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Update babylon.customMaterial.js

NasimiAsl 8 gadi atpakaļ
vecāks
revīzija
14961de207
1 mainītis faili ar 647 papildinājumiem un 12 dzēšanām
  1. 647 12
      materialsLibrary/src/custom/babylon.customMaterial.js

+ 647 - 12
materialsLibrary/src/custom/babylon.customMaterial.js

@@ -11,27 +11,662 @@ var __extends = (this && this.__extends) || (function () {
 })();
 var BABYLON;
 (function (BABYLON) {
-    var CustomShaderHelper = (function () {
-        function CustomShaderHelper() {
+    var CustomShaderStructure = (function () {
+        function CustomShaderStructure() {
         }
-        return CustomShaderHelper;
+        return CustomShaderStructure;
     }());
-    BABYLON.CustomShaderHelper = CustomShaderHelper;
+    BABYLON.CustomShaderStructure = CustomShaderStructure;
+    var ShaderSpecialParts = (function () {
+        function ShaderSpecialParts() {
+        }
+        return ShaderSpecialParts;
+    }());
+    BABYLON.ShaderSpecialParts = ShaderSpecialParts;
+    var ShaderForVer3_0 = (function (_super) {
+        __extends(ShaderForVer3_0, _super);
+        function ShaderForVer3_0() {
+            var _this = _super.call(this) || this;
+            _this.VertexStore = "";
+            _this.FragmentStore = "#include<__decl__defaultFragment>\n\
+#[Fragment_Begin]\n\
+#ifdef BUMP\n\
+#extension GL_OES_standard_derivatives : enable\n\
+#endif\n\
+#ifdef LOGARITHMICDEPTH\n\
+#extension GL_EXT_frag_depth : enable\n\
+#endif\n\
+\n\
+#define RECIPROCAL_PI2 0.15915494\n\
+uniform vec3 vEyePosition;\n\
+uniform vec3 vAmbientColor;\n\
+\n\
+varying vec3 vPositionW;\n\
+#ifdef NORMAL\n\
+varying vec3 vNormalW;\n\
+#endif\n\
+#ifdef VERTEXCOLOR\n\
+varying vec4 vColor;\n\
+#endif\n\
+\n\
+#include<helperFunctions>\n\
+\n\
+#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\
+#include<lightsFragmentFunctions>\n\
+#include<shadowsFragmentFunctions>\n\
+\n\
+#ifdef DIFFUSE\n\
+varying vec2 vDiffuseUV;\n\
+uniform sampler2D diffuseSampler;\n\
+#endif\n\
+#ifdef AMBIENT\n\
+varying vec2 vAmbientUV;\n\
+uniform sampler2D ambientSampler;\n\
+#endif\n\
+#ifdef OPACITY\n\
+varying vec2 vOpacityUV;\n\
+uniform sampler2D opacitySampler;\n\
+#endif\n\
+#ifdef EMISSIVE\n\
+varying vec2 vEmissiveUV;\n\
+uniform sampler2D emissiveSampler;\n\
+#endif\n\
+#ifdef LIGHTMAP\n\
+varying vec2 vLightmapUV;\n\
+uniform sampler2D lightmapSampler;\n\
+#endif\n\
+#ifdef REFRACTION\n\
+#ifdef REFRACTIONMAP_3D\n\
+uniform samplerCube refractionCubeSampler;\n\
+#else\n\
+uniform sampler2D refraction2DSampler;\n\
+#endif\n\
+#endif\n\
+#if defined(SPECULAR) && defined(SPECULARTERM)\n\
+varying vec2 vSpecularUV;\n\
+uniform sampler2D specularSampler;\n\
+#endif\n\
+\n\
+#include<fresnelFunction>\n\
+\n\
+#ifdef REFLECTION\n\
+#ifdef REFLECTIONMAP_3D\n\
+uniform samplerCube reflectionCubeSampler;\n\
+#else\n\
+uniform sampler2D reflection2DSampler;\n\
+#endif\n\
+#ifdef REFLECTIONMAP_SKYBOX\n\
+varying vec3 vPositionUVW;\n\
+#else\n\
+#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\n\
+varying vec3 vDirectionW;\n\
+#endif\n\
+#endif\n\
+#include<reflectionFunction>\n\
+#endif\n\
+#ifdef CAMERACOLORGRADING\n\
+#include<colorGradingDefinition> \n\
+#include<colorGrading>\n\
+#endif\n\
+#ifdef CAMERACOLORCURVES\n\
+#include<colorCurvesDefinition>\n\
+#include<colorCurves>\n\
+#endif\n\
+#include<bumpFragmentFunctions>\n\
+#include<clipPlaneFragmentDeclaration>\n\
+#include<logDepthDeclaration>\n\
+#include<fogFragmentDeclaration>\n\
+\n\
+#[Fragment_Definations]\n\
+\n\
+void main(void) {\n\
+\n\
+#[Fragment_MainBegin]\n\
+\n\
+#include<clipPlaneFragment>\n\
+vec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\
+\n\
+vec4 baseColor=vec4(1.,1.,1.,1.);\n\
+vec3 diffuseColor=vDiffuseColor.rgb;\n\
+#[Fragment_Custom_Deffiuse]\n\
+\n\
+float alpha=vDiffuseColor.a;\n\
+#[Fragment_Custom_Alpha]\n\
+\n\
+#ifdef NORMAL\n\
+vec3 normalW=normalize(vNormalW);\n\
+#else\n\
+vec3 normalW=vec3(1.0,1.0,1.0);\n\
+#endif\n\
+#include<bumpFragment>\n\
+#ifdef TWOSIDEDLIGHTING\n\
+normalW=gl_FrontFacing ? normalW : -normalW;\n\
+#endif\n\
+#ifdef DIFFUSE\n\
+baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n\
+#ifdef ALPHATEST\n\
+if (baseColor.a<0.4)\n\
+discard;\n\
+#endif\n\
+#ifdef ALPHAFROMDIFFUSE\n\
+alpha*=baseColor.a;\n\
+#endif\n\
+baseColor.rgb*=vDiffuseInfos.y;\n\
+#endif\n\
+#ifdef VERTEXCOLOR\n\
+baseColor.rgb*=vColor.rgb;\n\
+#endif\n\
+\n\
+vec3 baseAmbientColor=vec3(1.,1.,1.);\n\
+#ifdef AMBIENT\n\
+baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n\
+#endif\n\
+\n\
+#ifdef SPECULARTERM\n\
+float glossiness=vSpecularColor.a;\n\
+vec3 specularColor=vSpecularColor.rgb;\n\
+#ifdef SPECULAR\n\
+vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\n\
+specularColor=specularMapColor.rgb;\n\
+#ifdef GLOSSINESS\n\
+glossiness=glossiness*specularMapColor.a;\n\
+#endif\n\
+#endif\n\
+#else\n\
+float glossiness=0.;\n\
+#endif\n\
+\n\
+vec3 diffuseBase=vec3(0.,0.,0.);\n\
+lightingInfo info;\n\
+#ifdef SPECULARTERM\n\
+vec3 specularBase=vec3(0.,0.,0.);\n\
+#endif\n\
+float shadow=1.;\n\
+#ifdef LIGHTMAP\n\
+vec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n\
+#endif\n\
+#include<lightFragment>[0..maxSimultaneousLights]\n\
+\n\
+vec3 refractionColor=vec3(0.,0.,0.);\n\
+#ifdef REFRACTION\n\
+vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n\
+#ifdef REFRACTIONMAP_3D\n\
+refractionVector.y=refractionVector.y*vRefractionInfos.w;\n\
+if (dot(refractionVector,viewDirectionW)<1.0)\n\
+{\n\
+refractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\n\
+}\n\
+#else\n\
+vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n\
+vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\n\
+refractionCoords.y=1.0-refractionCoords.y;\n\
+refractionColor=texture2D(refraction2DSampler,refractionCoords).rgb*vRefractionInfos.x;\n\
+#endif\n\
+#endif\n\
+\n\
+vec3 reflectionColor=vec3(0.,0.,0.);\n\
+#ifdef REFLECTION\n\
+vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n\
+#ifdef REFLECTIONMAP_3D\n\
+#ifdef ROUGHNESS\n\
+float bias=vReflectionInfos.y;\n\
+#ifdef SPECULARTERM\n\
+#ifdef SPECULAR\n\
+#ifdef GLOSSINESS\n\
+bias*=(1.0-specularMapColor.a);\n\
+#endif\n\
+#endif\n\
+#endif\n\
+reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb*vReflectionInfos.x;\n\
+#else\n\
+reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\n\
+#endif\n\
+#else\n\
+vec2 coords=vReflectionUVW.xy;\n\
+#ifdef REFLECTIONMAP_PROJECTION\n\
+coords/=vReflectionUVW.z;\n\
+#endif\n\
+coords.y=1.0-coords.y;\n\
+reflectionColor=texture2D(reflection2DSampler,coords).rgb*vReflectionInfos.x;\n\
+#endif\n\
+#ifdef REFLECTIONFRESNEL\n\
+float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n\
+#ifdef REFLECTIONFRESNELFROMSPECULAR\n\
+#ifdef SPECULARTERM\n\
+reflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n\
+#else\n\
+reflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n\
+#endif\n\
+#else\n\
+reflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n\
+#endif\n\
+#endif\n\
+#endif\n\
+#ifdef REFRACTIONFRESNEL\n\
+float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\n\
+refractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n\
+#endif\n\
+#ifdef OPACITY\n\
+vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\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\
+#endif\n\
+#ifdef VERTEXALPHA\n\
+alpha*=vColor.a;\n\
+#endif\n\
+#ifdef OPACITYFRESNEL\n\
+float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\n\
+alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n\
+#endif\n\
+\n\
+vec3 emissiveColor=vEmissiveColor;\n\
+#ifdef EMISSIVE\n\
+emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n\
+#endif\n\
+#ifdef EMISSIVEFRESNEL\n\
+float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\n\
+emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n\
+#endif\n\
+\n\
+#ifdef DIFFUSEFRESNEL\n\
+float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\n\
+diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n\
+#endif\n\
+\n\
+#ifdef EMISSIVEASILLUMINATION\n\
+vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n\
+#else\n\
+#ifdef LINKEMISSIVEWITHDIFFUSE\n\
+vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n\
+#else\n\
+vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n\
+#endif\n\
+#endif\n\
+#ifdef SPECULARTERM\n\
+vec3 finalSpecular=specularBase*specularColor;\n\
+#ifdef SPECULAROVERALPHA\n\
+alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n\
+#endif\n\
+#else\n\
+vec3 finalSpecular=vec3(0.0);\n\
+#endif\n\
+#ifdef REFLECTIONOVERALPHA\n\
+alpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n\
+#endif\n\
+\n\
+#ifdef EMISSIVEASILLUMINATION\n\
+vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n\
+#else\n\
+vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n\
+#endif\n\
+\n\
+#ifdef LIGHTMAP\n\
+#ifndef LIGHTMAPEXCLUDED\n\
+#ifdef USELIGHTMAPASSHADOWMAP\n\
+color.rgb*=lightmapColor;\n\
+#else\n\
+color.rgb+=lightmapColor;\n\
+#endif\n\
+#endif\n\
+#endif\n\
+#include<logDepthFragment>\n\
+#include<fogFragment>\n\
+#ifdef CAMERACOLORGRADING\n\
+color=colorGrades(color);\n\
+#endif\n\
+#ifdef CAMERACOLORCURVES\n\
+color.rgb=applyColorCurves(color.rgb);\n\
+#endif\n\
+#[Fragment_Before_FragColor]\n\
+gl_FragColor=color;\n\
+}";
+            _this.VertexStore = "#include<__decl__defaultVertex>\n\
+\n\
+#[Vertex_Begin]\n\
+\n\
+attribute vec3 position;\n\
+#ifdef NORMAL\n\
+attribute vec3 normal;\n\
+#endif\n\
+#ifdef TANGENT\n\
+attribute vec4 tangent;\n\
+#endif\n\
+#ifdef UV1\n\
+attribute vec2 uv;\n\
+#endif\n\
+#ifdef UV2\n\
+attribute vec2 uv2;\n\
+#endif\n\
+#ifdef VERTEXCOLOR\n\
+attribute vec4 color;\n\
+#endif\n\
+#include<bonesDeclaration>\n\
+\n\
+#include<instancesDeclaration>\n\
+#ifdef DIFFUSE\n\
+varying vec2 vDiffuseUV;\n\
+#endif\n\
+#ifdef AMBIENT\n\
+varying vec2 vAmbientUV;\n\
+#endif\n\
+#ifdef OPACITY\n\
+varying vec2 vOpacityUV;\n\
+#endif\n\
+#ifdef EMISSIVE\n\
+varying vec2 vEmissiveUV;\n\
+#endif\n\
+#ifdef LIGHTMAP\n\
+varying vec2 vLightmapUV;\n\
+#endif\n\
+#if defined(SPECULAR) && defined(SPECULARTERM)\n\
+varying vec2 vSpecularUV;\n\
+#endif\n\
+#ifdef BUMP\n\
+varying vec2 vBumpUV;\n\
+#endif\n\
+\n\
+varying vec3 vPositionW;\n\
+#ifdef NORMAL\n\
+varying vec3 vNormalW;\n\
+#endif\n\
+#ifdef VERTEXCOLOR\n\
+varying vec4 vColor;\n\
+#endif\n\
+#include<bumpVertexDeclaration>\n\
+#include<clipPlaneVertexDeclaration>\n\
+#include<fogVertexDeclaration>\n\
+#include<shadowsVertexDeclaration>[0..maxSimultaneousLights]\n\
+#include<morphTargetsVertexGlobalDeclaration>\n\
+#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\
+#ifdef REFLECTIONMAP_SKYBOX\n\
+varying vec3 vPositionUVW;\n\
+#endif\n\
+#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\n\
+varying vec3 vDirectionW;\n\
+#endif\n\
+#include<logDepthDeclaration>\n\
+\n\
+#[Vertex_Definations]\n\
+\n\
+void main(void) {\n\
+    \n\
+    #[Vertex_MainBegin]\n\
+    \n\
+vec3 positionUpdated=position;\n\
+#ifdef NORMAL \n\
+vec3 normalUpdated=normal;\n\
+#endif\n\
+#ifdef TANGENT\n\
+vec4 tangentUpdated=tangent;\n\
+#endif\n\
+#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n\
+#ifdef REFLECTIONMAP_SKYBOX\n\
+vPositionUVW=positionUpdated;\n\
+#endif \n\
+#include<instancesVertex>\n\
+#include<bonesVertex>\n\
+\n\
+#[Vertex_Befor_PositionUpdated]\n\
+\n\
+gl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n\
+vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\
+vPositionW=vec3(worldPos);\n\
+#ifdef NORMAL\n\
+\n\
+#[Vertex_Befor_NormalUpdated]\n\
+\n\
+vNormalW=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n\
+#endif\n\
+#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\n\
+vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n\
+#endif\n\
+\n\
+#ifndef UV1\n\
+vec2 uv=vec2(0.,0.);\n\
+#endif\n\
+#ifndef UV2\n\
+vec2 uv2=vec2(0.,0.);\n\
+#endif\n\
+#ifdef 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\
+#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\
+#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\
+#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\
+#ifdef LIGHTMAP\n\
+if (vLightmapInfos.x == 0.)\n\
+{\n\
+vLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n\
+}\n\
+else\n\
+{\n\
+vLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n\
+}\n\
+#endif\n\
+#if defined(SPECULAR) && defined(SPECULARTERM)\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\
+#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\
+#include<bumpVertex>\n\
+#include<clipPlaneVertex>\n\
+#include<fogVertex>\n\
+#include<shadowsVertex>[0..maxSimultaneousLights]\n\
+#ifdef VERTEXCOLOR\n\
+\n\
+vColor=color;\n\
+#endif\n\
+#include<pointCloudVertex>\n\
+#include<logDepthVertex>\n\
+}";
+            return _this;
+        }
+        return ShaderForVer3_0;
+    }(CustomShaderStructure));
+    BABYLON.ShaderForVer3_0 = ShaderForVer3_0;
+    var StandardShaderVersions = (function () {
+        function StandardShaderVersions() {
+        }
+        return StandardShaderVersions;
+    }());
+    BABYLON.StandardShaderVersions = StandardShaderVersions;
     var CustomMaterial = (function (_super) {
         __extends(CustomMaterial, _super);
-        function CustomMaterial(name, builder, scene) {
+        function CustomMaterial(name, scene) {
             var _this = _super.call(this, name, scene) || this;
-            _this._mainPart = 'void main(void) {';
-            _this._diffusePart = 'vec3 diffuseColor=vDiffuseColor.rgb;';
-            _this._vertexPositionPart = 'gl_Position=viewProjection*finalWorld*vec4(position,1.0);';
-            _this.builder = builder;
-            _this.customShaderNameResolve = function (shaderName) {
-                return _this.builder(new CustomShaderHelper(), shaderName, _this._mainPart, _this._diffusePart, _this._vertexPositionPart);
-            };
+            _this.CustomParts = new ShaderSpecialParts();
+            _this.customShaderNameResolve = _this.Builder;
+            _this.SelectVersion("3.0.0");
             return _this;
         }
+        CustomMaterial.prototype.AttachAfterBind = function (mesh, effect) {
+            for (var el in this._newUnifromInstances) {
+                var ea = el.toString().split('-');
+                if (ea[0] == 'vec2')
+                    effect.setVector2(ea[1], this._newUnifromInstances[el]);
+                else if (ea[0] == 'vec3')
+                    effect.setVector3(ea[1], this._newUnifromInstances[el]);
+                else if (ea[0] == 'vec4')
+                    effect.setVector4(ea[1], this._newUnifromInstances[el]);
+                else if (ea[0] == 'mat4')
+                    effect.setMatrix(ea[1], this._newUnifromInstances[el]);
+                else if (ea[0] == 'float')
+                    effect.setFloat(ea[1], this._newUnifromInstances[el]);
+            }
+            for (var el in this._newSamplerInstances) {
+                var ea = el.toString().split('-');
+                if (ea[0] == 'sampler2D' && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady())
+                    effect.setTexture(ea[1], this._newSamplerInstances[el]);
+            }
+        };
+        CustomMaterial.prototype.ReviewUniform = function (name, arr) {
+            if (name == "uniform") {
+                for (var ind in this._newUnifroms)
+                    if (this._customUnifrom[ind].indexOf('sampler') == -1)
+                        arr.push(this._newUnifroms[ind]);
+            }
+            if (name == "sampler") {
+                for (var ind in this._newUnifroms)
+                    if (this._customUnifrom[ind].indexOf('sampler') != -1)
+                        arr.push(this._newUnifroms[ind]);
+            }
+            return arr;
+        };
+        CustomMaterial.prototype.Builder = function (shaderName, uniforms, uniformBuffers, samplers, defines) {
+            CustomMaterial.ShaderIndexer++;
+            var name = name + "custom_" + CustomMaterial.ShaderIndexer;
+            this.ReviewUniform("uniform", uniforms);
+            this.ReviewUniform("sampler", samplers);
+            var fn_afterBind = this._afterBind;
+            this._afterBind = function (m, e) {
+                this.AttachAfterBind(m, e);
+                try {
+                    fn_afterBind(m, e);
+                }
+                catch (e) { }
+                ;
+            };
+            BABYLON.Effect.ShadersStore[name + "VertexShader"] = this.ShaderVersion.VertexStore
+                .replace('#[Vertex_Begin]', (this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : ""))
+                .replace('#[Vertex_Definations]', (this._customUnifrom ? this._customUnifrom.join("\n") : "") + (this.CustomParts.Vertex_Definations ? this.CustomParts.Vertex_Definations : ""))
+                .replace('#[Vertex_MainBegin]', (this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : ""))
+                .replace('#[Vertex_Befor_PositionUpdated]', (this.CustomParts.Vertex_Befor_PositionUpdated ? this.CustomParts.Vertex_Befor_PositionUpdated : ""))
+                .replace('#[Vertex_Befor_NormalUpdated]', (this.CustomParts.Vertex_Befor_NormalUpdated ? this.CustomParts.Vertex_Befor_NormalUpdated : ""));
+            BABYLON.Effect.ShadersStore[name + "PixelShader"] = this.ShaderVersion.FragmentStore
+                .replace('#[Fragment_Begin]', (this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : ""))
+                .replace('#[Fragment_MainBegin]', (this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : ""))
+                .replace('#[Fragment_Definations]', (this._customUnifrom ? this._customUnifrom.join("\n") : "") + (this.CustomParts.Fragment_Definations ? this.CustomParts.Fragment_Definations : ""))
+                .replace('#[Fragment_Custom_Deffiuse]', (this.CustomParts.Fragment_Custom_Deffiuse ? this.CustomParts.Fragment_Custom_Deffiuse : ""))
+                .replace('#[Fragment_Custom_Alpha]', (this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : ""))
+                .replace('#[Fragment_Before_FragColor]', (this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : ""));
+            return name;
+        };
+        CustomMaterial.prototype.SelectVersion = function (ver) {
+            switch (ver) {
+                case "3.0.0":
+                    this.ShaderVersion = new ShaderForVer3_0();
+                    break;
+            }
+        };
+        CustomMaterial.prototype.AddUniform = function (name, kind, param) {
+            if (!this._customUnifrom) {
+                this._customUnifrom = new Array();
+                this._newUnifroms = new Array();
+                this._newSamplerInstances = new Array();
+                this._newUnifromInstances = new Array();
+            }
+            if (param) {
+                if (kind.indexOf("sampler") == -1) {
+                    this._newUnifromInstances[kind + "-" + name] = param;
+                }
+                else {
+                    this._newSamplerInstances[kind + "-" + name] = param;
+                }
+            }
+            this._customUnifrom.push("uniform " + kind + " " + name + ";");
+            this._newUnifroms.push(name);
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_Begin = function (shaderPart) {
+            this.CustomParts.Fragment_Begin = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_Definations = function (shaderPart) {
+            this.CustomParts.Fragment_Definations = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_MainBegin = function (shaderPart) {
+            this.CustomParts.Fragment_MainBegin = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_Custom_Deffiuse = function (shaderPart) {
+            this.CustomParts.Fragment_Custom_Deffiuse = shaderPart.replace("result", "diffuseColor");
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_Custom_Alpha = function (shaderPart) {
+            this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
+            return this;
+        };
+        CustomMaterial.prototype.Fragment_Before_FragColor = function (shaderPart) {
+            this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
+            return this;
+        };
+        CustomMaterial.prototype.Vertex_Begin = function (shaderPart) {
+            this.CustomParts.Vertex_Begin = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Vertex_Definations = function (shaderPart) {
+            this.CustomParts.Vertex_Definations = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Vertex_MainBegin = function (shaderPart) {
+            this.CustomParts.Vertex_MainBegin = shaderPart;
+            return this;
+        };
+        CustomMaterial.prototype.Vertex_Befor_PositionUpdated = function (shaderPart) {
+            this.CustomParts.Vertex_Befor_PositionUpdated = shaderPart.replace("result", "positionUpdated");
+            return this;
+        };
+        CustomMaterial.prototype.Vertex_Befor_NormalUpdated = function (shaderPart) {
+            this.CustomParts.Vertex_Befor_NormalUpdated = shaderPart.replace("result", "normalUpdated");
+            return this;
+        };
         return CustomMaterial;
     }(BABYLON.StandardMaterial));
+    CustomMaterial.ShaderIndexer = 1;
     BABYLON.CustomMaterial = CustomMaterial;
 })(BABYLON || (BABYLON = {}));