 vUV;\n\n// constants\n#define PI 3.14159265\nconst int RING_1_SAMPLES = 4;\nconst int RING_2_SAMPLES = 6;\nconst int RING_3_SAMPLES = 9;\nconst int RING_4_SAMPLES = 12;\nconst int RING_5_SAMPLES = 16;\n//const int RING_6_SAMPLES = 15;\nconst float RING_STEP_DIST = 0.4; // a new blur ring is added each time this distance is passed\nconst float PENTAGON_ANGLE_SUB = 1.2566; // 2PI / 5\nconst float PENTAGON_ANGLE_SUB_HALF = 0.6283; // 2PI / 10\n\n// common calculations\nvec2 centered_screen_pos;\nfloat radius2;\nfloat radius;\n\n\n// applies edge distortion on texture coords\nvec2 getDistortedCoords(vec2 coords) {\n\n if(distortion == 0.0) { return coords; }\n\n vec2 direction = 1.0 * normalize(centered_screen_pos);\n vec2 dist_coords = vec2(0.5, 0.5);\n dist_coords.x = 0.5 + direction.x * radius2 * 1.0;\n dist_coords.y = 0.5 + direction.y * radius2 * 1.0;\n float dist_amount = clamp(distortion*0.23, 0.0, 1.0);\n\n dist_coords = mix(coords, dist_coords, dist_amount);\n\n return dist_coords;\n}\n\n// picks either original screen color or highlights only\nvec4 getColor(vec2 coords, bool highlight) {\n\n vec4 color = texture2D(textureSampler, coords);\n\n if(highlight) {\n float luminance = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));\n float lum_threshold;\n if(threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\n else { lum_threshold = 0.5 + 0.44 * threshold; }\n if(luminance < lum_threshold) {\n color.rgb = vec3(0.0, 0.0, 0.0);\n color.a = 1.0;\n }\n }\n\n return color;\n}\n\n// returns a modifier to be applied on the radius, in order to simulate a pentagon\nfloat pentagonShape(float angle) {\n float a1 = mod(angle, PENTAGON_ANGLE_SUB) / PENTAGON_ANGLE_SUB - 0.5;\n float a2 = 0.5 - a1 * a1;\n return 1.35 - 0.94 * a2;\n}\n\n// returns original screen color after blur\nvec4 getBlurColor(vec2 coords, float size, bool highlight) {\n\n float w = (size/screen_width);\n float h = (size/screen_height);\n\n vec4 col = getColor(coords, highlight);\n if(size == 0.0) { return col; }\n\n float s = 1.0;\n float pw; // sample x relative coord\n float ph; // sample y relative coord\n float bias = 0.65; // inner/outer ring bias\n if(highlight) { bias = 0.95; }\n float sample_angle;\n float ratio_rings;\n float ring_radius;\n float penta; // pentagon shape modifier\n\n int ring_count;\n if(size >= 6.0 * RING_STEP_DIST) { ring_count = 6; }\n else if(size >= 5.0 * RING_STEP_DIST) { ring_count = 5; }\n else if(size >= 4.0 * RING_STEP_DIST) { ring_count = 4; }\n else if(size >= 3.0 * RING_STEP_DIST) { ring_count = 3; }\n else if(size >= 2.0 * RING_STEP_DIST) { ring_count = 2; }\n else { ring_count = 1; }\n \n // RING 1\n if(size > RING_STEP_DIST) {\n ring_radius = size / float(ring_count);\n ratio_rings = 1.0 / float(ring_count);\n for(int i = 0; i < RING_1_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_1_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias);\n }\n } \n\n // RING 2\n if(size > RING_STEP_DIST * 2.0) {\n ring_radius = 2.0 * size / float(ring_count);\n ratio_rings = 2.0 / float(ring_count);\n for(int i = 0; i < RING_2_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_2_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 3\n if(size > RING_STEP_DIST * 3.0) {\n ring_radius = 3.0 * size / float(ring_count);\n ratio_rings = 3.0 / float(ring_count);\n for(int i = 0; i < RING_3_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_3_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 4\n if(size > RING_STEP_DIST * 4.0) {\n ring_radius = 4.0 * size / float(ring_count);\n ratio_rings = 4.0 / float(ring_count);\n for(int i = 0; i < RING_4_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_4_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 5\n if(size > RING_STEP_DIST * 5.0) {\n ring_radius = 5.0 * size / float(ring_count);\n ratio_rings = 5.0 / float(ring_count);\n for(int i = 0; i < RING_5_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_5_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n col /= s; // scales color according to samples taken\n col.a = 1.0;\n\n return col;\n}\n\n// on-the-fly constant noise\nvec2 rand(vec2 co)\n{\n float noise1 = (fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453));\n float noise2 = (fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453));\n return clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvoid main(void)\n{\n\n // Common calc\n centered_screen_pos = vec2(vUV.x-0.5, vUV.y-0.5);\n radius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\n radius = sqrt(radius2);\n\n vec4 final_color;\n vec2 distorted_coords = getDistortedCoords(vUV);\n vec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height); // varies from 0 to SCREEN_WIDTH or _HEIGHT\n\n // blur from depth of field effect\n float dof_blur_amount = 0.0;\n if(focus_depth != -1.0) {\n vec4 depth_sample = texture2D(depthSampler, distorted_coords);\n float depth = depth_sample.r;\n dof_blur_amount = abs(depth - focus_depth) * aperture * 3.5;\n if(dof_blur_amount < 0.05) { dof_blur_amount = 0.0; } // no blur at all\n else if( depth - focus_depth < 0.0 ) { dof_blur_amount *= 2.0; } // blur more when close to camera\n dof_blur_amount = clamp(dof_blur_amount, 0.0, 1.0);\n }\n\n // blur from edge blur effect\n float edge_blur_amount = 0.0;\n if(edge_blur > 0.0) {\n edge_blur_amount = clamp( ( radius*2.0 - 1.0 + 0.15*edge_blur ) * 1.5 , 0.0 , 1.0 ) * 1.3;\n }\n\n // total blur amount\n float blur_amount = max(edge_blur_amount, dof_blur_amount);\n\n // apply blur if necessary\n if(blur_amount == 0.0) {\n gl_FragColor = getColor(distorted_coords, false);\n } else {\n gl_FragColor = getBlurColor(distorted_coords, blur_amount * 1.7, false)\n + gain * blur_amount*getBlurColor(distorted_coords, blur_amount * 2.75, true);\n\n if(blur_noise) {\n // we put a slight amount of noise in the blurred color\n vec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\n vec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\n gl_FragColor = 0.04 * getColor(blurred_coord, false) + 0.96 * gl_FragColor;\n }\n }\n\n if(grain_amount > 0.0) {\n vec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\n gl_FragColor.rgb += ( -0.5 + grain_color.rgb ) * 0.20;\n }\n}",
<mask> displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
</s> remove const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
return dot(color, bitShift);
</s> add const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
depthBoxBlurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define OFFSET 1\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);\n return dot(color, bit_shift);\n}\n\nvoid main(void)\n{\n vec4 colorDepth = vec4(0.0);\n\n for (int x = -OFFSET; x <= OFFSET; x++)\n for (int y = -OFFSET; y <= OFFSET; y++)\n colorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\n\n gl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\n}", | <mask> defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n finalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}",
<mask> depthPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nuniform float far;\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n float depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\n gl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\n}",
<mask> depthVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
<mask> depthOfFieldPixelShader:"/*\n BABYLON.JS Depth-of-field GLSL Shader\n Author: Olivier Guyot\n Does depth-of-field blur, edge blur, highlights enhancing\n Inspired by Francois Tarlier & Martins Upitis\n*/\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n\n// samplers\nuniform sampler2D textureSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\n// uniforms\nuniform float grain_amount;\nuniform bool pentagon;\nuniform float maxZ;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform float focus_depth;\nuniform float aperture;\nuniform float gain;\nuniform float threshold;\nuniform float edge_blur;\n\n// varyings\nvarying vec2 vUV;\n\n// constants\n#define PI 3.14159265\nconst int RING_1_SAMPLES = 4;\nconst int RING_2_SAMPLES = 6;\nconst int RING_3_SAMPLES = 9;\nconst int RING_4_SAMPLES = 12;\nconst int RING_5_SAMPLES = 16;\n//const int RING_6_SAMPLES = 15;\nconst float RING_STEP_DIST = 0.4; // a new blur ring is added each time this distance is passed\nconst float PENTAGON_ANGLE_SUB = 1.2566; // 2PI / 5\nconst float PENTAGON_ANGLE_SUB_HALF = 0.6283; // 2PI / 10\n\n// common calculations\nvec2 centered_screen_pos;\nfloat radius2;\nfloat radius;\n\n\n// applies edge distortion on texture coords\nvec2 getDistortedCoords(vec2 coords) {\n\n if(distortion == 0.0) { return coords; }\n\n vec2 direction = 1.0 * normalize(centered_screen_pos);\n vec2 dist_coords = vec2(0.5, 0.5);\n dist_coords.x = 0.5 + direction.x * radius2 * 1.0;\n dist_coords.y = 0.5 + direction.y * radius2 * 1.0;\n float dist_amount = clamp(distortion*0.23, 0.0, 1.0);\n\n dist_coords = mix(coords, dist_coords, dist_amount);\n\n return dist_coords;\n}\n\n// picks either original screen color or highlights only\nvec4 getColor(vec2 coords, bool highlight) {\n\n vec4 color = texture2D(textureSampler, coords);\n\n if(highlight) {\n float luminance = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));\n float lum_threshold;\n if(threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\n else { lum_threshold = 0.5 + 0.44 * threshold; }\n if(luminance < lum_threshold) {\n color.rgb = vec3(0.0, 0.0, 0.0);\n color.a = 1.0;\n }\n }\n\n return color;\n}\n\n// returns a modifier to be applied on the radius, in order to simulate a pentagon\nfloat pentagonShape(float angle) {\n float a1 = mod(angle, PENTAGON_ANGLE_SUB) / PENTAGON_ANGLE_SUB - 0.5;\n float a2 = 0.5 - a1 * a1;\n return 1.35 - 0.94 * a2;\n}\n\n// returns original screen color after blur\nvec4 getBlurColor(vec2 coords, float size, bool highlight) {\n\n float w = (size/screen_width);\n float h = (size/screen_height);\n\n vec4 col = getColor(coords, highlight);\n if(size == 0.0) { return col; }\n\n float s = 1.0;\n float pw; // sample x relative coord\n float ph; // sample y relative coord\n float bias = 0.65; // inner/outer ring bias\n if(highlight) { bias = 0.95; }\n float sample_angle;\n float ratio_rings;\n float ring_radius;\n float penta; // pentagon shape modifier\n\n int ring_count;\n if(size >= 6.0 * RING_STEP_DIST) { ring_count = 6; }\n else if(size >= 5.0 * RING_STEP_DIST) { ring_count = 5; }\n else if(size >= 4.0 * RING_STEP_DIST) { ring_count = 4; }\n else if(size >= 3.0 * RING_STEP_DIST) { ring_count = 3; }\n else if(size >= 2.0 * RING_STEP_DIST) { ring_count = 2; }\n else { ring_count = 1; }\n \n // RING 1\n if(size > RING_STEP_DIST) {\n ring_radius = size / float(ring_count);\n ratio_rings = 1.0 / float(ring_count);\n for(int i = 0; i < RING_1_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_1_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias);\n }\n } \n\n // RING 2\n if(size > RING_STEP_DIST * 2.0) {\n ring_radius = 2.0 * size / float(ring_count);\n ratio_rings = 2.0 / float(ring_count);\n for(int i = 0; i < RING_2_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_2_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 3\n if(size > RING_STEP_DIST * 3.0) {\n ring_radius = 3.0 * size / float(ring_count);\n ratio_rings = 3.0 / float(ring_count);\n for(int i = 0; i < RING_3_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_3_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 4\n if(size > RING_STEP_DIST * 4.0) {\n ring_radius = 4.0 * size / float(ring_count);\n ratio_rings = 4.0 / float(ring_count);\n for(int i = 0; i < RING_4_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_4_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n // RING 5\n if(size > RING_STEP_DIST * 5.0) {\n ring_radius = 5.0 * size / float(ring_count);\n ratio_rings = 5.0 / float(ring_count);\n for(int i = 0; i < RING_5_SAMPLES; i++) {\n sample_angle = PI *2.0 * float(i) / float(RING_5_SAMPLES);\n if(pentagon) { penta = pentagonShape(sample_angle); }\n else { penta = 1.0; }\n pw = cos( sample_angle ) * penta * ring_radius;\n ph = sin( sample_angle ) * penta * ring_radius;\n col += getColor(coords + vec2(pw*w,ph*h), highlight) * mix( 1.0, ratio_rings, bias );\n s += 1.0 * mix(1.0, ratio_rings, bias); \n }\n } \n\n col /= s; // scales color according to samples taken\n col.a = 1.0;\n\n return col;\n}\n\n// on-the-fly constant noise\nvec2 rand(vec2 co)\n{\n float noise1 = (fract(sin(dot(co ,vec2(12.9898,78.233))) * 43758.5453));\n float noise2 = (fract(sin(dot(co ,vec2(12.9898,78.233)*2.0)) * 43758.5453));\n return clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvoid main(void)\n{\n\n // Common calc\n centered_screen_pos = vec2(vUV.x-0.5, vUV.y-0.5);\n radius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\n radius = sqrt(radius2);\n\n vec4 final_color;\n vec2 distorted_coords = getDistortedCoords(vUV);\n vec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height); // varies from 0 to SCREEN_WIDTH or _HEIGHT\n\n // blur from depth of field effect\n float dof_blur_amount = 0.0;\n if(focus_depth != -1.0) {\n vec4 depth_sample = texture2D(depthSampler, distorted_coords);\n float depth = depth_sample.r;\n dof_blur_amount = abs(depth - focus_depth) * aperture * 3.5;\n if(dof_blur_amount < 0.05) { dof_blur_amount = 0.0; } // no blur at all\n else if( depth - focus_depth < 0.0 ) { dof_blur_amount *= 2.0; } // blur more when close to camera\n dof_blur_amount = clamp(dof_blur_amount, 0.0, 1.0);\n }\n\n // blur from edge blur effect\n float edge_blur_amount = 0.0;\n if(edge_blur > 0.0) {\n edge_blur_amount = clamp( ( radius*2.0 - 1.0 + 0.15*edge_blur ) * 1.5 , 0.0 , 1.0 ) * 1.3;\n }\n\n // total blur amount\n float blur_amount = max(edge_blur_amount, dof_blur_amount);\n\n // apply blur if necessary\n if(blur_amount == 0.0) {\n gl_FragColor = getColor(distorted_coords, false);\n } else {\n gl_FragColor = getBlurColor(distorted_coords, blur_amount * 1.7, false)\n + gain * blur_amount*getBlurColor(distorted_coords, blur_amount * 2.75, true);\n\n if(blur_noise) {\n // we put a slight amount of noise in the blurred color\n vec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\n vec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\n gl_FragColor = 0.04 * getColor(blurred_coord, false) + 0.96 * gl_FragColor;\n }\n }\n\n if(grain_amount > 0.0) {\n vec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\n gl_FragColor.rgb += ( -0.5 + grain_color.rgb ) * 0.20;\n }\n}",
<mask> displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
<mask> filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\n gl_FragColor = vec4(updatedColor, 1.0);\n}",
<mask> firePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\n\nvarying vec2 vUV;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n vec2 p = vUV * 8.0;\n float q = fbm(p - time * 0.1);\n vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\n vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\n vec3 color = c * cos(shift * vUV.y);\n float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\n gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
<mask> fxaaPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 texelSize;\n\nvoid main(){\n vec2 localTexelSize = texelSize;\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\n vec4 rgbM = texture2D(textureSampler, vUV);\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\n float dirReduce = max(\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * localTexelSize;\n\n vec4 rgbA = 0.5 * (\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(textureSampler, vUV + dir * -0.5) +\n texture2D(textureSampler, vUV + dir * 0.5));\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\n gl_FragColor = rgbA;\n }\n else {\n gl_FragColor = rgbB;\n }\n}",
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
</s> remove const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);
return dot(color, bitShift);
</s> add const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
return dot(color, bit_shift);
| [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", | <mask> postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
<mask> proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n vPosition = position;\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
<mask> refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
<mask> roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV; \nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\n vec3 color = roadColor * ratioy;\n gl_FragColor = vec4(color, 1.0);\n}",
<mask> shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
<mask> shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#endif\n\n#ifndef VSM\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
<mask> spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
<mask> spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
<mask> ssaoPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define SAMPLES 16\n\nuniform sampler2D textureSampler;\nuniform sampler2D randomSampler;\n\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[16];\n\nvarying vec2 vUV;\n\nconst vec2 offset1 = vec2(0.0, 0.01);\nconst vec2 offset2 = vec2(0.01, 0.0);\n\nvec3 normalFromDepth(const float depth, const vec2 coords) {\n float depth1 = texture2D(textureSampler, coords + offset1).r;\n float depth2 = texture2D(textureSampler, coords + offset2).r;\n\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\nvoid main(void)\n{\n const float totalStrength = 1.0;\n const float base = 0.2;\n const float area = 0.0075;\n const float fallOff = 0.000001;\n const float radius = 0.0005;\n\n vec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\n float depth = texture2D(textureSampler, vUV).r;\n vec3 position = vec3(vUV, depth);\n vec3 normal = normalFromDepth(depth, vUV);\n float radiusDepth = radius / depth;\n float occlusion = 0.0;\n\n vec3 ray;\n vec3 hemiRay;\n float occlusionDepth;\n float difference;\n\n for (int i = 0; i < SAMPLES; i++)\n {\n ray = radiusDepth * reflect(sampleSphere[i], random);\n hemiRay = position + dot(ray, normal) * ray;\n\n occlusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\n difference = depth - occlusionDepth;\n\n occlusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\n }\n\n float ao = 1.0 - totalStrength * occlusion * samplesFactor;\n\n float result = clamp(ao + base, 0.0, 1.0);\n gl_FragColor.r = result;\n gl_FragColor.g = result;\n gl_FragColor.b = result;\n gl_FragColor.a = 1.0;\n}",
<mask> ssaoCombinePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform sampler2D textureSampler;\nuniform sampler2D originalColor;\n\nvarying vec2 vUV;\n\nvoid main(void) {\n gl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\n}",
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", </s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);
const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);
vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);
comp -= comp.xxyz * bitMask;
return comp;
</s> add const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res; </s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { | <mask> if (!shadowsActivated) {
<mask> defines.push("#define SHADOWS");
<mask> shadowsActivated = true;
<mask> }
<mask> if (shadowGenerator.useVarianceShadowMap) {
<mask> defines.push("#define SHADOWVSM" + lightIndex);
<mask> if (lightIndex > 0) {
<mask> fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
<mask> }
<mask> }
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
this._effect.setFloat4("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias(), shadowGenerator.getLight().getVSMOffset()); | <mask> if (scene.shadowsEnabled) {
<mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
<mask> this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
<mask> this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias());
<mask> }
<mask> }
<mask> lightIndex++;
<mask> if (lightIndex === maxSimultaneousLights)
<mask> break;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; } | <mask> var PostProcess = (function () {
<mask> function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
<mask> this.name = name;
<mask> this.width = -1;
<mask> this.height = -1;
<mask> this._reusable = false;
<mask> this._textures = new BABYLON.SmartArray(2);
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (!camera) {
return;
} | <mask> this._engine._releaseTexture(this._textures.data[i]);
<mask> }
<mask> this._textures.reset();
<mask> }
<mask> camera.detachPostProcess(this);
<mask> var index = camera._postProcesses.indexOf(this);
<mask> if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
<mask> this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | <mask> }
<mask> postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
<mask> return true;
<mask> };
<mask> PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
<mask> var postProcesses = this._scene.activeCamera._postProcesses;
<mask> var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
<mask> if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
<mask> return;
<mask> }
<mask> var engine = this._scene.getEngine();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { | <mask> var textMetrics = this._drawingContext.measureText(text);
<mask> var centerX = projectedPosition.x - textMetrics.width / 2;
<mask> var centerY = projectedPosition.y;
<mask> var clientRect = this._drawingCanvas.getBoundingClientRect();
<mask> if (this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
<mask> onClick();
<mask> }
<mask> this._drawingContext.beginPath();
<mask> this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
<mask> this._drawingContext.fillStyle = getFillStyle();
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove if (this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
</s> add if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) { </s> remove return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);
</s> add return clamp(variance / (variance + d * d) - offset, 0., 1.0);
</s> remove float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)
</s> add float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
</s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(255.), vec4(255.)) / vec4(255.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n\n vec4 res = fract(depth * bit_shift);\n res -= res.xxyz * bit_mask;\n\n return res;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - 0.2, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
</s> add defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform vec4 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform vec4 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform vec4 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform vec4 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n return dot(color, bit_shift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) + bias < depth.z) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) + bias < depth.z) visibility -= 0.25;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t, float offset)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.02);\n\n float d = t - moments.x;\n return clamp(variance / (variance + d * d) - offset, 0., 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 1.0 - ChebychevInequality(moments, depth.z, offset);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}", | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this._scene.unregisterBeforeRender(this._syncData); | <mask> return;
<mask> }
<mask> this._enabled = false;
<mask> var engine = this._scene.getEngine();
<mask> this._scene.unregisterAfterRender(this._syncData);
<mask> document.body.removeChild(this._globalDiv);
<mask> window.removeEventListener("resize", this._syncPositions);
<mask> this._scene.forceShowBoundingBoxes = false;
<mask> this._scene.forceWireframe = false;
<mask> BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove this._scene.unregisterAfterRender(this._syncData);
</s> add this._scene.unregisterBeforeRender(this._syncData); </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add public directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
} else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
} else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
}
public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove return false;
</s> add return true; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
this._scene.registerBeforeRender(this._syncData); | <mask> this._generateDOMelements();
<mask> window.addEventListener("resize", this._syncPositions);
<mask> engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
<mask> this._syncPositions();
<mask> this._scene.registerAfterRender(this._syncData);
<mask> };
<mask> DebugLayer.prototype._clearLabels = function () {
<mask> this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
<mask> for (var index = 0; index < this._scene.meshes.length; index++) {
<mask> var mesh = this._scene.meshes[index];
</s> new BlurVarianceShadowMap filter for shadows
Former-commit-id: 51c82cb03994d5a86948873ffe9249010aacaf30 </s> remove this._scene.registerAfterRender(this._syncData);
</s> add this._scene.registerBeforeRender(this._syncData); </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; </s> remove PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
var postProcesses = this._scene.activeCamera._postProcesses;
</s> add PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
var engine = this._scene.getEngine();
for (var index = 0; index < postProcesses.length; index++) {
if (index < postProcesses.length - 1) {
postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
}
else {
if (targetTexture) {
engine.bindFramebuffer(targetTexture);
}
else {
engine.restoreDefaultFramebuffer();
}
}
var pp = postProcesses[index];
var effect = pp.apply();
if (effect) {
if (pp.onBeforeRender) {
pp.onBeforeRender(effect);
}
// VBOs
engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
// Draw order
engine.draw(true, 0, 6);
}
}
// Restore depth buffer
engine.setDepthBuffer(true);
engine.setDepthWrite(true);
};
PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
postProcesses = postProcesses || this._scene.activeCamera._postProcesses; | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f5363ce348e7a18e22435850b2a8e783ebc01fdb | babylon.2.1-alpha.debug.js |
<mask> break;
<mask> case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
<mask> internalFormat = this._gl.LUMINANCE_ALPHA;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGB:
<mask> internalFormat = this._gl.RGB;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGBA:
<mask> internalFormat = this._gl.RGBA;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RED:
<mask> internalFormat = this._gl.RED;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RG:
<mask> internalFormat = this._gl.RG;
</s> fix: Disallow returning WebGL2 constants when only WebGL1 is available
Former-commit-id: 4faf5b4ea34dd668f1d30206e9821a01349c2680 </s> remove case Engine.TEXTUREFORMAT_RED_INTEGER:
internalFormat = this._gl.RED_INTEGER;
break;
case Engine.TEXTUREFORMAT_RG_INTEGER:
internalFormat = this._gl.RG_INTEGER;
break;
case Engine.TEXTUREFORMAT_RGB_INTEGER:
internalFormat = this._gl.RGB_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
</s> remove case Engine.TEXTUREFORMAT_RGBA_INTEGER:
internalFormat = this._gl.RGBA_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
</s> remove return this._gl_RGBA;
</s> add return this._gl.RGBA;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21 | src/Engine/babylon.engine.ts | |
case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
| <mask> break;
<mask> case Engine.TEXTUREFORMAT_RG:
<mask> internalFormat = this._gl.RG;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RED_INTEGER:
<mask> internalFormat = this._gl.RED_INTEGER;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RG_INTEGER:
<mask> internalFormat = this._gl.RG_INTEGER;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGB_INTEGER:
<mask> internalFormat = this._gl.RGB_INTEGER;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGBA_INTEGER:
<mask> internalFormat = this._gl.RGBA_INTEGER;
<mask> break;
<mask> }
</s> fix: Disallow returning WebGL2 constants when only WebGL1 is available
Former-commit-id: 4faf5b4ea34dd668f1d30206e9821a01349c2680 </s> remove case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
break;
case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
break;
</s> add </s> remove case Engine.TEXTUREFORMAT_RGBA_INTEGER:
internalFormat = this._gl.RGBA_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
</s> remove return this._gl_RGBA;
</s> add return this._gl.RGBA;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21 | src/Engine/babylon.engine.ts |
case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
| <mask> break;
<mask> case Engine.TEXTUREFORMAT_RGB_INTEGER:
<mask> internalFormat = this._gl.RGB_INTEGER;
<mask> break;
<mask> case Engine.TEXTUREFORMAT_RGBA_INTEGER:
<mask> internalFormat = this._gl.RGBA_INTEGER;
<mask> break;
<mask> }
<mask>
<mask> return internalFormat;
<mask> }
</s> fix: Disallow returning WebGL2 constants when only WebGL1 is available
Former-commit-id: 4faf5b4ea34dd668f1d30206e9821a01349c2680 </s> remove case Engine.TEXTUREFORMAT_RED_INTEGER:
internalFormat = this._gl.RED_INTEGER;
break;
case Engine.TEXTUREFORMAT_RG_INTEGER:
internalFormat = this._gl.RG_INTEGER;
break;
case Engine.TEXTUREFORMAT_RGB_INTEGER:
internalFormat = this._gl.RGB_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
</s> remove case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
break;
case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
break;
</s> add </s> remove return this._gl_RGBA;
</s> add return this._gl.RGBA;
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21 | src/Engine/babylon.engine.ts |
return this._gl.RGBA;
| <mask> return this._gl.RGB10_A2UI;
<mask> }
<mask> break;
<mask> default:
<mask> return this._gl_RGBA;
<mask> }
<mask>
<mask> return this._gl.RGBA;
<mask> };
<mask>
</s> fix: Disallow returning WebGL2 constants when only WebGL1 is available
Former-commit-id: 4faf5b4ea34dd668f1d30206e9821a01349c2680 </s> remove case Engine.TEXTUREFORMAT_RGBA_INTEGER:
internalFormat = this._gl.RGBA_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
</s> remove case Engine.TEXTUREFORMAT_RED_INTEGER:
internalFormat = this._gl.RED_INTEGER;
break;
case Engine.TEXTUREFORMAT_RG_INTEGER:
internalFormat = this._gl.RG_INTEGER;
break;
case Engine.TEXTUREFORMAT_RGB_INTEGER:
internalFormat = this._gl.RGB_INTEGER;
</s> add case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
</s> remove case Engine.TEXTUREFORMAT_RGB:
internalFormat = this._gl.RGB;
break;
case Engine.TEXTUREFORMAT_RGBA:
internalFormat = this._gl.RGBA;
break;
</s> add | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6d8be3f8c6ae4edc3a35672d5ef926893557c21 | src/Engine/babylon.engine.ts |
private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| <mask> private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;
<mask> private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;
<mask> private _isOutputConnected = false;
<mask> private _htmlAudioElement: HTMLAudioElement;
<mask> private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "MediaElement" = "Unknown";
<mask> private _length?: number;
<mask> private _offset?: number;
<mask>
<mask> /**
<mask> * @param _
</s> Added passing of existing AudioBuffer to Sound
Former-commit-id: 6fbfc62d9924f0b277fbfd131d631c4c3e3d9633 </s> remove this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
if (this._readyToPlayCallback) {
this._readyToPlayCallback();
}
</s> add this._audioBufferLoaded(buffer);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2 | packages/dev/core/src/Audio/sound.ts |
} else if (urlOrArrayBuffer instanceof AudioBuffer) {
this._urlType = "AudioBuffer";
| <mask> this._urlType = "MediaElement";
<mask> } else if (urlOrArrayBuffer instanceof MediaStream) {
<mask> this._urlType = "MediaStream";
<mask> } else if (Array.isArray(urlOrArrayBuffer)) {
<mask> this._urlType = "Array";
<mask> }
<mask>
</s> Added passing of existing AudioBuffer to Sound
Former-commit-id: 6fbfc62d9924f0b277fbfd131d631c4c3e3d9633 </s> remove this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
if (this._readyToPlayCallback) {
this._readyToPlayCallback();
}
</s> add this._audioBufferLoaded(buffer);
</s> remove private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "MediaElement" = "Unknown";
</s> add private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2 | packages/dev/core/src/Audio/sound.ts |
case "AudioBuffer":
this._audioBufferLoaded(urlOrArrayBuffer);
break;
| <mask> }
<mask> break;
<mask> case "String":
<mask> urls.push(urlOrArrayBuffer);
<mask> // eslint-disable-next-line no-fallthrough
<mask> case "Array":
<mask> if (urls.length === 0) {
<mask> urls = urlOrArrayBuffer;
</s> Added passing of existing AudioBuffer to Sound
Former-commit-id: 6fbfc62d9924f0b277fbfd131d631c4c3e3d9633 </s> remove this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
if (this._readyToPlayCallback) {
this._readyToPlayCallback();
}
</s> add this._audioBufferLoaded(buffer);
</s> remove private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "MediaElement" = "Unknown";
</s> add private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2 | packages/dev/core/src/Audio/sound.ts |
private _audioBufferLoaded(buffer: AudioBuffer) {
if (!Engine.audioEngine?.audioContext) {
return;
}
this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
if (this._readyToPlayCallback) {
this._readyToPlayCallback();
}
}
| <mask> return "Sound";
<mask> }
<mask>
<mask> private _soundLoaded(audioData: ArrayBuffer) {
<mask> if (!Engine.audioEngine?.audioContext) {
<mask> return;
<mask> }
<mask> Engine.audioEngine.audioContext.decodeAudioData(
</s> Added passing of existing AudioBuffer to Sound
Former-commit-id: 6fbfc62d9924f0b277fbfd131d631c4c3e3d9633 </s> remove this._audioBuffer = buffer;
this._isReadyToPlay = true;
if (this.autoplay) {
this.play(0, this._offset, this._length);
}
if (this._readyToPlayCallback) {
this._readyToPlayCallback();
}
</s> add this._audioBufferLoaded(buffer);
</s> remove private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "MediaElement" = "Unknown";
</s> add private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2 | packages/dev/core/src/Audio/sound.ts |
this._audioBufferLoaded(buffer);
| <mask> }
<mask> Engine.audioEngine.audioContext.decodeAudioData(
<mask> audioData,
<mask> (buffer) => {
<mask> this._audioBuffer = buffer;
<mask> this._isReadyToPlay = true;
<mask> if (this.autoplay) {
<mask> this.play(0, this._offset, this._length);
<mask> }
<mask> if (this._readyToPlayCallback) {
<mask> this._readyToPlayCallback();
<mask> }
<mask> },
<mask> (err: any) => {
<mask> Logger.Error("Error while decoding audio data for: " + this.name + " / Error: " + err);
<mask> }
<mask> );
</s> Added passing of existing AudioBuffer to Sound
Former-commit-id: 6fbfc62d9924f0b277fbfd131d631c4c3e3d9633 </s> remove private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "MediaElement" = "Unknown";
</s> add private _urlType: "Unknown" | "String" | "Array" | "ArrayBuffer" | "MediaStream" | "AudioBuffer" |"MediaElement" = "Unknown";
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f6f8bef035f597224b0145bbed4d151dbf4c2cd2 | packages/dev/core/src/Audio/sound.ts |
// HACK: If byte offset is not a multiple of component type byte length then load as a float array instead of using Babylon buffers.
else if (accessor.byteOffset && accessor.byteOffset % VertexBuffer.GetTypeByteLength(accessor.componentType) !== 0) {
Tools.Warn("Accessor byte offset is not a multiple of component type byte length");
accessor._babylonVertexBuffer = this._loadFloatAccessorAsync(`#/accessors/${accessor.index}`, accessor).then(data => {
return new VertexBuffer(this.babylonScene.getEngine(), data, kind, false);
});
}
| <mask> accessor._babylonVertexBuffer = this._loadFloatAccessorAsync(`#/accessors/${accessor.index}`, accessor).then(data => {
<mask> return new VertexBuffer(this.babylonScene.getEngine(), data, kind, false);
<mask> });
<mask> }
<mask> else {
<mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView);
<mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
<mask> const size = GLTFLoader._GetNumComponents(context, accessor.type);
</s> Fix backwards compatibility issue for invalid glTF files
Former-commit-id: 62ed4f07ea54dcfcf22035b338d9b4343676e0af </s> remove return new VertexBuffer(this.babylonScene.getEngine(), buffer, kind, false, false, bufferView.byteStride,
</s> add return new VertexBuffer(this.babylonScene.getEngine(), babylonBuffer, kind, false, false, bufferView.byteStride,
</s> remove accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffer => {
</s> add accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
| [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed | loaders/src/glTF/2.0/babylon.glTFLoader.ts |
accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
| <mask> });
<mask> }
<mask> else {
<mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView);
<mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffer => {
<mask> const size = GLTFLoader._GetNumComponents(context, accessor.type);
<mask> return new VertexBuffer(this.babylonScene.getEngine(), buffer, kind, false, false, bufferView.byteStride,
<mask> false, accessor.byteOffset, size, accessor.componentType, accessor.normalized, true);
<mask> });
<mask> }
</s> Fix backwards compatibility issue for invalid glTF files
Former-commit-id: 62ed4f07ea54dcfcf22035b338d9b4343676e0af </s> remove return new VertexBuffer(this.babylonScene.getEngine(), buffer, kind, false, false, bufferView.byteStride,
</s> add return new VertexBuffer(this.babylonScene.getEngine(), babylonBuffer, kind, false, false, bufferView.byteStride,
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed | loaders/src/glTF/2.0/babylon.glTFLoader.ts |
return new VertexBuffer(this.babylonScene.getEngine(), babylonBuffer, kind, false, false, bufferView.byteStride,
| <mask> else {
<mask> const bufferView = ArrayItem.Get(`${context}/bufferView`, this.gltf.bufferViews, accessor.bufferView);
<mask> accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffer => {
<mask> const size = GLTFLoader._GetNumComponents(context, accessor.type);
<mask> return new VertexBuffer(this.babylonScene.getEngine(), buffer, kind, false, false, bufferView.byteStride,
<mask> false, accessor.byteOffset, size, accessor.componentType, accessor.normalized, true);
<mask> });
<mask> }
<mask>
<mask> return accessor._babylonVertexBuffer;
</s> Fix backwards compatibility issue for invalid glTF files
Former-commit-id: 62ed4f07ea54dcfcf22035b338d9b4343676e0af </s> remove accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(buffer => {
</s> add accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync(bufferView, kind).then(babylonBuffer => {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f709a669f28d31dd72162eb3a1ff819c6e1aeaed | loaders/src/glTF/2.0/babylon.glTFLoader.ts |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> GlobalSection(ProjectConfigurationPlatforms) = postSolution
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> GlobalSection(ProjectConfigurationPlatforms) = postSolution
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.Build.0 = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.ActiveCfg = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.Build.0 = Release|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.ActiveCfg = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Debug|x86.Build.0 = Debug|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.Build.0 = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.ActiveCfg = Debug|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.Build.0 = Release|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Any CPU.Build.0 = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.ActiveCfg = Release|x86
<mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.Build.0 = Debug|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> {0263AD0D-56E6-4439-BC05-6EC957200F52}.Release|x86.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.ActiveCfg = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.ActiveCfg = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.Build.0 = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.Build.0 = Release|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Debug|x86.Build.0 = Debug|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Any CPU.Build.0 = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.ActiveCfg = Release|x86
<mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.Build.0 = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86 | <mask> {93EF5B02-72EB-4B55-831E-E5051269EDA6}.Release|x86.Build.0 = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.Build.0 = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.Build.0 = Debug|x86 | <mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Any CPU.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.ActiveCfg = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.Build.0 = Release|x86
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
{CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.Build.0 = Release|x86 | <mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Debug|x86.Build.0 = Debug|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Any CPU.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Mixed Platforms.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|Mixed Platforms.Build.0 = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|x86.ActiveCfg = Release|x86
<mask> {CFBE5149-1605-4824-8BD2-55C9B3C1DA60}.Release|x86.Build.0 = Release|x86
<mask> EndGlobalSection
<mask> GlobalSection(SolutionProperties) = preSolution
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS.sln |
shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / vec4( 254. );\n comp -= comp.xxyz * bitMask;\n\n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", | <mask> particlesVertexShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n float size = options.y;\n float angle = options.x;\n vec2 offset = options.zw;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n \n vColor = color;\n vUV = offset;\n\n // Clip plane\n#ifdef CLIPPLANE\n vec4 worldPos = invView * vec4(viewPos, 1.0);\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
<mask> passPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
<mask> postprocessVertexShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
<mask> refractionPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
<mask> shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = fract(depth * bitOffset);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
<mask> shadowMapVertexShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef BONES\nuniform mat4 world;\nuniform mat4 mBones[BonesPerMesh];\nuniform mat4 viewProjection;\n#else\nuniform mat4 worldViewProjection;\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n mat4 finalWorld = world * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n#ifndef VSM\n vPosition = worldViewProjection * vec4(position, 1.0);\n#endif\n gl_Position = worldViewProjection * vec4(position, 1.0);\n#endif\n}",
<mask> spritesPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
<mask> spritesVertexShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
<mask> };})();var BABYLON=BABYLON||{};(function(){BABYLON.Material=function(name,scene){this.name=name;this.id=name;this._scene=scene;scene.materials.push(this);};BABYLON.Material.prototype.checkReadyOnEveryCall=true;BABYLON.Material.prototype.checkReadyOnlyOnce=false;BABYLON.Material.prototype.alpha=1.0;BABYLON.Material.prototype.wireframe=false;BABYLON.Material.prototype.backFaceCulling=true;BABYLON.Material.prototype._effect=null;BABYLON.Material.prototype._wasPreviouslyReady=false;BABYLON.Material.prototype.onDispose=null;BABYLON.Material.prototype.isReady=function(mesh){return true;};BABYLON.Material.prototype.getEffect=function(){return this._effect;};BABYLON.Material.prototype.needAlphaBlending=function(){return(this.alpha<1.0);};BABYLON.Material.prototype.needAlphaTesting=function(){return false;};BABYLON.Material.prototype._preBind=function(){var engine=this._scene.getEngine();engine.enableEffect(this._effect);engine.setState(this.backFaceCulling);};BABYLON.Material.prototype.bind=function(world,mesh){};BABYLON.Material.prototype.unbind=function(){};BABYLON.Material.prototype.baseDispose=function(){var index=this._scene.materials.indexOf(this);this._scene.materials.splice(index,1);if(this.onDispose){this.onDispose();}};BABYLON.Material.prototype.dispose=function(){this.baseDispose();};})();var BABYLON=BABYLON||{};(function(){BABYLON.StandardMaterial=function(name,scene){BABYLON.Material.call(this,name,scene);this.diffuseTexture=null;this.ambientTexture=null;this.opacityTexture=null;this.reflectionTexture=null;this.emissiveTexture=null;this.specularTexture=null;this.bumpTexture=null;this.ambientColor=new BABYLON.Color3(0,0,0);this.diffuseColor=new BABYLON.Color3(1,1,1);this.specularColor=new BABYLON.Color3(1,1,1);this.specularPower=64;this.emissiveColor=new BABYLON.Color3(0,0,0);this._cachedDefines=null;this._renderTargets=new BABYLON.Tools.SmartArray(16);this._worldViewProjectionMatrix=BABYLON.Matrix.Zero();this._lightMatrix=BABYLON.Matrix.Zero();this._globalAmbientColor=new BABYLON.Color3(0,0,0);this._baseColor=new BABYLON.Color3();this._scaledDiffuse=new BABYLON.Color3();this._scaledSpecular=new BABYLON.Color3();};BABYLON.StandardMaterial.prototype=Object.create(BABYLON.Material.prototype);BABYLON.StandardMaterial.prototype.needAlphaBlending=function(){return(this.alpha<1.0)||(this.opacityTexture!=null);};BABYLON.StandardMaterial.prototype.needAlphaTesting=function(){return this.diffuseTexture!=null&&this.diffuseTexture.hasAlpha;};BABYLON.StandardMaterial.prototype.isReady=function(mesh){if(this.checkReadyOnlyOnce){if(this._wasPreviouslyReady){return true;}}if(!this.checkReadyOnEveryCall){if(this._renderId===this._scene.getRenderId()){return true;}}var engine=this._scene.getEngine();var defines=[];var optionalDefines=[];if(this._scene.texturesEnabled){if(this.diffuseTexture){if(!this.diffuseTexture.isReady()){return false;}else{defines.push("#define DIFFUSE");}}if(this.ambientTexture){if(!this.ambientTexture.isReady()){return false;}else{defines.push("#define AMBIENT");}}if(this.opacityTexture){if(!this.opacityTexture.isReady()){return false;}else{defines.push("#define OPACITY");}}if(this.reflectionTexture){if(!this.reflectionTexture.isReady()){return false;}else{defines.push("#define REFLECTION");}}if(this.emissiveTexture){if(!this.emissiveTexture.isReady()){return false;}else{defines.push("#define EMISSIVE");}}if(this.specularTexture){if(!this.specularTexture.isReady()){return false;}else{defines.push("#define SPECULAR");optionalDefines.push(defines[defines.length-1]);}}}if(this._scene.getEngine().getCaps().standardDerivatives&&this.bumpTexture){if(!this.bumpTexture.isReady()){return false;}else{defines.push("#define BUMP");optionalDefines.push(defines[defines.length-1]);}}if(BABYLON.clipPlane){defines.push("#define CLIPPLANE");}if(engine.getAlphaTesting()){defines.push("#define ALPHATEST");}if(this._scene.fogMode!==BABYLON.Scene.FOGMODE_NONE){defines.push("#define FOG");optionalDefines.push(defines[defines.length-1]);}var shadowsActivated=false;var lightIndex=0;if(this._scene.lightsEnabled){for(var index=0;index<this._scene.lights.length;index++){var light=this._scene.lights[index];if(!light.isEnabled()){continue;}if(mesh&&light.excludedMeshes.indexOf(mesh)!==-1){continue;}defines.push("#define LIGHT"+lightIndex);if(lightIndex>0){optionalDefines.push(defines[defines.length-1]);}var type;if(light instanceof BABYLON.SpotLight){type="#define SPOTLIGHT"+lightIndex;}else if(light instanceof BABYLON.HemisphericLight){type="#define HEMILIGHT"+lightIndex;}else{type="#define POINTDIRLIGHT"+lightIndex;}defines.push(type);if(lightIndex>0){optionalDefines.push(defines[defines.length-1]);}var shadowGenerator=light.getShadowGenerator();if(mesh&&mesh.receiveShadows&&shadowGenerator){defines.push("#define SHADOW"+lightIndex);if(lightIndex>0){optionalDefines.push(defines[defines.length-1]);}if(!shadowsActivated){defines.push("#define SHADOWS");shadowsActivated=true;}if(shadowGenerator.useVarianceShadowMap){defines.push("#define SHADOWVSM"+lightIndex);if(lightIndex>0){optionalDefines.push(defines[defines.length-1]);}}}lightIndex++;if(lightIndex==4)break;}}var attribs=[BABYLON.VertexBuffer.PositionKind,BABYLON.VertexBuffer.NormalKind];if(mesh){if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)){attribs.push(BABYLON.VertexBuffer.UVKind);defines.push("#define UV1");}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)){attribs.push(BABYLON.VertexBuffer.UV2Kind);defines.push("#define UV2");}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)){attribs.push(BABYLON.VertexBuffer.ColorKind);defines.push("#define VERTEXCOLOR");}if(mesh.skeleton&&mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)&&mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)){attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);defines.push("#define BONES");defines.push("#define BonesPerMesh "+mesh.skeleton.bones.length);defines.push("#define BONES4");optionalDefines.push(defines[defines.length-1]);}}var join=defines.join("\n");if(this._cachedDefines!=join){this._cachedDefines=join;var shaderName="default";if(!this._scene.getEngine().getCaps().standardDerivatives){shaderName="legacydefault";}this._effect=this._scene.getEngine().createEffect(shaderName,attribs,["world","view","viewProjection","vEyePosition","vLightsType","vAmbientColor","vDiffuseColor","vSpecularColor","vEmissiveColor","vLightData0","vLightDiffuse0","vLightSpecular0","vLightDirection0","vLightGround0","lightMatrix0","vLightData1","vLightDiffuse1","vLightSpecular1","vLightDirection1","vLightGround1","lightMatrix1","vLightData2","vLightDiffuse2","vLightSpecular2","vLightDirection2","vLightGround2","lightMatrix2","vLightData3","vLightDiffuse3","vLightSpecular3","vLightDirection3","vLightGround3","lightMatrix3","vFogInfos","vFogColor","vDiffuseInfos","vAmbientInfos","vOpacityInfos","vReflectionInfos","vEmissiveInfos","vSpecularInfos","vBumpInfos","mBones","vClipPlane","diffuseMatrix","ambientMatrix","opacityMatrix","reflectionMatrix","emissiveMatrix","specularMatrix","bumpMatrix"],["diffuseSampler","ambientSampler","opacitySampler","reflectionCubeSampler","reflection2DSampler","emissiveSampler","specularSampler","bumpSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],join,optionalDefines);}if(!this._effect.isReady()){return false;}this._renderId=this._scene.getRenderId();this._wasPreviouslyReady=true;return true;};BABYLON.StandardMaterial.prototype.getRenderTargetTextures=function(){this._renderTargets.reset();if(this.reflectionTexture&&this.reflectionTexture.isRenderTarget){this._renderTargets.push(this.reflectionTexture);}return this._renderTargets;};BABYLON.StandardMaterial.prototype.unbind=function(){if(this.reflectionTexture&&this.reflectionTexture.isRenderTarget){this._effect.setTexture("reflection2DSampler",null);}};BABYLON.StandardMaterial.prototype.bind=function(world,mesh){this._baseColor.copyFrom(this.diffuseColor);this._effect.setMatrix("world",world);this._effect.setMatrix("viewProjection",this._scene.getTransformMatrix());if(mesh.skeleton&&mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)&&mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)){this._effect.setMatrices("mBones",mesh.skeleton.getTransformMatrices());}if(this.diffuseTexture){this._effect.setTexture("diffuseSampler",this.diffuseTexture);this._effect.setFloat2("vDiffuseInfos",this.diffuseTexture.coordinatesIndex,this.diffuseTexture.level);this._effect.setMatrix("diffuseMatrix",this.diffuseTexture._computeTextureMatrix());this._baseColor.copyFromFloats(1,1,1);}if(this.ambientTexture){this._effect.setTexture("ambientSampler",this.ambientTexture);this._effect.setFloat2("vAmbientInfos",this.ambientTexture.coordinatesIndex,this.ambientTexture.level);this._effect.setMatrix("ambientMatrix",this.ambientTexture._computeTextureMatrix());}if(this.opacityTexture){this._effect.setTexture("opacitySampler",this.opacityTexture);this._effect.setFloat2("vOpacityInfos",this.opacityTexture.coordinatesIndex,this.opacityTexture.level);this._effect.setMatrix("opacityMatrix",this.opacityTexture._computeTextureMatrix());}if(this.reflectionTexture){if(this.reflectionTexture.isCube){this._effect.setTexture("reflectionCubeSampler",this.reflectionTexture);}else{this._effect.setTexture("reflection2DSampler",this.reflectionTexture);}this._effect.setMatrix("reflectionMatrix",this.reflectionTexture._computeReflectionTextureMatrix());this._effect.setFloat3("vReflectionInfos",this.reflectionTexture.coordinatesMode,this.reflectionTexture.level,this.reflectionTexture.isCube?1:0);}if(this.emissiveTexture){this._effect.setTexture("emissiveSampler",this.emissiveTexture);this._effect.setFloat2("vEmissiveInfos",this.emissiveTexture.coordinatesIndex,this.emissiveTexture.level);this._effect.setMatrix("emissiveMatrix",this.emissiveTexture._computeTextureMatrix());}if(this.specularTexture){this._effect.setTexture("specularSampler",this.specularTexture);this._effect.setFloat2("vSpecularInfos",this.specularTexture.coordinatesIndex,this.specularTexture.level);this._effect.setMatrix("specularMatrix",this.specularTexture._computeTextureMatrix());}if(this.bumpTexture&&this._scene.getEngine().getCaps().standardDerivatives){this._effect.setTexture("bumpSampler",this.bumpTexture);this._effect.setFloat2("vBumpInfos",this.bumpTexture.coordinatesIndex,this.bumpTexture.level);this._effect.setMatrix("bumpMatrix",this.bumpTexture._computeTextureMatrix());}this._scene.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor);this._effect.setVector3("vEyePosition",this._scene.activeCamera.position);this._effect.setColor3("vAmbientColor",this._globalAmbientColor);this._effect.setColor4("vDiffuseColor",this._baseColor,this.alpha*mesh.visibility);this._effect.setColor4("vSpecularColor",this.specularColor,this.specularPower);this._effect.setColor3("vEmissiveColor",this.emissiveColor);if(this._scene.lightsEnabled){var lightIndex=0;for(var index=0;index<this._scene.lights.length;index++){var light=this._scene.lights[index];if(!light.isEnabled()){continue;}if(mesh&&light.excludedMeshes.indexOf(mesh)!==-1){continue;}if(light instanceof BABYLON.PointLight){light.transferToEffect(this._effect,"vLightData"+lightIndex);}else if(light instanceof BABYLON.DirectionalLight){light.transferToEffect(this._effect,"vLightData"+lightIndex);}else if(light instanceof BABYLON.SpotLight){light.transferToEffect(this._effect,"vLightData"+lightIndex,"vLightDirection"+lightIndex);}else if(light instanceof BABYLON.HemisphericLight){light.transferToEffect(this._effect,"vLightData"+lightIndex,"vLightGround"+lightIndex);}light.diffuse.scaleToRef(light.intensity,this._scaledDiffuse);light.specular.scaleToRef(light.intensity,this._scaledSpecular);this._effect.setColor3("vLightDiffuse"+lightIndex,this._scaledDiffuse);this._effect.setColor3("vLightSpecular"+lightIndex,this._scaledSpecular);var shadowGenerator=light.getShadowGenerator();if(mesh.receiveShadows&&shadowGenerator){world.multiplyToRef(shadowGenerator.getTransformMatrix(),this._lightMatrix);this._effect.setMatrix("lightMatrix"+lightIndex,this._lightMatrix);this._effect.setTexture("shadowSampler"+lightIndex,shadowGenerator.getShadowMap());}lightIndex++;if(lightIndex==4)break;}}if(BABYLON.clipPlane){this._effect.setFloat4("vClipPlane",BABYLON.clipPlane.normal.x,BABYLON.clipPlane.normal.y,BABYLON.clipPlane.normal.z,BABYLON.clipPlane.d);}if(this._scene.fogMode!==BABYLON.Scene.FOGMODE_NONE||this.reflectionTexture){this._effect.setMatrix("view",this._scene.getViewMatrix());}if(this._scene.fogMode!==BABYLON.Scene.FOGMODE_NONE){this._effect.setFloat4("vFogInfos",this._scene.fogMode,this._scene.fogStart,this._scene.fogEnd,this._scene.fogDensity);this._effect.setColor3("vFogColor",this._scene.fogColor);}};BABYLON.StandardMaterial.prototype.getAnimatables=function(){var results=[];if(this.diffuseTexture&&this.diffuseTexture.animations&&this.diffuseTexture.animations.length>0){results.push(this.diffuseTexture);}if(this.ambientTexture&&this.ambientTexture.animations&&this.ambientTexture.animations.length>0){results.push(this.ambientTexture);}if(this.opacityTexture&&this.opacityTexture.animations&&this.opacityTexture.animations.length>0){results.push(this.opacityTexture);}if(this.reflectionTexture&&this.reflectionTexture.animations&&this.reflectionTexture.animations.length>0){results.push(this.reflectionTexture);}if(this.emissiveTexture&&this.emissiveTexture.animations&&this.emissiveTexture.animations.length>0){results.push(this.emissiveTexture);}if(this.specularTexture&&this.specularTexture.animations&&this.specularTexture.animations.length>0){results.push(this.specularTexture);}if(this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0){results.push(this.bumpTexture);}return results;};BABYLON.StandardMaterial.prototype.dispose=function(){if(this.diffuseTexture){this.diffuseTexture.dispose();}if(this.ambientTexture){this.ambientTexture.dispose();}if(this.opacityTexture){this.opacityTexture.dispose();}if(this.reflectionTexture){this.reflectionTexture.dispose();}if(this.emissiveTexture){this.emissiveTexture.dispose();}if(this.specularTexture){this.specularTexture.dispose();}if(this.bumpTexture){this.bumpTexture.dispose();}this.baseDispose();};BABYLON.StandardMaterial.prototype.clone=function(name){var newStandardMaterial=new BABYLON.StandardMaterial(name,this._scene);newStandardMaterial.checkReadyOnEveryCall=this.checkReadyOnEveryCall;newStandardMaterial.alpha=this.alpha;newStandardMaterial.wireframe=this.wireframe;newStandardMaterial.backFaceCulling=this.backFaceCulling;if(this.diffuseTexture&&this.diffuseTexture.clone){newStandardMaterial.diffuseTexture=this.diffuseTexture.clone();}if(this.ambientTexture&&this.ambientTexture.clone){newStandardMaterial.ambientTexture=this.ambientTexture.clone();}if(this.opacityTexture&&this.opacityTexture.clone){newStandardMaterial.opacityTexture=this.opacityTexture.clone();}if(this.reflectionTexture&&this.reflectionTexture.clone){newStandardMaterial.reflectionTexture=this.reflectionTexture.clone();}if(this.emissiveTexture&&this.emissiveTexture.clone){newStandardMaterial.emissiveTexture=this.emissiveTexture.clone();}if(this.specularTexture&&this.specularTexture.clone){newStandardMaterial.specularTexture=this.specularTexture.clone();}if(this.bumpTexture&&this.bumpTexture.clone){newStandardMaterial.bumpTexture=this.bumpTexture.clone();}newStandardMaterial.ambientColor=this.ambientColor.clone();newStandardMaterial.diffuseColor=this.diffuseColor.clone();newStandardMaterial.specularColor=this.specularColor.clone();newStandardMaterial.specularPower=this.specularPower;newStandardMaterial.emissiveColor=this.emissiveColor.clone();return newStandardMaterial;};})();var BABYLON=BABYLON||{};(function(){BABYLON.MultiMaterial=function(name,scene){this.name=name;this.id=name;this._scene=scene;scene.multiMaterials.push(this);this.subMaterials=[];};BABYLON.MultiMaterial.prototype.getSubMaterial=function(index){if(index<0||index>=this.subMaterials.length){return this._scene.defaultMaterial;}return this.subMaterials[index];};BABYLON.MultiMaterial.prototype.isReady=function(mesh){var result=true;for(var index=0;index<this.subMaterials.length;index++){var subMaterial=this.subMaterials[index];if(subMaterial){result&=this.subMaterials[index].isReady(mesh);}}return result;};})();var BABYLON=BABYLON||{};(function(){function parseURL(url){var a=document.createElement('a');a.href=url;var fileName=url.substring(url.lastIndexOf("/")+1,url.length);var absLocation=url.substring(0,url.indexOf(fileName,0));return absLocation;};var indexedDB=window.indexedDB||window.mozIndexedDB||window.webkitIndexedDB||window.msIndexedDB;var IDBTransaction=window.IDBTransaction||window.webkitIDBTransaction||window.msIDBTransaction;var IDBKeyRange=window.IDBKeyRange||window.webkitIDBKeyRange||window.msIDBKeyRange;BABYLON.Database=function(urlToScene){this.currentSceneUrl=BABYLON.Database.ReturnFullUrlLocation(urlToScene);this.db=null;this.enableSceneOffline=false;this.enableTexturesOffline=false;this.manifestVersionFound=0;this.mustUpdateRessources=false;this.hasReachedQuota=false;this.checkManifestFile();};BABYLON.Database.isUASupportingBlobStorage=true;BABYLON.Database.ReturnFullUrlLocation=function(url){if(url.indexOf("http:/")===-1){return(parseURL(window.location.href)+url);}else{return url;}};BABYLON.Database.prototype.checkManifestFile=function(){function noManifestFile(){console.log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");that.enableSceneOffline=false;that.enableTexturesOffline=false;};var that=this;var manifestURL=this.currentSceneUrl+".manifest";var xhr=new XMLHttpRequest();xhr.open("GET",manifestURL,false);xhr.addEventListener("load",function(){if(xhr.status===200){try{var manifestFile=JSON.parse(xhr.response);that.enableSceneOffline=manifestFile.enableSceneOffline;that.enableTexturesOffline=manifestFile.enableTexturesOffline;if(manifestFile.version&&!isNaN(parseInt(manifestFile.version))){that.manifestVersionFound=manifestFile.version;}}catch(ex){noManifestFile();}}else{noManifestFile();}},false);xhr.addEventListener("error",function(event){noManifestFile();},false);try{xhr.send();}catch(ex){console.log("Error on XHR send request.");}};BABYLON.Database.prototype.openAsync=function(successCallback,errorCallback){function handleError(){that.isSupported=false;if(errorCallback)errorCallback();}var that=this;if(!indexedDB||!(this.enableSceneOffline||this.enableTexturesOffline)){this.isSupported=false;if(errorCallback)errorCallback();}else{if(!this.db){this.hasReachedQuota=false;this.isSupported=true;var request=indexedDB.open("babylonjs",1.0);request.onerror=function(event){handleError();};request.onblocked=function(event){console.log("IDB request blocked. Please reload the page.");handleError();};request.onsuccess=function(event){that.db=request.result;successCallback();};request.onupgradeneeded=function(event){that.db=event.target.result;try{var scenesStore=that.db.createObjectStore("scenes",{keyPath:"sceneUrl"});var versionsStore=that.db.createObjectStore("versions",{keyPath:"sceneUrl"});var texturesStore=that.db.createObjectStore("textures",{keyPath:"textureUrl"});}catch(ex){console.log("Error while creating object stores. Exception: "+ex.message);handleError();}};}else{if(successCallback)successCallback();}}};BABYLON.Database.prototype.loadImageFromDB=function(url,image){var that=this;var completeURL=BABYLON.Database.ReturnFullUrlLocation(url);var saveAndLoadImage=function(event){if(!that.hasReachedQuota&&that.db!==null){that._saveImageIntoDBAsync(completeURL,image);}else{image.src=url;}};if(!this.mustUpdateRessources){this._loadImageFromDBAsync(completeURL,image,saveAndLoadImage);}else{saveAndLoadImage();}};BABYLON.Database.prototype._loadImageFromDBAsync=function(url,image,notInDBCallback){if(this.isSupported&&this.db!==null){var texture;var transaction=this.db.transaction(["textures"]);transaction.onabort=function(event){image.src=url;};transaction.oncomplete=function(event){var blobTextureURL;if(texture){var URL=window.URL||window.webkitURL;blobTextureURL=URL.createObjectURL(texture.data,{oneTimeOnly:true});image.src=blobTextureURL;}else{notInDBCallback();}};var getRequest=transaction.objectStore("textures").get(url);getRequest.onsuccess=function(event){texture=event.target.result;};getRequest.onerror=function(event){console.log("Error loading texture "+url+" from DB.");image.src=url;};}else{console.log("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");image.src=url;}};BABYLON.Database.prototype._saveImageIntoDBAsync=function(url,image){if(this.isSupported){var generateBlobUrl=function(){var blobTextureURL;if(blob){var URL=window.URL||window.webkitURL;try{blobTextureURL=URL.createObjectURL(blob,{oneTimeOnly:true});}catch(ex){blobTextureURL=URL.createObjectURL(blob);}}image.src=blobTextureURL;};if(BABYLON.Database.isUASupportingBlobStorage){var that=this;var xhr=new XMLHttpRequest(),blob;xhr.open("GET",url,true);xhr.responseType="blob";xhr.addEventListener("load",function(){if(xhr.status===200){blob=xhr.response;var transaction=that.db.transaction(["textures"],"readwrite");transaction.onabort=function(event){try{if(event.srcElement.error.name==="QuotaExceededError"){that.hasReachedQuota=true;}}catch(ex){}generateBlobUrl();};transaction.oncomplete=function(event){generateBlobUrl();};var newTexture={};newTexture.textureUrl=url;newTexture.data=blob;try{var addRequest=transaction.objectStore("textures").put(newTexture);addRequest.onsuccess=function(event){console.log("");};addRequest.onerror=function(event){generateBlobUrl();};}catch(ex){if(ex.code===25){BABYLON.Database.isUASupportingBlobStorage=false;}image.src=url;}}else{image.src=url;}},false);xhr.addEventListener("error",function(event){console.log("Error in XHR request in BABYLON.Database.");image.src=url;},false);xhr.send();}else{image.src=url;}}else{console.log("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");image.src=url;}};BABYLON.Database.prototype._checkVersionFromDB=function(url,versionLoaded){var that=this;var updateVersion=function(event){that._saveVersionIntoDBAsync(url,versionLoaded);};this._loadVersionFromDBAsync(url,versionLoaded,updateVersion);};BABYLON.Database.prototype._loadVersionFromDBAsync=function(url,callback,updateInDBCallback){if(this.isSupported){var version;var that=this;try{var transaction=this.db.transaction(["versions"]);transaction.oncomplete=function(event){if(version){if(that.manifestVersionFound>version.data){that.mustUpdateRessources=true;updateInDBCallback();}else{callback(version.data);}}else{that.mustUpdateRessources=true;updateInDBCallback();}};transaction.onabort=function(event){callback(-1);};var getRequest=transaction.objectStore("versions").get(url);getRequest.onsuccess=function(event){version=event.target.result;};getRequest.onerror=function(event){console.log("Error loading version for scene "+url+" from DB.");callback(-1);};}catch(ex){console.log("Error while accessing 'versions' object store (READ OP). Exception: "+ex.message);callback(-1);}}else{console.log("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");callback(-1);}};BABYLON.Database.prototype._saveVersionIntoDBAsync=function(url,callback){if(this.isSupported&&!this.hasReachedQuota){var that=this;try{var transaction=this.db.transaction(["versions"],"readwrite");transaction.onabort=function(event){try{if(event.srcElement.error.name==="QuotaExceededError"){that.hasReachedQuota=true;}}catch(ex){}callback(-1);};transaction.oncomplete=function(event){callback(that.manifestVersionFound);};var newVersion={};newVersion.sceneUrl=url;newVersion.data=this.manifestVersionFound;var addRequest=transaction.objectStore("versions").put(newVersion);addRequest.onsuccess=function(event){console.log("");};addRequest.onerror=function(event){console.log("Error in DB add version request in BABYLON.Database.");};}catch(ex){console.log("Error while accessing 'versions' object store (WRITE OP). Exception: "+ex.message);callback(-1);}}else{callback(-1);}};BABYLON.Database.prototype.loadSceneFromDB=function(url,sceneLoaded,progressCallBack,errorCallback){var that=this;var completeUrl=BABYLON.Database.ReturnFullUrlLocation(url);var saveAndLoadScene=function(event){that._saveSceneIntoDBAsync(completeUrl,sceneLoaded,progressCallBack);};this._checkVersionFromDB(completeUrl,function(version){if(version!==-1){if(!that.mustUpdateRessources){that._loadSceneFromDBAsync(completeUrl,sceneLoaded,saveAndLoadScene);}else{that._saveSceneIntoDBAsync(completeUrl,sceneLoaded,progressCallBack);}}else{errorCallback();}});};BABYLON.Database.prototype._loadSceneFromDBAsync=function(url,callback,notInDBCallback){if(this.isSupported){var scene;var transaction=this.db.transaction(["scenes"]);transaction.oncomplete=function(event){if(scene){callback(scene.data);}else{notInDBCallback();}};transaction.onabort=function(event){notInDBCallback();};var getRequest=transaction.objectStore("scenes").get(url);getRequest.onsuccess=function(event){scene=event.target.result;};getRequest.onerror=function(event){console.log("Error loading scene "+url+" from DB.");notInDBCallback();};}else{console.log("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");callback();}};BABYLON.Database.prototype._saveSceneIntoDBAsync=function(url,callback,progressCallback){if(this.isSupported){var xhr=new XMLHttpRequest(),sceneText;var that=this;xhr.open("GET",url,true);xhr.onprogress=progressCallback;xhr.addEventListener("load",function(){if(xhr.status===200){sceneText=xhr.responseText;if(!that.hasReachedQuota){var transaction=that.db.transaction(["scenes"],"readwrite");transaction.onabort=function(event){try{if(event.srcElement.error.name==="QuotaExceededError"){that.hasReachedQuota=true;}}catch(ex){}callback(sceneText);};transaction.oncomplete=function(event){callback(sceneText);};var newScene={};newScene.sceneUrl=url;newScene.data=sceneText;newScene.version=that.manifestVersionFound;try{var addRequest=transaction.objectStore("scenes").put(newScene);addRequest.onsuccess=function(event){console.log("");};addRequest.onerror=function(event){console.log("Error in DB add scene request in BABYLON.Database.");};}catch(ex){callback(sceneText);}}else{callback(sceneText);}}else{callback();}},false);xhr.addEventListener("error",function(event){console.log("error on XHR request.");callback();},false);xhr.send();}else{console.log("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");callback();}};})();var BABYLON=BABYLON||{};(function(){BABYLON.SceneLoader={_registeredPlugins:[],_getPluginForFilename:function(sceneFilename){var dotPosition=sceneFilename.lastIndexOf(".");var extension=sceneFilename.substring(dotPosition).toLowerCase();for(var index=0;index<this._registeredPlugins.length;index++){var plugin=this._registeredPlugins[index];if(plugin.extensions.indexOf(extension)!==-1){return plugin;}}throw new Error("No plugin found to load this file: "+sceneFilename);},RegisterPlugin:function(plugin){plugin.extensions=plugin.extensions.toLowerCase();this._registeredPlugins.push(plugin);},ImportMesh:function(meshesNames,rootUrl,sceneFilename,scene,onsuccess,progressCallBack,onerror){var database=new BABYLON.Database(rootUrl+sceneFilename);scene.database=database;var plugin=this._getPluginForFilename(sceneFilename);BABYLON.Tools.LoadFile(rootUrl+sceneFilename,function(data){var meshes=[];var particleSystems=[];var skeletons=[];if(!plugin.importMesh(meshesNames,scene,data,rootUrl,meshes,particleSystems,skeletons)){if(onerror){onerror(scene);}return;}if(onsuccess){onsuccess(meshes,particleSystems,skeletons);}},progressCallBack,database);},Load:function(rootUrl,sceneFilename,engine,onsuccess,progressCallBack,onerror){var plugin=this._getPluginForFilename(sceneFilename.name||sceneFilename);var database;var loadSceneFromData=function(data){var scene=new BABYLON.Scene(engine);scene.database=database;if(!plugin.load(scene,data,rootUrl)){if(onerror){onerror(scene);}return;}if(onsuccess){onsuccess(scene);}};if(rootUrl.indexOf("file:")===-1){database=new BABYLON.Database(rootUrl+sceneFilename);BABYLON.Tools.LoadFile(rootUrl+sceneFilename,loadSceneFromData,progressCallBack,database);}else{BABYLON.Tools.ReadFile(sceneFilename,loadSceneFromData,progressCallBack);}}};})();var BABYLON=BABYLON||{};(function(){var loadCubeTexture=function(rootUrl,parsedTexture,scene){var texture=new BABYLON.CubeTexture(rootUrl+parsedTexture.name,scene);texture.name=parsedTexture.name;texture.hasAlpha=parsedTexture.hasAlpha;texture.level=parsedTexture.level;texture.coordinatesMode=parsedTexture.coordinatesMode;return texture;};var loadTexture=function(rootUrl,parsedTexture,scene){if(!parsedTexture.name&&!parsedTexture.isRenderTarget){return null;}if(parsedTexture.isCube){return loadCubeTexture(rootUrl,parsedTexture,scene);}var texture;if(parsedTexture.mirrorPlane){texture=new BABYLON.MirrorTexture(parsedTexture.name,parsedTexture.renderTargetSize,scene);texture._waitingRenderList=parsedTexture.renderList;texture.mirrorPlane=BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);}else if(parsedTexture.isRenderTarget){texture=new BABYLON.RenderTargetTexture(parsedTexture.name,parsedTexture.renderTargetSize,scene);texture._waitingRenderList=parsedTexture.renderList;}else{texture=new BABYLON.Texture(rootUrl+parsedTexture.name,scene);}texture.name=parsedTexture.name;texture.hasAlpha=parsedTexture.hasAlpha;texture.level=parsedTexture.level;texture.coordinatesIndex=parsedTexture.coordinatesIndex;texture.coordinatesMode=parsedTexture.coordinatesMode;texture.uOffset=parsedTexture.uOffset;texture.vOffset=parsedTexture.vOffset;texture.uScale=parsedTexture.uScale;texture.vScale=parsedTexture.vScale;texture.uAng=parsedTexture.uAng;texture.vAng=parsedTexture.vAng;texture.wAng=parsedTexture.wAng;texture.wrapU=parsedTexture.wrapU;texture.wrapV=parsedTexture.wrapV;if(parsedTexture.animations){for(var animationIndex=0;animationIndex<parsedTexture.animations.length;animationIndex++){var parsedAnimation=parsedTexture.animations[animationIndex];texture.animations.push(parseAnimation(parsedAnimation));}}return texture;};var parseSkeleton=function(parsedSkeleton,scene){var skeleton=new BABYLON.Skeleton(parsedSkeleton.name,parsedSkeleton.id,scene);for(var index=0;index<parsedSkeleton.bones.length;index++){var parsedBone=parsedSkeleton.bones[index];var parentBone=null;if(parsedBone.parentBoneIndex>-1){parentBone=skeleton.bones[parsedBone.parentBoneIndex];}var bone=new BABYLON.Bone(parsedBone.name,skeleton,parentBone,BABYLON.Matrix.FromArray(parsedBone.matrix));if(parsedBone.animation){bone.animations.push(parseAnimation(parsedBone.animation));}}return skeleton;};var parseMaterial=function(parsedMaterial,scene,rootUrl){var material;material=new BABYLON.StandardMaterial(parsedMaterial.name,scene);material.ambientColor=BABYLON.Color3.FromArray(parsedMaterial.ambient);material.diffuseColor=BABYLON.Color3.FromArray(parsedMaterial.diffuse);material.specularColor=BABYLON.Color3.FromArray(parsedMaterial.specular);material.specularPower=parsedMaterial.specularPower;material.emissiveColor=BABYLON.Color3.FromArray(parsedMaterial.emissive);material.alpha=parsedMaterial.alpha;material.id=parsedMaterial.id;material.backFaceCulling=parsedMaterial.backFaceCulling;if(parsedMaterial.diffuseTexture){material.diffuseTexture=loadTexture(rootUrl,parsedMaterial.diffuseTexture,scene);}if(parsedMaterial.ambientTexture){material.ambientTexture=loadTexture(rootUrl,parsedMaterial.ambientTexture,scene);}if(parsedMaterial.opacityTexture){material.opacityTexture=loadTexture(rootUrl,parsedMaterial.opacityTexture,scene);}if(parsedMaterial.reflectionTexture){material.reflectionTexture=loadTexture(rootUrl,parsedMaterial.reflectionTexture,scene);}if(parsedMaterial.emissiveTexture){material.emissiveTexture=loadTexture(rootUrl,parsedMaterial.emissiveTexture,scene);}if(parsedMaterial.specularTexture){material.specularTexture=loadTexture(rootUrl,parsedMaterial.specularTexture,scene);}if(parsedMaterial.bumpTexture){material.bumpTexture=loadTexture(rootUrl,parsedMaterial.bumpTexture,scene);}return material;};var parseMaterialById=function(id,parsedData,scene,rootUrl){for(var index=0;index<parsedData.materials.length;index++){var parsedMaterial=parsedData.materials[index];if(parsedMaterial.id===id){return parseMaterial(parsedMaterial,scene,rootUrl);}}return null;};var parseMultiMaterial=function(parsedMultiMaterial,scene){var multiMaterial=new BABYLON.MultiMaterial(parsedMultiMaterial.name,scene);multiMaterial.id=parsedMultiMaterial.id;for(var matIndex=0;matIndex<parsedMultiMaterial.materials.length;matIndex++){var subMatId=parsedMultiMaterial.materials[matIndex];if(subMatId){multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));}else{multiMaterial.subMaterials.push(null);}}return multiMaterial;};var parseLensFlareSystem=function(parsedLensFlareSystem,scene,rootUrl){var emitter=scene.getLastEntryByID(parsedLensFlareSystem.emitterId);var lensFlareSystem=new BABYLON.LensFlareSystem("lensFlareSystem#"+parsedLensFlareSystem.emitterId,emitter,scene);lensFlareSystem.borderLimit=parsedLensFlareSystem.borderLimit;for(var index=0;index<parsedLensFlareSystem.flares.length;index++){var parsedFlare=parsedLensFlareSystem.flares[index];var flare=new BABYLON.LensFlare(parsedFlare.size,parsedFlare.position,BABYLON.Color3.FromArray(parsedFlare.color),rootUrl+parsedFlare.textureName,lensFlareSystem);}return lensFlareSystem;};var parseParticleSystem=function(parsedParticleSystem,scene,rootUrl){var emitter=scene.getLastMeshByID(parsedParticleSystem.emitterId);var particleSystem=new BABYLON.ParticleSystem("particles#"+emitter.name,parsedParticleSystem.capacity,scene);if(parsedParticleSystem.textureName){particleSystem.particleTexture=new BABYLON.Texture(rootUrl+parsedParticleSystem.textureName,scene);particleSystem.particleTexture.name=parsedParticleSystem.textureName;}particleSystem.minAngularSpeed=parsedParticleSystem.minAngularSpeed;particleSystem.maxAngularSpeed=parsedParticleSystem.maxAngularSpeed;particleSystem.minSize=parsedParticleSystem.minSize;particleSystem.maxSize=parsedParticleSystem.maxSize;particleSystem.minLifeTime=parsedParticleSystem.minLifeTime;particleSystem.maxLifeTime=parsedParticleSystem.maxLifeTime;particleSystem.emitter=emitter;particleSystem.emitRate=parsedParticleSystem.emitRate;particleSystem.minEmitBox=BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);particleSystem.maxEmitBox=BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);particleSystem.gravity=BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);particleSystem.direction1=BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);particleSystem.direction2=BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);particleSystem.color1=BABYLON.Color4.FromArray(parsedParticleSystem.color1);particleSystem.color2=BABYLON.Color4.FromArray(parsedParticleSystem.color2);particleSystem.colorDead=BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);particleSystem.updateSpeed=parsedParticleSystem.updateSpeed;particleSystem.targetStopDuration=parsedParticleSystem.targetStopFrame;particleSystem.textureMask=BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);particleSystem.blendMode=parsedParticleSystem.blendMode;particleSystem.start();return particleSystem;};var parseShadowGenerator=function(parsedShadowGenerator,scene){var light=scene.getLightByID(parsedShadowGenerator.lightId);var shadowGenerator=new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize,light);for(var meshIndex=0;meshIndex<parsedShadowGenerator.renderList.length;meshIndex++){var mesh=scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);shadowGenerator.getShadowMap().renderList.push(mesh);}shadowGenerator.useVarianceShadowMap=parsedShadowGenerator.useVarianceShadowMap;return shadowGenerator;};var parseAnimation=function(parsedAnimation){var animation=new BABYLON.Animation(parsedAnimation.name,parsedAnimation.property,parsedAnimation.framePerSecond,parsedAnimation.dataType,parsedAnimation.loopBehavior);var dataType=parsedAnimation.dataType;var keys=[];for(var index=0;index<parsedAnimation.keys.length;index++){var key=parsedAnimation.keys[index];var data;switch(dataType){case BABYLON.Animation.ANIMATIONTYPE_FLOAT:data=key.values[0];break;case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:data=BABYLON.Quaternion.FromArray(key.values);break;case BABYLON.Animation.ANIMATIONTYPE_MATRIX:data=BABYLON.Matrix.FromArray(key.values);break;case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:default:data=BABYLON.Vector3.FromArray(key.values);break;}keys.push({frame:key.frame,value:data});}animation.setKeys(keys);return animation;};var parseLight=function(parsedLight,scene){var light;switch(parsedLight.type){case 0:light=new BABYLON.PointLight(parsedLight.name,BABYLON.Vector3.FromArray(parsedLight.position),scene);break;case 1:light=new BABYLON.DirectionalLight(parsedLight.name,BABYLON.Vector3.FromArray(parsedLight.direction),scene);light.position=BABYLON.Vector3.FromArray(parsedLight.position);break;case 2:light=new BABYLON.SpotLight(parsedLight.name,BABYLON.Vector3.FromArray(parsedLight.position),BABYLON.Vector3.FromArray(parsedLight.direction),parsedLight.angle,parsedLight.exponent,scene);break;case 3:light=new BABYLON.HemisphericLight(parsedLight.name,BABYLON.Vector3.FromArray(parsedLight.direction),scene);light.groundColor=BABYLON.Color3.FromArray(parsedLight.groundColor);break;}light.id=parsedLight.id;if(parsedLight.intensity){light.intensity=parsedLight.intensity;}light.diffuse=BABYLON.Color3.FromArray(parsedLight.diffuse);light.specular=BABYLON.Color3.FromArray(parsedLight.specular);};var parseCamera=function(parsedCamera,scene){var camera=new BABYLON.FreeCamera(parsedCamera.name,BABYLON.Vector3.FromArray(parsedCamera.position),scene);camera.id=parsedCamera.id;if(parsedCamera.parentId){camera._waitingParentId=parsedCamera.parentId;}if(parsedCamera.target){camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));}else{camera.rotation=BABYLON.Vector3.FromArray(parsedCamera.rotation);}if(parsedCamera.lockedTargetId){camera._waitingLockedTargetId=parsedCamera.lockedTargetId;}camera.fov=parsedCamera.fov;camera.minZ=parsedCamera.minZ;camera.maxZ=parsedCamera.maxZ;camera.speed=parsedCamera.speed;camera.inertia=parsedCamera.inertia;camera.checkCollisions=parsedCamera.checkCollisions;camera.applyGravity=parsedCamera.applyGravity;if(parsedCamera.ellipsoid){camera.ellipsoid=BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);}if(parsedCamera.animations){for(var animationIndex=0;animationIndex<parsedCamera.animations.length;animationIndex++){var parsedAnimation=parsedCamera.animations[animationIndex];camera.animations.push(parseAnimation(parsedAnimation));}}if(parsedCamera.autoAnimate){scene.beginAnimation(camera,parsedCamera.autoAnimateFrom,parsedCamera.autoAnimateTo,parsedCamera.autoAnimateLoop,1.0);}return camera;};var parseMesh=function(parsedMesh,scene,rootUrl){var mesh=new BABYLON.Mesh(parsedMesh.name,scene);mesh.id=parsedMesh.id;mesh.position=BABYLON.Vector3.FromArray(parsedMesh.position);if(parsedMesh.rotation){mesh.rotation=BABYLON.Vector3.FromArray(parsedMesh.rotation);}else if(parsedMesh.rotationQuaternion){mesh.rotationQuaternion=BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);}mesh.scaling=BABYLON.Vector3.FromArray(parsedMesh.scaling);if(parsedMesh.localMatrix){mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));}mesh.setEnabled(parsedMesh.isEnabled);mesh.isVisible=parsedMesh.isVisible;mesh.infiniteDistance=parsedMesh.infiniteDistance;mesh.receiveShadows=parsedMesh.receiveShadows;mesh.billboardMode=parsedMesh.billboardMode;if(parsedMesh.visibility!==undefined){mesh.visibility=parsedMesh.visibility;}mesh.checkCollisions=parsedMesh.checkCollisions;mesh._shouldGenerateFlatShading=parsedMesh.useFlatShading;if(parsedMesh.parentId){mesh.parent=scene.getLastEntryByID(parsedMesh.parentId);}if(parsedMesh.delayLoadingFile){mesh.delayLoadState=BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;mesh.delayLoadingFile=rootUrl+parsedMesh.delayLoadingFile;mesh._boundingInfo=new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum),BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));mesh._delayInfo=[];if(parsedMesh.hasUVs){mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);}if(parsedMesh.hasUVs2){mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);}if(parsedMesh.hasColors){mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);}if(parsedMesh.hasMatricesIndices){mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);}if(parsedMesh.hasMatricesWeights){mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);}mesh._delayLoadingFunction=importGeometry;}else{importGeometry(parsedMesh,mesh);}if(parsedMesh.materialId){mesh.setMaterialByID(parsedMesh.materialId);}else{mesh.material=null;}if(parsedMesh.skeletonId>-1){mesh.skeleton=scene.getLastSkeletonByID(parsedMesh.skeletonId);}if(parsedMesh.physicsImpostor){if(!scene.isPhysicsEnabled()){scene.enablePhysics();}switch(parsedMesh.physicsImpostor){case 1:mesh.setPhysicsState({impostor:BABYLON.PhysicsEngine.BoxImpostor,mass:parsedMesh.physicsMass,friction:parsedMesh.physicsFriction,restitution:parsedMesh.physicsRestitution});break;case 2:mesh.setPhysicsState({impostor:BABYLON.PhysicsEngine.SphereImpostor,mass:parsedMesh.physicsMass,friction:parsedMesh.physicsFriction,restitution:parsedMesh.physicsRestitution});break;}}if(parsedMesh.animations){for(var animationIndex=0;animationIndex<parsedMesh.animations.length;animationIndex++){var parsedAnimation=parsedMesh.animations[animationIndex];mesh.animations.push(parseAnimation(parsedAnimation));}}if(parsedMesh.autoAnimate){scene.beginAnimation(mesh,parsedMesh.autoAnimateFrom,parsedMesh.autoAnimateTo,parsedMesh.autoAnimateLoop,1.0);}return mesh;};var isDescendantOf=function(mesh,names,hierarchyIds){names=(names instanceof Array)?names:[names];for(var i in names){if(mesh.name===names[i]){hierarchyIds.push(mesh.id);return true;}}if(mesh.parentId&&hierarchyIds.indexOf(mesh.parentId)!==-1){hierarchyIds.push(mesh.id);return true;}return false;};var importGeometry=function(parsedGeometry,mesh){if(parsedGeometry.positions&&parsedGeometry.normals&&parsedGeometry.indices){mesh.setVerticesData(parsedGeometry.positions,BABYLON.VertexBuffer.PositionKind,false);mesh.setVerticesData(parsedGeometry.normals,BABYLON.VertexBuffer.NormalKind,false);if(parsedGeometry.uvs){mesh.setVerticesData(parsedGeometry.uvs,BABYLON.VertexBuffer.UVKind,false);}if(parsedGeometry.uvs2){mesh.setVerticesData(parsedGeometry.uvs2,BABYLON.VertexBuffer.UV2Kind,false);}if(parsedGeometry.colors){mesh.setVerticesData(parsedGeometry.colors,BABYLON.VertexBuffer.ColorKind,false);}if(parsedGeometry.matricesIndices){if(!parsedGeometry.matricesIndices._isExpanded){var floatIndices=[];for(var i=0;i<parsedGeometry.matricesIndices.length;i++){var matricesIndex=parsedGeometry.matricesIndices[i];floatIndices.push(matricesIndex&0x000000FF);floatIndices.push((matricesIndex&0x0000FF00)>>8);floatIndices.push((matricesIndex&0x00FF0000)>>16);floatIndices.push(matricesIndex>>24);}mesh.setVerticesData(floatIndices,BABYLON.VertexBuffer.MatricesIndicesKind,false);}else{delete parsedGeometry.matricesIndices._isExpanded;mesh.setVerticesData(parsedGeometry.matricesIndices,BABYLON.VertexBuffer.MatricesIndicesKind,false);}}if(parsedGeometry.matricesWeights){mesh.setVerticesData(parsedGeometry.matricesWeights,BABYLON.VertexBuffer.MatricesWeightsKind,false);}mesh.setIndices(parsedGeometry.indices);}if(parsedGeometry.subMeshes){mesh.subMeshes=[];for(var subIndex=0;subIndex<parsedGeometry.subMeshes.length;subIndex++){var parsedSubMesh=parsedGeometry.subMeshes[subIndex];var subMesh=new BABYLON.SubMesh(parsedSubMesh.materialIndex,parsedSubMesh.verticesStart,parsedSubMesh.verticesCount,parsedSubMesh.indexStart,parsedSubMesh.indexCount,mesh);}}mesh.computeWorldMatrix(true);if(mesh._shouldGenerateFlatShading){mesh.convertToFlatShadedMesh();delete mesh._shouldGenerateFlatShading;}var scene=mesh.getScene();if(scene._selectionOctree){scene._selectionOctree.addMesh(mesh);}};BABYLON.SceneLoader.RegisterPlugin({extensions:".babylon",importMesh:function(meshesNames,scene,data,rootUrl,meshes,particleSystems,skeletons){var parsedData=JSON.parse(data);var loadedSkeletonsIds=[];var loadedMaterialsIds=[];var hierarchyIds=[];for(var index=0;index<parsedData.meshes.length;index++){var parsedMesh=parsedData.meshes[index];if(!meshesNames||isDescendantOf(parsedMesh,meshesNames,hierarchyIds)){if(meshesNames instanceof Array){delete meshesNames[meshesNames.indexOf(parsedMesh.name)];}if(parsedMesh.materialId){var materialFound=(loadedMaterialsIds.indexOf(parsedMesh.materialId)!==-1);if(!materialFound){for(var multimatIndex=0;multimatIndex<parsedData.multiMaterials.length;multimatIndex++){var parsedMultiMaterial=parsedData.multiMaterials[multimatIndex];if(parsedMultiMaterial.id==parsedMesh.materialId){for(var matIndex=0;matIndex<parsedMultiMaterial.materials.length;matIndex++){var subMatId=parsedMultiMaterial.materials[matIndex];loadedMaterialsIds.push(subMatId);parseMaterialById(subMatId,parsedData,scene,rootUrl);}loadedMaterialsIds.push(parsedMultiMaterial.id);parseMultiMaterial(parsedMultiMaterial,scene);materialFound=true;break;}}}if(!materialFound){loadedMaterialsIds.push(parsedMesh.materialId);parseMaterialById(parsedMesh.materialId,parsedData,scene,rootUrl);}}if(parsedMesh.skeletonId>-1&&scene.skeletons){var skeletonAlreadyLoaded=(loadedSkeletonsIds.indexOf(parsedMesh.skeletonId)>-1);if(!skeletonAlreadyLoaded){for(var skeletonIndex=0;skeletonIndex<parsedData.skeletons.length;skeletonIndex++){var parsedSkeleton=parsedData.skeletons[skeletonIndex];if(parsedSkeleton.id===parsedMesh.skeletonId){skeletons.push(parseSkeleton(parsedSkeleton,scene));loadedSkeletonsIds.push(parsedSkeleton.id);}}}}var mesh=parseMesh(parsedMesh,scene,rootUrl);meshes.push(mesh);}}if(parsedData.particleSystems){for(var index=0;index<parsedData.particleSystems.length;index++){var parsedParticleSystem=parsedData.particleSystems[index];if(hierarchyIds.indexOf(parsedParticleSystem.emitterId)!==-1){particleSystems.push(parseParticleSystem(parsedParticleSystem,scene,rootUrl));}}}return true;},load:function(scene,data,rootUrl){var parsedData=JSON.parse(data);scene.useDelayedTextureLoading=parsedData.useDelayedTextureLoading;scene.autoClear=parsedData.autoClear;scene.clearColor=BABYLON.Color3.FromArray(parsedData.clearColor);scene.ambientColor=BABYLON.Color3.FromArray(parsedData.ambientColor);scene.gravity=BABYLON.Vector3.FromArray(parsedData.gravity);if(parsedData.fogMode&&parsedData.fogMode!==0){scene.fogMode=parsedData.fogMode;scene.fogColor=BABYLON.Color3.FromArray(parsedData.fogColor);scene.fogStart=parsedData.fogStart;scene.fogEnd=parsedData.fogEnd;scene.fogDensity=parsedData.fogDensity;}for(var index=0;index<parsedData.lights.length;index++){var parsedLight=parsedData.lights[index];parseLight(parsedLight,scene);}for(var index=0;index<parsedData.cameras.length;index++){var parsedCamera=parsedData.cameras[index];parseCamera(parsedCamera,scene);}if(parsedData.activeCameraID){scene.setActiveCameraByID(parsedData.activeCameraID);}if(parsedData.materials){for(var index=0;index<parsedData.materials.length;index++){var parsedMaterial=parsedData.materials[index];parseMaterial(parsedMaterial,scene,rootUrl);}}if(parsedData.multiMaterials){for(var index=0;index<parsedData.multiMaterials.length;index++){var parsedMultiMaterial=parsedData.multiMaterials[index];parseMultiMaterial(parsedMultiMaterial,scene);}}if(parsedData.skeletons){for(var index=0;index<parsedData.skeletons.length;index++){var parsedSkeleton=parsedData.skeletons[index];parseSkeleton(parsedSkeleton,scene);}}for(var index=0;index<parsedData.meshes.length;index++){var parsedMesh=parsedData.meshes[index];parseMesh(parsedMesh,scene,rootUrl);}for(var index=0;index<scene.cameras.length;index++){var camera=scene.cameras[index];if(camera._waitingParentId){camera.parent=scene.getLastEntryByID(camera._waitingParentId);delete camera._waitingParentId;}if(camera._waitingLockedTargetId){camera.lockedTarget=scene.getLastEntryByID(camera._waitingLockedTargetId);delete camera._waitingLockedTargetId;}}if(parsedData.particleSystems){for(var index=0;index<parsedData.particleSystems.length;index++){var parsedParticleSystem=parsedData.particleSystems[index];parseParticleSystem(parsedParticleSystem,scene,rootUrl);}}if(parsedData.lensFlareSystems){for(var index=0;index<parsedData.lensFlareSystems.length;index++){var parsedLensFlareSystem=parsedData.lensFlareSystems[index];parseLensFlareSystem(parsedLensFlareSystem,scene,rootUrl);}}if(parsedData.shadowGenerators){for(var index=0;index<parsedData.shadowGenerators.length;index++){var parsedShadowGenerator=parsedData.shadowGenerators[index];parseShadowGenerator(parsedShadowGenerator,scene);}}return true;}});})();var BABYLON=BABYLON||{};(function(){BABYLON.SpriteManager=function(name,imgUrl,capacity,cellSize,scene,epsilon){this.name=name;this._capacity=capacity;this.cellSize=cellSize;this._spriteTexture=new BABYLON.Texture(imgUrl,scene,true,false);this._spriteTexture.wrapU=BABYLON.Texture.CLAMP_ADDRESSMODE;this._spriteTexture.wrapV=BABYLON.Texture.CLAMP_ADDRESSMODE;this._epsilon=epsilon===undefined?0.01:epsilon;this._scene=scene;this._scene.spriteManagers.push(this);this._vertexDeclaration=[3,4,4,4];this._vertexStrideSize=15*4;this._vertexBuffer=scene.getEngine().createDynamicVertexBuffer(capacity*this._vertexStrideSize*4);var indices=[];var index=0;for(var count=0;count<capacity;count++){indices.push(index);indices.push(index+1);indices.push(index+2);indices.push(index);indices.push(index+2);indices.push(index+3);index+=4;}this._indexBuffer=scene.getEngine().createIndexBuffer(indices);this._vertices=new Float32Array(capacity*this._vertexStrideSize);this.sprites=[];this._effectBase=this._scene.getEngine().createEffect("sprites",["position","options","cellInfo","color"],["view","projection","textureInfos","alphaTest"],["diffuseSampler"],"");this._effectFog=this._scene.getEngine().createEffect("sprites",["position","options","cellInfo","color"],["view","projection","textureInfos","alphaTest","vFogInfos","vFogColor"],["diffuseSampler"],"#define FOG");};BABYLON.SpriteManager.prototype.renderingGroupId=0;BABYLON.SpriteManager.prototype.onDispose=null;BABYLON.SpriteManager.prototype._appendSpriteVertex=function(index,sprite,offsetX,offsetY,rowSize){var arrayOffset=index*15;if(offsetX==0)offsetX=this._epsilon;else if(offsetX==1)offsetX=1-this._epsilon;if(offsetY==0)offsetY=this._epsilon;else if(offsetY==1)offsetY=1-this._epsilon;this._vertices[arrayOffset]=sprite.position.x;this._vertices[arrayOffset+1]=sprite.position.y;this._vertices[arrayOffset+2]=sprite.position.z;this._vertices[arrayOffset+3]=sprite.angle;this._vertices[arrayOffset+4]=sprite.size;this._vertices[arrayOffset+5]=offsetX;this._vertices[arrayOffset+6]=offsetY;this._vertices[arrayOffset+7]=sprite.invertU?1:0;this._vertices[arrayOffset+8]=sprite.invertV?1:0;var offset=(sprite.cellIndex/rowSize)>>0;this._vertices[arrayOffset+9]=sprite.cellIndex-offset*rowSize;this._vertices[arrayOffset+10]=offset;this._vertices[arrayOffset+11]=sprite.color.r;this._vertices[arrayOffset+12]=sprite.color.g;this._vertices[arrayOffset+13]=sprite.color.b;this._vertices[arrayOffset+14]=sprite.color.a;};BABYLON.SpriteManager.prototype.render=function(){if(!this._effectBase.isReady()||!this._effectFog.isReady()||!this._spriteTexture||!this._spriteTexture.isReady())return 0;var engine=this._scene.getEngine();var baseSize=this._spriteTexture.getBaseSize();var deltaTime=BABYLON.Tools.GetDeltaTime();var max=Math.min(this._capacity,this.sprites.length);var rowSize=baseSize.width/this.cellSize;var offset=0;for(var index=0;index<max;index++){var sprite=this.sprites[index];if(!sprite){continue;}sprite._animate(deltaTime);this._appendSpriteVertex(offset++,sprite,0,0,rowSize);this._appendSpriteVertex(offset++,sprite,1,0,rowSize);this._appendSpriteVertex(offset++,sprite,1,1,rowSize);this._appendSpriteVertex(offset++,sprite,0,1,rowSize);}engine.updateDynamicVertexBuffer(this._vertexBuffer,this._vertices,max*this._vertexStrideSize);var effect=this._effectBase;if(this._scene.fogMode!==BABYLON.Scene.FOGMODE_NONE){effect=this._effectFog;}engine.enableEffect(effect);var viewMatrix=this._scene.getViewMatrix();effect.setTexture("diffuseSampler",this._spriteTexture);effect.setMatrix("view",viewMatrix);effect.setMatrix("projection",this._scene.getProjectionMatrix());effect.setFloat2("textureInfos",this.cellSize/baseSize.width,this.cellSize/baseSize.height);if(this._scene.fogMode!==BABYLON.Scene.FOGMODE_NONE){effect.setFloat4("vFogInfos",this._scene.fogMode,this._scene.fogStart,this._scene.fogEnd,this._scene.fogDensity);effect.setColor3("vFogColor",this._scene.fogColor);}engine.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,effect);effect.setBool("alphaTest",true);engine.setColorWrite(false);engine.draw(true,0,max*6);engine.setColorWrite(true);effect.setBool("alphaTest",false);engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);engine.draw(true,0,max*6);engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);};BABYLON.SpriteManager.prototype.dispose=function(){if(this._vertexBuffer){this._scene.getEngine()._releaseBuffer(this._vertexBuffer);this._vertexBuffer=null;}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null;}if(this._spriteTexture){this._spriteTexture.dispose();this._spriteTexture=null;}var index=this._scene.spriteManagers.indexOf(this);this._scene.spriteManagers.splice(index,1);if(this.onDispose){this.onDispose();}};})();var BABYLON=BABYLON||{};(function(){BABYLON.Sprite=function(name,manager){this.name=name;this._manager=manager;this._manager.sprites.push(this);this.position=BABYLON.Vector3.Zero();this.color=new BABYLON.Color4(1.0,1.0,1.0,1.0);this._frameCount=0;};BABYLON.Sprite.prototype.position=null;BABYLON.Sprite.prototype.size=1.0;BABYLON.Sprite.prototype.angle=0;BABYLON.Sprite.prototype.cellIndex=0;BABYLON.Sprite.prototype.invertU=0;BABYLON.Sprite.prototype.invertV=0;BABYLON.Sprite.prototype.disposeWhenFinishedAnimating=false;BABYLON.Sprite.prototype._animationStarted=false;BABYLON.Sprite.prototype._loopAnimation=false;BABYLON.Sprite.prototype._fromIndex=false;BABYLON.Sprite.prototype._toIndex=false;BABYLON.Sprite.prototype._delay=false;BABYLON.Sprite.prototype._direction=1;BABYLON.Sprite.prototype.playAnimation=function(from,to,loop,delay){this._fromIndex=from;this._toIndex=to;this._loopAnimation=loop;this._delay=delay;this._animationStarted=true;this._direction=from<to?1:-1;this.cellIndex=from;this._time=0;};BABYLON.Sprite.prototype.stopAnimation=function(){this._animationStarted=false;};BABYLON.Sprite.prototype._animate=function(deltaTime){if(!this._animationStarted)return;this._time+=deltaTime;if(this._time>this._delay){this._time=this._time%this._delay;this.cellIndex+=this._direction;if(this.cellIndex==this._toIndex){if(this._loopAnimation){this.cellIndex=this._fromIndex;}else{this._animationStarted=false;if(this.disposeWhenFinishedAnimating){this.dispose();}}}}};BABYLON.Sprite.prototype.dispose=function(){for(var i=0;i<this._manager.sprites.length;i++){if(this._manager.sprites[i]==this){this._manager.sprites.splice(i,1);}}};})();var BABYLON=BABYLON||{};(function(){BABYLON.Layer=function(name,imgUrl,scene,isBackground,color){this.name=name;this.texture=imgUrl?new BABYLON.Texture(imgUrl,scene,true):null;this.isBackground=isBackground===undefined?true:isBackground;this.color=color===undefined?new BABYLON.Color4(1,1,1,1):color;this._scene=scene;this._scene.layers.push(this);var vertices=[];vertices.push(1,1);vertices.push(-1,1);vertices.push(-1,-1);vertices.push(1,-1);this._vertexDeclaration=[2];this._vertexStrideSize=2*4;this._vertexBuffer=scene.getEngine().createVertexBuffer(vertices);var indices=[];indices.push(0);indices.push(1);indices.push(2);indices.push(0);indices.push(2);indices.push(3);this._indexBuffer=scene.getEngine().createIndexBuffer(indices);this._effect=this._scene.getEngine().createEffect("layer",["position"],["textureMatrix","color"],["textureSampler"],"");};BABYLON.Layer.prototype.onDispose=null;BABYLON.Layer.prototype.render=function(){if(!this._effect.isReady()||!this.texture||!this.texture.isReady())return;var engine=this._scene.getEngine();engine.enableEffect(this._effect);engine.setState(false);this._effect.setTexture("textureSampler",this.texture);this._effect.setMatrix("textureMatrix",this.texture._computeTextureMatrix());this._effect.setFloat4("color",this.color.r,this.color.g,this.color.b,this.color.a);engine.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,this._effect);engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);engine.draw(true,0,6);engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);};BABYLON.Layer.prototype.dispose=function(){if(this._vertexBuffer){this._scene.getEngine()._releaseBuffer(this._vertexBuffer);this._vertexBuffer=null;}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null;}if(this.texture){this.texture.dispose();this.texture=null;}var index=this._scene.layers.indexOf(this);this._scene.layers.splice(index,1);if(this.onDispose){this.onDispose();}};})();var BABYLON=BABYLON||{};(function(){BABYLON.Particle=function(){this.position=BABYLON.Vector3.Zero();this.direction=BABYLON.Vector3.Zero();this.color=new BABYLON.Color4(0,0,0,0);this.colorStep=new BABYLON.Color4(0,0,0,0);};BABYLON.Particle.prototype.lifeTime=1.0;BABYLON.Particle.prototype.age=0;BABYLON.Particle.prototype.size=0;BABYLON.Particle.prototype.angle=0;BABYLON.Particle.prototype.angularSpeed=0;})();var BABYLON=BABYLON||{};(function(){var randomNumber=function(min,max){if(min==max){return(min);}var random=Math.random();return((random*(max-min))+min);};BABYLON.ParticleSystem=function(name,capacity,scene){this.name=name;this.id=name;this._capacity=capacity;this._scene=scene;scene.particleSystems.push(this);this.gravity=BABYLON.Vector3.Zero();this.direction1=new BABYLON.Vector3(0,1.0,0);this.direction2=new BABYLON.Vector3(0,1.0,0);this.minEmitBox=new BABYLON.Vector3(-0.5,-0.5,-0.5);this.maxEmitBox=new BABYLON.Vector3(0.5,0.5,0.5);this.color1=new BABYLON.Color4(1.0,1.0,1.0,1.0);this.color2=new BABYLON.Color4(1.0,1.0,1.0,1.0);this.colorDead=new BABYLON.Color4(0,0,0,1.0);this.textureMask=new BABYLON.Color4(1.0,1.0,1.0,1.0);this.particles=[];this._stockParticles=[];this._newPartsExcess=0;this._vertexDeclaration=[3,4,4];this._vertexStrideSize=11*4;this._vertexBuffer=scene.getEngine().createDynamicVertexBuffer(capacity*this._vertexStrideSize*4);var indices=[];var index=0;for(var count=0;count<capacity;count++){indices.push(index);indices.push(index+1);indices.push(index+2);indices.push(index);indices.push(index+2);indices.push(index+3);index+=4;}this._indexBuffer=scene.getEngine().createIndexBuffer(indices);this._vertices=new Float32Array(capacity*this._vertexStrideSize);this._scaledColorStep=new BABYLON.Color4(0,0,0,0);this._colorDiff=new BABYLON.Color4(0,0,0,0);this._scaledDirection=BABYLON.Vector3.Zero();this._scaledGravity=BABYLON.Vector3.Zero();this._currentRenderId=-1;};BABYLON.ParticleSystem.prototype.renderingGroupId=0;BABYLON.ParticleSystem.prototype.emitter=null;BABYLON.ParticleSystem.prototype.emitRate=10;BABYLON.ParticleSystem.prototype.manualEmitCount=-1;BABYLON.ParticleSystem.prototype.updateSpeed=0.01;BABYLON.ParticleSystem.prototype.targetStopDuration=0;BABYLON.ParticleSystem.prototype.disposeOnStop=false;BABYLON.ParticleSystem.prototype.minEmitPower=1;BABYLON.ParticleSystem.prototype.maxEmitPower=1;BABYLON.ParticleSystem.prototype.minLifeTime=1;BABYLON.ParticleSystem.prototype.maxLifeTime=1;BABYLON.ParticleSystem.prototype.minSize=1;BABYLON.ParticleSystem.prototype.maxSize=1;BABYLON.ParticleSystem.prototype.minAngularSpeed=0;BABYLON.ParticleSystem.prototype.maxAngularSpeed=0;BABYLON.ParticleSystem.prototype.particleTexture=null;BABYLON.ParticleSystem.prototype.onDispose=null;BABYLON.ParticleSystem.prototype.blendMode=BABYLON.ParticleSystem.BLENDMODE_ONEONE;BABYLON.ParticleSystem.prototype.forceDepthWrite=false;BABYLON.ParticleSystem.prototype.isAlive=function(){return this._alive;};BABYLON.ParticleSystem.prototype.start=function(){this._started=true;this._stopped=false;this._actualFrame=0;};BABYLON.ParticleSystem.prototype.stop=function(){this._stopped=true;};BABYLON.ParticleSystem.prototype._appendParticleVertex=function(index,particle,offsetX,offsetY){var offset=index*11;this._vertices[offset]=particle.position.x;this._vertices[offset+1]=particle.position.y;this._vertices[offset+2]=particle.position.z;this._vertices[offset+3]=particle.color.r;this._vertices[offset+4]=particle.color.g;this._vertices[offset+5]=particle.color.b;this._vertices[offset+6]=particle.color.a;this._vertices[offset+7]=particle.angle;this._vertices[offset+8]=particle.size;this._vertices[offset+9]=offsetX;this._vertices[offset+10]=offsetY;};BABYLON.ParticleSystem.prototype._update=function(newParticles){this._alive=this.particles.length>0;for(var index=0;index<this.particles.length;index++){var particle=this.particles[index];particle.age+=this._scaledUpdateSpeed;if(particle.age>=particle.lifeTime){this._stockParticles.push(this.particles.splice(index,1)[0]);index--;continue;}else{particle.colorStep.scaleToRef(this._scaledUpdateSpeed,this._scaledColorStep);particle.color.addInPlace(this._scaledColorStep);if(particle.color.a<0)particle.color.a=0;particle.direction.scaleToRef(this._scaledUpdateSpeed,this._scaledDirection);particle.position.addInPlace(this._scaledDirection);particle.angle+=particle.angularSpeed*this._scaledUpdateSpeed;this.gravity.scaleToRef(this._scaledUpdateSpeed,this._scaledGravity);particle.direction.addInPlace(this._scaledGravity);}}var worldMatrix;if(this.emitter.position){worldMatrix=this.emitter.getWorldMatrix();}else{worldMatrix=BABYLON.Matrix.Translation(this.emitter.x,this.emitter.y,this.emitter.z);}for(var index=0;index<newParticles;index++){if(this.particles.length==this._capacity){break;}if(this._stockParticles.length!==0){particle=this._stockParticles.pop();particle.age=0;}else{particle=new BABYLON.Particle();}this.particles.push(particle);var emitPower=randomNumber(this.minEmitPower,this.maxEmitPower);var randX=randomNumber(this.direction1.x,this.direction2.x);var randY=randomNumber(this.direction1.y,this.direction2.y);var randZ=randomNumber(this.direction1.z,this.direction2.z);BABYLON.Vector3.TransformNormalFromFloatsToRef(randX*emitPower,randY*emitPower,randZ*emitPower,worldMatrix,particle.direction);particle.lifeTime=randomNumber(this.minLifeTime,this.maxLifeTime);particle.size=randomNumber(this.minSize,this.maxSize);particle.angularSpeed=randomNumber(this.minAngularSpeed,this.maxAngularSpeed);randX=randomNumber(this.minEmitBox.x,this.maxEmitBox.x);randY=randomNumber(this.minEmitBox.y,this.maxEmitBox.y);randZ=randomNumber(this.minEmitBox.z,this.maxEmitBox.z);BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX,randY,randZ,worldMatrix,particle.position);var step=randomNumber(0,1.0);BABYLON.Color4.LerpToRef(this.color1,this.color2,step,particle.color);this.colorDead.subtractToRef(particle.color,this._colorDiff);this._colorDiff.scaleToRef(1.0/particle.lifeTime,particle.colorStep);}};BABYLON.ParticleSystem.prototype._getEffect=function(){var defines=[];if(BABYLON.clipPlane){defines.push("#define CLIPPLANE");}var join=defines.join("\n");if(this._cachedDefines!=join){this._cachedDefines=join;this._effect=this._scene.getEngine().createEffect("particles",["position","color","options"],["invView","view","projection","vClipPlane","textureMask"],["diffuseSampler"],join);}return this._effect;};BABYLON.ParticleSystem.prototype.animate=function(){if(!this._started)return;var effect=this._getEffect();if(!this.emitter||!effect.isReady()||!this.particleTexture||!this.particleTexture.isReady())return;if(this._currentRenderId===this._scene.getRenderId()){return;}this._currentRenderId=this._scene.getRenderId();this._scaledUpdateSpeed=this.updateSpeed*this._scene.getAnimationRatio();var emitCout;if(this.manualEmitCount>-1){emitCout=this.manualEmitCount;this.manualEmitCount=0;}else{emitCout=this.emitRate;}var newParticles=((emitCout*this._scaledUpdateSpeed)>>0);this._newPartsExcess+=emitCout*this._scaledUpdateSpeed-newParticles;if(this._newPartsExcess>1.0){newParticles+=this._newPartsExcess>>0;this._newPartsExcess-=this._newPartsExcess>>0;}this._alive=false;if(!this._stopped){this._actualFrame+=this._scaledUpdateSpeed;if(this.targetStopDuration&&this._actualFrame>=this.targetStopDuration)this.stop();}else{newParticles=0;}this._update(newParticles);if(this._stopped){if(!this._alive){this._started=false;if(this.disposeOnStop){this._scene._toBeDisposed.push(this);}}}var offset=0;for(var index=0;index<this.particles.length;index++){var particle=this.particles[index];this._appendParticleVertex(offset++,particle,0,0);this._appendParticleVertex(offset++,particle,1,0);this._appendParticleVertex(offset++,particle,1,1);this._appendParticleVertex(offset++,particle,0,1);}var engine=this._scene.getEngine();engine.updateDynamicVertexBuffer(this._vertexBuffer,this._vertices,this.particles.length*this._vertexStrideSize);};BABYLON.ParticleSystem.prototype.render=function(){var effect=this._getEffect();if(!this.emitter||!effect.isReady()||!this.particleTexture||!this.particleTexture.isReady()||!this.particles.length)return 0;var engine=this._scene.getEngine();engine.enableEffect(effect);var viewMatrix=this._scene.getViewMatrix();effect.setTexture("diffuseSampler",this.particleTexture);effect.setMatrix("view",viewMatrix);effect.setMatrix("projection",this._scene.getProjectionMatrix());effect.setFloat4("textureMask",this.textureMask.r,this.textureMask.g,this.textureMask.b,this.textureMask.a);if(BABYLON.clipPlane){var invView=viewMatrix.clone();invView.invert();effect.setMatrix("invView",invView);effect.setFloat4("vClipPlane",BABYLON.clipPlane.normal.x,BABYLON.clipPlane.normal.y,BABYLON.clipPlane.normal.z,BABYLON.clipPlane.d);}engine.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,effect);if(this.blendMode===BABYLON.ParticleSystem.BLENDMODE_ONEONE){engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);}else{engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);}if(this.forceDepthWrite){this.setDepthWrite(true);}engine.draw(true,0,this.particles.length*6);engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);return this.particles.length;};BABYLON.ParticleSystem.prototype.dispose=function(){if(this._vertexBuffer){this._scene.getEngine()._releaseBuffer(this._vertexBuffer);this._vertexBuffer=null;}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null;}if(this.particleTexture){this.particleTexture.dispose();this.particleTexture=null;}var index=this._scene.particleSystems.indexOf(this);this._scene.particleSystems.splice(index,1);if(this.onDispose){this.onDispose();}};BABYLON.ParticleSystem.prototype.clone=function(name,newEmitter){var result=new BABYLON.ParticleSystem(name,this._capacity,this._scene);BABYLON.Tools.DeepCopy(this,result,["particles"],["_vertexDeclaration","_vertexStrideSize"]);if(newEmitter===undefined){newEmitter=this.emitter;}result.emitter=newEmitter;if(this.particleTexture){result.particleTexture=new BABYLON.Texture(this.particleTexture.name,this._scene);}result.start();return result;};BABYLON.ParticleSystem.BLENDMODE_ONEONE=0;BABYLON.ParticleSystem.BLENDMODE_STANDARD=1;})();var BABYLON=BABYLON||{};(function(){BABYLON.Animation=function(name,targetProperty,framePerSecond,dataType,loopMode){this.name=name;this.targetProperty=targetProperty;this.targetPropertyPath=targetProperty.split(".");this.framePerSecond=framePerSecond;this.dataType=dataType;this.loopMode=loopMode===undefined?BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:loopMode;this._keys=[];this._offsetsCache={};this._highLimitsCache={};};BABYLON.Animation.prototype.floatInterpolateFunction=function(startValue,endValue,gradient){return startValue+(endValue-startValue)*gradient;};BABYLON.Animation.prototype.quaternionInterpolateFunction=function(startValue,endValue,gradient){return BABYLON.Quaternion.Slerp(startValue,endValue,gradient);};BABYLON.Animation.prototype.vector3InterpolateFunction=function(startValue,endValue,gradient){return BABYLON.Vector3.Lerp(startValue,endValue,gradient);};BABYLON.Animation.prototype.clone=function(){var clone=new BABYLON.Animation(this.name,this.targetPropertyPath.join("."),this.framePerSecond,this.dataType,this.loopMode);clone.setKeys(this._keys);return clone;};BABYLON.Animation.prototype.setKeys=function(values){this._keys=values.slice(0);this._offsetsCache={};this._highLimitsCache={};};BABYLON.Animation.prototype._interpolate=function(currentFrame,repeatCount,loopMode,offsetValue,highLimitValue){if(loopMode===BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT&&repeatCount>0){return highLimitValue.clone?highLimitValue.clone():highLimitValue;}this.currentFrame=currentFrame;for(var key=0;key<this._keys.length;key++){if(this._keys[key+1].frame>=currentFrame){var startValue=this._keys[key].value;var endValue=this._keys[key+1].value;var gradient=(currentFrame-this._keys[key].frame)/(this._keys[key+1].frame-this._keys[key].frame);switch(this.dataType){case BABYLON.Animation.ANIMATIONTYPE_FLOAT:switch(loopMode){case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:return this.floatInterpolateFunction(startValue,endValue,gradient);case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:return offsetValue*repeatCount+this.floatInterpolateFunction(startValue,endValue,gradient);}break;case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:var quaternion=null;switch(loopMode){case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:quaternion=this.quaternionInterpolateFunction(startValue,endValue,gradient);break;case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:quaternion=this.quaternionInterpolateFunction(startValue,endValue,gradient).add(offsetValue.scale(repeatCount));break;}return quaternion;case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:switch(loopMode){case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:return this.vector3InterpolateFunction(startValue,endValue,gradient);case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:return this.vector3InterpolateFunction(startValue,endValue,gradient).add(offsetValue.scale(repeatCount));}case BABYLON.Animation.ANIMATIONTYPE_MATRIX:switch(loopMode){case BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE:case BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT:case BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE:return startValue;}default:break;}break;}}return this._keys[this._keys.length-1].value;};BABYLON.Animation.prototype.animate=function(target,delay,from,to,loop,speedRatio){if(!this.targetPropertyPath||this.targetPropertyPath.length<1){return false;}var returnValue=true;if(this._keys[0].frame!=0){var newKey={frame:0,value:this._keys[0].value};this._keys.splice(0,0,newKey);}if(from<this._keys[0].frame||from>this._keys[this._keys.length-1].frame){from=this._keys[0].frame;}if(to<this._keys[0].frame||to>this._keys[this._keys.length-1].frame){to=this._keys[this._keys.length-1].frame;}var range=to-from;var ratio=delay*(this.framePerSecond*speedRatio)/1000.0;if(ratio>range&&!loop){offsetValue=0;returnValue=false;}else{var offsetValue=0;var highLimitValue=0;if(this.loopMode!=BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE){var keyOffset=to.toString()+from.toString();if(!this._offsetsCache[keyOffset]){var fromValue=this._interpolate(from,0,BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);var toValue=this._interpolate(to,0,BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);switch(this.dataType){case BABYLON.Animation.ANIMATIONTYPE_FLOAT:this._offsetsCache[keyOffset]=toValue-fromValue;break;case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:this._offsetsCache[keyOffset]=toValue.subtract(fromValue);break;case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:this._offsetsCache[keyOffset]=toValue.subtract(fromValue);default:break;}this._highLimitsCache[keyOffset]=toValue;}highLimitValue=this._highLimitsCache[keyOffset];offsetValue=this._offsetsCache[keyOffset];}}var repeatCount=(ratio/range)>>0;var currentFrame=returnValue?from+ratio%range:to;var currentValue=this._interpolate(currentFrame,repeatCount,this.loopMode,offsetValue,highLimitValue);if(this.targetPropertyPath.length>1){var property=target[this.targetPropertyPath[0]];for(var index=1;index<this.targetPropertyPath.length-1;index++){property=property[this.targetPropertyPath[index]];}property[this.targetPropertyPath[this.targetPropertyPath.length-1]]=currentValue;}else{target[this.targetPropertyPath[0]]=currentValue;}if(target.markAsDirty){target.markAsDirty(this.targetProperty);}return returnValue;};BABYLON.Animation.ANIMATIONTYPE_FLOAT=0;BABYLON.Animation.ANIMATIONTYPE_VECTOR3=1;BABYLON.Animation.ANIMATIONTYPE_QUATERNION=2;BABYLON.Animation.ANIMATIONTYPE_MATRIX=3;BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE=0;BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE=1;BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT=2;})();var BABYLON=BABYLON||{};(function(){BABYLON._Animatable=function(target,from,to,loop,speedRatio,onAnimationEnd){this.target=target;this.fromFrame=from;this.toFrame=to;this.loopAnimation=loop;this.speedRatio=speedRatio?speedRatio:1.0;this.onAnimationEnd=onAnimationEnd;};BABYLON._Animatable.prototype.target=null;BABYLON._Animatable.prototype.animationStarted=false;BABYLON._Animatable.prototype.loopAnimation=false;BABYLON._Animatable.prototype.fromFrame=0;BABYLON._Animatable.prototype.toFrame=100;BABYLON._Animatable.prototype.speedRatio=1.0;BABYLON._Animatable.prototype._animate=function(delay){if(!this._localDelayOffset){this._localDelayOffset=delay;}var running=false;var animations=this.target.animations;for(var index=0;index<animations.length;index++){var isRunning=animations[index].animate(this.target,delay-this._localDelayOffset,this.fromFrame,this.toFrame,this.loopAnimation,this.speedRatio);running=running||isRunning;}if(!running&&this.onAnimationEnd){this.onAnimationEnd();}return running;};})();var BABYLON=BABYLON||{};(function(){BABYLON.Octree=function(maxBlockCapacity){this.blocks=[];this._maxBlockCapacity=maxBlockCapacity||64;this._selection=new BABYLON.Tools.SmartArray(256);};BABYLON.Octree.prototype.update=function(worldMin,worldMax,meshes){BABYLON.Octree._CreateBlocks(worldMin,worldMax,meshes,this._maxBlockCapacity,this);};BABYLON.Octree.prototype.addMesh=function(mesh){for(var index=0;index<this.blocks.length;index++){var block=this.blocks[index];block.addMesh(mesh);}};BABYLON.Octree.prototype.select=function(frustumPlanes){this._selection.reset();for(var index=0;index<this.blocks.length;index++){var block=this.blocks[index];block.select(frustumPlanes,this._selection);}return this._selection;};BABYLON.Octree._CreateBlocks=function(worldMin,worldMax,meshes,maxBlockCapacity,target){target.blocks=[];var blockSize=new BABYLON.Vector3((worldMax.x-worldMin.x)/2,(worldMax.y-worldMin.y)/2,(worldMax.z-worldMin.z)/2);for(var x=0;x<2;x++){for(var y=0;y<2;y++){for(var z=0;z<2;z++){var localMin=worldMin.add(blockSize.multiplyByFloats(x,y,z));var localMax=worldMin.add(blockSize.multiplyByFloats(x+1,y+1,z+1));var block=new BABYLON.OctreeBlock(localMin,localMax,maxBlockCapacity);block.addEntries(meshes);target.blocks.push(block);}}}};})();var BABYLON=BABYLON||{};(function(){BABYLON.OctreeBlock=function(minPoint,maxPoint,capacity){this.subMeshes=[];this.meshes=[];this._capacity=capacity;this._minPoint=minPoint;this._maxPoint=maxPoint;this._boundingVectors=[];this._boundingVectors.push(minPoint.clone());this._boundingVectors.push(maxPoint.clone());this._boundingVectors.push(minPoint.clone());this._boundingVectors[2].x=maxPoint.x;this._boundingVectors.push(minPoint.clone());this._boundingVectors[3].y=maxPoint.y;this._boundingVectors.push(minPoint.clone());this._boundingVectors[4].z=maxPoint.z;this._boundingVectors.push(maxPoint.clone());this._boundingVectors[5].z=minPoint.z;this._boundingVectors.push(maxPoint.clone());this._boundingVectors[6].x=minPoint.x;this._boundingVectors.push(maxPoint.clone());this._boundingVectors[7].y=minPoint.y;};BABYLON.OctreeBlock.prototype.addMesh=function(mesh){if(this.blocks){for(var index=0;index<this.blocks.length;index++){var block=this.blocks[index];block.addMesh(mesh);}return;}if(mesh.getBoundingInfo().boundingBox.intersectsMinMax(this._minPoint,this._maxPoint)){var localMeshIndex=this.meshes.length;this.meshes.push(mesh);this.subMeshes[localMeshIndex]=[];for(var subIndex=0;subIndex<mesh.subMeshes.length;subIndex++){var subMesh=mesh.subMeshes[subIndex];if(mesh.subMeshes.length===1||subMesh.getBoundingInfo().boundingBox.intersectsMinMax(this._minPoint,this._maxPoint)){this.subMeshes[localMeshIndex].push(subMesh);}}}if(this.subMeshes.length>this._capacity){BABYLON.Octree._CreateBlocks(this._minPoint,this._maxPoint,this.meshes,this._capacity,this);}};BABYLON.OctreeBlock.prototype.addEntries=function(meshes){for(var index=0;index<meshes.length;index++){var mesh=meshes[index];this.addMesh(mesh);}};BABYLON.OctreeBlock.prototype.select=function(frustumPlanes,selection){if(this.blocks){for(var index=0;index<this.blocks.length;index++){var block=this.blocks[index];block.select(frustumPlanes,selection);}return;}if(BABYLON.BoundingBox.IsInFrustum(this._boundingVectors,frustumPlanes)){selection.push(this);}};})();var BABYLON=BABYLON||{};(function(){BABYLON.Bone=function(name,skeleton,parentBone,matrix){this.name=name;this._skeleton=skeleton;this._matrix=matrix;this._baseMatrix=matrix;this._worldTransform=new BABYLON.Matrix();this._absoluteTransform=new BABYLON.Matrix();this._invertedAbsoluteTransform=new BABYLON.Matrix();this.children=[];this.animations=[];skeleton.bones.push(this);if(parentBone){this._parent=parentBone;parentBone.children.push(this);}else{this._parent=null;}this._updateDifferenceMatrix();};BABYLON.Bone.prototype.getParent=function(){return this._parent;};BABYLON.Bone.prototype.getLocalMatrix=function(){return this._matrix;};BABYLON.Bone.prototype.getAbsoluteMatrix=function(){var matrix=this._matrix.clone();var parent=this._parent;while(parent){matrix=matrix.multiply(parent.getLocalMatrix());parent=parent.getParent();}return matrix;};BABYLON.Bone.prototype.updateMatrix=function(matrix){this._matrix=matrix;this._skeleton._markAsDirty();this._updateDifferenceMatrix();};BABYLON.Bone.prototype._updateDifferenceMatrix=function(){if(this._parent){this._matrix.multiplyToRef(this._parent._absoluteTransform,this._absoluteTransform);}else{this._absoluteTransform.copyFrom(this._matrix);}this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);for(var index=0;index<this.children.length;index++){this.children[index]._updateDifferenceMatrix();}};BABYLON.Bone.prototype.markAsDirty=function(){this._skeleton._markAsDirty();};})();var BABYLON=BABYLON||{};(function(){BABYLON.Skeleton=function(name,id,scene){this.id=id;this.name=name;this.bones=[];this._scene=scene;scene.skeletons.push(this);this._isDirty=true;};BABYLON.Skeleton.prototype.getTransformMatrices=function(){return this._transformMatrices;};BABYLON.Skeleton.prototype._markAsDirty=function(){this._isDirty=true;};BABYLON.Skeleton.prototype.prepare=function(){if(!this._isDirty){return;}if(!this._transformMatrices||this._transformMatrices.length!==16*this.bones.length){this._transformMatrices=new BABYLON.MatrixType(16*this.bones.length);}for(var index=0;index<this.bones.length;index++){var bone=this.bones[index];var parentBone=bone.getParent();if(parentBone){bone._matrix.multiplyToRef(parentBone._worldTransform,bone._worldTransform);}else{bone._worldTransform.copyFrom(bone._matrix);}bone._invertedAbsoluteTransform.multiplyToArray(bone._worldTransform,this._transformMatrices,index*16);}this._isDirty=false;};BABYLON.Skeleton.prototype.getAnimatables=function(){if(!this._animatables||this._animatables.length!=this.bones.length){this._animatables=[];for(var index=0;index<this.bones.length;index++){this._animatables.push(this.bones[index]);}}return this._animatables;};BABYLON.Skeleton.prototype.clone=function(name,id){var result=new BABYLON.Skeleton(name,id||name,this._scene);for(var index=0;index<this.bones.length;index++){var source=this.bones[index];var parentBone=null;if(source.getParent()){var parentIndex=this.bones.indexOf(source.getParent());parentBone=result.bones[parentIndex];}var bone=new BABYLON.Bone(source.name,result,parentBone,source._baseMatrix);BABYLON.Tools.DeepCopy(source.animations,bone.animations);}return result;};})();var BABYLON=BABYLON||{};(function(){BABYLON.PostProcess=function(name,fragmentUrl,parameters,samplers,ratio,camera,samplingMode,engine,reusable){this.name=name;if(camera!=null){this._camera=camera;this._scene=camera.getScene();camera.attachPostProcess(this);this._engine=this._scene.getEngine();}else{this._engine=engine;}this._renderRatio=ratio;this.width=-1;this.height=-1;this.renderTargetSamplingMode=samplingMode?samplingMode:BABYLON.Texture.NEAREST_SAMPLINGMODE;this._reusable=reusable||false;this._textures=new BABYLON.Tools.SmartArray(2);this._currentRenderTextureInd=0;samplers=samplers||[];samplers.push("textureSampler");this._effect=this._engine.createEffect({vertex:"postprocess",fragment:fragmentUrl},["position"],parameters||[],samplers,"");};BABYLON.PostProcess.prototype.onApply=null;BABYLON.PostProcess.prototype._onDispose=null;BABYLON.PostProcess.prototype.onSizeChanged=null;BABYLON.PostProcess.prototype.onActivate=null;BABYLON.PostProcess.prototype.activate=function(camera){camera=camera||this._camera;var scene=camera.getScene();var desiredWidth=this._engine._renderingCanvas.width*this._renderRatio;var desiredHeight=this._engine._renderingCanvas.height*this._renderRatio;if(this.width!==desiredWidth||this.height!==desiredHeight){if(this._textures.length>0){for(var i=0;i<this._textures.length;i++){this._engine._releaseTexture(this._textures.data[i]);}this._textures.reset();}this.width=desiredWidth;this.height=desiredHeight;this._textures.push(this._engine.createRenderTargetTexture({width:this.width,height:this.height},{generateMipMaps:false,generateDepthBuffer:camera._postProcesses.indexOf(this)===camera._postProcessesTakenIndices[0],samplingMode:this.renderTargetSamplingMode}));if(this._reusable){this._textures.push(this._engine.createRenderTargetTexture({width:this.width,height:this.height},{generateMipMaps:false,generateDepthBuffer:camera._postProcesses.indexOf(this)===camera._postProcessesTakenIndices[0],samplingMode:this.renderTargetSamplingMode}));}if(this.onSizeChanged){this.onSizeChanged();}}this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);if(this.onActivate){this.onActivate(camera);}this._engine.clear(scene.clearColor,scene.autoClear||scene.forceWireframe,true);if(this._reusable){this._currentRenderTextureInd=(this._currentRenderTextureInd+1)%2;}};BABYLON.PostProcess.prototype.apply=function(){if(!this._effect.isReady())return null;this._engine.enableEffect(this._effect);this._engine.setState(false);this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);this._engine.setDepthBuffer(false);this._engine.setDepthWrite(false);this._effect._bindTexture("textureSampler",this._textures.data[this._currentRenderTextureInd]);if(this.onApply){this.onApply(this._effect);}return this._effect;};BABYLON.PostProcess.prototype.dispose=function(camera){camera=camera||this._camera;if(this._onDispose){this._onDispose();}if(this._textures.length>0){for(var i=0;i<this._textures.length;i++){this._engine._releaseTexture(this._textures.data[i]);}this._textures.reset();}camera.detachPostProcess(this);var index=camera._postProcesses.indexOf(this);if(index===camera._postProcessesTakenIndices[0]&&camera._postProcessesTakenIndices.length>0){this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width=-1;}};})();var BABYLON=BABYLON||{};(function(){BABYLON.PostProcessManager=function(scene){this._scene=scene;var vertices=[];vertices.push(1,1);vertices.push(-1,1);vertices.push(-1,-1);vertices.push(1,-1);this._vertexDeclaration=[2];this._vertexStrideSize=2*4;this._vertexBuffer=scene.getEngine().createVertexBuffer(vertices);var indices=[];indices.push(0);indices.push(1);indices.push(2);indices.push(0);indices.push(2);indices.push(3);this._indexBuffer=scene.getEngine().createIndexBuffer(indices);};BABYLON.PostProcessManager.prototype._prepareFrame=function(){var postProcesses=this._scene.activeCamera._postProcesses;var postProcessesTakenIndices=this._scene.activeCamera._postProcessesTakenIndices;if(postProcessesTakenIndices.length===0||!this._scene.postProcessesEnabled){return;}postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera);};BABYLON.PostProcessManager.prototype._finalizeFrame=function(){var postProcesses=this._scene.activeCamera._postProcesses;var postProcessesTakenIndices=this._scene.activeCamera._postProcessesTakenIndices;if(postProcessesTakenIndices.length===0||!this._scene.postProcessesEnabled){return;}var engine=this._scene.getEngine();for(var index=0;index<postProcessesTakenIndices.length;index++){if(index<postProcessesTakenIndices.length-1){postProcesses[postProcessesTakenIndices[index+1]].activate(this._scene.activeCamera);}else{engine.restoreDefaultFramebuffer();}var effect=postProcesses[postProcessesTakenIndices[index]].apply();if(effect){engine.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,effect);engine.draw(true,0,6);}}engine.setDepthBuffer(true);engine.setDepthWrite(true);};BABYLON.PostProcessManager.prototype.dispose=function(){if(this._vertexBuffer){this._scene.getEngine()._releaseBuffer(this._vertexBuffer);this._vertexBuffer=null;}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null;}};})();var BABYLON=BABYLON||{};(function(){BABYLON.PassPostProcess=function(name,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"pass",null,null,ratio,camera,samplingMode,engine,reusable);};BABYLON.PassPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);})();var BABYLON=BABYLON||{};(function(){BABYLON.BlurPostProcess=function(name,direction,blurWidth,ratio,camera,samplingMode,engine,reusable){if(samplingMode===undefined){samplingMode=BABYLON.Texture.BILINEAR_SAMPLINGMODE;}BABYLON.PostProcess.call(this,name,"blur",["screenSize","direction","blurWidth"],null,ratio,camera,samplingMode,engine,reusable);this.direction=direction;this.blurWidth=blurWidth;var that=this;this.onApply=function(effect){effect.setFloat2("screenSize",that.width,that.height);effect.setVector2("direction",that.direction);effect.setFloat("blurWidth",that.blurWidth);};};BABYLON.BlurPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);})();var BABYLON=BABYLON||{};(function(){BABYLON.RefractionPostProcess=function(name,refractionTextureUrl,color,depth,colorLevel,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"refraction",["baseColor","depth","colorLevel"],["refractionSampler"],ratio,camera,samplingMode,engine,reusable);this.color=color;this.depth=depth;this.colorLevel=colorLevel;this._refRexture=null;var that=this;this.onActivate=function(camera){that._refRexture=this._refRexture||new BABYLON.Texture(refractionTextureUrl,camera.getScene());};this.onApply=function(effect){effect.setColor3("baseColor",that.color);effect.setFloat("depth",that.depth);effect.setFloat("colorLevel",that.colorLevel);effect.setTexture("refractionSampler",that._refRexture);};};BABYLON.RefractionPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);BABYLON.RefractionPostProcess.prototype._onDispose=function(){if(this._refRexture){this._refRexture.dispose();}};})();var BABYLON=BABYLON||{};(function(){BABYLON.BlackAndWhitePostProcess=function(name,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"blackAndWhite",null,null,ratio,camera,samplingMode,engine,reusable);};BABYLON.BlackAndWhitePostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);})();var BABYLON=BABYLON||{};(function(){BABYLON.ConvolutionPostProcess=function(name,kernel,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"convolution",["kernel","screenSize"],null,ratio,camera,samplingMode,engine,reusable);this.kernel=kernel;var that=this;this.onApply=function(effect){effect.setFloat2("screenSize",that.width,that.height);effect.setArray("kernel",that.kernel);};};BABYLON.ConvolutionPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);BABYLON.ConvolutionPostProcess.EdgeDetect0Kernel=[1,0,-1,0,0,0,-1,0,1];BABYLON.ConvolutionPostProcess.EdgeDetect1Kernel=[0,1,0,1,-4,1,0,1,0];BABYLON.ConvolutionPostProcess.EdgeDetect2Kernel=[-1,-1,-1,-1,8,-1,-1,-1,-1];BABYLON.ConvolutionPostProcess.SharpenKernel=[0,-1,0,-1,5,-1,0,-1,0];BABYLON.ConvolutionPostProcess.EmbossKernel=[-2,-1,0,-1,1,1,0,1,2];BABYLON.ConvolutionPostProcess.GaussianKernel=[0,1,0,1,1,1,0,1,0];})();var BABYLON=BABYLON||{};(function(){BABYLON.FilterPostProcess=function(name,kernelMatrix,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"filter",["kernelMatrix"],null,ratio,camera,samplingMode,engine,reusable);this.kernelMatrix=kernelMatrix;var that=this;this.onApply=function(effect){effect.setMatrix("kernelMatrix",that.kernelMatrix);};};BABYLON.FilterPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);})();var BABYLON=BABYLON||{};(function(){BABYLON.FxaaPostProcess=function(name,ratio,camera,samplingMode,engine,reusable){BABYLON.PostProcess.call(this,name,"fxaa",["texelSize"],null,ratio,camera,samplingMode,engine,reusable);};BABYLON.FxaaPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);BABYLON.FxaaPostProcess.prototype.onSizeChanged=function(){this.texelWidth=1.0/this.width;this.texelHeight=1.0/this.height;};BABYLON.FxaaPostProcess.prototype.onApply=function(effect){effect.setFloat2("texelSize",this.texelWidth,this.texelHeight);};})();var BABYLON=BABYLON||{};(function(){BABYLON.LensFlare=function(size,position,color,imgUrl,system){this.color=color||new BABYLON.Color3(1,1,1);this.position=position;this.size=size;this.texture=imgUrl?new BABYLON.Texture(imgUrl,system.getScene(),true):null;this._system=system;system.lensFlares.push(this);};BABYLON.LensFlare.prototype.position=0;BABYLON.LensFlare.prototype.size=1.0;BABYLON.LensFlare.prototype.texture=null;BABYLON.LensFlare.prototype.dispose=function(){if(this.texture){this.texture.dispose();}var index=this._system.lensFlares.indexOf(this);this._system.lensFlares.splice(index,1);};})();var BABYLON=BABYLON||{};(function(){BABYLON.LensFlareSystem=function(name,emitter,scene){this.lensFlares=[];this._scene=scene;this._emitter=emitter;this.name=name;scene.lensFlareSystems.push(this);this.meshesSelectionPredicate=function(m){return m.material&&m.isVisible&&m.isEnabled()&&m.checkCollisions;};var vertices=[];vertices.push(1,1);vertices.push(-1,1);vertices.push(-1,-1);vertices.push(1,-1);this._vertexDeclaration=[2];this._vertexStrideSize=2*4;this._vertexBuffer=scene.getEngine().createVertexBuffer(vertices);var indices=[];indices.push(0);indices.push(1);indices.push(2);indices.push(0);indices.push(2);indices.push(3);this._indexBuffer=scene.getEngine().createIndexBuffer(indices);this._effect=this._scene.getEngine().createEffect("lensFlare",["position"],["color","viewportMatrix"],["textureSampler"],"");};BABYLON.LensFlareSystem.prototype.borderLimit=300;BABYLON.LensFlareSystem.prototype.getScene=function(){return this._scene;};BABYLON.LensFlareSystem.prototype.getEmitterPosition=function(){return this._emitter.getAbsolutePosition?this._emitter.getAbsolutePosition():this._emitter.position;};BABYLON.LensFlareSystem.prototype.computeEffectivePosition=function(globalViewport){var position=this.getEmitterPosition();position=BABYLON.Vector3.Project(position,BABYLON.Matrix.Identity(),this._scene.getTransformMatrix(),globalViewport);this._positionX=position.x;this._positionY=position.y;position=BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(),this._scene.getViewMatrix());if(position.z>0){if((this._positionX>globalViewport.x)&&(this._positionX<globalViewport.x+globalViewport.width)){if((this._positionY>globalViewport.y)&&(this._positionY<globalViewport.y+globalViewport.height))return true;}}return false;};BABYLON.LensFlareSystem.prototype._isVisible=function(){var emitterPosition=this.getEmitterPosition();var direction=emitterPosition.subtract(this._scene.activeCamera.position);var distance=direction.length();direction.normalize();var ray=new BABYLON.Ray(this._scene.activeCamera.position,direction);var pickInfo=this._scene.pickWithRay(ray,this.meshesSelectionPredicate,true);return!pickInfo.hit||pickInfo.distance>distance;};BABYLON.LensFlareSystem.prototype.render=function(){if(!this._effect.isReady())return false;var engine=this._scene.getEngine();var viewport=this._scene.activeCamera.viewport;var globalViewport=viewport.toGlobal(engine);if(!this.computeEffectivePosition(globalViewport)){return false;}if(!this._isVisible()){return false;}var awayX;var awayY;if(this._positionX<this.borderLimit+globalViewport.x){awayX=this.borderLimit+globalViewport.x-this._positionX;}else if(this._positionX>globalViewport.x+globalViewport.width-this.borderLimit){awayX=this._positionX-globalViewport.x-globalViewport.width+this.borderLimit;}else{awayX=0;}if(this._positionY<this.borderLimit+globalViewport.y){awayY=this.borderLimit+globalViewport.y-this._positionY;}else if(this._positionY>globalViewport.y+globalViewport.height-this.borderLimit){awayY=this._positionY-globalViewport.y-globalViewport.height+this.borderLimit;}else{awayY=0;}var away=(awayX>awayY)?awayX:awayY;if(away>this.borderLimit){away=this.borderLimit;}var intensity=1.0-(away/this.borderLimit);if(intensity<0){return false;}if(intensity>1.0){intensity=1.0;}var centerX=globalViewport.x+globalViewport.width/2;var centerY=globalViewport.y+globalViewport.height/2;var distX=centerX-this._positionX;var distY=centerY-this._positionY;engine.enableEffect(this._effect);engine.setState(false);engine.setDepthBuffer(false);engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);engine.bindBuffers(this._vertexBuffer,this._indexBuffer,this._vertexDeclaration,this._vertexStrideSize,this._effect);for(var index=0;index<this.lensFlares.length;index++){var flare=this.lensFlares[index];var x=centerX-(distX*flare.position);var y=centerY-(distY*flare.position);var cw=flare.size;var ch=flare.size*engine.getAspectRatio(this._scene.activeCamera);var cx=2*(x/globalViewport.width)-1.0;var cy=1.0-2*(y/globalViewport.height);var viewportMatrix=BABYLON.Matrix.FromValues(cw/2,0,0,0,0,ch/2,0,0,0,0,1,0,cx,cy,0,1);this._effect.setMatrix("viewportMatrix",viewportMatrix);this._effect.setTexture("textureSampler",flare.texture);this._effect.setFloat4("color",flare.color.r*intensity,flare.color.g*intensity,flare.color.b*intensity,1.0);engine.draw(true,0,6);}engine.setDepthBuffer(true);engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);return true;};BABYLON.LensFlareSystem.prototype.dispose=function(){if(this._vertexBuffer){this._scene.getEngine()._releaseBuffer(this._vertexBuffer);this._vertexBuffer=null;}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null;}while(this.lensFlares.length){this.lensFlares[0].dispose();}var index=this._scene.lensFlareSystems.indexOf(this);this._scene.lensFlareSystems.splice(index,1);};})();var BABYLON=BABYLON||{};(function(){BABYLON.PickingInfo=function(){};BABYLON.PickingInfo.prototype.hit=false;BABYLON.PickingInfo.prototype.distance=0;BABYLON.PickingInfo.prototype.pickedPoint=null;BABYLON.PickingInfo.prototype.pickedMesh=null;BABYLON.PickingInfo.prototype.bu=0;BABYLON.PickingInfo.prototype.bv=0;BABYLON.PickingInfo.prototype.faceId=-1;BABYLON.PickingInfo.prototype.getNormal=function(){if(!this.pickedMesh){return null;}var indices=this.pickedMesh.getIndices();var normals=this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);var normal0=BABYLON.Vector3.FromArray(normals,indices[this.faceId]);var normal1=BABYLON.Vector3.FromArray(normals,indices[this.faceId+1]);var normal2=BABYLON.Vector3.FromArray(normals,indices[this.faceId+2]);normal0=normal0.scale(this.bu);normal1=normal1.scale(this.bv);normal2=normal2.scale(1.0-this.bu-this.bv);return new BABYLON.Vector3(normal0.x+normal1.x+normal2.x,normal0.y+normal1.y+normal2.y,normal0.z+normal1.z+normal2.z);};})();var BABYLON=BABYLON||{};(function(){var that;BABYLON.FilesInput=function(p_engine,p_scene,p_canvas,p_sceneLoadedCallback,p_progressCallback,p_additionnalRenderLoopLogicCallback,p_textureLoadingCallback,p_startingProcessingFilesCallback){that=this;this.engine=p_engine;this.canvas=p_canvas;this.currentScene=p_scene;this.sceneLoadedCallback=p_sceneLoadedCallback;this.progressCallback=p_progressCallback;this.additionnalRenderLoopLogicCallback=p_additionnalRenderLoopLogicCallback;this.textureLoadingCallback=p_textureLoadingCallback;this.startingProcessingFilesCallback=p_startingProcessingFilesCallback;this.engine.runRenderLoop(renderFunction);};BABYLON.FilesInput.prototype.monitorElementForDragNDrop=function(p_elementToMonitor){if(p_elementToMonitor){this.elementToMonitor=p_elementToMonitor;this.elementToMonitor.addEventListener("dragenter",drag,false);this.elementToMonitor.addEventListener("dragover",drag,false);this.elementToMonitor.addEventListener("drop",drop,false);}};function renderFunction(){if(that.additionnalRenderLoopLogicCallback){that.additionnalRenderLoopLogicCallback();}if(that.currentScene){if(that.textureLoadingCallback){var remaining=that.currentScene.getWaitingItemsCount();if(remaining>0){that.textureLoadingCallback(remaining);}}that.currentScene.render();}};function drag(e){e.stopPropagation();e.preventDefault();};function drop(eventDrop){eventDrop.stopPropagation();eventDrop.preventDefault();that.loadFiles(eventDrop);};BABYLON.FilesInput.prototype.loadFiles=function(event){if(that.startingProcessingFilesCallback)that.startingProcessingFilesCallback();var sceneFileToLoad;var filesToLoad;BABYLON.FilesTextures={};if(event&&event.dataTransfer&&event.dataTransfer.files){filesToLoad=event.dataTransfer.files;}if(event&&event.target&&event.target.files){filesToLoad=event.target.files;}if(filesToLoad&&filesToLoad.length>0){for(var i=0;i<filesToLoad.length;i++){if(filesToLoad[i].name.indexOf(".babylon")!==-1&&filesToLoad[i].name.indexOf(".manifest")===-1&&filesToLoad[i].name.indexOf(".incremental")===-1&&filesToLoad[i].name.indexOf(".babylonmeshdata")===-1){sceneFileToLoad=filesToLoad[i];}else{if(filesToLoad[i].type.indexOf("image/jpeg")==0||filesToLoad[i].type.indexOf("image/png")==0){BABYLON.FilesTextures[filesToLoad[i].name]=filesToLoad[i];}}}if(sceneFileToLoad){if(that.currentScene){that.currentScene.dispose();}BABYLON.SceneLoader.Load("file:",sceneFileToLoad,that.engine,function(newScene){that.currentScene=newScene;that.currentScene.executeWhenReady(function(){that.currentScene.activeCamera.attachControl(that.canvas);if(that.sceneLoadedCallback){that.sceneLoadedCallback(sceneFileToLoad,that.currentScene);}});},function(progress){if(that.progressCallback){that.progressCallback(progress);}});}else{console.log("Please provide a valid .babylon file.");}}};})();var BABYLON=BABYLON||{};(function(){BABYLON.PhysicsEngine=function(gravity,iterations){this._world=new CANNON.World();this._world.broadphase=new CANNON.NaiveBroadphase();this._world.solver.iterations=iterations;this._registeredMeshes=[];this._physicsMaterials=[];this._setGravity(gravity);};BABYLON.PhysicsEngine.prototype._runOneStep=function(delta){if(delta>0.1){delta=0.1;}else if(delta<=0){delta=1.0/60.0;}this._world.step(delta);for(var index=0;index<this._registeredMeshes.length;index++){var registeredMesh=this._registeredMeshes[index];if(registeredMesh.isChild){continue;}registeredMesh.mesh.position.x=registeredMesh.body.position.x;registeredMesh.mesh.position.y=registeredMesh.body.position.z;registeredMesh.mesh.position.z=registeredMesh.body.position.y;if(!registeredMesh.mesh.rotationQuaternion){registeredMesh.mesh.rotationQuaternion=new BABYLON.Quaternion(0,0,0,1);}registeredMesh.mesh.rotationQuaternion.x=registeredMesh.body.quaternion.x;registeredMesh.mesh.rotationQuaternion.y=registeredMesh.body.quaternion.z;registeredMesh.mesh.rotationQuaternion.z=registeredMesh.body.quaternion.y;registeredMesh.mesh.rotationQuaternion.w=-registeredMesh.body.quaternion.w;}};BABYLON.PhysicsEngine.prototype._addMaterial=function(friction,restitution){var index;var mat;for(index=0;index<this._physicsMaterials.length;index++){mat=this._physicsMaterials[index];if(mat.friction===friction&&mat.restitution===restitution){return mat;}}var currentMat=new CANNON.Material();currentMat.friction=friction;currentMat.restitution=restitution;this._physicsMaterials.push(currentMat);for(index=0;index<this._physicsMaterials.length;index++){mat=this._physicsMaterials[index];var contactMaterial=new CANNON.ContactMaterial(mat,currentMat,mat.friction*currentMat.friction,mat.restitution*currentMat.restitution);contactMaterial.contactEquationStiffness=1e10;contactMaterial.contactEquationRegularizationTime=10;this._world.addContactMaterial(contactMaterial);}return currentMat;};BABYLON.PhysicsEngine.prototype._setGravity=function(gravity){this.gravity=gravity||new BABYLON.Vector3(0,-9.82,0);this._world.gravity.set(this.gravity.x,this.gravity.z,this.gravity.y);};BABYLON.PhysicsEngine.prototype._checkWithEpsilon=function(value){return value<BABYLON.PhysicsEngine.Epsilon?BABYLON.PhysicsEngine.Epsilon:value;};BABYLON.PhysicsEngine.prototype._registerMesh=function(mesh,options,onlyShape){var shape=null;var initialRotation;if(mesh.rotationQuaternion){initialRotation=mesh.rotationQuaternion.clone();mesh.rotationQuaternion=new BABYLON.Quaternion(0,0,0,1);}this._unregisterMesh(mesh);mesh.computeWorldMatrix(true);switch(options.impostor){case BABYLON.PhysicsEngine.SphereImpostor:var bbox=mesh.getBoundingInfo().boundingBox;var radiusX=bbox.maximumWorld.x-bbox.minimumWorld.x;var radiusY=bbox.maximumWorld.y-bbox.minimumWorld.y;var radiusZ=bbox.maximumWorld.z-bbox.minimumWorld.z;shape=new CANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX),this._checkWithEpsilon(radiusY),this._checkWithEpsilon(radiusZ))/2);break;case BABYLON.PhysicsEngine.BoxImpostor:var bbox=mesh.getBoundingInfo().boundingBox;var min=bbox.minimumWorld;var max=bbox.maximumWorld;var box=max.subtract(min).scale(0.5);shape=new CANNON.Box(new CANNON.Vec3(this._checkWithEpsilon(box.x),this._checkWithEpsilon(box.z),this._checkWithEpsilon(box.y)));break;case BABYLON.PhysicsEngine.PlaneImpostor:shape=new CANNON.Plane();break;case BABYLON.PhysicsEngine.MeshImpostor:var rawVerts=mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);var rawFaces=mesh.getIndices();var verts=[],faces=[];mesh.computeWorldMatrix(true);for(var i=0;i<rawVerts.length;i+=3){var transformed=BABYLON.Vector3.Zero();BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i],rawVerts[i+1],rawVerts[i+2],mesh.getWorldMatrix(),transformed);verts.push(new CANNON.Vec3(transformed.x,transformed.z,transformed.y));}for(var j=0;j<rawFaces.length;j+=3){faces.push([rawFaces[j],rawFaces[j+2],rawFaces[j+1]]);}shape=new CANNON.ConvexPolyhedron(verts,faces);break;}if(onlyShape){return shape;}var material=this._addMaterial(options.friction,options.restitution);var body=new CANNON.RigidBody(options.mass,shape,material);if(initialRotation){body.quaternion.x=initialRotation.x;body.quaternion.z=initialRotation.y;body.quaternion.y=initialRotation.z;body.quaternion.w=-initialRotation.w;}body.position.set(mesh.position.x,mesh.position.z,mesh.position.y);this._world.add(body);this._registeredMeshes.push({mesh:mesh,body:body,material:material});return body;};BABYLON.PhysicsEngine.prototype._registerCompound=function(options){var compoundShape=new CANNON.Compound();var initialMesh=options.parts[0].mesh;var initialPosition=initialMesh.position;for(var index=0;index<options.parts.length;index++){var mesh=options.parts[index].mesh;var shape=this._registerMesh(mesh,options.parts[index],true);if(index==0){compoundShape.addChild(shape,new CANNON.Vec3(0,0,0));}else{compoundShape.addChild(shape,new CANNON.Vec3(mesh.position.x,mesh.position.z,mesh.position.y));}}var material=this._addMaterial(options.friction,options.restitution);var body=new CANNON.RigidBody(options.mass,compoundShape,material);body.position.set(initialPosition.x,initialPosition.z,initialPosition.y);this._world.add(body);for(var index=0;index<options.parts.length;index++){var mesh=options.parts[index].mesh;this._registeredMeshes.push({mesh:mesh,body:body,material:material,isChild:index!=0});}body.parts=options.parts;return body;};BABYLON.PhysicsEngine.prototype._unbindBody=function(body){for(var index=0;index<this._registeredMeshes.length;index++){var registeredMesh=this._registeredMeshes[index];if(registeredMesh.body===body){registeredMesh.body=null;}}};BABYLON.PhysicsEngine.prototype._unregisterMesh=function(mesh){for(var index=0;index<this._registeredMeshes.length;index++){var registeredMesh=this._registeredMeshes[index];if(registeredMesh.mesh===mesh){if(registeredMesh.body){this._world.remove(registeredMesh.body);this._unbindBody(registeredMesh.body);}this._registeredMeshes.splice(index,1);return;}}};BABYLON.PhysicsEngine.prototype._applyImpulse=function(mesh,force,contactPoint){var worldPoint=new CANNON.Vec3(contactPoint.x,contactPoint.z,contactPoint.y);var impulse=new CANNON.Vec3(force.x,force.z,force.y);for(var index=0;index<this._registeredMeshes.length;index++){var registeredMesh=this._registeredMeshes[index];if(registeredMesh.mesh===mesh){registeredMesh.body.applyImpulse(impulse,worldPoint);return;}}};BABYLON.PhysicsEngine.prototype._createLink=function(mesh1,mesh2,pivot1,pivot2){var body1,body2;for(var index=0;index<this._registeredMeshes.length;index++){var registeredMesh=this._registeredMeshes[index];if(registeredMesh.mesh===mesh1){body1=registeredMesh.body;}else if(registeredMesh.mesh===mesh2){body2=registeredMesh.body;}}if(!body1||!body2){return;}var constraint=new CANNON.PointToPointConstraint(body1,new CANNON.Vec3(pivot1.x,pivot1.z,pivot1.y),body2,new CANNON.Vec3(pivot2.x,pivot2.z,pivot2.y));this._world.addConstraint(constraint);};BABYLON.PhysicsEngine.prototype.dispose=function(){while(this._registeredMeshes.length){this._unregisterMesh(this._registeredMeshes[0].mesh);}};BABYLON.PhysicsEngine.IsSupported=function(){return window.CANNON!==undefined;};BABYLON.PhysicsEngine.NoImpostor=0;BABYLON.PhysicsEngine.SphereImpostor=1;BABYLON.PhysicsEngine.BoxImpostor=2;BABYLON.PhysicsEngine.PlaneImpostor=3;BABYLON.PhysicsEngine.CompoundImpostor=4;BABYLON.PhysicsEngine.MeshImpostor=4;BABYLON.PhysicsEngine.Epsilon=0.001;})();var BABYLON=BABYLON||{};(function(){var serializeLight=function(light){var serializationObject={};serializationObject.name=light.name;serializationObject.id=light.id;if(light instanceof BABYLON.PointLight){serializationObject.type=0;serializationObject.position=light.position.asArray();}else if(light instanceof BABYLON.DirectionalLight){serializationObject.type=1;serializationObject.position=light.position.asArray();serializationObject.direction=light.position.asArray();}else if(light instanceof BABYLON.SpotLight){serializationObject.type=2;serializationObject.position=light.position.asArray();serializationObject.direction=light.position.asArray();serializationObject.angle=light.angle;serializationObject.exponent=light.exponent;}else if(light instanceof BABYLON.HemisphericLight){serializationObject.type=2;serializationObject.groundColor=light.groundColor.asArray();}if(light.intensity){serializationObject.intensity=light.intensity;}serializationObject.diffuse=light.diffuse.asArray();serializationObject.specular=light.specular.asArray();return serializationObject;};var serializeCamera=function(camera){var serializationObject={};serializationObject.name=camera.name;serializationObject.id=camera.id;serializationObject.position=camera.position.asArray();if(camera.parent){serializationObject.parentId=camera.parent.id;}serializationObject.rotation=camera.rotation.asArray();if(camera.lockedTarget&&camera.lockedTarget.id){serializationObject.lockedTargetId=camera.lockedTarget.id;}serializationObject.fov=camera.fov;serializationObject.minZ=camera.minZ;serializationObject.maxZ=camera.maxZ;serializationObject.speed=camera.speed;serializationObject.inertia=camera.inertia;serializationObject.checkCollisions=camera.checkCollisions;serializationObject.applyGravity=camera.applyGravity;if(camera.ellipsoid){serializationObject.ellipsoid=camera.ellipsoid.asArray();}appendAnimations(camera,serializationObject);return serializationObject;};var appendAnimations=function(source,destination){if(source.animations){destination.animations=[];for(var animationIndex=0;animationIndex<source.animations.length;animationIndex++){var animation=source.animations[animationIndex];destination.animations.push(serializeAnimation(animation));}}};var serializeAnimation=function(animation){var serializationObject={};serializationObject.name=animation.name;serializationObject.property=animation.targetProperty;serializationObject.framePerSecond=animation.framePerSecond;serializationObject.dataType=animation.dataType;serializationObject.loopBehavior=animation.loopBehavior;var dataType=animation.dataType;serializationObject.keys=[];for(var index=0;index<animation._keys.length;index++){var animationKey=animation._keys[index];var key={};key.frame=animationKey.frame;switch(dataType){case BABYLON.Animation.ANIMATIONTYPE_FLOAT:key.values=[animationKey.value];break;case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:case BABYLON.Animation.ANIMATIONTYPE_MATRIX:case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:key.values=animationKey.value.asArray();break;}serializationObject.keys.push(key);}return serializationObject;};var serializeMultiMaterial=function(material){var serializationObject={};serializationObject.name=material.name;serializationObject.id=material.id;serializationObject.materials=[];for(var matIndex=0;matIndex<material.subMaterials.length;matIndex++){var subMat=material.subMaterials[matIndex];if(subMat){serializationObject.materials.push(subMat.id);}else{serializationObject.materials.push(null);}}return serializationObject;};var serializeMaterial=function(material){var serializationObject={};serializationObject.name=material.name;serializationObject.ambient=material.ambientColor.asArray();serializationObject.diffuse=material.diffuseColor.asArray();serializationObject.specular=material.specularColor.asArray();serializationObject.specularPower=material.specularPower;serializationObject.emissive=material.emissiveColor.asArray();serializationObject.alpha=material.alpha;serializationObject.id=material.id;serializationObject.backFaceCulling=material.backFaceCulling;if(material.diffuseTexture){serializationObject.diffuseTexture=serializeTexture(material.diffuseTexture);}if(material.ambientTexture){serializationObject.ambientTexture=serializeTexture(material.ambientTexture);}if(material.opacityTexture){serializationObject.opacityTexture=serializeTexture(material.opacityTexture);}if(material.reflectionTexture){serializationObject.reflectionTexture=serializeTexture(material.reflectionTexture);}if(material.emissiveTexture){serializationObject.emissiveTexture=serializeTexture(material.emissiveTexture);}if(material.specularTexture){serializationObject.specularTexture=serializeTexture(material.specularTexture);}if(material.bumpTexture){serializationObject.bumpTexture=serializeTexture(material.bumpTexture);}return serializationObject;};var serializeTexture=function(texture){var serializationObject={};if(!texture.name){return null;}if(texture instanceof BABYLON.CubeTexture){serializationObject.name=texture.name;serializationObject.hasAlpha=texture.hasAlpha;serializationObject.level=texture.level;serializationObject.coordinatesMode=texture.coordinatesMode;return serializationObject;}if(texture instanceof BABYLON.MirrorTexture){serializationObject.renderTargetSize=texture.renderTargetSize;serializationObject.renderList=[];for(var index=0;index<texture.renderList.length;index++){serializationObject.renderList.push(texture.renderList[index].id);}serializationObject.mirrorPlane=texture.mirrorPlane.asArray();}else if(texture instanceof BABYLON.RenderTargetTexture){serializationObject.renderTargetSize=texture.renderTargetSize;serializationObject.renderList=[];for(var index=0;index<texture.renderList.length;index++){serializationObject.renderList.push(texture.renderList[index].id);}}serializationObject.name=texture.name;serializationObject.hasAlpha=texture.hasAlpha;serializationObject.level=texture.level;serializationObject.coordinatesIndex=texture.coordinatesIndex;serializationObject.coordinatesMode=texture.coordinatesMode;serializationObject.uOffset=texture.uOffset;serializationObject.vOffset=texture.vOffset;serializationObject.uScale=texture.uScale;serializationObject.vScale=texture.vScale;serializationObject.uAng=texture.uAng;serializationObject.vAng=texture.vAng;serializationObject.wAng=texture.wAng;serializationObject.wrapU=texture.wrapU;serializationObject.wrapV=texture.wrapV;appendAnimations(texture,serializationObject);return serializationObject;};var serializeSkeleton=function(skeleton){var serializationObject={};serializationObject.name=skeleton.name;serializationObject.id=skeleton.id;serializationObject.bones=[];for(var index=0;index<skeleton.bones.length;index++){var bone=skeleton.bones[index];var serializedBone={parentBoneIndex:bone._parent?bone._parent.id:-1,name:bone.name,matrix:bone._matrix.toArray()};serializationObject.bones.push(serializedBone);if(bone.animations&&bone.animations.length>0){serializedBone.animation=serializeAnimation(bone.animations[0]);}}return serializationObject;};var serializeParticleSystem=function(particleSystem){var serializationObject={};serializationObject.emitterId=particleSystem.emitter.id;serializationObject.capacity=particleSystem._capacity;if(particleSystem.particleTexture){serializationObject.textureName=particleSystem.particleTexture.name;}serializationObject.minAngularSpeed=particleSystem.minAngularSpeed;serializationObject.maxAngularSpeed=particleSystem.maxAngularSpeed;serializationObject.minSize=particleSystem.minSize;serializationObject.maxSize=particleSystem.maxSize;serializationObject.minLifeTime=particleSystem.minLifeTime;serializationObject.maxLifeTime=particleSystem.maxLifeTime;serializationObject.emitRate=particleSystem.emitRate;serializationObject.minEmitBox=particleSystem.minEmitBox.asArray();serializationObject.maxEmitBox=particleSystem.maxEmitBox.asArray();serializationObject.gravity=particleSystem.gravity.asArray();serializationObject.direction1=particleSystem.direction1.asArray();serializationObject.direction2=particleSystem.direction2.asArray();serializationObject.color1=particleSystem.color1.asArray();serializationObject.color2=particleSystem.color2.asArray();serializationObject.colorDead=particleSystem.colorDead.asArray();serializationObject.updateSpeed=particleSystem.updateSpeed;serializationObject.targetStopDuration=particleSystem.targetStopFrame;serializationObject.textureMask=particleSystem.textureMask.asArray();serializationObject.blendMode=particleSystem.blendMode;return serializationObject;};var serializeLensFlareSystem=function(lensFlareSystem){var serializationObject={};serializationObject.emitterId=lensFlareSystem._emitter.id;serializationObject.borderLimit=lensFlareSystem.borderLimit;serializationObject.flares=[];for(var index=0;index<lensFlareSystem.lensFlares.length;index++){var flare=lensFlareSystem.lensFlares[index];serializationObject.flares.push({size:flare.size,position:flare.position,color:flare.color.asArray(),textureName:BABYLON.Tools.GetFilename(flare.texture.name)});}return serializationObject;};var serializeShadowGenerator=function(light){var serializationObject={};var shadowGenerator=light._shadowGenerator;serializationObject.lightId=light.id;serializationObject.mapSize=shadowGenerator.getShadowMap()._size;serializationObject.useVarianceShadowMap=shadowGenerator.useVarianceShadowMap;serializationObject.renderList=[];for(var meshIndex=0;meshIndex<shadowGenerator.getShadowMap().renderList.length;meshIndex++){var mesh=shadowGenerator.getShadowMap().renderList[meshIndex];serializationObject.renderList.push(mesh.id);}return serializationObject;};var serializeMesh=function(mesh){var serializationObject={};serializationObject.name=mesh.name;serializationObject.id=mesh.id;serializationObject.position=mesh.position.asArray();if(mesh.rotation){serializationObject.rotation=mesh.rotation.asArray();}else if(mesh.rotationQuaternion){serializationObject.rotationQuaternion=mesh.rotationQuaternion.asArray();}serializationObject.scaling=mesh.scaling.asArray();serializationObject.localMatrix=mesh.getPivotMatrix().asArray();serializationObject.isEnabled=mesh.isEnabled();serializationObject.isVisible=mesh.isVisible;serializationObject.infiniteDistance=mesh.infiniteDistance;serializationObject.receiveShadows=mesh.receiveShadows;serializationObject.billboardMode=mesh.billboardMode;serializationObject.visibility=mesh.visibility;serializationObject.checkCollisions=mesh.checkCollisions;if(mesh.parent){serializationObject.parentId=mesh.parent.id;}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)){serializationObject.positions=mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);serializationObject.normals=mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)){serializationObject.uvs=mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)){serializationObject.uvs2=mesh.getVerticesData(BABYLON.VertexBuffer.UV2Kind);}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)){serializationObject.colors=mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)){serializationObject.matricesWeights=mesh.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);}if(mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)){serializationObject.matricesWeights=mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);serializationObject.matricesWeights._isExpanded=true;}serializationObject.indices=mesh.getIndices();serializationObject.subMeshes=[];for(var subIndex=0;subIndex<mesh.subMeshes.length;subIndex++){var subMesh=mesh.subMeshes[subIndex];serializationObject.subMeshes.push({materialIndex:subMesh.materialIndex,verticesStart:subMesh.verticesStart,verticesCount:subMesh.verticesCount,indexStart:subMesh.indexStart,indexCount:subMesh.indexCount});}}if(mesh.material){serializationObject.materialId=mesh.material.id;}else{mesh.material=null;}if(mesh.skeleton){serializationObject.skeletonId=mesh.skeleton.id;}if(mesh.getPhysicsImpostor()!==BABYLON.PhysicsEngine.NoImpostor){serializationObject.physicsMass=mesh.getPhysicsMass();serializationObject.physicsFriction=mesh.getPhysicsFriction();serializationObject.physicsRestitution=mesh.getPhysicsRestitution();switch(mesh.getPhysicsImpostor()){case BABYLON.PhysicsEngine.BoxImpostor:serializationObject.physicsImpostor=1;break;case BABYLON.PhysicsEngine.SphereImpostor:serializationObject.physicsImpostor=2;break;}}appendAnimations(mesh,serializationObject);return serializationObject;};BABYLON.SceneSerializer={Serialize:function(scene){var serializationObject={};serializationObject.useDelayedTextureLoading=scene.useDelayedTextureLoading;serializationObject.autoClear=scene.autoClear;serializationObject.clearColor=scene.clearColor.asArray();serializationObject.ambientColor=scene.ambientColor.asArray();serializationObject.gravity=scene.gravity.asArray();if(scene.fogMode&&scene.fogMode!==0){serializationObject.fogMode=scene.fogMode;serializationObject.fogColor=scene.fogColor.asArray();serializationObject.fogStart=scene.fogStart;serializationObject.fogEnd=scene.fogEnd;serializationObject.fogDensity=scene.fogDensity;}serializationObject.lights=[];for(var index=0;index<scene.lights.length;index++){var light=scene.lights[index];serializationObject.lights.push(serializeLight(light));}serializationObject.cameras=[];for(var index=0;index<scene.cameras.length;index++){var camera=scene.cameras[index];if(camera instanceof BABYLON.FreeCamera){serializationObject.cameras.push(serializeCamera(camera));}}if(scene.activecamera){serializationObject.activeCameraID=scene.activeCamera.id;}serializationObject.materials=[];serializationObject.multiMaterials=[];for(var index=0;index<scene.materials.length;index++){var material=scene.materials[index];if(material instanceof BABYLON.StandardMaterial){serializationObject.materials.push(serializeMaterial(material));}else if(material instanceof BABYLON.MultiMaterial){serializationObject.multiMaterials.push(serializeMultiMaterial(material));}}serializationObject.skeletons=[];for(var index=0;index<scene.skeletons.length;index++){serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));}serializationObject.meshes=[];for(var index=0;index<scene.meshes.length;index++){var mesh=scene.meshes[index];if(mesh.delayLoadState===BABYLON.Engine.DELAYLOADSTATE_LOADED||mesh.delayLoadState===BABYLON.Engine.DELAYLOADSTATE_NONE){serializationObject.meshes.push(serializeMesh(mesh));}}serializationObject.particleSystems=[];for(var index=0;index<scene.particleSystems.length;index++){serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));}serializationObject.lensFlareSystems=[];for(var index=0;index<scene.lensFlareSystems.length;index++){serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));}serializationObject.shadowGenerators=[];for(var index=0;index<scene.lights.length;index++){var light=scene.lights[index];if(light._shadowGenerator){serializationObject.shadowGenerators.push(serializeShadowGenerator(light));}}return serializationObject;}};})();var BABYLON=BABYLON||{};(function(){var_currentCSGMeshId=0;BABYLON.CSG=function(){this.polygons=[];};BABYLON.CSG.FromMesh=function(mesh){var vertex,normal,uv,position,polygon,polygons=[],vertices;if(mesh instanceof BABYLON.Mesh){mesh.computeWorldMatrix(true);this.matrix=mesh.getWorldMatrix();this.position=mesh.position.clone();this.rotation=mesh.rotation.clone();this.scaling=mesh.scaling.clone();}else{throw'BABYLON.CSG:Wrong Mesh type,must be BABYLON.Mesh';}var indices=mesh.getIndices(),positions=mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind),normals=mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind),uvs=mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);var subMeshes=mesh.subMeshes;for(var sm=0,sml=subMeshes.length;sm<sml;sm++){for(var i=subMeshes[sm].indexStart,il=subMeshes[sm].indexCount+subMeshes[sm].indexStart;i<il;i+=3){vertices=[];for(var j=0;j<3;j++){normal=new BABYLON.Vector3(normals[indices[i+j]*3],normals[indices[i+j]*3+1],normals[indices[i+j]*3+2]);uv=new BABYLON.Vector2(uvs[indices[i+j]*2],uvs[indices[i+j]*2+1]);position=new BABYLON.Vector3(positions[indices[i+j]*3],positions[indices[i+j]*3+1],positions[indices[i+j]*3+2]);position=BABYLON.Vector3.TransformCoordinates(position,this.matrix);normal=BABYLON.Vector3.TransformNormal(normal,this.matrix);vertex=new BABYLON.CSG.Vertex(position,normal,uv);vertices.push(vertex);}polygon=new BABYLON.CSG.Polygon(vertices,{subMeshId:sm,meshId:_currentCSGMeshId,materialIndex:subMeshes[sm].materialIndex});if(polygon.plane)polygons.push(polygon);}}var csg=BABYLON.CSG.fromPolygons(polygons);csg.copyTransformAttributes(this);_currentCSGMeshId++;return csg;};BABYLON.CSG.fromPolygons=function(polygons){var csg=new BABYLON.CSG();csg.polygons=polygons;return csg;};BABYLON.CSG.prototype={clone:function(){var csg=new BABYLON.CSG();csg.polygons=this.polygons.map(function(p){return p.clone();});csg.copyTransformAttributes(this);return csg;},toPolygons:function(){return this.polygons;},union:function(csg){var a=new BABYLON.CSG.Node(this.clone().polygons);var b=new BABYLON.CSG.Node(csg.clone().polygons);a.clipTo(b);b.clipTo(a);b.invert();b.clipTo(a);b.invert();a.build(b.allPolygons());return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);},subtract:function(csg){var a=new BABYLON.CSG.Node(this.clone().polygons);var b=new BABYLON.CSG.Node(csg.clone().polygons);a.invert();a.clipTo(b);b.clipTo(a);b.invert();b.clipTo(a);b.invert();a.build(b.allPolygons());a.invert();return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);},intersect:function(csg){var a=new BABYLON.CSG.Node(this.clone().polygons);var b=new BABYLON.CSG.Node(csg.clone().polygons);a.invert();b.clipTo(a);b.invert();a.clipTo(b);b.clipTo(a);a.build(b.allPolygons());a.invert();return BABYLON.CSG.fromPolygons(a.allPolygons()).copyTransformAttributes(this);},inverse:function(){var csg=this.clone();csg.polygons.map(function(p){p.flip();});return csg;}};BABYLON.CSG.prototype.copyTransformAttributes=function(object){this.matrix=object.matrix;this.position=object.position;this.rotation=object.rotation;this.scaling=object.scaling;return this;};BABYLON.CSG.prototype.buildMeshGeometry=function(name,scene,keepSubMeshes){var matrix=this.matrix.clone();matrix.invert();var mesh=new BABYLON.Mesh(name,scene),vertices=[],indices=[],normals=[],uvs=[],vertex,normal,uv,polygons=this.polygons,polygonIndices=[0,0,0],polygon,vertice_dict={},vertex_idx,currentIndex=0,subMesh_dict={},subMesh_obj;if(keepSubMeshes){polygons.sort(function(a,b){if(a.shared.meshId===b.shared.meshId){return a.shared.subMeshId-b.shared.subMeshId;}else{return a.shared.meshId-b.shared.meshId;}});}for(var i=0,il=polygons.length;i<il;i++){polygon=polygons[i];if(!subMesh_dict[polygon.shared.meshId]){subMesh_dict[polygon.shared.meshId]={};}if(!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]){subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]={indexStart:+Infinity,indexEnd:-Infinity,materialIndex:polygon.shared.materialIndex};}subMesh_obj=subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];for(var j=2,jl=polygon.vertices.length;j<jl;j++){polygonIndices[0]=0;polygonIndices[1]=j-1;polygonIndices[2]=j;for(var k=0;k<3;k++){vertex=polygon.vertices[polygonIndices[k]].pos;normal=polygon.vertices[polygonIndices[k]].normal;uv=polygon.vertices[polygonIndices[k]].uv;vertex=new BABYLON.Vector3(vertex.x,vertex.y,vertex.z);normal=new BABYLON.Vector3(normal.x,normal.y,normal.z);vertex=BABYLON.Vector3.TransformCoordinates(vertex,matrix);normal=BABYLON.Vector3.TransformNormal(normal,matrix);vertex_idx=vertice_dict[vertex.x+','+vertex.y+','+vertex.z];if(!(typeof vertex_idx!=='undefined'&&normals[vertex_idx*3]===normal.x&&normals[vertex_idx*3+1]===normal.y&&normals[vertex_idx*3+2]===normal.z&&uvs[vertex_idx*2]===uv.x&&uvs[vertex_idx*2+1]===uv.y)){vertices.push(vertex.x,vertex.y,vertex.z);uvs.push(uv.x,uv.y);normals.push(normal.x,normal.y,normal.z);vertex_idx=vertice_dict[vertex.x+','+vertex.y+','+vertex.z]=(vertices.length/3)-1;}indices.push(vertex_idx);subMesh_obj.indexStart=Math.min(currentIndex,subMesh_obj.indexStart);subMesh_obj.indexEnd=Math.max(currentIndex,subMesh_obj.indexEnd);currentIndex++;}}}mesh.setVerticesData(vertices,BABYLON.VertexBuffer.PositionKind);mesh.setVerticesData(normals,BABYLON.VertexBuffer.NormalKind);mesh.setVerticesData(uvs,BABYLON.VertexBuffer.UVKind);mesh.setIndices(indices);if(keepSubMeshes){var materialIndexOffset=0,materialMaxIndex;mesh.subMeshes.length=0;for(var m in subMesh_dict){materialMaxIndex=-1;for(var sm in subMesh_dict[m]){subMesh_obj=subMesh_dict[m][sm];BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex+materialIndexOffset,subMesh_obj.indexStart,subMesh_obj.indexEnd-subMesh_obj.indexStart+1,mesh);materialMaxIndex=Math.max(subMesh_obj.materialIndex,materialMaxIndex);}materialIndexOffset+=++materialMaxIndex;}}return mesh;};BABYLON.CSG.prototype.toMesh=function(name,material,scene,keepSubMeshes){var mesh=this.buildMeshGeometry(name,scene,keepSubMeshes);mesh.material=material;mesh.position.copyFrom(this.position);mesh.rotation.copyFrom(this.rotation);mesh.scaling.copyFrom(this.scaling);mesh.computeWorldMatrix(true);return mesh;};BABYLON.CSG.Vector=function(x,y,z){if(arguments.length==3){this.x=x;this.y=y;this.z=z;}else if('x'in x){this.x=x.x;this.y=x.y;this.z=x.z;}else{this.x=x[0];this.y=x[1];this.z=x[2];}};BABYLON.CSG.Vector.prototype={clone:function(){return new BABYLON.CSG.Vector(this.x,this.y,this.z);},negated:function(){return new BABYLON.CSG.Vector(-this.x,-this.y,-this.z);},plus:function(a){return new BABYLON.CSG.Vector(this.x+a.x,this.y+a.y,this.z+a.z);},minus:function(a){return new BABYLON.CSG.Vector(this.x-a.x,this.y-a.y,this.z-a.z);},times:function(a){return new BABYLON.CSG.Vector(this.x*a,this.y*a,this.z*a);},dividedBy:function(a){return new BABYLON.CSG.Vector(this.x/a,this.y/a,this.z/a);},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z;},lerp:function(a,t){return this.plus(a.minus(this).times(t));},length:function(){return Math.sqrt(this.dot(this));},lengthSq:function(){return this.dot(this);},unit:function(){return this.dividedBy(this.length());},cross:function(a){return new BABYLON.CSG.Vector(this.y*a.z-this.z*a.y,this.z*a.x-this.x*a.z,this.x*a.y-this.y*a.x);}};BABYLON.CSG.Vertex=function(pos,normal,uv){this.pos=new BABYLON.CSG.Vector(pos);this.normal=new BABYLON.CSG.Vector(normal);this.uv=new BABYLON.CSG.Vector(uv.x,uv.y,0);};BABYLON.CSG.Vertex.prototype={clone:function(){return new BABYLON.CSG.Vertex(this.pos.clone(),this.normal.clone(),this.uv.clone());},flip:function(){this.normal=this.normal.negated();},interpolate:function(other,t){return new BABYLON.CSG.Vertex(this.pos.lerp(other.pos,t),this.normal.lerp(other.normal,t),this.uv.lerp(other.uv,t));}};BABYLON.CSG.Plane=function(normal,w){this.normal=normal;this.w=w;};BABYLON.CSG.Plane.EPSILON=1e-5;BABYLON.CSG.Plane.fromPoints=function(a,b,c){var v0=c.minus(a);var v1=b.minus(a);if(v0.lengthSq()===0||v1.lengthSq()===0){return null;}var n=c.minus(a).cross(b.minus(a)).unit();return new BABYLON.CSG.Plane(n,n.dot(a));};BABYLON.CSG.Plane.prototype={clone:function(){return new BABYLON.CSG.Plane(this.normal.clone(),this.w);},flip:function(){this.normal=this.normal.negated();this.w=-this.w;},splitPolygon:function(polygon,coplanarFront,coplanarBack,front,back){var COPLANAR=0;var FRONT=1;var BACK=2;var SPANNING=3;var polygonType=0;var types=[];for(var i=0;i<polygon.vertices.length;i++){var t=this.normal.dot(polygon.vertices[i].pos)-this.w;var type=(t<-BABYLON.CSG.Plane.EPSILON)?BACK:(t>BABYLON.CSG.Plane.EPSILON)?FRONT:COPLANAR;polygonType|=type;types.push(type);}switch(polygonType){case COPLANAR:(this.normal.dot(polygon.plane.normal)>0?coplanarFront:coplanarBack).push(polygon);break;case FRONT:front.push(polygon);break;case BACK:back.push(polygon);break;case SPANNING:var f=[],b=[];for(var i=0;i<polygon.vertices.length;i++){var j=(i+1)%polygon.vertices.length;var ti=types[i],tj=types[j];var vi=polygon.vertices[i],vj=polygon.vertices[j];if(ti!=BACK)f.push(vi);if(ti!=FRONT)b.push(ti!=BACK?vi.clone():vi);if((ti|tj)==SPANNING){var t=(this.w-this.normal.dot(vi.pos))/this.normal.dot(vj.pos.minus(vi.pos));var v=vi.interpolate(vj,t);f.push(v);b.push(v.clone());}}if(f.length>=3)front.push(new BABYLON.CSG.Polygon(f,polygon.shared));if(b.length>=3)back.push(new BABYLON.CSG.Polygon(b,polygon.shared));break;}}};BABYLON.CSG.Polygon=function(vertices,shared){this.vertices=vertices;this.shared=shared;this.plane=BABYLON.CSG.Plane.fromPoints(vertices[0].pos,vertices[1].pos,vertices[2].pos);};BABYLON.CSG.Polygon.prototype={clone:function(){var vertices=this.vertices.map(function(v){return v.clone();});return new BABYLON.CSG.Polygon(vertices,this.shared);},flip:function(){this.vertices.reverse().map(function(v){v.flip();});this.plane.flip();}};BABYLON.CSG.Node=function(polygons){this.plane=null;this.front=null;this.back=null;this.polygons=[];if(polygons)this.build(polygons);};BABYLON.CSG.Node.prototype={clone:function(){var node=new BABYLON.CSG.Node();node.plane=this.plane&&this.plane.clone();node.front=this.front&&this.front.clone();node.back=this.back&&this.back.clone();node.polygons=this.polygons.map(function(p){return p.clone();});return node;},invert:function(){for(var i=0;i<this.polygons.length;i++){this.polygons[i].flip();}this.plane.flip();if(this.front){this.front.invert();}if(this.back){this.back.invert();}var temp=this.front;this.front=this.back;this.back=temp;},clipPolygons:function(polygons){if(!this.plane)return polygons.slice();var front=[],back=[];for(var i=0;i<polygons.length;i++){this.plane.splitPolygon(polygons[i],front,back,front,back);}if(this.front){front=this.front.clipPolygons(front);}if(this.back){back=this.back.clipPolygons(back);}else{back=[];}return front.concat(back);},clipTo:function(bsp){this.polygons=bsp.clipPolygons(this.polygons);if(this.front)this.front.clipTo(bsp);if(this.back)this.back.clipTo(bsp);},allPolygons:function(){var polygons=this.polygons.slice();if(this.front)polygons=polygons.concat(this.front.allPolygons());if(this.back)polygons=polygons.concat(this.back.allPolygons());return polygons;},build:function(polygons){if(!polygons.length)return;if(!this.plane)this.plane=polygons[0].plane.clone();var front=[],back=[];for(var i=0;i<polygons.length;i++){this.plane.splitPolygon(polygons[i],this.polygons,this.polygons,front,back);}if(front.length){if(!this.front)this.front=new BABYLON.CSG.Node();this.front.build(front);}if(back.length){if(!this.back)this.back=new BABYLON.CSG.Node();this.back.build(back);}}};})();var BABYLON=BABYLON||{};(function(){BABYLON.InputControllerTarget=function(){this._position=new BABYLON.Vector3(0,0,0);this._orientation={yaw:0.0,pitch:0.0,roll:0.0};};BABYLON.InputControllerTarget.prototype.getPosition=function(){return this._position;};BABYLON.InputControllerTarget.prototype.getOrientation=function(){return this._orientation;};BABYLON.InputControllerTarget.prototype.moveRelative=function(movementVector){};BABYLON.InputControllerTarget.prototype.rotateRelative=function(relativeOrientation){};BABYLON.InputControllerTarget.prototype.getOrientationMatrix=function(){return new BABYLON.Matrix();};BABYLON.InputControllerTarget.prototype.getInvertOrientationMatrix=function(){return new BABYLON.Matrix();};BABYLON.InputControllerMultiTarget=function(targets){this.targets=targets;var mainTarget=this.targets[0];if(!mainTarget.controllers){mainTarget.controllers=[this];}else{mainTarget.controllers.push(this);}};BABYLON.InputControllerMultiTarget.prototype.getPosition=function(){return this.targets[0].getPosition();};BABYLON.InputControllerMultiTarget.prototype.getOrientation=function(){return this.targets[0].getOrientation();};BABYLON.InputControllerMultiTarget.prototype.getOrientationMatrix=function(){return this.targets[0].getOrientationMatrix();};BABYLON.InputControllerMultiTarget.prototype.getInvertOrientationMatrix=function(){return this.targets[0].getInvertOrientationMatrix();};BABYLON.InputControllerMultiTarget.prototype.moveRelative=function(movementVector){for(var i=0;i<this.targets.length;++i){this.targets[i].moveRelative(movementVector);}};BABYLON.InputControllerMultiTarget.prototype.rotateRelative=function(relativeOrientation){for(var i=0;i<this.targets.length;++i){this.targets[i].rotateRelative(relativeOrientation);}};BABYLON.InputControllerMultiTarget.prototype.update=function(){if(this.controllers){for(var i=0;i<this.controllers.length;++i){this.controllers[i].update();}}};BABYLON.InputController=function(scene,target){this.scene=scene;this.target=target;if(!this.target.controllers){this.target.controllers=[this];}else{this.target.controllers.push(this);}};BABYLON.InputController.prototype.attachToCanvas=function(canvas){};BABYLON.InputController.prototype.detachFromCanvas=function(canvas){};BABYLON.InputController.prototype.update=function(){};BABYLON.InputController.prototype.dispose=function(){};BABYLON.inputFilter=function(scene,target){BABYLON.InputController.call(this,scene,target);};BABYLON.inputFilter.prototype=Object.create(BABYLON.InputController.prototype);BABYLON.inputFilter.prototype.update=function(){if(this.controllers){for(var i=0;i<this.controllers.length;++i){this.controllers[i].update();}}};BABYLON.inputFilter.prototype.getPosition=function(){return this.target.getPosition();};BABYLON.inputFilter.prototype.getOrientation=function(){return this.target.getOrientation();};BABYLON.inputFilter.prototype.getOrientationMatrix=function(){return this.target.getOrientationMatrix();};BABYLON.inputFilter.prototype.getInvertOrientationMatrix=function(){return this.target.getInvertOrientationMatrix();};BABYLON.inputFilter.prototype.moveRelative=function(movementVector){this.target.moveRelative(movementVector);};BABYLON.inputFilter.prototype.rotateRelative=function(relativeOrientation){this.target.rotateRelative(relativeOrientation);};})();var BABYLON=BABYLON||{};(function(){BABYLON.KeyboardMoveController=function(scene,target){BABYLON.InputController.call(this,scene,target);this._keys=[];this.keysUp=[38];this.keysDown=[40];this.keysLeft=[37];this.keysRight=[39];this._currentSpeed=new BABYLON.Vector3(0,0,0);this._lastFrameSpeed=new BABYLON.Vector3(0,0,0);this._currentAcceleration=new BABYLON.Vector3(0,0,0);this._tempSpeed=new BABYLON.Vector3(0,0,0);this._tempSpeed2=new BABYLON.Vector3(0,0,0);this.maxAbsoluteSpeed=2;this.maxAbsoluteAcceleration=5;this._targetSpeed=new BABYLON.Vector3(0,0,0);};BABYLON.KeyboardMoveController.prototype=Object.create(BABYLON.InputController.prototype);BABYLON.KeyboardMoveController.prototype.attachToCanvas=function(canvas){var that=this;this._canvas=canvas;this._onKeyDown=function(evt){if(that.keysUp.indexOf(evt.keyCode)!==-1||that.keysDown.indexOf(evt.keyCode)!==-1||that.keysLeft.indexOf(evt.keyCode)!==-1||that.keysRight.indexOf(evt.keyCode)!==-1){var index=that._keys.indexOf(evt.keyCode);if(index===-1){that._keys.push(evt.keyCode);}}};this._onKeyUp=function(evt){if(that.keysUp.indexOf(evt.keyCode)!==-1||that.keysDown.indexOf(evt.keyCode)!==-1||that.keysLeft.indexOf(evt.keyCode)!==-1||that.keysRight.indexOf(evt.keyCode)!==-1){var index=that._keys.indexOf(evt.keyCode);if(index>=0){that._keys.splice(index,1);}}};this._onLostFocus=function(){that._keys=[];};window.addEventListener("keydown",this._onKeyDown,false);window.addEventListener("keyup",this._onKeyUp,false);window.addEventListener("blur",this._onLostFocus,false);};BABYLON.KeyboardMoveController.prototype.detachFromCanvas=function(canvas){window.removeEventListener("keydown",this._onKeyDown,false);window.removeEventListener("keyup",this._onKeyUp,false);window.removeEventListener("blur",this._onLostFocus,false);};BABYLON.KeyboardMoveController.prototype.updateCurrentSpeed=function(){this._lastFrameSpeed.x=this._currentSpeed.x;this._lastFrameSpeed.y=this._currentSpeed.y;this._lastFrameSpeed.z=this._currentSpeed.z;if(this._currentSpeed.equals(this._targetSpeed)){this._currentAcceleration.x=0;this._currentAcceleration.y=0;this._currentAcceleration.z=0;return;}var dt=BABYLON.Tools.GetDeltaTime()/1000.0;var dv=this._tempSpeed;this._targetSpeed.subtractToRef(this._lastFrameSpeed,dv);var absoluteAccToTarget=dv.length()/dt;if(absoluteAccToTarget<this.maxAbsoluteAcceleration){this._currentSpeed.x=this._targetSpeed.x;this._currentSpeed.y=this._targetSpeed.y;this._currentSpeed.z=this._targetSpeed.z;dv.normalize();dv.scaleToRef(absoluteAccToTarget,this._currentAcceleration);}else{dv.normalize();dv.scaleToRef(this.maxAbsoluteAcceleration,this._currentAcceleration);dv.scaleInPlace(this.maxAbsoluteAcceleration*dt);this._currentSpeed.addInPlace(dv);}};BABYLON.KeyboardMoveController.prototype.update=function(){this._targetSpeed.x=0;this._targetSpeed.y=0;this._targetSpeed.z=0;for(var index=0;index<this._keys.length;index++){var keyCode=this._keys[index];if(this.keysLeft.indexOf(keyCode)!==-1){this._targetSpeed.x-=1;}else if(this.keysUp.indexOf(keyCode)!==-1){this._targetSpeed.z+=1;}else if(this.keysRight.indexOf(keyCode)!==-1){this._targetSpeed.x+=1;}else if(this.keysDown.indexOf(keyCode)!==-1){this._targetSpeed.z-=1;}}if(this._targetSpeed.x!=0||this._targetSpeed.z!=0){this._targetSpeed.normalize();this._targetSpeed.scaleInPlace(this.maxAbsoluteSpeed);}this.updateCurrentSpeed();if(this._lastFrameSpeed.x==0&&this._lastFrameSpeed.z==0&&this._currentAcceleration.x==0&&this._currentAcceleration.z==0){return;}var dt=BABYLON.Tools.GetDeltaTime()/1000.0;this._lastFrameSpeed.scaleToRef(dt,this._tempSpeed);this._currentAcceleration.scaleToRef(dt*dt*0.5,this._tempSpeed2);this._tempSpeed.addInPlace(this._tempSpeed2);if(this._tempSpeed.x!=0||this._tempSpeed.z!=0){this.target.moveRelative(this._tempSpeed);}};})();var BABYLON=BABYLON||{};(function(){BABYLON.OculusController=function(scene,target){BABYLON.InputController.call(this,scene,target);this._deviceOrientationHandler=this.onOrientationEvent.bind(this);this._tempOrientation={yaw:0.0,pitch:0.0,roll:0.0};this._relativeOrientation={yaw:0.0,pitch:0.0,roll:0.0};window.addEventListener("deviceorientation",this._deviceOrientationHandler);};BABYLON.OculusController.prototype=Object.create(BABYLON.InputController.prototype);BABYLON.OculusController.prototype.onOrientationEvent=function(ev){this._tempOrientation.yaw=ev.alpha/180*Math.PI;this._tempOrientation.pitch=ev.beta/180*Math.PI;this._tempOrientation.roll=ev.gamma/180*Math.PI;if(!this._lastOrientation){this._lastOrientation=Object.create(this._tempOrientation);}else{this._relativeOrientation.yaw=this._tempOrientation.yaw-this._lastOrientation.yaw;this._relativeOrientation.pitch=this._tempOrientation.pitch-this._lastOrientation.pitch;this._relativeOrientation.roll=this._tempOrientation.roll-this._lastOrientation.roll;var temp=this._tempOrientation;this._tempOrientation=this._lastOrientation;this._lastOrientation=temp;this.target.rotateRelative(this._relativeOrientation);}};BABYLON.OculusController.prototype.dispose=function(){window.removeEventListener("deviceorientation",this._deviceOrientationHandler);};BABYLON.OculusController.CameraSettings_OculusRiftDevKit2013_Metric={HResolution:1280,VResolution:800,HScreenSize:0.149759993,VScreenSize:0.0935999975,VScreenCenter:0.0467999987,EyeToScreenDistance:0.0410000011,LensSeparationDistance:0.0635000020,InterpupillaryDistance:0.0640000030,DistortionK:[1.0,0.219999999,0.239999995,0.0],ChromaAbCorrection:[0.995999992,-0.00400000019,1.01400006,0.0],PostProcessScaleFactor:1.714605507808412,LensCenterOffset:0.151976421};})();var BABYLON=BABYLON||{};(function(){BABYLON.OculusDistortionCorrectionPostProcess=function(name,camera,isRightEye,cameraSettings){BABYLON.PostProcess.call(this,name,"oculusDistortionCorrection",['LensCenter','Scale','ScaleIn','HmdWarpParam'],null,cameraSettings.PostProcessScaleFactor,camera,BABYLON.Texture.BILINEAR_SAMPLINGMODE,null,null);this._isRightEye=isRightEye;this._distortionFactors=cameraSettings.DistortionK;this._postProcessScaleFactor=cameraSettings.PostProcessScaleFactor;this._lensCenterOffset=cameraSettings.LensCenterOffset;};BABYLON.OculusDistortionCorrectionPostProcess.prototype=Object.create(BABYLON.PostProcess.prototype);BABYLON.OculusDistortionCorrectionPostProcess.prototype.onSizeChanged=function(){this.aspectRatio=this.width*.5/this.height;this._scaleIn=new BABYLON.Vector2(2,2/this.aspectRatio);this._scaleFactor=new BABYLON.Vector2(.5*(1/this._postProcessScaleFactor),.5*(1/this._postProcessScaleFactor)*this.aspectRatio);this._lensCenter=new BABYLON.Vector2(this._isRightEye?0.5-this._lensCenterOffset*0.5:0.5+this._lensCenterOffset*0.5,0.5);};BABYLON.OculusDistortionCorrectionPostProcess.prototype.onApply=function(effect){effect.setFloat2("LensCenter",this._lensCenter.x,this._lensCenter.y);effect.setFloat2("Scale",this._scaleFactor.x,this._scaleFactor.y);effect.setFloat2("ScaleIn",this._scaleIn.x,this._scaleIn.y);effect.setFloat4("HmdWarpParam",this._distortionFactors[0],this._distortionFactors[1],this._distortionFactors[2],this._distortionFactors[3]);};})();var BABYLON=BABYLON||{};(function(){BABYLON.OculusOrientedCamera=function(name,position,scene,isLeftEye,ovrSettings,neutralOrientation){BABYLON.Camera.call(this,name,position,scene);this._referenceDirection=new BABYLON.Vector3(0,0,1);this._referenceUp=new BABYLON.Vector3(0,1,0);this._actualDirection=new BABYLON.Vector3(1,0,0);this._actualUp=new BABYLON.Vector3(0,1,0);this._currentTargetPoint=new BABYLON.Vector3(0,0,0);this._currentOrientation=Object.create(neutralOrientation||{yaw:0.0,pitch:0.0,roll:0.0});this._currentViewMatrix=new BABYLON.Matrix();this._currentOrientationMatrix=new BABYLON.Matrix();this._currentInvertOrientationMatrix=new BABYLON.Matrix();this._tempMatrix=new BABYLON.Matrix();if(isLeftEye){this.viewport=new BABYLON.Viewport(0,0,0.5,1.0);}else{this.viewport=new BABYLON.Viewport(0.5,0,0.5,1.0);}this._aspectRatioAspectRatio=ovrSettings.HResolution/(2*ovrSettings.VResolution);this._aspectRatioFov=(2*Math.atan((ovrSettings.PostProcessScaleFactor*ovrSettings.VScreenSize)/(2*ovrSettings.EyeToScreenDistance)));var hMeters=(ovrSettings.HScreenSize/4)-(ovrSettings.LensSeparationDistance/2);var h=(4*hMeters)/ovrSettings.HScreenSize;this._hMatrix=BABYLON.Matrix.Translation(isLeftEye?h:-h,0,0);this._projectionMatrix=new BABYLON.Matrix();this._preViewMatrix=BABYLON.Matrix.Translation(isLeftEye?.5*ovrSettings.InterpupillaryDistance:-.5*ovrSettings.InterpupillaryDistance,0,0);new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion",this,!isLeftEye,ovrSettings);this.resetProjectionMatrix();this.resetViewMatrix();};BABYLON.OculusOrientedCamera.BuildOculusStereoCamera=function(scene,name,canvas,minZ,maxZ,position,neutralOrientation,useFXAA,disableGravity,disableCollisions,ovrSettings){position=position||new BABYLON.Vector2(0,0);neutralOrientation=neutralOrientation||{yaw:0.0,pitch:0.0,roll:0.0};ovrSettings=ovrSettings||BABYLON.OculusController.CameraSettings_OculusRiftDevKit2013_Metric;var leftCamera=new BABYLON.OculusOrientedCamera(name+"_left",position,scene,true,ovrSettings,neutralOrientation);leftCamera.minZ=minZ;leftCamera.maxZ=maxZ;if(useFXAA){new BABYLON.FxaaPostProcess("fxaa_left",1.0,leftCamera);}var rightCamera=new BABYLON.OculusOrientedCamera(name+"_right",position,scene,false,ovrSettings,neutralOrientation);rightCamera.minZ=minZ;rightCamera.maxZ=maxZ;if(useFXAA){new BABYLON.FxaaPostProcess("fxaa_right",1.0,rightCamera);}scene.activeCameras=[];scene.activeCameras.push(leftCamera);scene.activeCameras.push(rightCamera);leftCamera.attachControl(canvas);rightCamera.attachControl(canvas);var multiTarget=new BABYLON.InputControllerMultiTarget([leftCamera,rightCamera]);var controller=new BABYLON.OculusController(scene,multiTarget);var moveTarget=multiTarget;if(!disableCollisions){var collisionFilter=new BABYLON.InputCollisionFilter(scene,multiTarget);moveTarget=collisionFilter;}if(!disableGravity){var globalAxisFactorFilter=new BABYLON.GlobalAxisFactorsFilter(scene,moveTarget,1,0,1);var gravityController=new BABYLON.GravityInputController(scene,moveTarget);moveTarget=globalAxisFactorFilter;}var moveController=new BABYLON.KeyboardMoveController(scene,moveTarget);moveController.attachToCanvas(canvas);var result={leftCamera:leftCamera,rightCamera:rightCamera,intermediateControllerTarget:multiTarget,oculusController:controller,keyboardController:moveController};result.dispose=function(){this.leftCamera.detachControl(canvas);this.rightCamera.detachControl(canvas);this.leftCamera.dispose();this.rightCamera.dispose();this.oculusController.dispose();this.keyboardController.detachFromCanvas(canvas);this.keyboardController.dispose();}.bind(result);return result;};BABYLON.OculusOrientedCamera.prototype=Object.create(BABYLON.Camera.prototype);BABYLON.OculusOrientedCamera.prototype.resetViewMatrix=function(){BABYLON.Matrix.RotationYawPitchRollToRef(this._currentOrientation.yaw,this._currentOrientation.pitch,-this._currentOrientation.roll,this._currentOrientationMatrix);this._currentOrientationMatrix.invertToRef(this._currentInvertOrientationMatrix);BABYLON.Vector3.TransformNormalToRef(this._referenceDirection,this._currentOrientationMatrix,this._actualDirection);BABYLON.Vector3.TransformNormalToRef(this._referenceUp,this._currentOrientationMatrix,this._actualUp);BABYLON.Vector3.FromFloatsToRef(this.position.x+this._actualDirection.x,this.position.y+this._actualDirection.y,this.position.z+this._actualDirection.z,this._currentTargetPoint);BABYLON.Matrix.LookAtLHToRef(this.position,this._currentTargetPoint,this._actualUp,this._tempMatrix);this._tempMatrix.multiplyToRef(this._preViewMatrix,this._currentViewMatrix);return this._currentViewMatrix;};BABYLON.OculusOrientedCamera.prototype.getViewMatrix=function(){return this._currentViewMatrix;};BABYLON.OculusOrientedCamera.prototype._update=function(){if(this.controllers){for(var i=0;i<this.controllers.length;++i){this.controllers[i].update();}}};BABYLON.OculusOrientedCamera.prototype.getOrientationMatrix=function(){return this._currentOrientationMatrix;};BABYLON.OculusOrientedCamera.prototype.getInvertOrientationMatrix=function(){return this._currentInvertOrientationMatrix;};BABYLON.OculusOrientedCamera.prototype.resetProjectionMatrix=function(){BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov,this._aspectRatioAspectRatio,this.minZ,this.maxZ,this._tempMatrix);this._tempMatrix.multiplyToRef(this._hMatrix,this._projectionMatrix);return this._projectionMatrix;};BABYLON.OculusOrientedCamera.prototype.getProjectionMatrix=function(force){return this._projectionMatrix;};BABYLON.OculusOrientedCamera.prototype.getOrientation=function(){return this._currentOrientation;};BABYLON.OculusOrientedCamera.prototype.getPosition=function(){return this.position;};BABYLON.OculusOrientedCamera.prototype.moveRelative=function(movementVector){if(!this._tempMoveVector){this._tempMoveVector=new BABYLON.Vector3(0,0,0);}BABYLON.Vector3.TransformNormalToRef(movementVector,this._currentOrientationMatrix,this._tempMoveVector);this.position.addInPlace(this._tempMoveVector);this.resetViewMatrix();};BABYLON.OculusOrientedCamera.prototype.rotateRelative=function(rotation){this._currentOrientation.yaw+=rotation.yaw;this._currentOrientation.pitch+=rotation.pitch;this._currentOrientation.roll+=rotation.roll;this.resetViewMatrix();};})();window.requestAnimationFrame=(function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||function(callback){window.setTimeout(callback,1000/60);};})();(function(BABYLON){var VirtualJoystick=(function(){var vjCanvas,vjCanvasContext,vjCanvasWidth,vjCanvasHeight,halfWidth,halfHeight;var globalJoystickIndex=0;function VirtualJoystick(leftJoystick){if(leftJoystick){this._leftJoystick=true;}else{this._leftJoystick=false;}this.joystickIndex=globalJoystickIndex;globalJoystickIndex++;this._axisTargetedByLeftAndRight="X";this._axisTargetedByUpAndDown="Y";this.reverseLeftRight=false;this.reverseUpDown=false;this._touches=new BABYLON.VirtualJoystick.Collection();this.deltaPosition=BABYLON.Vector3.Zero();this._joystickSensibility=25;this._inversedSensibility=1/(this._joystickSensibility/1000);this._rotationSpeed=25;this._inverseRotationSpeed=1/(this._rotationSpeed/1000);this._rotateOnAxisRelativeToMesh=false;var that=this;if(!vjCanvas){window.addEventListener("resize",function(){vjCanvasWidth=window.innerWidth;vjCanvasHeight=window.innerHeight;vjCanvas.width=vjCanvasWidth;vjCanvas.height=vjCanvasHeight;halfWidth=vjCanvasWidth/2;halfHeight=vjCanvasHeight/2;},false);vjCanvas=document.createElement("canvas");vjCanvasWidth=window.innerWidth;vjCanvasHeight=window.innerHeight;vjCanvas.width=window.innerWidth;vjCanvas.height=window.innerHeight;vjCanvas.style.width="100%";vjCanvas.style.height="100%";vjCanvas.style.position="absolute";vjCanvas.style.backgroundColor="transparent";vjCanvas.style.top="0px";vjCanvas.style.left="0px";vjCanvas.style.zIndex=5;vjCanvas.style.msTouchAction="none";vjCanvasContext=vjCanvas.getContext('2d');vjCanvasContext.strokeStyle="#ffffff";vjCanvasContext.lineWidth=2;document.body.appendChild(vjCanvas);}halfWidth=vjCanvas.width/2;halfHeight=vjCanvas.height/2;this.pressed=false;this._joystickColor="cyan";this.joystickPointerID=-1;this.joystickPointerPos=new BABYLON.Vector2(0,0);this.joystickPointerStartPos=new BABYLON.Vector2(0,0);this.deltaJoystickVector=new BABYLON.Vector2(0,0);vjCanvas.addEventListener('pointerdown',function(evt){that.onPointerDown(evt);},false);vjCanvas.addEventListener('pointermove',function(evt){that.onPointerMove(evt);},false);vjCanvas.addEventListener('pointerup',function(evt){that.onPointerUp(evt);},false);vjCanvas.addEventListener('pointerout',function(evt){that.onPointerUp(evt);},false);vjCanvas.addEventListener("contextmenu",function(e){e.preventDefault();},false);requestAnimationFrame(function(){that.drawVirtualJoystick();});}VirtualJoystick.prototype.setJoystickSensibility=function(newJoystickSensibility){this._joystickSensibility=newJoystickSensibility;this._inversedSensibility=1/(this._joystickSensibility/1000);};VirtualJoystick.prototype.onPointerDown=function(e){e.preventDefault();var newPointer={identifier:e.pointerId,x:e.clientX,y:e.clientY,type:this.givePointerType(e)};var positionOnScreenCondition;if(this._leftJoystick===true){positionOnScreenCondition=(e.clientX<halfWidth);}else{positionOnScreenCondition=(e.clientX>halfWidth);}if(positionOnScreenCondition&&this.joystickPointerID<0){this.joystickPointerID=e.pointerId;this.joystickPointerStartPos.x=e.clientX;this.joystickPointerStartPos.y=e.clientY;this.joystickPointerPos=this.joystickPointerStartPos.clone();this.deltaJoystickVector.x=0;this.deltaJoystickVector.y=0;this.pressed=true;this._touches.add(e.pointerId,newPointer);}else{if(globalJoystickIndex<2&&this._action){this._action();this._touches.add(e.pointerId,newPointer);}}};VirtualJoystick.prototype.onPointerMove=function(e){if(this.joystickPointerID==e.pointerId){this.joystickPointerPos.x=e.clientX;this.joystickPointerPos.y=e.clientY;this.deltaJoystickVector=this.joystickPointerPos.clone();this.deltaJoystickVector=this.deltaJoystickVector.subtract(this.joystickPointerStartPos);var directionLeftRight=this.reverseLeftRight?-1:1;var deltaJoystickX=directionLeftRight*this.deltaJoystickVector.x/this._inversedSensibility;switch(this._axisTargetedByLeftAndRight){case"X":this.deltaPosition.x=Math.min(1,Math.max(-1,deltaJoystickX));break;case"Y":this.deltaPosition.y=Math.min(1,Math.max(-1,deltaJoystickX));break;case"Z":this.deltaPosition.z=Math.min(1,Math.max(-1,deltaJoystickX));break;}var directionUpDown=this.reverseUpDown?1:-1;var deltaJoystickY=directionUpDown*this.deltaJoystickVector.y/this._inversedSensibility;switch(this._axisTargetedByUpAndDown){case"X":this.deltaPosition.x=Math.min(1,Math.max(-1,deltaJoystickY));break;case"Y":this.deltaPosition.y=Math.min(1,Math.max(-1,deltaJoystickY));break;case"Z":this.deltaPosition.z=Math.min(1,Math.max(-1,deltaJoystickY));break;}}else{if(this._touches.item(e.pointerId)){this._touches.item(e.pointerId).x=e.clientX;this._touches.item(e.pointerId).y=e.clientY;}}};VirtualJoystick.prototype.onPointerUp=function(e){if(this.joystickPointerID==e.pointerId){this.joystickPointerID=-1;this.pressed=false;}this.deltaJoystickVector.x=0;this.deltaJoystickVector.y=0;this._touches.remove(e.pointerId);};VirtualJoystick.prototype.setJoystickColor=function(newColor){this._joystickColor=newColor;};VirtualJoystick.prototype.setActionOnTouch=function(action){this._action=action;};VirtualJoystick.prototype.setAxisForLR=function(axisLetter){switch(axisLetter){case"X":case"Y":case"Z":this._axisTargetedByLeftAndRight=axisLetter;break;default:this._axisTargetedByLeftAndRight="X";break;}};VirtualJoystick.prototype.setAxisForUD=function(axisLetter){switch(axisLetter){case"X":case"Y":case"Z":this._axisTargetedByUpAndDown=axisLetter;break;default:this._axisTargetedByUpAndDown="Y";break;}};VirtualJoystick.prototype.drawVirtualJoystick=function(){var that=this;if(that._leftJoystick){vjCanvasContext.clearRect(0,0,vjCanvasWidth/2,vjCanvasHeight);}else{vjCanvasContext.clearRect(vjCanvasWidth/2,0,vjCanvasWidth,vjCanvasHeight);}this._touches.forEach(function(touch){if(touch.identifier===that.joystickPointerID){vjCanvasContext.beginPath();vjCanvasContext.strokeStyle=that._joystickColor;vjCanvasContext.lineWidth=6;vjCanvasContext.arc(that.joystickPointerStartPos.x,that.joystickPointerStartPos.y,40,0,Math.PI*2,true);vjCanvasContext.stroke();vjCanvasContext.beginPath();vjCanvasContext.strokeStyle=that._joystickColor;vjCanvasContext.lineWidth=2;vjCanvasContext.arc(that.joystickPointerStartPos.x,that.joystickPointerStartPos.y,60,0,Math.PI*2,true);vjCanvasContext.stroke();vjCanvasContext.beginPath();vjCanvasContext.strokeStyle=that._joystickColor;vjCanvasContext.arc(that.joystickPointerPos.x,that.joystickPointerPos.y,40,0,Math.PI*2,true);vjCanvasContext.stroke();}else{vjCanvasContext.beginPath();vjCanvasContext.fillStyle="white";vjCanvasContext.beginPath();vjCanvasContext.strokeStyle="red";vjCanvasContext.lineWidth="6";vjCanvasContext.arc(touch.x,touch.y,40,0,Math.PI*2,true);vjCanvasContext.stroke();};});requestAnimationFrame(function(){that.drawVirtualJoystick();});};VirtualJoystick.prototype.givePointerType=function(event){switch(event.pointerType){case event.POINTER_TYPE_MOUSE:return"MOUSE";break;case event.POINTER_TYPE_PEN:return"PEN";break;case event.POINTER_TYPE_TOUCH:return"TOUCH";break;}};VirtualJoystick.prototype.releaseCanvas=function(){if(vjCanvas){document.body.removeChild(vjCanvas);vjCanvas=null;};};return VirtualJoystick;})();BABYLON.VirtualJoystick=VirtualJoystick;var Collection=(function(){function Collection(){this.count=0;this.collection={};};Collection.prototype.add=function(key,item){if(this.collection[key]!=undefined){return undefined;}this.collection[key]=item;return++this.count;};Collection.prototype.remove=function(key){if(this.collection[key]==undefined){return undefined;}delete this.collection[key];return--this.count;};Collection.prototype.item=function(key){return this.collection[key];};Collection.prototype.forEach=function(block){var key;for(key in this.collection){if(this.collection.hasOwnProperty(key)){block(this.collection[key]);}}};return Collection;})();BABYLON.VirtualJoystick.Collection=Collection;})(BABYLON||(BABYLON={}));var BABYLON=BABYLON||{};(function(){BABYLON.VirtualJoysticksCamera=function(name,position,scene){BABYLON.FreeCamera.call(this,name,position,scene);this.leftjoystick=new BABYLON.VirtualJoystick(true);this.leftjoystick.setAxisForUD("Z");this.leftjoystick.setAxisForLR("X");this.leftjoystick.setJoystickSensibility(0.15);this.rightjoystick=new BABYLON.VirtualJoystick(false);this.rightjoystick.setAxisForUD("X");this.rightjoystick.setAxisForLR("Y");this.rightjoystick.reverseUpDown=true;this.rightjoystick.setJoystickSensibility(0.05);this.rightjoystick.setJoystickColor("yellow");};BABYLON.VirtualJoysticksCamera.prototype=Object.create(BABYLON.FreeCamera.prototype);BABYLON.VirtualJoysticksCamera.prototype._checkInputs=function(){var cameraTransform=BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y,this.rotation.x,0);var deltaTransform=BABYLON.Vector3.TransformCoordinates(this.leftjoystick.deltaPosition,cameraTransform);this.cameraDirection=this.cameraDirection.add(deltaTransform);this.cameraRotation=this.cameraRotation.add(this.rightjoystick.deltaPosition);if(!this.leftjoystick.pressed){this.leftjoystick.deltaPosition=this.leftjoystick.deltaPosition.scale(0.9);}if(!this.rightjoystick.pressed){this.rightjoystick.deltaPosition=this.rightjoystick.deltaPosition.scale(0.9);}};BABYLON.VirtualJoysticksCamera.prototype.dispose=function(){this.leftjoystick.releaseCanvas();};})(); </s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce </s> remove // relPath must be the last one so filename must be appended to it
</s> add // relPath must be the last one so filename can be appended to it </s> remove BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
</s> add BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { </s> remove return File(new FileStream(absPath, FileMode.Open), type);
</s> add try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJS/ourOwnBabylon.js |
<Content Include="$(BabylonJSSamplesDirFullPath)Scenes\**\*.*"> | <mask> <Content Include="Content\themes\base\jquery.ui.selectable.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.slider.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.tabs.css" />
<mask> <Content Include="Content\themes\base\jquery.ui.theme.css" />
<mask> <Content Include="..\..\..\Samples\Scenes\**\*.*">
<mask> <Link>Content\BabylonJS-Demos\%(RecursiveDir)%(Filename)%(Extension)</Link>
<mask> </Content>
<mask> <Content Include="Global.asax" />
<mask> <Content Include="Scripts\jquery-1.5.1-vsdoc.js" />
<mask> <Content Include="Scripts\jquery-1.5.1.js" />
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce </s> remove // relPath must be the last one so filename must be appended to it
</s> add // relPath must be the last one so filename can be appended to it </s> remove BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
</s> add BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { </s> remove return File(new FileStream(absPath, FileMode.Open), type);
</s> add try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = fract(depth * bitOffset);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / vec4( 254. );\n comp -= comp.xxyz * bitMask;\n\n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/BuildOurOwnBabylonJSServer.csproj |
try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} | <mask> type = "text/plain";
<mask> break;
<mask> }
<mask>
<mask> return File(new FileStream(absPath, FileMode.Open), type);
<mask> }
<mask> }
<mask> }
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce </s> remove BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
</s> add BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { </s> remove // relPath must be the last one so filename must be appended to it
</s> add // relPath must be the last one so filename can be appended to it </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = fract(depth * bitOffset);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / vec4( 254. );\n comp -= comp.xxyz * bitMask;\n\n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/Controllers/BuildOurOwnBabylonJSController.cs |
BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { | <mask> }
<mask>
<mask> <script type="text/javascript">
<mask> $(document).ready(function () {
<mask> BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
<mask>
<mask> scene.activeCamera.attachControl(OURBABYLON.canvas);
<mask>
<mask> // Render loop
<mask> var renderLoop = function () {
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce </s> remove // relPath must be the last one so filename must be appended to it
</s> add // relPath must be the last one so filename can be appended to it </s> remove return File(new FileStream(absPath, FileMode.Open), type);
</s> add try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = fract(depth * bitOffset);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / vec4( 254. );\n comp -= comp.xxyz * bitMask;\n\n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/Views/BabylonJSDemo/Index.cshtml |
// relPath must be the last one so filename can be appended to it | <mask> {
<mask> if (page == null)
<mask> return null;
<mask>
<mask> // relPath must be the last one so filename must be appended to it
<mask> var url = page.Url.Action(BuildOurOwnBabylonJSController.GetFileContentActionName,
<mask> "BuildOurOwnBabylonJS",
<mask> new { rootPath = page.ViewBag.BabylonJSFolder, relPath = relPathToBabylonJSFolder },
<mask> page.Request.Url.Scheme);
<mask>
</s> Samples are in a separate repo, please read readme.md to set your environment.
Updated ourOwnBabylon.js and BuildOurOwnBabylonJS.exe
Fixed build of solution for different configurations
Former-commit-id: 26b49001251ae4dbee8d1df456e6aa92ba6c9fce </s> remove shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = fract(depth * bitOffset);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
</s> add shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod( depth * bitOffset * vec4( 254. ),\n vec4( 255. ) ) / vec4( 254. );\n comp -= comp.xxyz * bitMask;\n\n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\nvoid main(void)\n{\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}", </s> remove BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSFile("Samples/Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) {
</s> add BABYLON.SceneLoader.Load("@Html.Raw(this.BabylonJSSamplesFile("Scenes/" + (string)ViewBag.DemoFolderName))" + "@Url.Encode("/")", "@ViewBag.DemoFile", OURBABYLON.engine, function (scene) { </s> remove return File(new FileStream(absPath, FileMode.Open), type);
</s> add try
{
return File(new FileStream(absPath, FileMode.Open), type);
}
catch
{
return new HttpNotFoundResult();
} | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f7555357513b0328cd0a88aa2132effcf5ce6dd4 | Tools/BuildOurOwnBabylonJS/BuildOurOwnBabylonJSServer/WebViewPageExtensions.cs |
"playgroundId": "#QATUCH#18",
| <mask> "referenceImage": "particle_helper.png"
<mask> },
<mask> {
<mask> "title": "Chibi Rex",
<mask> "playgroundId": "#QATUCH#11",
<mask> "renderCount": 50,
<mask> "referenceImage": "chibi_rex.png"
<mask> },
<mask> {
<mask> "title": "Yeti",
</s> More fixing for the non compatibility mode
Former-commit-id: 6a6eda00fb603dd66daa3cb5891f364681580ae7 </s> remove "playgroundId": "#1PLV5Z#103",
</s> add "playgroundId": "#1PLV5Z#104",
</s> remove "playgroundId": "#WL4Q8J#16",
</s> add "playgroundId": "#WL4Q8J#20",
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47 | tests/validation/config.json |
"playgroundId": "#WL4Q8J#20",
| <mask> },
<mask> {
<mask> "title": "Reverse depth buffer and shadows",
<mask> "renderCount": 10,
<mask> "playgroundId": "#WL4Q8J#16",
<mask> "excludedEngines": ["webgl1"],
<mask> "referenceImage": "reverseDepthBufferShadows.png"
<mask> },
<mask> {
<mask> "title": "Reverse depth buffer and CSM shadows",
</s> More fixing for the non compatibility mode
Former-commit-id: 6a6eda00fb603dd66daa3cb5891f364681580ae7 </s> remove "playgroundId": "#1PLV5Z#103",
</s> add "playgroundId": "#1PLV5Z#104",
</s> remove "playgroundId": "#QATUCH#11",
</s> add "playgroundId": "#QATUCH#18",
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47 | tests/validation/config.json |
"playgroundId": "#1PLV5Z#104",
| <mask> },
<mask> {
<mask> "title": "Order independent transparency",
<mask> "renderCount": 5,
<mask> "playgroundId": "#1PLV5Z#103",
<mask> "excludedEngines": ["webgl1"],
<mask> "referenceImage": "oit.png"
<mask> },
<mask> {
<mask> "title": "Show all procedural textures",
</s> More fixing for the non compatibility mode
Former-commit-id: 6a6eda00fb603dd66daa3cb5891f364681580ae7 </s> remove "playgroundId": "#QATUCH#11",
</s> add "playgroundId": "#QATUCH#18",
</s> remove "playgroundId": "#WL4Q8J#16",
</s> add "playgroundId": "#WL4Q8J#20",
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f78303f2c7a3d578008174d68a5ab878be9f2c47 | tests/validation/config.json |
var path = require('path');
| <mask> var gutil = require('gulp-util');
<mask> var through = require('through2');
<mask>
<mask> module.exports = function (moduleName, dependencyTree, generateIndex, perFile, shaders, shaderIncludes) {
<mask> return through.obj(function (file, enc, cb) {
<mask>
<mask> let basename = (path.basename(file.path, ".js"));
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove console.log("Compiling es6 module: " + moduleName);
</s> add let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
</s> remove `var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
</s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
</s> remove function processDependency(kind, dependency, filesToLoad) {
if (dependency.dependUpon) {
</s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) {
if (!firstLevelOnly && dependency.dependUpon) { </s> remove })();;
</s> add })();
</s> remove processDependency("shaders", config.workloads[moduleName], shadersFiles);
</s> add processDependency("shaders", config.workloads[moduleName], shadersFiles, true); | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-babylonModule.js |
let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
| <mask>
<mask> module.exports = function (moduleName, dependencies, es6) {
<mask> return through.obj(function (file, enc, cb) {
<mask>
<mask> console.log("Compiling es6 module: " + moduleName);
<mask>
<mask> var extendsAddition =
<mask> `var __extends = (this && this.__extends) || (function () {
<mask> var extendStatics = Object.setPrototypeOf ||
<mask> ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove `var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
</s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
</s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' +
'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' +
'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
'};\n';
</s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n';
</s> remove function processDependency(kind, dependency, filesToLoad) {
if (dependency.dependUpon) {
</s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) {
if (!firstLevelOnly && dependency.dependUpon) { </s> remove if (content.indexOf('__extends') === -1 && !dependencies.length) {
</s> add if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
`var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
| <mask>
<mask> console.log("Compiling es6 module: " + moduleName);
<mask>
<mask> var extendsAddition =
<mask> `var __extends = (this && this.__extends) || (function () {
<mask> var extendStatics = Object.setPrototypeOf ||
<mask> ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
<mask> function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
<mask> return function (d, b) {
<mask> extendStatics(d, b);
<mask> function __() { this.constructor = d; }
<mask> d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
<mask> };
<mask> })();
<mask> `;
<mask>
<mask> var decorateAddition =
<mask> 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
<mask> 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove console.log("Compiling es6 module: " + moduleName);
</s> add let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
</s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' +
'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' +
'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
'};\n';
</s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n';
</s> remove if (content.indexOf('__extends') === -1 && !dependencies.length) {
</s> add if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
</s> remove function processDependency(kind, dependency, filesToLoad) {
if (dependency.dependUpon) {
</s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) {
if (!firstLevelOnly && dependency.dependUpon) { </s> remove if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> add //if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n';
| <mask> })();
<mask> `;
<mask>
<mask> var decorateAddition =
<mask> 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
<mask> 'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
<mask> 'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' +
<mask> 'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' +
<mask> 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
<mask> '};\n';
<mask>
<mask> let content = file.contents.toString();
<mask> if (content.indexOf('__extends') === -1 && !dependencies.length) {
<mask> extendsAddition = '';
<mask> }
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove if (content.indexOf('__extends') === -1 && !dependencies.length) {
</s> add if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
</s> remove `var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
</s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
</s> remove function processDependency(kind, dependency, filesToLoad) {
if (dependency.dependUpon) {
</s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) {
if (!firstLevelOnly && dependency.dependUpon) { </s> remove console.log("Compiling es6 module: " + moduleName);
</s> add let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
</s> remove })();;
</s> add })();
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
| <mask> 'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
<mask> '};\n';
<mask>
<mask> let content = file.contents.toString();
<mask> if (content.indexOf('__extends') === -1 && !dependencies.length) {
<mask> extendsAddition = '';
<mask> }
<mask>
<mask> if (content.indexOf('__decorate') === -1) {
<mask> decorateAddition = '';
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' +
'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' +
'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
'};\n';
</s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n';
</s> remove `var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
</s> add `var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
</s> remove })();;
</s> add })();
</s> remove console.log("Compiling es6 module: " + moduleName);
</s> add let basename = (path.basename(file.path, ".js"));
//console.log("Compiling es6 module: " + moduleName + "/" + basename.replace("babylon.", ""));
</s> remove function processDependency(kind, dependency, filesToLoad) {
if (dependency.dependUpon) {
</s> add function processDependency(kind, dependency, filesToLoad, firstLevelOnly) {
if (!firstLevelOnly && dependency.dependUpon) { | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
//if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
| <mask>
<mask> let dependenciesText = `${extendsAddition}
<mask> ${decorateAddition}
<mask> `;
<mask> if (moduleName !== 'core') {
<mask> dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> var BABYLON = globalObject["BABYLON"] || {};
<mask> `;
<mask> } else {
<mask> dependenciesText += `var BABYLON;
<mask> `;
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove } else {
</s> add /*} else {
</s> remove })();;
</s> add })();
</s> remove export { ${exportedItems} };`
</s> add export { ${exportedItems} };`*/
/*if (moduleName === "core") {
exportsText = `(function() {
var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
globalObject["BABYLON"] = BABYLON;
})();
`*/
</s> remove if (dependencies) {
/*if (dependencies.length > 1) {
dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n';
}*/
</s> add | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
/*} else {
| <mask> if (moduleName !== 'core') {
<mask> dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> var BABYLON = globalObject["BABYLON"] || {};
<mask> `;
<mask> } else {
<mask> dependenciesText += `var BABYLON;
<mask> `;
<mask> }
<mask>
<mask> if (dependencies) {
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> add //if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> remove export { ${exportedItems} };`
</s> add export { ${exportedItems} };`*/
/*if (moduleName === "core") {
exportsText = `(function() {
var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
globalObject["BABYLON"] = BABYLON;
})();
`*/
</s> remove })();;
</s> add })();
</s> remove if (dependencies) {
/*if (dependencies.length > 1) {
dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n';
}*/
</s> add | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
<mask> dependenciesText += `var BABYLON;
<mask> `;
<mask> }
<mask>
<mask> if (dependencies) {
<mask> /*if (dependencies.length > 1) {
<mask> dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n';
<mask> }*/
<mask>
<mask> dependencies.forEach(function (d, idx) {
<mask> if (d === 'core') return;
<mask> dependenciesText += `import * as ${d} from 'babylonjs/${d}/es6';
<mask> `;
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove } else {
</s> add /*} else {
</s> remove if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> add //if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> remove export { ${exportedItems} };`
</s> add export { ${exportedItems} };`*/
/*if (moduleName === "core") {
exportsText = `(function() {
var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
globalObject["BABYLON"] = BABYLON;
})();
`*/
</s> remove })();;
</s> add })();
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js | |
/*exportsText += `(function() {
globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON;
})();
`;*/
/*if (dependencies) {
| <mask> }
<mask>
<mask>
<mask> dependencies.forEach(function (d, idx) {
<mask> if (d === 'core') return;
<mask> dependenciesText += `import * as ${d} from 'babylonjs/${d}/es6';
<mask> `;
<mask> //if (idx > 0) {
<mask> dependenciesText += `__extends(BABYLON, ${d});
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove if (dependencies) {
/*if (dependencies.length > 1) {
dependenciesText += 'function nse(ns1, ns2) { Object.keys(ns2).forEach(function(c) {if(!ns1[c]) {ns1[c] = ns2[c]}}) };\n';
}*/
</s> add </s> remove if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> add //if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> remove } else {
</s> add /*} else {
</s> remove export { ${exportedItems} };`
</s> add export { ${exportedItems} };`*/
/*if (moduleName === "core") {
exportsText = `(function() {
var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
globalObject["BABYLON"] = BABYLON;
})();
`*/
</s> remove if (content.indexOf('__extends') === -1 && !dependencies.length) {
</s> add if (content.indexOf('__extends') === -1 && !dependencyTree.length) {
| [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
})();
| <mask> if (moduleName === "core") {
<mask> exportsText = `(function() {
<mask> var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
<mask> globalObject["BABYLON"] = BABYLON;
<mask> })();;
<mask> `
<mask> }
<mask>
<mask> let exportedItems = '';
<mask> exportsArray.forEach((e, idx) => {
</s> major changes to the way modules are built
Former-commit-id: 0e13708320e88245b64ac4341a2177e94bc3c78c </s> remove export { ${exportedItems} };`
</s> add export { ${exportedItems} };`*/
/*if (moduleName === "core") {
exportsText = `(function() {
var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
globalObject["BABYLON"] = BABYLON;
})();
`*/
</s> remove if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> add //if (moduleName !== 'core') {
dependenciesText += `var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
</s> remove } else {
</s> add /*} else {
</s> remove 'var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {\n' +
'var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\n' +
'if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);\n' +
'else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\n' +
'return c > 3 && r && Object.defineProperty(target, key, r), r;\n' +
'};\n';
</s> add 'var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};\n';
| [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/f8ff650e620a101cc541a96277fcdb5d503c4fae | Tools/Gulp/gulp-es6ModuleExports.js |
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