/// var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var FurMaterialDefines = (function (_super) { __extends(FurMaterialDefines, _super); function FurMaterialDefines() { var _this = _super.call(this) || this; _this.DIFFUSE = false; _this.HEIGHTMAP = false; _this.CLIPPLANE = false; _this.ALPHATEST = false; _this.DEPTHPREPASS = false; _this.POINTSIZE = false; _this.FOG = false; _this.NORMAL = false; _this.UV1 = false; _this.UV2 = false; _this.VERTEXCOLOR = false; _this.VERTEXALPHA = false; _this.NUM_BONE_INFLUENCERS = 0; _this.BonesPerMesh = 0; _this.INSTANCES = false; _this.HIGHLEVEL = false; _this.rebuild(); return _this; } return FurMaterialDefines; }(BABYLON.MaterialDefines)); var FurMaterial = (function (_super) { __extends(FurMaterial, _super); function FurMaterial(name, scene) { var _this = _super.call(this, name, scene) || this; _this.diffuseColor = new BABYLON.Color3(1, 1, 1); _this.furLength = 1; _this.furAngle = 0; _this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02); _this.furOffset = 0.0; _this.furSpacing = 12; _this.furGravity = new BABYLON.Vector3(0, 0, 0); _this.furSpeed = 100; _this.furDensity = 20; _this._disableLighting = false; _this._maxSimultaneousLights = 4; _this.highLevelFur = true; _this._furTime = 0; return _this; } Object.defineProperty(FurMaterial.prototype, "furTime", { get: function () { return this._furTime; }, set: function (furTime) { this._furTime = furTime; }, enumerable: true, configurable: true }); FurMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; FurMaterial.prototype.needAlphaTesting = function () { return false; }; FurMaterial.prototype.getAlphaTestTexture = function () { return null; }; FurMaterial.prototype.updateFur = function () { for (var i = 1; i < this._meshes.length; i++) { var offsetFur = this._meshes[i].material; offsetFur.furLength = this.furLength; offsetFur.furAngle = this.furAngle; offsetFur.furGravity = this.furGravity; offsetFur.furSpacing = this.furSpacing; offsetFur.furSpeed = this.furSpeed; offsetFur.furColor = this.furColor; offsetFur.diffuseTexture = this.diffuseTexture; offsetFur.furTexture = this.furTexture; offsetFur.highLevelFur = this.highLevelFur; offsetFur.furTime = this.furTime; offsetFur.furDensity = this.furDensity; } }; // Methods FurMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) { if (this.isFrozen) { if (this._wasPreviouslyReady && subMesh.effect) { return true; } } if (!subMesh._materialDefines) { subMesh._materialDefines = new FurMaterialDefines(); } var defines = subMesh._materialDefines; var scene = this.getScene(); if (!this.checkReadyOnEveryCall && subMesh.effect) { if (this._renderId === scene.getRenderId()) { return true; } } var engine = scene.getEngine(); // Textures if (defines._areTexturesDirty) { if (scene.texturesEnabled) { if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { if (!this.diffuseTexture.isReady()) { return false; } else { defines._needUVs = true; defines.DIFFUSE = true; } } if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) { if (!this.heightTexture.isReady()) { return false; } else { defines._needUVs = true; defines.HEIGHTMAP = true; } } } } // High level if (this.highLevelFur !== defines.HIGHLEVEL) { defines.HIGHLEVEL = true; defines.markAsUnprocessed(); } // Misc. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines); // Lights defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting); // Values that need to be evaluated on every frame BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances); // Attribs BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true); // Get correct effect if (defines.isDirty) { defines.markAsProcessed(); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (defines.FOG) { fallbacks.addFallback(1, "FOG"); } BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights); if (defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } if (defines.UV1) { attribs.push(BABYLON.VertexBuffer.UVKind); } if (defines.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks); BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines); // Legacy browser patch var shaderName = "fur"; var join = defines.toString(); var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "furLength", "furAngle", "furColor", "furOffset", "furGravity", "furTime", "furSpacing", "furDensity" ]; var samplers = ["diffuseSampler", "heightTexture", "furTexture" ]; var uniformBuffers = new Array(); BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({ uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: defines, maxSimultaneousLights: this.maxSimultaneousLights }); subMesh.setEffect(scene.getEngine().createEffect(shaderName, { attributes: attribs, uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: join, fallbacks: fallbacks, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights } }, engine), defines); } if (!subMesh.effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; return true; }; FurMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) { var scene = this.getScene(); var defines = subMesh._materialDefines; if (!defines) { return; } var effect = subMesh.effect; this._activeEffect = effect; // Matrices this.bindOnlyWorldMatrix(world); this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect); if (scene.getCachedMaterial() !== this) { // Textures if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture); this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level); this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix()); } if (this._heightTexture) { this._activeEffect.setTexture("heightTexture", this._heightTexture); } // Clip plane BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene); // Point size if (this.pointsCloud) { this._activeEffect.setFloat("pointSize", this.pointSize); } this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position); } this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility); if (scene.lightsEnabled && !this.disableLighting) { BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._activeEffect.setMatrix("view", scene.getViewMatrix()); } // Fog BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect); this._activeEffect.setFloat("furLength", this.furLength); this._activeEffect.setFloat("furAngle", this.furAngle); this._activeEffect.setColor4("furColor", this.furColor, 1.0); if (this.highLevelFur) { this._activeEffect.setVector3("furGravity", this.furGravity); this._activeEffect.setFloat("furOffset", this.furOffset); this._activeEffect.setFloat("furSpacing", this.furSpacing); this._activeEffect.setFloat("furDensity", this.furDensity); this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed; this._activeEffect.setFloat("furTime", this._furTime); this._activeEffect.setTexture("furTexture", this.furTexture); } this._afterBind(mesh, this._activeEffect); }; FurMaterial.prototype.getAnimatables = function () { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) { results.push(this.heightTexture); } return results; }; FurMaterial.prototype.getActiveTextures = function () { var activeTextures = _super.prototype.getActiveTextures.call(this); if (this._diffuseTexture) { activeTextures.push(this._diffuseTexture); } if (this._heightTexture) { activeTextures.push(this._heightTexture); } return activeTextures; }; FurMaterial.prototype.hasTexture = function (texture) { if (_super.prototype.hasTexture.call(this, texture)) { return true; } if (this.diffuseTexture === texture) { return true; } if (this._heightTexture === texture) { return true; } return false; }; FurMaterial.prototype.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } if (this._meshes) { for (var i = 1; i < this._meshes.length; i++) { this._meshes[i].material.dispose(forceDisposeEffect); this._meshes[i].dispose(); } } _super.prototype.dispose.call(this, forceDisposeEffect); }; FurMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new FurMaterial(name, _this.getScene()); }, this); }; FurMaterial.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.FurMaterial"; if (this._meshes) { serializationObject.sourceMeshName = this._meshes[0].name; serializationObject.quality = this._meshes.length; } return serializationObject; }; FurMaterial.prototype.getClassName = function () { return "FurMaterial"; }; // Statics FurMaterial.Parse = function (source, scene, rootUrl) { var material = BABYLON.SerializationHelper.Parse(function () { return new FurMaterial(source.name, scene); }, source, scene, rootUrl); if (source.sourceMeshName && material.highLevelFur) { scene.executeWhenReady(function () { var sourceMesh = scene.getMeshByName(source.sourceMeshName); if (sourceMesh) { var furTexture = FurMaterial.GenerateTexture("Fur Texture", scene); material.furTexture = furTexture; FurMaterial.FurifyMesh(sourceMesh, source.quality); } }); } return material; }; FurMaterial.GenerateTexture = function (name, scene) { // Generate fur textures var texture = new BABYLON.DynamicTexture("FurTexture " + name, 256, scene, true); var context = texture.getContext(); for (var i = 0; i < 20000; ++i) { context.fillStyle = "rgba(255, " + Math.floor(Math.random() * 255) + ", " + Math.floor(Math.random() * 255) + ", 1)"; context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2); } texture.update(false); texture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE; texture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE; return texture; }; // Creates and returns an array of meshes used as shells for the Fur Material // that can be disposed later in your code // The quality is in interval [0, 100] FurMaterial.FurifyMesh = function (sourceMesh, quality) { var meshes = [sourceMesh]; var mat = sourceMesh.material; var i; if (!(mat instanceof FurMaterial)) { throw "The material of the source mesh must be a Fur Material"; } for (i = 1; i < quality; i++) { var offsetFur = new BABYLON.FurMaterial(mat.name + i, sourceMesh.getScene()); sourceMesh.getScene().materials.pop(); BABYLON.Tags.EnableFor(offsetFur); BABYLON.Tags.AddTagsTo(offsetFur, "furShellMaterial"); offsetFur.furLength = mat.furLength; offsetFur.furAngle = mat.furAngle; offsetFur.furGravity = mat.furGravity; offsetFur.furSpacing = mat.furSpacing; offsetFur.furSpeed = mat.furSpeed; offsetFur.furColor = mat.furColor; offsetFur.diffuseTexture = mat.diffuseTexture; offsetFur.furOffset = i / quality; offsetFur.furTexture = mat.furTexture; offsetFur.highLevelFur = mat.highLevelFur; offsetFur.furTime = mat.furTime; offsetFur.furDensity = mat.furDensity; var offsetMesh = sourceMesh.clone(sourceMesh.name + i); offsetMesh.material = offsetFur; offsetMesh.skeleton = sourceMesh.skeleton; offsetMesh.position = BABYLON.Vector3.Zero(); meshes.push(offsetMesh); } for (i = 1; i < meshes.length; i++) { meshes[i].parent = sourceMesh; } sourceMesh.material._meshes = meshes; return meshes; }; __decorate([ BABYLON.serializeAsTexture("diffuseTexture") ], FurMaterial.prototype, "_diffuseTexture", void 0); __decorate([ BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty") ], FurMaterial.prototype, "diffuseTexture", void 0); __decorate([ BABYLON.serializeAsTexture("heightTexture") ], FurMaterial.prototype, "_heightTexture", void 0); __decorate([ BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty") ], FurMaterial.prototype, "heightTexture", void 0); __decorate([ BABYLON.serializeAsColor3() ], FurMaterial.prototype, "diffuseColor", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furLength", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furAngle", void 0); __decorate([ BABYLON.serializeAsColor3() ], FurMaterial.prototype, "furColor", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furOffset", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furSpacing", void 0); __decorate([ BABYLON.serializeAsVector3() ], FurMaterial.prototype, "furGravity", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furSpeed", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furDensity", void 0); __decorate([ BABYLON.serialize("disableLighting") ], FurMaterial.prototype, "_disableLighting", void 0); __decorate([ BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty") ], FurMaterial.prototype, "disableLighting", void 0); __decorate([ BABYLON.serialize("maxSimultaneousLights") ], FurMaterial.prototype, "_maxSimultaneousLights", void 0); __decorate([ BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty") ], FurMaterial.prototype, "maxSimultaneousLights", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "highLevelFur", void 0); __decorate([ BABYLON.serialize() ], FurMaterial.prototype, "furTime", null); return FurMaterial; }(BABYLON.PushMaterial)); BABYLON.FurMaterial = FurMaterial; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.furMaterial.js.map BABYLON.Effect.ShadersStore['furVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\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#include\n\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n#include\n#include\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\n#ifdef HIGHLEVEL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0))*aNormal);\n#else\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n\n#include\n\n#include\n\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n"; BABYLON.Effect.ShadersStore['furPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 furColor;\nuniform float furLength;\nvarying vec3 vPositionW;\nvarying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform sampler2D furTexture;\nvarying vec2 vFurUV;\n#endif\n#include\n#include\n#include\n#include\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=furColor;\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\n\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));\nif (furTextureColor.a<=0.0 || furTextureColor.g[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;\nvec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include\ngl_FragColor=color;\n}";