فهرست منبع

Migrated Normal material

David Catuhe 9 سال پیش
والد
کامیت
e5ca447151

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.min.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 15 - 156
materialsLibrary/dist/babylon.normalMaterial.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.normalMaterial.min.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.simpleMaterial.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.simpleMaterial.min.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.js


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.min.js


+ 17 - 180
materialsLibrary/materials/normal/babylon.normalMaterial.ts

@@ -1,8 +1,6 @@
 /// <reference path="../../../dist/preview release/babylon.d.ts"/>
 
 module BABYLON {
-    var maxSimultaneousLights = 4;
-
     class NormalMaterialDefines extends MaterialDefines {
         public DIFFUSE = false;
         public CLIPPLANE = false;
@@ -47,8 +45,7 @@ module BABYLON {
         public UV2 = false;
         public VERTEXCOLOR = false;
         public VERTEXALPHA = false;
-        public BONES = false;
-        public BONES4 = false;
+        public NUM_BONE_INFLUENCERS = 0;
         public BonesPerMesh = 0;
         public INSTANCES = false;
 
@@ -162,80 +159,7 @@ module BABYLON {
 
             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;
-                }
+                needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines);
             }
 
             // Attribs
@@ -259,9 +183,8 @@ module BABYLON {
                     }
                 }
                 if (mesh.useBones && mesh.computeBonesUsingShaders) {
-                    this._defines.BONES = true;
+                    this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
                     this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
-                    this._defines.BONES4 = true;
                 }
 
                 // Instances
@@ -282,30 +205,10 @@ module BABYLON {
                     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");
+                MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks);
+                
+                if (this._defines.NUM_BONE_INFLUENCERS > 0) {
+                    fallbacks.addCPUSkinningFallback(0, mesh);
                 }
 
                 //Attributes
@@ -327,19 +230,9 @@ module BABYLON {
                     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");
-                }
+                MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
+                MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
 
-                // Legacy browser patch
                 var shaderName = "normal";
                 var join = this._defines.toString();
                 this._effect = scene.getEngine().createEffect(shaderName,
@@ -390,9 +283,7 @@ module BABYLON {
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
 
             // Bones
-            if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
-            }
+            MaterialHelper.BindBonesParameters(mesh, this._effect);
 
             if (scene.getCachedMaterial() !== this) {
                 // Textures        
@@ -416,61 +307,11 @@ module BABYLON {
                 this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);                
             }
 
-            this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
+            this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
 
+            // Lights
             if (scene.lightsEnabled && !this.disableLighting) {
-                var lightIndex = 0;
-                var depthValuesAlreadySet = false;
-                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) {
-                            if (!(<any>light).needCube()) {
-                                this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
-                            } else {
-                                if (!depthValuesAlreadySet) {
-                                    depthValuesAlreadySet = true;
-                                    this._effect.setFloat2("depthValues", scene.activeCamera.minZ, scene.activeCamera.maxZ);
-                                }
-                            }
-                            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;
-                }
+                MaterialHelper.BindLights(scene, mesh, this._effect, this._defines);          
             }
 
             // View
@@ -479,10 +320,7 @@ module BABYLON {
             }
 
             // 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);
-            }
+            MaterialHelper.BindFogParameters(scene, mesh, this._effect);
 
             super.bind(world, mesh);
         }
@@ -519,9 +357,8 @@ module BABYLON {
             newMaterial.diffuseColor = this.diffuseColor.clone();
             return newMaterial;
         }
-		
-		public serialize(): any {
-		
+        
+        public serialize(): any {		
             var serializationObject = super.serialize();
             serializationObject.customType      = "BABYLON.NormalMaterial";
             serializationObject.diffuseColor    = this.diffuseColor.asArray();
@@ -537,7 +374,7 @@ module BABYLON {
         public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {
             var material = new NormalMaterial(source.name, scene);
 
-            material.diffuseColor   = Color3.FromArray(source.diffuseColor);
+            material.diffuseColor       = Color3.FromArray(source.diffuseColor);
             material.disableLighting    = source.disableLighting;
 
             material.alpha          = source.alpha;

+ 18 - 483
materialsLibrary/materials/normal/normal.fragment.fx

@@ -16,85 +16,14 @@ 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
+#include<light0FragmentDeclaration>
+#include<light1FragmentDeclaration>
+#include<light2FragmentDeclaration>
+#include<light3FragmentDeclaration>
 
-#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
+#include<lightsFragmentFunctions>
+#include<shadowsFragmentFunctions>
 
 // Samplers
 #ifdef DIFFUSE
@@ -103,273 +32,13 @@ 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)
-uniform vec2 depthValues;
-
-float computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)
-{
-	vec3 directionToLight = vPositionW - lightPosition;
-	float depth = length(directionToLight);
-	depth = clamp(depth, 0., 1.0);
-
-	directionToLight = normalize(directionToLight);
-	directionToLight.y = - 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, float mapSize)
-{
-	vec3 directionToLight = vPositionW - lightPosition;
-	float depth = length(directionToLight);
-
-	depth = clamp(depth, 0., 1.0);
-	float diskScale = 2.0 / mapSize;
-
-	directionToLight = normalize(directionToLight);
-	directionToLight.y = -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
+#include<clipPlaneFragmentDeclaration>
 
 // 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;
-}
+#include<fogFragmentDeclaration>
 
 void main(void) {
-	// Clip plane
-#ifdef CLIPPLANE
-	if (fClipDistance > 0.0)
-		discard;
-#endif
+#include<clipPlaneFragment>
 
 	vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
 
@@ -391,14 +60,12 @@ void main(void) {
 	baseColor.rgb *= vDiffuseInfos.y;
 #endif
 
-	// Mix with normal color
-	baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
-
+baseColor = mix(baseColor, vec4(vNormalW, 1.0), 0.5);
 #ifdef VERTEXCOLOR
 	baseColor.rgb *= vColor.rgb;
 #endif
 
-	// Bump
+	// Normal
 #ifdef NORMAL
 	vec3 normalW = normalize(vNormalW);
 #else
@@ -408,142 +75,13 @@ void main(void) {
 	// Lighting
 	vec3 diffuseBase = vec3(0., 0., 0.);
 	float shadow = 1.;
+    float glossiness = 0.;
+    
+#include<light0Fragment>
+#include<light1Fragment>
+#include<light2Fragment>
+#include<light3Fragment>
 
-#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, shadowsInfo0.y);
-	#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, shadowsInfo1.y);
-#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, shadowsInfo2.y);
-#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, shadowsInfo3.y);
-#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;
@@ -554,10 +92,7 @@ void main(void) {
 	// Composition
 	vec4 color = vec4(finalDiffuse, alpha);
 
-#ifdef FOG
-	float fog = CalcFogFactor();
-	color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
-#endif
+#include<fogFragment>
 
 	gl_FragColor = color;
 }

+ 101 - 173
materialsLibrary/materials/normal/normal.vertex.fx

@@ -1,173 +1,101 @@
-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
-}
+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
+
+#include<bonesDeclaration>
+
+// Uniforms
+#include<instancesDeclaration>
+
+uniform mat4 view;
+uniform mat4 viewProjection;
+
+#ifdef DIFFUSE
+varying vec2 vDiffuseUV;
+uniform mat4 diffuseMatrix;
+uniform vec2 vDiffuseInfos;
+#endif
+
+#ifdef POINTSIZE
+uniform float pointSize;
+#endif
+
+// Output
+varying vec3 vPositionW;
+#ifdef NORMAL
+varying vec3 vNormalW;
+#endif
+
+#ifdef VERTEXCOLOR
+varying vec4 vColor;
+#endif
+
+
+#include<clipPlaneVertexDeclaration>
+
+#include<fogVertexDeclaration>
+#include<shadowsVertexDeclaration>
+
+void main(void) {
+
+#include<instancesVertex>
+#include<bonesVertex>
+
+	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
+#include<clipPlaneVertex>
+
+    // Fog
+#include<fogVertex>
+#include<shadowsVertex>
+
+	// Vertex color
+#ifdef VERTEXCOLOR
+	vColor = color;
+#endif
+
+	// Point size
+#ifdef POINTSIZE
+	gl_PointSize = pointSize;
+#endif
+}

+ 0 - 1
materialsLibrary/materials/simple/babylon.simpleMaterial.ts

@@ -235,7 +235,6 @@ module BABYLON {
                 MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
                 MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
 
-                // Legacy browser patch
                 var shaderName = "simple";
                 var join = this._defines.toString();
                 this._effect = scene.getEngine().createEffect(shaderName,

+ 1 - 2
materialsLibrary/materials/simple/simple.fragment.fx

@@ -30,7 +30,6 @@ varying vec4 vColor;
 varying vec2 vDiffuseUV;
 uniform sampler2D diffuseSampler;
 uniform vec2 vDiffuseInfos;
-
 #endif
 
 #include<clipPlaneFragmentDeclaration>
@@ -65,7 +64,7 @@ void main(void) {
 	baseColor.rgb *= vColor.rgb;
 #endif
 
-	// Bump
+	// Normal
 #ifdef NORMAL
 	vec3 normalW = normalize(vNormalW);
 #else