var __decorate=this&&this.__decorate||function(e,i,n,t){if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)return Reflect.decorate(e,i,n,t);switch(arguments.length){case 2:return e.reduceRight(function(e,i){return i&&i(e)||e},i);case 3:return e.reduceRight(function(e,t){return void(t&&t(i,n))},void 0);case 4:return e.reduceRight(function(e,t){return t&&t(i,n,e)||e},t)}},BABYLON;!function(e){var i=4,n=function(e){function i(){e.call(this),this.BUMP=!1,this.REFLECTION=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.POINTSIZE=!1,this.FOG=!1,this.LIGHT0=!1,this.LIGHT1=!1,this.LIGHT2=!1,this.LIGHT3=!1,this.SPOTLIGHT0=!1,this.SPOTLIGHT1=!1,this.SPOTLIGHT2=!1,this.SPOTLIGHT3=!1,this.HEMILIGHT0=!1,this.HEMILIGHT1=!1,this.HEMILIGHT2=!1,this.HEMILIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.SHADOW0=!1,this.SHADOW1=!1,this.SHADOW2=!1,this.SHADOW3=!1,this.SHADOWS=!1,this.SHADOWVSM0=!1,this.SHADOWVSM1=!1,this.SHADOWVSM2=!1,this.SHADOWVSM3=!1,this.SHADOWPCF0=!1,this.SHADOWPCF1=!1,this.SHADOWPCF2=!1,this.SHADOWPCF3=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.BONES=!1,this.BONES4=!1,this.BonesPerMesh=0,this.INSTANCES=!1,this.SPECULARTERM=!1,this._keys=Object.keys(this)}return __extends(i,e),i}(e.MaterialDefines),t=function(t){function o(i,o,r){void 0===r&&(r=new e.Vector2(512,512)),t.call(this,i,o),this.renderTargetSize=r,this.diffuseColor=new e.Color3(1,1,1),this.specularColor=new e.Color3(0,0,0),this.specularPower=64,this.disableLighting=!1,this.windForce=6,this.windDirection=new e.Vector2(0,1),this.waveHeight=.4,this.bumpHeight=.4,this.waterColor=new e.Color3(.1,.1,.6),this.colorBlendFactor=.2,this.waveLength=.1,this.waveSpeed=1,this._mesh=null,this._reflectionTransform=e.Matrix.Zero(),this._lastTime=0,this._scaledDiffuse=new e.Color3,this._scaledSpecular=new e.Color3,this._defines=new n,this._cachedDefines=new n,this._createRenderTargets(o,r)}return __extends(o,t),Object.defineProperty(o.prototype,"refractionTexture",{get:function(){return this._refractionRTT},enumerable:!0,configurable:!0}),Object.defineProperty(o.prototype,"reflectionTexture",{get:function(){return this._reflectionRTT},enumerable:!0,configurable:!0}),o.prototype.addToRenderList=function(e){this._refractionRTT.renderList.push(e),this._reflectionRTT.renderList.push(e)},o.prototype.enableRenderTargets=function(e){var i=e?1:0;this._refractionRTT.refreshRate=i,this._reflectionRTT.refreshRate=i},o.prototype.needAlphaBlending=function(){return this.alpha<1},o.prototype.needAlphaTesting=function(){return!1},o.prototype.getAlphaTestTexture=function(){return null},o.prototype._checkCache=function(e,i,n){return i?this._defines.INSTANCES!==n?!1:i._materialDefines&&i._materialDefines.isEqual(this._defines)?!0:!1:!0},o.prototype.isReady=function(t,o){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var r=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===r.getRenderId()&&this._checkCache(r,t,o))return!0;var s=r.getEngine(),a=!1,f=!1;if(this._defines.reset(),r.texturesEnabled){if(this.bumpTexture&&e.StandardMaterial.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;f=!0,this._defines.BUMP=!0}e.StandardMaterial.ReflectionTextureEnabled&&(this._defines.REFLECTION=!0)}r.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||r.forcePointsCloud)&&(this._defines.POINTSIZE=!0),r.fogEnabled&&t&&t.applyFog&&r.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var d=0;if(r.lightsEnabled&&!this.disableLighting)for(var l=0;l0){for(var c=0;c0){for(var v=0;vd;d++)this._defines["LIGHT"+d]&&(d>0&&T.addFallback(d,"LIGHT"+d),this._defines["SHADOW"+d]&&T.addFallback(0,"SHADOW"+d),this._defines["SHADOWPCF"+d]&&T.addFallback(0,"SHADOWPCF"+d),this._defines["SHADOWVSM"+d]&&T.addFallback(0,"SHADOWVSM"+d));this._defines.BONES4&&T.addFallback(0,"BONES4");var L=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&L.push(e.VertexBuffer.NormalKind),this._defines.UV1&&L.push(e.VertexBuffer.UVKind),this._defines.UV2&&L.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&L.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(L.push(e.VertexBuffer.MatricesIndicesKind),L.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(L.push("world0"),L.push("world1"),L.push("world2"),L.push("world3"));var w="water",S=this._defines.toString();this._effect=r.getEngine().createEffect(w,L,["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","vNormalInfos","mBones","vClipPlane","normalMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","worldReflectionViewProjection","windDirection","waveLength","time","windForce","cameraPosition","bumpHeight","waveHeight","waterColor","colorBlendFactor","waveSpeed"],["normalSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3","refractionSampler","reflectionSampler"],S,T,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=r.getRenderId(),this._wasPreviouslyReady=!0,t&&(t._materialDefines||(t._materialDefines=new n),this._defines.cloneTo(t._materialDefines)),!0):!1},o.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},o.prototype.bind=function(n,o){var r=this.getScene();if(this.bindOnlyWorldMatrix(n),this._effect.setMatrix("viewProjection",r.getTransformMatrix()),o&&o.useBones&&o.computeBonesUsingShaders&&this._effect.setMatrices("mBones",o.skeleton.getTransformMatrices(o)),r.getCachedMaterial()!==this){if(this.bumpTexture&&e.StandardMaterial.BumpTextureEnabled&&(this._effect.setTexture("normalSampler",this.bumpTexture),this._effect.setFloat2("vNormalInfos",this.bumpTexture.coordinatesIndex,this.bumpTexture.level),this._effect.setMatrix("normalMatrix",this.bumpTexture.getTextureMatrix())),r.clipPlane){var s=r.clipPlane;this._effect.setFloat4("vClipPlane",s.normal.x,s.normal.y,s.normal.z,s.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",r._mirroredCameraPosition?r._mirroredCameraPosition:r.activeCamera.position)}if(this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*o.visibility),this._defines.SPECULARTERM&&this._effect.setColor4("vSpecularColor",this.specularColor,this.specularPower),r.lightsEnabled&&!this.disableLighting)for(var a=0,f=0;f0&&e.push(this.bumpTexture),this._reflectionRTT&&this._reflectionRTT.animations&&this._reflectionRTT.animations.length>0&&e.push(this._reflectionRTT),this._refractionRTT&&this._refractionRTT.animations&&this._refractionRTT.animations.length>0&&e.push(this._refractionRTT),e},o.prototype.dispose=function(e){this.bumpTexture&&this.bumpTexture.dispose();var i=this.getScene().customRenderTargets.indexOf(this._refractionRTT);-1!=i&&this.getScene().customRenderTargets.splice(i,1),i=-1,i=this.getScene().customRenderTargets.indexOf(this._reflectionRTT),-1!=i&&this.getScene().customRenderTargets.splice(i,1),this._reflectionRTT&&this._reflectionRTT.dispose(),this._refractionRTT&&this._refractionRTT.dispose(),t.prototype.dispose.call(this,e)},o.prototype.clone=function(i){var n=this;return e.SerializationHelper.Clone(function(){return new o(i,n.getScene())},this)},o.prototype.serialize=function(){var i=e.SerializationHelper.Serialize(this);return i.customType="BABYLON.WaterMaterial",i},o.Parse=function(i,n,t){return e.SerializationHelper.Parse(function(){return new o(i.name,n)},i,n,t)},o.CreateDefaultMesh=function(i,n){var t=e.Mesh.CreateGround(i,512,512,32,n,!1);return t},__decorate([e.serializeAsTexture()],o.prototype,"bumpTexture"),__decorate([e.serializeAsColor3()],o.prototype,"diffuseColor"),__decorate([e.serializeAsColor3()],o.prototype,"specularColor"),__decorate([e.serialize()],o.prototype,"specularPower"),__decorate([e.serialize()],o.prototype,"disableLighting"),__decorate([e.serialize()],o.prototype,"windForce"),__decorate([e.serializeAsVector2()],o.prototype,"windDirection"),__decorate([e.serialize()],o.prototype,"waveHeight"),__decorate([e.serialize()],o.prototype,"bumpHeight"),__decorate([e.serializeAsColor3()],o.prototype,"waterColor"),__decorate([e.serialize()],o.prototype,"colorBlendFactor"),__decorate([e.serialize()],o.prototype,"waveLength"),__decorate([e.serialize()],o.prototype,"waveSpeed"),o}(e.Material);e.WaterMaterial=t}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.waterVertexShader="precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvoid main(void) {\nmat4 finalWorld;\n#ifdef INSTANCES\nfinalWorld=mat4(world0,world1,world2,world3);\n#else\nfinalWorld=world;\n#endif\n#ifdef BONES\nmat4 m0=mBones[int(matricesIndices.x)]*matricesWeights.x;\nmat4 m1=mBones[int(matricesIndices.y)]*matricesWeights.y;\nmat4 m2=mBones[int(matricesIndices.z)]*matricesWeights.z;\n#ifdef BONES4\nmat4 m3=mBones[int(matricesIndices.w)]*matricesWeights.w;\nfinalWorld=finalWorld*(m0+m1+m2+m3);\n#else\nfinalWorld=finalWorld*(m0+m1+m2);\n#endif \n#endif\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x == 0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n\n#ifdef FOG\nfFogDistance=(view*worldPos).z;\n#endif\n\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvPositionFromLight0=lightMatrix0*worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvPositionFromLight1=lightMatrix1*worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvPositionFromLight2=lightMatrix2*worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvPositionFromLight3=lightMatrix3*worldPos;\n#endif\n#endif\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\nvec3 p=position;\nfloat newY=(sin(((p.x/0.05)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+(cos(((p.z/0.05)+time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\n\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n}\n",BABYLON.Effect.ShadersStore.waterPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular0;\n#endif\n#ifdef SHADOW0\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#else\nuniform samplerCube shadowSampler0;\n#endif\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular1;\n#endif\n#ifdef SHADOW1\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#else\nuniform samplerCube shadowSampler1;\n#endif\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular2;\n#endif\n#ifdef SHADOW2\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#else\nuniform samplerCube shadowSampler2;\n#endif\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular3;\n#endif\n#ifdef SHADOW3\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#else\nuniform samplerCube shadowSampler3;\n#endif\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform float bumpHeight;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n\n#ifdef SHADOWS\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float bias)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y =-directionToLight.y;\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight))+bias;\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition,samplerCube shadowSampler,float bias,float darkness,float mapSize)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=clamp(depth,0.,1.0);\nfloat diskScale=2.0/mapSize;\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-0.094201624,0.04,-0.039906216);\npoissonDisk[1]=vec3(0.094558609,-0.04,-0.076890725);\npoissonDisk[2]=vec3(-0.094184101,0.01,-0.092938870);\npoissonDisk[3]=vec3(0.034495938,-0.01,0.029387760);\n\nfloat biasedDepth=depth-bias;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]))1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadow=unpack(texture2D(shadowSampler,uv))+bias;\nif (depth.z>shadow)\n{\nreturn darkness;\n}\nreturn 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight,sampler2D shadowSampler,float mapSize,float bias,float darkness)\n{\nvec3 depth=vPositionFromLight.xyz/vPositionFromLight.w;\ndepth=0.5*depth+vec3(0.5);\nvec2 uv=depth.xy;\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\nfloat biasedDepth=depth.z-bias;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]/mapSize))1.0 || uv.y<0. || uv.y>1.0 || depth.z>=1.0)\n{\nreturn 1.0;\n}\nvec4 texel=texture2D(shadowSampler,uv);\nvec2 moments=vec2(unpackHalf(texel.xy),unpackHalf(texel.zw));\nreturn min(1.0,1.0-ChebychevInequality(moments,depth.z,bias)+darkness);\n}\n#endif\n#endif\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fFogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fFogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fFogDistance*fFogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif\n\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness,vec3 bumpColor) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\nresult.diffuse=ndl*diffuseColor*attenuation;\n\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nvec3 perturbation=bumpHeight*(bumpColor.rgb-0.5);\nvec3 halfvec=normalize(angleW+lightVectorW+vec3(perturbation.x,perturbation.y,perturbation.z));\nfloat temp=max(0.,dot(vNormal,halfvec));\ntemp=pow(temp,max(1.,glossiness));\nresult.specular=temp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 specularColor,vec3 diffuseColor,float range,float glossiness,vec3 bumpColor) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(-lightDirection.xyz,lightVectorW));\nfloat spotAtten=0.0;\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nspotAtten=clamp((cosAngle-lightDirection.w)/(1.-cosAngle),0.0,1.0);\n\nfloat ndl=max(0.,dot(vNormal,-lightDirection.xyz));\nresult.diffuse=ndl*spotAtten*diffuseColor*attenuation;\n\n#ifdef SPECULARTERM \nvec3 angleW=normalize(viewDirectionW-lightDirection.xyz);\nvec3 perturbation=bumpHeight*(bumpColor.rgb-0.5);\nvec3 halfvec=normalize(angleW+vec3(perturbation.x,perturbation.y,perturbation.z));\nfloat temp=max(0.,dot(vNormal,halfvec));\ntemp=pow(temp,max(1.,glossiness));\nresult.specular=specularColor*temp*spotAtten*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness,vec3 bumpColor) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nvec3 perturbation=bumpHeight*(bumpColor.rgb-0.5);\nvec3 halfvec=normalize(angleW+vec3(perturbation.x,perturbation.y,perturbation.z));\nfloat temp=max(0.0,dot(vNormal,halfvec));\ntemp=pow(temp,max(1.0,glossiness));\nresult.specular=temp*specularColor;\n#endif\nreturn result;\n}\nvoid main(void) {\n\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\nbaseColor=texture2D(normalSampler,vNormalUV);\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(eyeVector,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHT0\n#ifndef SPECULARTERM\nvec3 vLightSpecular0=vec3(0.0);\n#endif\n#ifdef SPOTLIGHT0\nlightingInfo info=computeSpotLighting(viewDirectionW,normalW,vLightData0,vLightDirection0,vLightDiffuse0.rgb,vLightSpecular0,vLightDiffuse0.a,glossiness,bumpColor);\n#endif\n#ifdef HEMILIGHT0\nlightingInfo info=computeHemisphericLighting(viewDirectionW,normalW,vLightData0,vLightDiffuse0.rgb,vLightSpecular0,vLightGround0,glossiness,bumpColor);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\nlightingInfo info=computeLighting(viewDirectionW,normalW,vLightData0,vLightDiffuse0.rgb,vLightSpecular0,vLightDiffuse0.a,glossiness,bumpColor);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\nshadow=computeShadowWithVSM(vPositionFromLight0,shadowSampler0,shadowsInfo0.z,shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n#if defined(POINTLIGHT0)\nshadow=computeShadowWithPCFCube(vLightData0.xyz,shadowSampler0,shadowsInfo0.z,shadowsInfo0.x,shadowsInfo0.y);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight0,shadowSampler0,shadowsInfo0.y,shadowsInfo0.z,shadowsInfo0.x);\n#endif\n#else\n#if defined(POINTLIGHT0)\nshadow=computeShadowCube(vLightData0.xyz,shadowSampler0,shadowsInfo0.x,shadowsInfo0.z);\n#else\nshadow=computeShadow(vPositionFromLight0,shadowSampler0,shadowsInfo0.x,shadowsInfo0.z);\n#endif\n#endif\n#endif\n#else\nshadow=1.;\n#endif\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#ifdef LIGHT1\n#ifndef SPECULARTERM\nvec3 vLightSpecular1=vec3(0.0);\n#endif\n#ifdef SPOTLIGHT1\ninfo=computeSpotLighting(viewDirectionW,normalW,vLightData1,vLightDirection1,vLightDiffuse1.rgb,vLightSpecular1,vLightDiffuse1.a,glossiness,bumpColor);\n#endif\n#ifdef HEMILIGHT1\ninfo=computeHemisphericLighting(viewDirectionW,normalW,vLightData1,vLightDiffuse1.rgb,vLightSpecular1,vLightGround1.a,glossiness,bumpColor);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\ninfo=computeLighting(viewDirectionW,normalW,vLightData1,vLightDiffuse1.rgb,vLightSpecular1,vLightDiffuse1.a,glossiness,bumpColor);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\nshadow=computeShadowWithVSM(vPositionFromLight1,shadowSampler1,shadowsInfo1.z,shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\nshadow=computeShadowWithPCFCube(vLightData1.xyz,shadowSampler1,shadowsInfo1.z,shadowsInfo1.x,shadowsInfo1.y);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight1,shadowSampler1,shadowsInfo1.y,shadowsInfo1.z,shadowsInfo1.x);\n#endif\n#else\n#if defined(POINTLIGHT1)\nshadow=computeShadowCube(vLightData1.xyz,shadowSampler1,shadowsInfo1.x,shadowsInfo1.z);\n#else\nshadow=computeShadow(vPositionFromLight1,shadowSampler1,shadowsInfo1.x,shadowsInfo1.z);\n#endif\n#endif\n#endif\n#else\nshadow=1.;\n#endif\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#ifdef LIGHT2\n#ifndef SPECULARTERM\nvec3 vLightSpecular2=vec3(0.0);\n#endif\n#ifdef SPOTLIGHT2\ninfo=computeSpotLighting(viewDirectionW,normalW,vLightData2,vLightDirection2,vLightDiffuse2.rgb,vLightSpecular2,vLightDiffuse2.a,glossiness,bumpColor);\n#endif\n#ifdef HEMILIGHT2\ninfo=computeHemisphericLighting(viewDirectionW,normalW,vLightData2,vLightDiffuse2.rgb,vLightSpecular2,vLightGround2,glossiness,bumpColor);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\ninfo=computeLighting(viewDirectionW,normalW,vLightData2,vLightDiffuse2.rgb,vLightSpecular2,vLightDiffuse2.a,glossiness,bumpColor);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\nshadow=computeShadowWithVSM(vPositionFromLight2,shadowSampler2,shadowsInfo2.z,shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\nshadow=computeShadowWithPCFCube(vLightData2.xyz,shadowSampler2,shadowsInfo2.z,shadowsInfo2.x,shadowsInfo2.y);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight2,shadowSampler2,shadowsInfo2.y,shadowsInfo2.z,shadowsInfo2.x);\n#endif\n#else\n#if defined(POINTLIGHT2)\nshadow=computeShadowCube(vLightData2.xyz,shadowSampler2,shadowsInfo2.x,shadowsInfo2.z);\n#else\nshadow=computeShadow(vPositionFromLight2,shadowSampler2,shadowsInfo2.x,shadowsInfo2.z);\n#endif\n#endif \n#endif \n#else\nshadow=1.;\n#endif\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#ifdef LIGHT3\n#ifndef SPECULARTERM\nvec3 vLightSpecular3=vec3(0.0);\n#endif\n#ifdef SPOTLIGHT3\ninfo=computeSpotLighting(viewDirectionW,normalW,vLightData3,vLightDirection3,vLightDiffuse3.rgb,vLightSpecular3,vLightDiffuse3.a,glossiness,bumpColor);\n#endif\n#ifdef HEMILIGHT3\ninfo=computeHemisphericLighting(viewDirectionW,normalW,vLightData3,vLightDiffuse3.rgb,vLightSpecular3,vLightGround3,glossiness,bumpColor);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\ninfo=computeLighting(viewDirectionW,normalW,vLightData3,vLightDiffuse3.rgb,vLightSpecular3,vLightDiffuse3.a,glossiness,bumpColor);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\nshadow=computeShadowWithVSM(vPositionFromLight3,shadowSampler3,shadowsInfo3.z,shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\nshadow=computeShadowWithPCFCube(vLightData3.xyz,shadowSampler3,shadowsInfo3.z,shadowsInfo3.x,shadowsInfo3.y);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight3,shadowSampler3,shadowsInfo3.y,shadowsInfo3.z,shadowsInfo3.x);\n#endif\n#else\n#if defined(POINTLIGHT3)\nshadow=computeShadowCube(vLightData3.xyz,shadowSampler3,shadowsInfo3.x,shadowsInfo3.z);\n#else\nshadow=computeShadow(vPositionFromLight3,shadowSampler3,shadowsInfo3.x,shadowsInfo3.z);\n#endif\n#endif \n#endif \n#else\nshadow=1.;\n#endif\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif\ngl_FragColor=color;\n}";