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Added normal material

Temechon 9 år sedan
förälder
incheckning
3ee46c1e88

+ 4 - 12
materialsLibrary/config.json

@@ -1,20 +1,12 @@
 {
   "materials": [
     {
-      "file": "materials/glass/babylon.glassMaterial.ts",
+      "file": "materials/normal/babylon.normalMaterial.ts",
       "shaderFiles": [
-        "materials/glass/glass.vertex.fx",
-        "materials/glass/glass.fragment.fx"
+        "materials/normal/normal.vertex.fx",
+        "materials/normal/normal.fragment.fx"
       ],
-      "output": "babylon.glassMaterial.js"
-    },
-    {
-      "file": "materials/lava/babylon.lavaMaterial.ts",
-      "shaderFiles": [
-        "materials/lava/lava.vertex.fx",
-        "materials/lava/lava.fragment.fx"
-      ],
-      "output": "babylon.lavaMaterial.js"
+      "output": "babylon.normalMaterial.js"
     },
     {
       "file": "materials/simple/babylon.simpleMaterial.ts",

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 431 - 0
materialsLibrary/dist/babylon.normalMaterial.js


+ 516 - 0
materialsLibrary/materials/normal/babylon.normalMaterial.ts

@@ -0,0 +1,516 @@
+/// <reference path="../../../dist/preview release/babylon.d.ts"/>
+
+module BABYLON {
+    var maxSimultaneousLights = 4;
+
+    class NormalMaterialDefines extends MaterialDefines {
+        public DIFFUSE = false;
+        public CLIPPLANE = false;
+        public ALPHATEST = false;
+        public POINTSIZE = false;
+        public FOG = false;
+        public LIGHT0 = false;
+        public LIGHT1 = false;
+        public LIGHT2 = false;
+        public LIGHT3 = false;
+        public SPOTLIGHT0 = false;
+        public SPOTLIGHT1 = false;
+        public SPOTLIGHT2 = false;
+        public SPOTLIGHT3 = false;
+        public HEMILIGHT0 = false;
+        public HEMILIGHT1 = false;
+        public HEMILIGHT2 = false;
+        public HEMILIGHT3 = false;
+        public DIRLIGHT0 = false;
+        public DIRLIGHT1 = false;
+        public DIRLIGHT2 = false;
+        public DIRLIGHT3 = false;
+        public POINTLIGHT0 = false;
+        public POINTLIGHT1 = false;
+        public POINTLIGHT2 = false;
+        public POINTLIGHT3 = false;        
+        public SHADOW0 = false;
+        public SHADOW1 = false;
+        public SHADOW2 = false;
+        public SHADOW3 = false;
+        public SHADOWS = false;
+        public SHADOWVSM0 = false;
+        public SHADOWVSM1 = false;
+        public SHADOWVSM2 = false;
+        public SHADOWVSM3 = false;
+        public SHADOWPCF0 = false;
+        public SHADOWPCF1 = false;
+        public SHADOWPCF2 = false;
+        public SHADOWPCF3 = false;
+        public NORMAL = false;
+        public UV1 = false;
+        public UV2 = false;
+        public VERTEXCOLOR = false;
+        public VERTEXALPHA = false;
+        public BONES = false;
+        public BONES4 = false;
+        public BonesPerMesh = 0;
+        public INSTANCES = false;
+
+        constructor() {
+            super();
+            this._keys = Object.keys(this);
+        }
+    }
+
+    export class NormalMaterial extends Material {
+        public diffuseTexture: BaseTexture;
+
+        public diffuseColor = new Color3(1, 1, 1);
+        public disableLighting = false;
+
+        private _worldViewProjectionMatrix = Matrix.Zero();
+        private _scaledDiffuse = new Color3();
+        private _renderId: number;
+
+        private _defines = new NormalMaterialDefines();
+        private _cachedDefines = new NormalMaterialDefines();
+
+        constructor(name: string, scene: Scene) {
+            super(name, scene);
+
+            this._cachedDefines.BonesPerMesh = -1;
+        }
+
+        public needAlphaBlending(): boolean {
+            return (this.alpha < 1.0);
+        }
+
+        public needAlphaTesting(): boolean {
+            return false;
+        }
+
+        public getAlphaTestTexture(): BaseTexture {
+            return null;
+        }
+
+        // Methods   
+        private _checkCache(scene: Scene, mesh?: AbstractMesh, useInstances?: boolean): boolean {
+            if (!mesh) {
+                return true;
+            }
+
+            if (this._defines.INSTANCES !== useInstances) {
+                return false;
+            }
+
+            if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
+                return true;
+            }
+
+            return false;
+        }
+
+        public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {
+            if (this.checkReadyOnlyOnce) {
+                if (this._wasPreviouslyReady) {
+                    return true;
+                }
+            }
+
+            var scene = this.getScene();
+
+            if (!this.checkReadyOnEveryCall) {
+                if (this._renderId === scene.getRenderId()) {
+                    if (this._checkCache(scene, mesh, useInstances)) {
+                        return true;
+                    }
+                }
+            }
+
+            var engine = scene.getEngine();
+            var needNormals = false;
+            var needUVs = false;
+
+            this._defines.reset();
+
+            // Textures
+            if (scene.texturesEnabled) {
+                if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
+                    if (!this.diffuseTexture.isReady()) {
+                        return false;
+                    } else {
+                        needUVs = true;
+                        this._defines.DIFFUSE = true;
+                    }
+                }                
+            }
+
+            // Effect
+            if (scene.clipPlane) {
+                this._defines.CLIPPLANE = true;
+            }
+
+            if (engine.getAlphaTesting()) {
+                this._defines.ALPHATEST = true;
+            }
+
+            // Point size
+            if (this.pointsCloud || scene.forcePointsCloud) {
+                this._defines.POINTSIZE = true;
+            }
+
+            // Fog
+            if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
+                this._defines.FOG = true;
+            }
+
+            var lightIndex = 0;
+            if (scene.lightsEnabled && !this.disableLighting) {
+                for (var index = 0; index < scene.lights.length; index++) {
+                    var light = scene.lights[index];
+
+                    if (!light.isEnabled()) {
+                        continue;
+                    }
+
+                    // Excluded check
+                    if (light._excludedMeshesIds.length > 0) {
+                        for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
+                            var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
+
+                            if (excludedMesh) {
+                                light.excludedMeshes.push(excludedMesh);
+                            }
+                        }
+
+                        light._excludedMeshesIds = [];
+                    }
+
+                    // Included check
+                    if (light._includedOnlyMeshesIds.length > 0) {
+                        for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
+                            var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
+
+                            if (includedOnlyMesh) {
+                                light.includedOnlyMeshes.push(includedOnlyMesh);
+                            }
+                        }
+
+                        light._includedOnlyMeshesIds = [];
+                    }
+
+                    if (!light.canAffectMesh(mesh)) {
+                        continue;
+                    }
+                    needNormals = true;
+                    this._defines["LIGHT" + lightIndex] = true;
+
+                    var type;
+                    if (light instanceof SpotLight) {
+                        type = "SPOTLIGHT" + lightIndex;
+                    } else if (light instanceof HemisphericLight) {
+                        type = "HEMILIGHT" + lightIndex;
+                    } else if (light instanceof PointLight) {
+                        type = "POINTLIGHT" + lightIndex;
+                    } else {
+                        type = "DIRLIGHT" + lightIndex;
+                    }
+
+                    this._defines[type] = true;
+
+                    // Shadows
+                    if (scene.shadowsEnabled) {
+                        var shadowGenerator = light.getShadowGenerator();
+                        if (mesh && mesh.receiveShadows && shadowGenerator) {
+                            this._defines["SHADOW" + lightIndex] = true;
+
+                            this._defines.SHADOWS = true;
+
+                            if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
+                                this._defines["SHADOWVSM" + lightIndex] = true;
+                            }
+
+                            if (shadowGenerator.usePoissonSampling) {
+                                this._defines["SHADOWPCF" + lightIndex] = true;
+                            }
+                        }
+                    }
+
+                    lightIndex++;
+                    if (lightIndex === maxSimultaneousLights)
+                        break;
+                }
+            }
+
+            // Attribs
+            if (mesh) {
+                if (needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {
+                    this._defines.NORMAL = true;
+                }
+                if (needUVs) {
+                    if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
+                        this._defines.UV1 = true;
+                    }
+                    if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
+                        this._defines.UV2 = true;
+                    }
+                }
+                if (mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind)) {
+                    this._defines.VERTEXCOLOR = true;
+
+                    if (mesh.hasVertexAlpha) {
+                        this._defines.VERTEXALPHA = true;
+                    }
+                }
+                if (mesh.useBones && mesh.computeBonesUsingShaders) {
+                    this._defines.BONES = true;
+                    this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
+                    this._defines.BONES4 = true;
+                }
+
+                // Instances
+                if (useInstances) {
+                    this._defines.INSTANCES = true;
+                }
+            }
+
+            // Get correct effect      
+            if (!this._defines.isEqual(this._cachedDefines)) {
+                this._defines.cloneTo(this._cachedDefines);
+
+                scene.resetCachedMaterial();
+
+                // Fallbacks
+                var fallbacks = new EffectFallbacks();             
+                if (this._defines.FOG) {
+                    fallbacks.addFallback(1, "FOG");
+                }
+
+                for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
+                    if (!this._defines["LIGHT" + lightIndex]) {
+                        continue;
+                    }
+
+                    if (lightIndex > 0) {
+                        fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
+                    }
+
+                    if (this._defines["SHADOW" + lightIndex]) {
+                        fallbacks.addFallback(0, "SHADOW" + lightIndex);
+                    }
+
+                    if (this._defines["SHADOWPCF" + lightIndex]) {
+                        fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
+                    }
+
+                    if (this._defines["SHADOWVSM" + lightIndex]) {
+                        fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
+                    }
+                }
+             
+                if (this._defines.BONES4) {
+                    fallbacks.addFallback(0, "BONES4");
+                }
+
+                //Attributes
+                var attribs = [VertexBuffer.PositionKind];
+
+                if (this._defines.NORMAL) {
+                    attribs.push(VertexBuffer.NormalKind);
+                }
+
+                if (this._defines.UV1) {
+                    attribs.push(VertexBuffer.UVKind);
+                }
+
+                if (this._defines.UV2) {
+                    attribs.push(VertexBuffer.UV2Kind);
+                }
+
+                if (this._defines.VERTEXCOLOR) {
+                    attribs.push(VertexBuffer.ColorKind);
+                }
+
+                if (this._defines.BONES) {
+                    attribs.push(VertexBuffer.MatricesIndicesKind);
+                    attribs.push(VertexBuffer.MatricesWeightsKind);
+                }
+
+                if (this._defines.INSTANCES) {
+                    attribs.push("world0");
+                    attribs.push("world1");
+                    attribs.push("world2");
+                    attribs.push("world3");
+                }
+
+                // Legacy browser patch
+                var shaderName = "normal";
+                var join = this._defines.toString();
+                this._effect = scene.getEngine().createEffect(shaderName,
+                    attribs,
+                    ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
+                        "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
+                        "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
+                        "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
+                        "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
+                        "vFogInfos", "vFogColor", "pointSize",
+                        "vDiffuseInfos", 
+                        "mBones",
+                        "vClipPlane", "diffuseMatrix",
+                        "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3"
+                    ],
+                    ["diffuseSampler",
+                        "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
+                    ],
+                    join, fallbacks, this.onCompiled, this.onError);
+            }
+            if (!this._effect.isReady()) {
+                return false;
+            }
+
+            this._renderId = scene.getRenderId();
+            this._wasPreviouslyReady = true;
+
+            if (mesh) {
+                if (!mesh._materialDefines) {
+                    mesh._materialDefines = new NormalMaterialDefines();
+                }
+
+                this._defines.cloneTo(mesh._materialDefines);
+            }
+
+            return true;
+        }
+
+        public bindOnlyWorldMatrix(world: Matrix): void {
+            this._effect.setMatrix("world", world);
+        }
+
+        public bind(world: Matrix, mesh?: Mesh): void {
+            var scene = this.getScene();
+
+            // Matrices        
+            this.bindOnlyWorldMatrix(world);
+            this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
+
+            // Bones
+            if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+            }
+
+            if (scene.getCachedMaterial() !== this) {
+                // Textures        
+                if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
+                    this._effect.setTexture("diffuseSampler", this.diffuseTexture);
+
+                    this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
+                    this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
+                }
+                // Clip plane
+                if (scene.clipPlane) {
+                    var clipPlane = scene.clipPlane;
+                    this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
+                }
+
+                // Point size
+                if (this.pointsCloud) {
+                    this._effect.setFloat("pointSize", this.pointSize);
+                }
+
+                this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);                
+            }
+
+            this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
+
+            if (scene.lightsEnabled && !this.disableLighting) {
+                var lightIndex = 0;
+                for (var index = 0; index < scene.lights.length; index++) {
+                    var light = scene.lights[index];
+
+                    if (!light.isEnabled()) {
+                        continue;
+                    }
+
+                    if (!light.canAffectMesh(mesh)) {
+                        continue;
+                    }
+
+                    if (light instanceof PointLight) {
+                        // Point Light
+                        light.transferToEffect(this._effect, "vLightData" + lightIndex);
+                    } else if (light instanceof DirectionalLight) {
+                        // Directional Light
+                        light.transferToEffect(this._effect, "vLightData" + lightIndex);
+                    } else if (light instanceof SpotLight) {
+                        // Spot Light
+                        light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
+                    } else if (light instanceof HemisphericLight) {
+                        // Hemispheric Light
+                        light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
+                    }
+
+                    light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
+                    this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
+
+                    // Shadows
+                    if (scene.shadowsEnabled) {
+                        var shadowGenerator = light.getShadowGenerator();
+                        if (mesh.receiveShadows && shadowGenerator) {
+                            this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
+                            this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
+                            this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
+                        }
+                    }
+
+                    lightIndex++;
+
+                    if (lightIndex === maxSimultaneousLights)
+                        break;
+                }
+            }
+
+            // View
+            if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
+                this._effect.setMatrix("view", scene.getViewMatrix());
+            }
+
+            // Fog
+            if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
+                this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
+                this._effect.setColor3("vFogColor", scene.fogColor);
+            }
+
+            super.bind(world, mesh);
+        }
+
+        public getAnimatables(): IAnimatable[] {
+            var results = [];
+
+            if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
+                results.push(this.diffuseTexture);
+            }
+
+            return results;
+        }
+
+        public dispose(forceDisposeEffect?: boolean): void {
+            if (this.diffuseTexture) {
+                this.diffuseTexture.dispose();
+            }
+
+            super.dispose(forceDisposeEffect);
+        }
+
+        public clone(name: string): NormalMaterial {
+            var newMaterial = new NormalMaterial(name, this.getScene());
+
+            // Base material
+            this.copyTo(newMaterial);
+
+            // Normal material
+            if (this.diffuseTexture && this.diffuseTexture.clone) {
+                newMaterial.diffuseTexture = this.diffuseTexture.clone();
+            }
+
+            newMaterial.diffuseColor = this.diffuseColor.clone();
+            return newMaterial;
+        }
+    }
+} 
+

+ 559 - 0
materialsLibrary/materials/normal/normal.fragment.fx

@@ -0,0 +1,559 @@
+precision highp float;
+
+// Constants
+uniform vec3 vEyePosition;
+uniform vec4 vDiffuseColor;
+
+// Input
+varying vec3 vPositionW;
+
+#ifdef NORMAL
+varying vec3 vNormalW;
+#endif
+
+#ifdef VERTEXCOLOR
+varying vec4 vColor;
+#endif
+
+// Lights
+#ifdef LIGHT0
+uniform vec4 vLightData0;
+uniform vec4 vLightDiffuse0;
+#ifdef SHADOW0
+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
+varying vec4 vPositionFromLight0;
+uniform sampler2D shadowSampler0;
+#else
+uniform samplerCube shadowSampler0;
+#endif
+uniform vec3 shadowsInfo0;
+#endif
+#ifdef SPOTLIGHT0
+uniform vec4 vLightDirection0;
+#endif
+#ifdef HEMILIGHT0
+uniform vec3 vLightGround0;
+#endif
+#endif
+
+#ifdef LIGHT1
+uniform vec4 vLightData1;
+uniform vec4 vLightDiffuse1;
+#ifdef SHADOW1
+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
+varying vec4 vPositionFromLight1;
+uniform sampler2D shadowSampler1;
+#else
+uniform samplerCube shadowSampler1;
+#endif
+uniform vec3 shadowsInfo1;
+#endif
+#ifdef SPOTLIGHT1
+uniform vec4 vLightDirection1;
+#endif
+#ifdef HEMILIGHT1
+uniform vec3 vLightGround1;
+#endif
+#endif
+
+#ifdef LIGHT2
+uniform vec4 vLightData2;
+uniform vec4 vLightDiffuse2;
+#ifdef SHADOW2
+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
+varying vec4 vPositionFromLight2;
+uniform sampler2D shadowSampler2;
+#else
+uniform samplerCube shadowSampler2;
+#endif
+uniform vec3 shadowsInfo2;
+#endif
+#ifdef SPOTLIGHT2
+uniform vec4 vLightDirection2;
+#endif
+#ifdef HEMILIGHT2
+uniform vec3 vLightGround2;
+#endif
+#endif
+
+#ifdef LIGHT3
+uniform vec4 vLightData3;
+uniform vec4 vLightDiffuse3;
+#ifdef SHADOW3
+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
+varying vec4 vPositionFromLight3;
+uniform sampler2D shadowSampler3;
+#else
+uniform samplerCube shadowSampler3;
+#endif
+uniform vec3 shadowsInfo3;
+#endif
+#ifdef SPOTLIGHT3
+uniform vec4 vLightDirection3;
+#endif
+#ifdef HEMILIGHT3
+uniform vec3 vLightGround3;
+#endif
+#endif
+
+// Samplers
+#ifdef DIFFUSE
+varying vec2 vDiffuseUV;
+uniform sampler2D diffuseSampler;
+uniform vec2 vDiffuseInfos;
+#endif
+
+// Shadows
+#ifdef SHADOWS
+
+float unpack(vec4 color)
+{
+	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);
+}
+
+#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)
+float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
+{
+	vec3 directionToLight = vPositionW - lightPosition;
+	float depth = length(directionToLight);
+
+	depth = clamp(depth, 0., 1.);
+
+	directionToLight.y = 1.0 - directionToLight.y;
+
+	float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;
+
+	if (depth > shadow)
+	{
+		return darkness;
+	}
+	return 1.0;
+}
+
+float computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)
+{
+	vec3 directionToLight = vPositionW - lightPosition;
+	float depth = length(directionToLight);
+
+	depth = clamp(depth, 0., 1.);
+
+	directionToLight.y = 1.0 - directionToLight.y;
+
+	float visibility = 1.;
+
+	vec3 poissonDisk[4];
+	poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);
+	poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);
+	poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);
+	poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);
+
+	// Poisson Sampling
+	float biasedDepth = depth - bias;
+
+	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;
+	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;
+	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;
+	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;
+
+	return  min(1.0, visibility + darkness);
+}
+#endif
+
+#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) ||  defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)
+float computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)
+{
+	vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
+	depth = 0.5 * depth + vec3(0.5);
+	vec2 uv = depth.xy;
+
+	if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
+	{
+		return 1.0;
+	}
+
+	float shadow = unpack(texture2D(shadowSampler, uv)) + bias;
+
+	if (depth.z > shadow)
+	{
+		return darkness;
+	}
+	return 1.;
+}
+
+float computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)
+{
+	vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
+	depth = 0.5 * depth + vec3(0.5);
+	vec2 uv = depth.xy;
+
+	if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)
+	{
+		return 1.0;
+	}
+
+	float visibility = 1.;
+
+	vec2 poissonDisk[4];
+	poissonDisk[0] = vec2(-0.94201624, -0.39906216);
+	poissonDisk[1] = vec2(0.94558609, -0.76890725);
+	poissonDisk[2] = vec2(-0.094184101, -0.92938870);
+	poissonDisk[3] = vec2(0.34495938, 0.29387760);
+
+	// Poisson Sampling
+	float biasedDepth = depth.z - bias;
+
+	if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;
+	if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;
+	if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;
+	if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;
+
+	return  min(1.0, visibility + darkness);
+}
+
+// Thanks to http://devmaster.net/
+float unpackHalf(vec2 color)
+{
+	return color.x + (color.y / 255.0);
+}
+
+float linstep(float low, float high, float v) {
+	return clamp((v - low) / (high - low), 0.0, 1.0);
+}
+
+float ChebychevInequality(vec2 moments, float compare, float bias)
+{
+	float p = smoothstep(compare - bias, compare, moments.x);
+	float variance = max(moments.y - moments.x * moments.x, 0.02);
+	float d = compare - moments.x;
+	float p_max = linstep(0.2, 1.0, variance / (variance + d * d));
+
+	return clamp(max(p, p_max), 0.0, 1.0);
+}
+
+float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)
+{
+	vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
+	depth = 0.5 * depth + vec3(0.5);
+	vec2 uv = depth.xy;
+
+	if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)
+	{
+		return 1.0;
+	}
+
+	vec4 texel = texture2D(shadowSampler, uv);
+
+	vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
+	return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);
+}
+#endif
+#endif
+
+
+#ifdef CLIPPLANE
+varying float fClipDistance;
+#endif
+
+// Fog
+#ifdef FOG
+
+#define FOGMODE_NONE    0.
+#define FOGMODE_EXP     1.
+#define FOGMODE_EXP2    2.
+#define FOGMODE_LINEAR  3.
+#define E 2.71828
+
+uniform vec4 vFogInfos;
+uniform vec3 vFogColor;
+varying float fFogDistance;
+
+float CalcFogFactor()
+{
+	float fogCoeff = 1.0;
+	float fogStart = vFogInfos.y;
+	float fogEnd = vFogInfos.z;
+	float fogDensity = vFogInfos.w;
+
+	if (FOGMODE_LINEAR == vFogInfos.x)
+	{
+		fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);
+	}
+	else if (FOGMODE_EXP == vFogInfos.x)
+	{
+		fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);
+	}
+	else if (FOGMODE_EXP2 == vFogInfos.x)
+	{
+		fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);
+	}
+
+	return clamp(fogCoeff, 0.0, 1.0);
+}
+#endif
+
+// Light Computing
+struct lightingInfo
+{
+	vec3 diffuse;
+};
+
+lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {
+	lightingInfo result;
+
+	vec3 lightVectorW;
+	float attenuation = 1.0;
+	if (lightData.w == 0.)
+	{
+		vec3 direction = lightData.xyz - vPositionW;
+
+		attenuation = max(0., 1.0 - length(direction) / range);
+		lightVectorW = normalize(direction);
+	}
+	else
+	{
+		lightVectorW = normalize(-lightData.xyz);
+	}
+
+	// diffuse
+	float ndl = max(0., dot(vNormal, lightVectorW));
+	result.diffuse = ndl * diffuseColor * attenuation;
+
+	return result;
+}
+
+lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {
+	lightingInfo result;
+
+	vec3 direction = lightData.xyz - vPositionW;
+	vec3 lightVectorW = normalize(direction);
+	float attenuation = max(0., 1.0 - length(direction) / range);
+
+	// diffuse
+	float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));
+	float spotAtten = 0.0;
+
+	if (cosAngle >= lightDirection.w)
+	{
+		cosAngle = max(0., pow(cosAngle, lightData.w));
+		spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);
+
+		// Diffuse
+		float ndl = max(0., dot(vNormal, -lightDirection.xyz));
+		result.diffuse = ndl * spotAtten * diffuseColor * attenuation;
+
+		return result;
+	}
+
+	result.diffuse = vec3(0.);
+
+	return result;
+}
+
+lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {
+	lightingInfo result;
+
+	// Diffuse
+	float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
+	result.diffuse = mix(groundColor, diffuseColor, ndl);
+
+	return result;
+}
+
+void main(void) {
+	// Clip plane
+#ifdef CLIPPLANE
+	if (fClipDistance > 0.0)
+		discard;
+#endif
+
+	vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
+
+	// Base color
+	vec4 baseColor = vec4(1., 1., 1., 1.);
+	vec3 diffuseColor = vDiffuseColor.rgb;
+
+	// Alpha
+	float alpha = vDiffuseColor.a;
+
+#ifdef DIFFUSE
+	baseColor = texture2D(diffuseSampler, vDiffuseUV);
+
+#ifdef ALPHATEST
+	if (baseColor.a < 0.4)
+		discard;
+#endif
+
+	baseColor.rgb *= vDiffuseInfos.y;
+#endif
+
+	// Mix with normal color
+	baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
+
+#ifdef VERTEXCOLOR
+	baseColor.rgb *= vColor.rgb;
+#endif
+
+	// Bump
+#ifdef NORMAL
+	vec3 normalW = normalize(vNormalW);
+#else
+	vec3 normalW = vec3(1.0, 1.0, 1.0);
+#endif
+
+	// Lighting
+	vec3 diffuseBase = vec3(0., 0., 0.);
+	float shadow = 1.;
+
+#ifdef LIGHT0
+#ifdef SPOTLIGHT0
+	lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);
+#endif
+#ifdef HEMILIGHT0
+	lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);
+#endif
+#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
+	lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);
+#endif
+#ifdef SHADOW0
+#ifdef SHADOWVSM0
+	shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
+#else
+#ifdef SHADOWPCF0
+	#if defined(POINTLIGHT0)
+	shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);
+	#else
+	shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);
+	#endif
+#else
+	#if defined(POINTLIGHT0)
+	shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
+	#else
+	shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);
+	#endif
+#endif
+#endif
+#else
+	shadow = 1.;
+#endif
+	diffuseBase += info.diffuse * shadow;
+#endif
+
+#ifdef LIGHT1
+#ifdef SPOTLIGHT1
+	info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);
+#endif
+#ifdef HEMILIGHT1
+	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);
+#endif
+#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
+	info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);
+#endif
+#ifdef SHADOW1
+#ifdef SHADOWVSM1
+	shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
+#else
+#ifdef SHADOWPCF1
+#if defined(POINTLIGHT1)
+	shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);
+#else
+	shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);
+#endif
+#else
+	#if defined(POINTLIGHT1)
+	shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
+	#else
+	shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);
+	#endif
+#endif
+#endif
+#else
+	shadow = 1.;
+#endif
+	diffuseBase += info.diffuse * shadow;
+#endif
+
+#ifdef LIGHT2
+#ifdef SPOTLIGHT2
+	info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);
+#endif
+#ifdef HEMILIGHT2
+	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);
+#endif
+#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
+	info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);
+#endif
+#ifdef SHADOW2
+#ifdef SHADOWVSM2
+	shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
+#else
+#ifdef SHADOWPCF2
+#if defined(POINTLIGHT2)
+	shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
+#else
+	shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
+#endif
+#else
+	#if defined(POINTLIGHT2)
+	shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
+	#else
+	shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
+	#endif
+#endif	
+#endif	
+#else
+	shadow = 1.;
+#endif
+	diffuseBase += info.diffuse * shadow;
+#endif
+
+#ifdef LIGHT3
+#ifdef SPOTLIGHT3
+	info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);
+#endif
+#ifdef HEMILIGHT3
+	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
+#endif
+#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
+	info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
+#endif
+#ifdef SHADOW3
+#ifdef SHADOWVSM3
+		shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
+#else
+#ifdef SHADOWPCF3
+#if defined(POINTLIGHT3)
+	shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
+#else
+	shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
+#endif
+#else
+	#if defined(POINTLIGHT3)
+	shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
+	#else
+	shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
+	#endif
+#endif	
+#endif	
+#else
+	shadow = 1.;
+#endif
+	diffuseBase += info.diffuse * shadow;
+#endif
+
+#ifdef VERTEXALPHA
+	alpha *= vColor.a;
+#endif
+
+	vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;
+
+	// Composition
+	vec4 color = vec4(finalDiffuse, alpha);
+
+#ifdef FOG
+	float fog = CalcFogFactor();
+	color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
+#endif
+
+	gl_FragColor = color;
+}

+ 173 - 0
materialsLibrary/materials/normal/normal.vertex.fx

@@ -0,0 +1,173 @@
+precision highp float;
+
+// Attributes
+attribute vec3 position;
+#ifdef NORMAL
+attribute vec3 normal;
+#endif
+#ifdef UV1
+attribute vec2 uv;
+#endif
+#ifdef UV2
+attribute vec2 uv2;
+#endif
+#ifdef VERTEXCOLOR
+attribute vec4 color;
+#endif
+#ifdef BONES
+attribute vec4 matricesIndices;
+attribute vec4 matricesWeights;
+#endif
+
+// Uniforms
+
+#ifdef INSTANCES
+attribute vec4 world0;
+attribute vec4 world1;
+attribute vec4 world2;
+attribute vec4 world3;
+#else
+uniform mat4 world;
+#endif
+
+uniform mat4 view;
+uniform mat4 viewProjection;
+
+#ifdef DIFFUSE
+varying vec2 vDiffuseUV;
+uniform mat4 diffuseMatrix;
+uniform vec2 vDiffuseInfos;
+#endif
+
+#ifdef BONES
+uniform mat4 mBones[BonesPerMesh];
+#endif
+
+#ifdef POINTSIZE
+uniform float pointSize;
+#endif
+
+// Output
+varying vec3 vPositionW;
+#ifdef NORMAL
+varying vec3 vNormalW;
+#endif
+
+#ifdef VERTEXCOLOR
+varying vec4 vColor;
+#endif
+
+#ifdef CLIPPLANE
+uniform vec4 vClipPlane;
+varying float fClipDistance;
+#endif
+
+#ifdef FOG
+varying float fFogDistance;
+#endif
+
+#ifdef SHADOWS
+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
+uniform mat4 lightMatrix0;
+varying vec4 vPositionFromLight0;
+#endif
+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
+uniform mat4 lightMatrix1;
+varying vec4 vPositionFromLight1;
+#endif
+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
+uniform mat4 lightMatrix2;
+varying vec4 vPositionFromLight2;
+#endif
+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
+uniform mat4 lightMatrix3;
+varying vec4 vPositionFromLight3;
+#endif
+#endif
+
+void main(void) {
+	mat4 finalWorld;
+
+#ifdef INSTANCES
+	finalWorld = mat4(world0, world1, world2, world3);
+#else
+	finalWorld = world;
+#endif
+
+#ifdef BONES
+	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
+	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
+	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
+
+#ifdef BONES4
+	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
+	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
+#else
+	finalWorld = finalWorld * (m0 + m1 + m2);
+#endif 
+
+#endif
+	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
+
+	vec4 worldPos = finalWorld * vec4(position, 1.0);
+	vPositionW = vec3(worldPos);
+
+#ifdef NORMAL
+	vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
+#endif
+
+	// Texture coordinates
+#ifndef UV1
+	vec2 uv = vec2(0., 0.);
+#endif
+#ifndef UV2
+	vec2 uv2 = vec2(0., 0.);
+#endif
+
+#ifdef DIFFUSE
+	if (vDiffuseInfos.x == 0.)
+	{
+		vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
+	}
+	else
+	{
+		vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
+	}
+#endif
+
+	// Clip plane
+#ifdef CLIPPLANE
+	fClipDistance = dot(worldPos, vClipPlane);
+#endif
+
+	// Fog
+#ifdef FOG
+	fFogDistance = (view * worldPos).z;
+#endif
+
+	// Shadows
+#ifdef SHADOWS
+#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
+	vPositionFromLight0 = lightMatrix0 * worldPos;
+#endif
+#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
+	vPositionFromLight1 = lightMatrix1 * worldPos;
+#endif
+#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
+	vPositionFromLight2 = lightMatrix2 * worldPos;
+#endif
+#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
+	vPositionFromLight3 = lightMatrix3 * worldPos;
+#endif
+#endif
+
+	// Vertex color
+#ifdef VERTEXCOLOR
+	vColor = color;
+#endif
+
+	// Point size
+#ifdef POINTSIZE
+	gl_PointSize = pointSize;
+#endif
+}

+ 22 - 0
materialsLibrary/materials/normal/readme.md

@@ -0,0 +1,22 @@
+# Normal material
+
+## No playground example for now
+
+## Using the normal material
+
+Very simple
+```
+var ground = BABYLON.Mesh.CreateGround("ground", 512, 512, 32, scene);
+var normalMaterial = new BABYLON.NormalMaterial("normal", scene);
+ground.material = normalMaterial;
+```
+
+## Customize the normal material
+
+You can add a diffuse texture to the normal material, because why not?
+Normal colors will be mixed with texture color.
+
+```
+normalMaterial.diffuseTexture = new BABYLON.Texture("textures/amiga.jpg", scene);
+```
+

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 172 - 559
materialsLibrary/test/babylon.max.js


+ 6 - 19
materialsLibrary/test/index.html

@@ -5,10 +5,9 @@
 	<script src="dat.gui.min.js"></script>
 	<script src="babylon.max.js"></script>
 	<script src="../dist/babylon.simpleMaterial.js"></script>
-	<script src="../dist/babylon.glassMaterial.js"></script>
+	<script src="../dist/babylon.normalMaterial.js"></script>
 	<script src="../dist/babylon.waterMaterial.js"></script>
 	<script src="../dist/babylon.fireMaterial.js"></script>
-    <script src="../dist/babylon.lavaMaterial.js"></script>
 
 	<style>
 		html, body {
@@ -152,21 +151,12 @@
 				std.diffuseTexture.uScale = 5;
 				std.diffuseTexture.vScale = 5;
 
-                // Lava
-                var lava = new BABYLON.LavaMaterial("lava", scene);
-                lava.diffuseTexture = new BABYLON.Texture("textures/lava/lavatile.jpg", scene);
-                lava.diffuseTexture.uScale = 0.5;
-                lava.diffuseTexture.vScale = 0.5;
-				lava.noiseTexture = new BABYLON.Texture("textures/lava/cloud.png", scene);
-				lava.fogColor = BABYLON.Color3.Black();
-				lava.speed = 2.5;
-
-				var glass = new BABYLON.GlassMaterial("glass", scene);
-
 				var simple = new BABYLON.SimpleMaterial("simple", scene);
 				simple.diffuseTexture = new BABYLON.Texture("textures/amiga.jpg", scene);
 				simple.diffuseTexture.uScale = 5;
 				simple.diffuseTexture.vScale = 5;
+
+				var normal = new BABYLON.NormalMaterial("normal", scene);
 				
 				var water = new BABYLON.WaterMaterial("water", scene);
 				water.backFaceCulling = false;
@@ -204,7 +194,7 @@
 					skybox: false
 				}
 
-				gui.add(options, 'material', ['standard', 'simple', 'water', 'fire', 'lava', 'glass']).onFinishChange(function () {
+				gui.add(options, 'material', ['standard', 'simple', 'water', 'fire', 'normal']).onFinishChange(function () {
 					water.enableRenderTargets(false);
 					
 					switch (options.material) {
@@ -219,11 +209,8 @@
                         case "fire":
                             currentMaterial = fire;
                             break;
-						case "lava":
-							currentMaterial = lava;
-							break;
-						case "glass":
-							currentMaterial = glass;
+						case "normal":
+							currentMaterial = normal;
 							break;
 						default:
 							currentMaterial = std;