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Merge pull request #1124 from julien-moreau/master

Updated Terrain Material to unlimited number of lights
David Catuhe 9 năm trước cách đây
mục cha
commit
ea5713506b

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+ 41 - 215
materialsLibrary/dist/babylon.terrainMaterial.js


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+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.min.js


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+ 27 - 201
materialsLibrary/dist/babylon.triPlanarMaterial.js


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+ 1 - 1
materialsLibrary/dist/babylon.triPlanarMaterial.min.js


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+ 2 - 2
materialsLibrary/dist/babylon.waterMaterial.js


Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.waterMaterial.min.js


+ 1 - 2
materialsLibrary/dist/dts/babylon.terrainMaterial.d.ts

@@ -12,9 +12,8 @@ declare module BABYLON {
         specularColor: Color3;
         specularPower: number;
         disableLighting: boolean;
+        maxSimultaneousLights: number;
         private _worldViewProjectionMatrix;
-        private _scaledDiffuse;
-        private _scaledSpecular;
         private _renderId;
         private _defines;
         private _cachedDefines;

+ 1 - 2
materialsLibrary/dist/dts/babylon.triPlanarMaterial.d.ts

@@ -13,9 +13,8 @@ declare module BABYLON {
         specularColor: Color3;
         specularPower: number;
         disableLighting: boolean;
+        maxSimultaneousLights: number;
         private _worldViewProjectionMatrix;
-        private _scaledDiffuse;
-        private _scaledSpecular;
         private _renderId;
         private _defines;
         private _cachedDefines;

+ 48 - 246
materialsLibrary/materials/terrain/babylon.terrainMaterial.ts

@@ -10,45 +10,13 @@ module BABYLON {
         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 SPECULARTERM = false;
         public NORMAL = false;
         public UV1 = false;
         public UV2 = false;
         public VERTEXCOLOR = false;
         public VERTEXALPHA = false;
+        public NUM_BONE_INFLUENCERS = 0;
         public BONES = false;
         public BONES4 = false;
         public BonesPerMesh = 0;
@@ -56,7 +24,7 @@ module BABYLON {
 
         constructor() {
             super();
-            this._keys = Object.keys(this);
+            this.rebuild();
         }
     }
 
@@ -93,10 +61,11 @@ module BABYLON {
         
         @serialize()
         public disableLighting = false;
+        
+        @serialize()
+        public maxSimultaneousLights = 4;
 
         private _worldViewProjectionMatrix = Matrix.Zero();
-        private _scaledDiffuse = new Color3();
-        private _scaledSpecular = new Color3();
         private _renderId: number;
 
         private _defines = new TerrainMaterialDefines();
@@ -160,23 +129,6 @@ module BABYLON {
 
             this._defines.reset();
 
-            // Textures
-            if (scene.texturesEnabled) {
-                if (this.mixTexture && StandardMaterial.DiffuseTextureEnabled) {
-                    if (!this.mixTexture.isReady()) {
-                        return false;
-                    } else {
-                        needUVs = true;
-                        this._defines.DIFFUSE = true;
-                    }
-                }
-                if ((this.bumpTexture1 || this.bumpTexture2 || this.bumpTexture3) && StandardMaterial.BumpTextureEnabled) {
-                    needUVs = true;
-                    needNormals = true;
-                    this._defines.BUMP = true;
-                }
-            }
-
             // Effect
             if (scene.clipPlane) {
                 this._defines.CLIPPLANE = true;
@@ -196,86 +148,25 @@ module BABYLON {
                 this._defines.FOG = true;
             }
 
-            var lightIndex = 0;
+            // Lights
             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;
+                needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
+            }
+            
+            // Textures
+            if (scene.texturesEnabled) {
+                if (this.mixTexture && StandardMaterial.DiffuseTextureEnabled) {
+                    if (!this.mixTexture.isReady()) {
+                        return false;
                     } else {
-                        type = "DIRLIGHT" + lightIndex;
-                    }
-
-                    this._defines[type] = true;
-                    
-                    // Specular
-                    if (!light.specular.equalsFloats(0, 0, 0)) {
-                        this._defines.SPECULARTERM = 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;
-                            }
-                        }
+                        needUVs = true;
+                        this._defines.DIFFUSE = true;
                     }
-
-                    lightIndex++;
-                    if (lightIndex === maxSimultaneousLights)
-                        break;
+                }
+                if ((this.bumpTexture1 || this.bumpTexture2 || this.bumpTexture3) && StandardMaterial.BumpTextureEnabled) {
+                    needUVs = true;
+                    needNormals = true;
+                    this._defines.BUMP = true;
                 }
             }
 
@@ -300,9 +191,8 @@ 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
@@ -323,30 +213,10 @@ 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);
-                    }
-                }
+                MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
              
-                if (this._defines.BONES4) {
-                    fallbacks.addFallback(0, "BONES4");
+                if (this._defines.NUM_BONE_INFLUENCERS > 0) {
+                    fallbacks.addCPUSkinningFallback(0, mesh);
                 }
 
                 //Attributes
@@ -368,41 +238,29 @@ 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 = "terrain";
                 var join = this._defines.toString();
+                var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
+                    "vFogInfos", "vFogColor", "pointSize",
+                    "vTextureInfos", 
+                    "mBones",
+                    "vClipPlane", "textureMatrix",
+                    
+                    "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"
+                ];
+                var samplers = ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler",
+                    "bump1Sampler", "bump2Sampler", "bump3Sampler"
+                ];
+                
+                MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
+                
                 this._effect = scene.getEngine().createEffect(shaderName,
-                    attribs,
-                    ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
-                        "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",
-                        "vTextureInfos", 
-                        "mBones",
-                        "vClipPlane", "textureMatrix",
-                        "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
-                        
-                        "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"
-                    ],
-                    ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler",
-                        "bump1Sampler", "bump2Sampler", "bump3Sampler",
-                        "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
-                    ],
-                    join, fallbacks, this.onCompiled, this.onError);
+                    attribs, uniforms, samplers,
+                    join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
             }
             if (!this._effect.isReady()) {
                 return false;
@@ -434,9 +292,7 @@ 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        
@@ -473,10 +329,7 @@ module BABYLON {
                     }
                 }
                 // Clip plane
-                if (scene.clipPlane) {
-                    var clipPlane = scene.clipPlane;
-                    this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
-                }
+                MaterialHelper.BindClipPlane(this._effect, scene);
 
                 // Point size
                 if (this.pointsCloud) {
@@ -486,62 +339,14 @@ 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);
             
             if (this._defines.SPECULARTERM) {
                 this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
             }
 
             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);
-                    
-                    if (this._defines.SPECULARTERM) {
-                        light.specular.scaleToRef(light.intensity, this._scaledSpecular);
-                        this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
-                    }
-
-                    // 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;
-                }
+                MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
             }
 
             // View
@@ -550,10 +355,7 @@ 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);
         }

+ 10 - 542
materialsLibrary/materials/terrain/terrain.fragment.fx

@@ -20,97 +20,7 @@ varying vec4 vColor;
 #endif
 
 // Lights
-#ifdef LIGHT0
-uniform vec4 vLightData0;
-uniform vec4 vLightDiffuse0;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular0;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular1;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular2;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular3;
-#endif
-#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<lightFragmentDeclaration>[0..maxSimultaneousLights]
 
 // Samplers
 #ifdef DIFFUSE
@@ -135,195 +45,12 @@ uniform sampler2D bump3Sampler;
 #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., 1.0);
-
-	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 mapSize, float bias, float darkness)
-{
-	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(-1.0, 1.0, -1.0);
-	poissonDisk[1] = vec3(1.0, -1.0, -1.0);
-	poissonDisk[2] = vec3(-1.0, -1.0, -1.0);
-	poissonDisk[3] = vec3(1.0, -1.0, 1.0);
-
-	// Poisson Sampling
-	float biasedDepth = depth - bias;
-
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < 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<lightsFragmentFunctions>
+#include<shadowsFragmentFunctions>
+#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
+#include<fogFragmentDeclaration>
 
 // Bump
 #ifdef BUMP
@@ -364,105 +91,6 @@ vec3 perturbNormal(vec3 viewDir, vec3 mixColor)
 }
 #endif
 
-// Light Computing
-struct lightingInfo
-{
-	vec3 diffuse;
-#ifdef SPECULARTERM
-	vec3 specular;
-#endif
-};
-
-lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {
-	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;
-
-#ifdef SPECULARTERM
-	// Specular
-	vec3 angleW = normalize(viewDirectionW + lightVectorW);
-	float specComp = max(0., dot(vNormal, angleW));
-	specComp = pow(specComp, max(1., glossiness));
-
-	result.specular = specComp * specularColor * attenuation;
-#endif
-	return result;
-}
-
-lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {
-	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;
-
-#ifdef SPECULARTERM
-		// Specular
-		vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
-		float specComp = max(0., dot(vNormal, angleW));
-		specComp = pow(specComp, max(1., glossiness));
-
-		result.specular = specComp * specularColor * spotAtten * attenuation;
-#endif
-
-		return result;
-	}
-
-	result.diffuse = vec3(0.);
-#ifdef SPECULARTERM
-	result.specular = vec3(0.);
-#endif
-
-	return result;
-}
-
-lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {
-	lightingInfo result;
-
-	// Diffuse
-	float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
-	result.diffuse = mix(groundColor, diffuseColor, ndl);
-
-#ifdef SPECULARTERM
-	// Specular
-	vec3 angleW = normalize(viewDirectionW + lightData.xyz);
-	float specComp = max(0., dot(vNormal, angleW));
-	specComp = pow(specComp, max(1., glossiness));
-
-	result.specular = specComp * specularColor;
-#endif
-
-	return result;
-}
 
 void main(void) {
 	// Clip plane
@@ -524,170 +152,13 @@ void main(void) {
 
 	// Lighting
 	vec3 diffuseBase = vec3(0., 0., 0.);
-#ifdef SPECULARTERM
-	vec3 specularBase = vec3(0., 0., 0.);
-#endif
+    lightingInfo info;
 	float shadow = 1.;
-
-#ifdef LIGHT0
-#ifndef SPECULARTERM
-	vec3 vLightSpecular0 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT0
-	lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);
-#endif
-#ifdef HEMILIGHT0
-	lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);
-#endif
-#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
-	lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);
-#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.y, 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;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
-
-#ifdef LIGHT1
-#ifndef SPECULARTERM
-	vec3 vLightSpecular1 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT1
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);
-#endif
-#ifdef HEMILIGHT1
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);
-#endif
-#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
-	info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);
-#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.y, 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;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
-
-#ifdef LIGHT2
-#ifndef SPECULARTERM
-	vec3 vLightSpecular2 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT2
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);
-#endif
-#ifdef HEMILIGHT2
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);
-#endif
-#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
-	info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);
-#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.y, 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;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
-
-#ifdef LIGHT3
-#ifndef SPECULARTERM
-	vec3 vLightSpecular3 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT3
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);
-#endif
-#ifdef HEMILIGHT3
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);
-#endif
-#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
-	info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);
-#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.y, 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;
+	
 #ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
+	vec3 specularBase = vec3(0., 0., 0.);
 #endif
+	#include<lightFragment>[0..maxSimultaneousLights]
 
 #ifdef VERTEXALPHA
 	alpha *= vColor.a;
@@ -704,10 +175,7 @@ void main(void) {
 	// Composition
 	vec4 color = vec4(finalDiffuse + finalSpecular, alpha);
 
-#ifdef FOG
-	float fog = CalcFogFactor();
-	color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
-#endif
+#include<fogFragment>
 
 	gl_FragColor = color;
 }

+ 12 - 83
materialsLibrary/materials/terrain/terrain.vertex.fx

@@ -14,21 +14,11 @@ attribute vec2 uv2;
 #ifdef VERTEXCOLOR
 attribute vec4 color;
 #endif
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
-#endif
 
-// Uniforms
+#include<bonesDeclaration>
 
-#ifdef INSTANCES
-attribute vec4 world0;
-attribute vec4 world1;
-attribute vec4 world2;
-attribute vec4 world3;
-#else
-uniform mat4 world;
-#endif
+// Uniforms
+#include<instancesDeclaration>
 
 uniform mat4 view;
 uniform mat4 viewProjection;
@@ -39,10 +29,6 @@ uniform mat4 textureMatrix;
 uniform vec2 vTextureInfos;
 #endif
 
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
-
 #ifdef POINTSIZE
 uniform float pointSize;
 #endif
@@ -57,56 +43,14 @@ varying vec3 vNormalW;
 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
+#include<clipPlaneVertexDeclaration>
+#include<fogVertexDeclaration>
+#include<shadowsVertexDeclaration>
 
 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
+	#include<instancesVertex>
+    #include<bonesVertex>
+	
 	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 	vec4 worldPos = finalWorld * vec4(position, 1.0);
@@ -141,25 +85,10 @@ void main(void) {
 #endif
 
 	// Fog
-#ifdef FOG
-	fFogDistance = (view * worldPos).z;
-#endif
-
+	#include<fogVertex>
+	
 	// 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
+    #include<shadowsVertex>
 
 	// Vertex color
 #ifdef VERTEXCOLOR

+ 32 - 229
materialsLibrary/materials/triPlanar/babylon.triPlanarMaterial.ts

@@ -16,43 +16,11 @@ module BABYLON {
         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 SPECULARTERM = false;
         public NORMAL = false;
         public VERTEXCOLOR = false;
         public VERTEXALPHA = false;
+        public NUM_BONE_INFLUENCERS = 0;
         public BONES = false;
         public BONES4 = false;
         public BonesPerMesh = 0;
@@ -100,10 +68,11 @@ module BABYLON {
         
         @serialize()
         public disableLighting = false;
+        
+        @serialize()
+        public maxSimultaneousLights = 4;
 
         private _worldViewProjectionMatrix = Matrix.Zero();
-        private _scaledDiffuse = new Color3();
-        private _scaledSpecular = new Color3();
         private _renderId: number;
 
         private _defines = new TriPlanarMaterialDefines();
@@ -217,87 +186,9 @@ module BABYLON {
                 this._defines.FOG = true;
             }
 
-            var lightIndex = 0;
+            // Lights
             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;
-                    
-                    // Specular
-                    if (!light.specular.equalsFloats(0, 0, 0)) {
-                        this._defines.SPECULARTERM = 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, this.maxSimultaneousLights);
             }
 
             // Attribs
@@ -312,10 +203,10 @@ module BABYLON {
                         this._defines.VERTEXALPHA = true;
                     }
                 }
+                
                 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
@@ -336,30 +227,10 @@ 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);
-                    }
-                }
+                MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
              
-                if (this._defines.BONES4) {
-                    fallbacks.addFallback(0, "BONES4");
+                if (this._defines.NUM_BONE_INFLUENCERS > 0) {
+                    fallbacks.addCPUSkinningFallback(0, mesh);
                 }
 
                 //Attributes
@@ -373,39 +244,27 @@ 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 = "triplanar";
                 var join = this._defines.toString();
+                var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
+                    "vFogInfos", "vFogColor", "pointSize",
+                    "mBones",
+                    "vClipPlane",
+                    "tileSize"
+                ];
+                var samplers = ["diffuseSamplerX", "diffuseSamplerY", "diffuseSamplerZ",
+                    "normalSamplerX", "normalSamplerY", "normalSamplerZ"
+                ];
+                
+                MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
+                
                 this._effect = scene.getEngine().createEffect(shaderName,
-                    attribs,
-                    ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
-                        "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",
-                        "mBones",
-                        "vClipPlane",
-                        "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
-                        "tileSize"
-                    ],
-                    ["diffuseSamplerX", "diffuseSamplerY", "diffuseSamplerZ",
-                        "normalSamplerX", "normalSamplerY", "normalSamplerZ",
-                        "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
-                    ],
-                    join, fallbacks, this.onCompiled, this.onError);
+                    attribs, uniforms, samplers,
+                    join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
             }
             if (!this._effect.isReady()) {
                 return false;
@@ -437,9 +296,7 @@ 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);
             
             this._effect.setFloat("tileSize", this.tileSize);
 
@@ -464,10 +321,7 @@ module BABYLON {
                     this._effect.setTexture("normalSamplerZ", this.normalTextureZ);
                 }
                 // Clip plane
-                if (scene.clipPlane) {
-                    var clipPlane = scene.clipPlane;
-                    this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
-                }
+                MaterialHelper.BindClipPlane(this._effect, scene);
 
                 // Point size
                 if (this.pointsCloud) {
@@ -477,62 +331,14 @@ 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);
             
             if (this._defines.SPECULARTERM) {
                 this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
             }
 
             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);
-                    
-                    if (this._defines.SPECULARTERM) {
-                        light.specular.scaleToRef(light.intensity, this._scaledSpecular);
-                        this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
-                    }
-
-                    // 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;
-                }
+                MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
             }
 
             // View
@@ -541,10 +347,7 @@ 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);
         }

+ 14 - 555
materialsLibrary/materials/triPlanar/triplanar.fragment.fx

@@ -16,97 +16,7 @@ varying vec4 vColor;
 #endif
 
 // Lights
-#ifdef LIGHT0
-uniform vec4 vLightData0;
-uniform vec4 vLightDiffuse0;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular0;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular1;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular2;
-#endif
-#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 SPECULARTERM
-uniform vec3 vLightSpecular3;
-#endif
-#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<lightFragmentDeclaration>[0..maxSimultaneousLights]
 
 // Samplers
 #ifdef DIFFUSEX
@@ -137,316 +47,20 @@ uniform sampler2D normalSamplerZ;
 varying mat3 tangentSpace;
 #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., 1.0);
-
-	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 mapSize, float bias, float darkness)
-{
-	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(-1.0, 1.0, -1.0);
-	poissonDisk[1] = vec3(1.0, -1.0, -1.0);
-	poissonDisk[2] = vec3(-1.0, -1.0, -1.0);
-	poissonDisk[3] = vec3(1.0, -1.0, 1.0);
-
-	// Poisson Sampling
-	float biasedDepth = depth - bias;
-
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;
-	if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < 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;
-#ifdef SPECULARTERM
-	vec3 specular;
-#endif
-};
-
-lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {
-	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;
-
-#ifdef SPECULARTERM
-	// Specular
-	vec3 angleW = normalize(viewDirectionW + lightVectorW);
-	float specComp = max(0., dot(vNormal, angleW));
-	specComp = pow(specComp, max(1., glossiness));
-
-	result.specular = specComp * specularColor * attenuation;
-#endif
-	return result;
-}
-
-lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {
-	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;
-
-#ifdef SPECULARTERM
-		// Specular
-		vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
-		float specComp = max(0., dot(vNormal, angleW));
-		specComp = pow(specComp, max(1., glossiness));
-
-		result.specular = specComp * specularColor * spotAtten * attenuation;
-#endif
-
-		return result;
-	}
-
-	result.diffuse = vec3(0.);
-#ifdef SPECULARTERM
-	result.specular = vec3(0.);
-#endif
-
-	return result;
-}
-
-lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {
-	lightingInfo result;
-
-	// Diffuse
-	float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
-	result.diffuse = mix(groundColor, diffuseColor, ndl);
-
-#ifdef SPECULARTERM
-	// Specular
-	vec3 angleW = normalize(viewDirectionW + lightData.xyz);
-	float specComp = max(0., dot(vNormal, angleW));
-	specComp = pow(specComp, max(1., glossiness));
-
-	result.specular = specComp * specularColor;
-#endif
-
-	return result;
-}
+#include<lightsFragmentFunctions>
+#include<shadowsFragmentFunctions>
+#include<clipPlaneFragmentDeclaration>
+#include<fogFragmentDeclaration>
 
 void main(void) {
 	// Clip plane
-#ifdef CLIPPLANE
-	if (fClipDistance > 0.0)
-		discard;
-#endif
+	#include<clipPlaneFragment>
 
 	vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
 
 	// Base color
 	vec4 baseColor = vec4(0., 0., 0., 1.);
 	vec3 diffuseColor = vDiffuseColor.rgb;
-	
-#ifdef SPECULARTERM
-	float glossiness = vSpecularColor.a;
-	vec3 specularColor = vSpecularColor.rgb;
-#else
-	float glossiness = 0.;
-#endif
 
 	// Alpha
 	float alpha = vDiffuseColor.a;
@@ -497,170 +111,18 @@ void main(void) {
 
 	// Lighting
 	vec3 diffuseBase = vec3(0., 0., 0.);
-#ifdef SPECULARTERM
-	vec3 specularBase = vec3(0., 0., 0.);
-#endif
+    lightingInfo info;
 	float shadow = 1.;
-
-#ifdef LIGHT0
-#ifndef SPECULARTERM
-	vec3 vLightSpecular0 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT0
-	lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);
-#endif
-#ifdef HEMILIGHT0
-	lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);
-#endif
-#if defined(POINTLIGHT0) || defined(DIRLIGHT0)
-	lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);
-#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.y, 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;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
-
-#ifdef LIGHT1
-#ifndef SPECULARTERM
-	vec3 vLightSpecular1 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT1
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);
-#endif
-#ifdef HEMILIGHT1
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);
-#endif
-#if defined(POINTLIGHT1) || defined(DIRLIGHT1)
-	info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);
-#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.y, 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;
+	
 #ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
-
-#ifdef LIGHT2
-#ifndef SPECULARTERM
-	vec3 vLightSpecular2 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT2
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);
-#endif
-#ifdef HEMILIGHT2
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);
-#endif
-#if defined(POINTLIGHT2) || defined(DIRLIGHT2)
-	info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);
-#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.y, 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	
+	float glossiness = vSpecularColor.a;
+	vec3 specularBase = vec3(0., 0., 0.);
+    vec3 specularColor = vSpecularColor.rgb;
 #else
-	shadow = 1.;
-#endif
-	diffuseBase += info.diffuse * shadow;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
+	float glossiness = 0.;
 #endif
 
-#ifdef LIGHT3
-#ifndef SPECULARTERM
-	vec3 vLightSpecular3 = vec3(0.0);
-#endif
-#ifdef SPOTLIGHT3
-	info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);
-#endif
-#ifdef HEMILIGHT3
-	info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);
-#endif
-#if defined(POINTLIGHT3) || defined(DIRLIGHT3)
-	info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);
-#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.y, 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;
-#ifdef SPECULARTERM
-	specularBase += info.specular * shadow;
-#endif
-#endif
+#include<lightFragment>[0..maxSimultaneousLights]
 
 #ifdef VERTEXALPHA
 	alpha *= vColor.a;
@@ -677,10 +139,7 @@ void main(void) {
 	// Composition
 	vec4 color = vec4(finalDiffuse + finalSpecular, alpha);
 
-#ifdef FOG
-	float fog = CalcFogFactor();
-	color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;
-#endif
+#include<fogFragment>
 
 	gl_FragColor = color;
 }

+ 14 - 84
materialsLibrary/materials/triPlanar/triplanar.vertex.fx

@@ -8,21 +8,11 @@ attribute vec3 normal;
 #ifdef VERTEXCOLOR
 attribute vec4 color;
 #endif
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
-#endif
 
-// Uniforms
+#include<bonesDeclaration>
 
-#ifdef INSTANCES
-attribute vec4 world0;
-attribute vec4 world1;
-attribute vec4 world2;
-attribute vec4 world3;
-#else
-uniform mat4 world;
-#endif
+// Uniforms
+#include<instancesDeclaration>
 
 uniform mat4 view;
 uniform mat4 viewProjection;
@@ -41,10 +31,6 @@ varying vec2 vTextureUVZ;
 
 uniform float tileSize;
 
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
-
 #ifdef POINTSIZE
 uniform float pointSize;
 #endif
@@ -59,56 +45,17 @@ varying mat3 tangentSpace;
 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;
+#include<clipPlaneVertexDeclaration>
 
-#ifdef INSTANCES
-	finalWorld = mat4(world0, world1, world2, world3);
-#else
-	finalWorld = world;
-#endif
+#include<fogVertexDeclaration>
+#include<shadowsVertexDeclaration>
 
-#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;
+void main(void)
+{
 
-#ifdef BONES4
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-#else
-	finalWorld = finalWorld * (m0 + m1 + m2);
-#endif 
-
-#endif
+	#include<instancesVertex>
+    #include<bonesVertex>
+	
 	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 	vec4 worldPos = finalWorld * vec4(position, 1.0);
@@ -153,30 +100,13 @@ void main(void) {
 #endif
 
 	// Clip plane
-#ifdef CLIPPLANE
-	fClipDistance = dot(worldPos, vClipPlane);
-#endif
+	#include<clipPlaneVertex>
 
 	// Fog
-#ifdef FOG
-	fFogDistance = (view * worldPos).z;
-#endif
+	#include<fogVertex>
 
 	// 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
+	#include<shadowsVertex>
 
 	// Vertex color
 #ifdef VERTEXCOLOR

+ 3 - 2
materialsLibrary/materials/water/babylon.waterMaterial.ts

@@ -226,8 +226,8 @@ module BABYLON {
             if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) {
                 this._defines.FOG = true;
             }
-
-            var lightIndex = 0;
+            
+            // Lights
             if (scene.lightsEnabled && !this.disableLighting) {
                 needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
             }
@@ -252,6 +252,7 @@ module BABYLON {
                         this._defines.VERTEXALPHA = true;
                     }
                 }
+                
                 if (mesh.useBones && mesh.computeBonesUsingShaders) {
                     this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
                     this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);

+ 3 - 3
materialsLibrary/materials/water/water.vertex.fx

@@ -94,12 +94,12 @@ void main(void) {
 #endif
 
 	// Clip plane
-#ifdef CLIPPLANE
-	fClipDistance = dot(worldPos, vClipPlane);
-#endif
+	#include<clipPlaneVertex>
 
 	// Fog
     #include<fogVertex>
+	
+	// Shadows
     #include<shadowsVertex>
     
 	// Vertex color