var BABYLON,__extends=this&&this.__extends||(function(){var t=function(e,n){return(t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,n){e.__proto__=n}||function(e,n){for(var i in n)n.hasOwnProperty(i)&&(e[i]=n[i])})(e,n)};return function(e,n){function i(){this.constructor=e}t(e,n),e.prototype=null===n?Object.create(n):(i.prototype=n.prototype,new i)}})();!(function(g){var m=(function(n){function e(){var e=n.call(this)||this;return e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.POINTSIZE=!1,e.FOG=!1,e.NORMAL=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return __extends(e,n),e})(g.MaterialDefines),e=(function(t){function r(e,n){var i=t.call(this,e,n)||this;return i.shadowColor=g.Color3.Black(),i}return __extends(r,t),r.prototype.needAlphaBlending=function(){return!0},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},Object.defineProperty(r.prototype,"activeLight",{get:function(){return this._activeLight},set:function(e){this._activeLight=e},enumerable:!0,configurable:!0}),r.prototype.isReadyForSubMesh=function(e,n,i){if(this.isFrozen&&this._wasPreviouslyReady&&n.effect)return!0;n._materialDefines||(n._materialDefines=new m);var t=n._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&n.effect&&this._renderId===r.getRenderId())return!0;var a=r.getEngine();if(this._activeLight)for(var o=0,l=e._lightSources;o\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\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#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\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#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",BABYLON.Effect.ShadersStore.shadowOnlyPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include\ngl_FragColor=color;\n}";