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Delete babylon.customMaterial.js

NasimiAsl 8 years ago
parent
commit
4a4b1071e4
1 changed files with 0 additions and 673 deletions
  1. 0 673
      materialsLibrary/src/custom/babylon.customMaterial.js

+ 0 - 673
materialsLibrary/src/custom/babylon.customMaterial.js

@@ -1,673 +0,0 @@
-/// <reference path="../../../dist/preview release/babylon.d.ts"/>
-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 __());
-    };
-})();
-var BABYLON;
-(function (BABYLON) {
-    var CustomShaderStructure = (function () {
-        function CustomShaderStructure() {
-        }
-        return CustomShaderStructure;
-    }());
-    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, scene) {
-            var _this = _super.call(this, name, scene) || this;
-            _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 = {}));
-
-//# sourceMappingURL=babylon.customMaterial.js.map