///
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 WaterMaterialDefines = /** @class */ (function (_super) {
__extends(WaterMaterialDefines, _super);
function WaterMaterialDefines() {
var _this = _super.call(this) || this;
_this.BUMP = false;
_this.REFLECTION = 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.SPECULARTERM = false;
_this.LOGARITHMICDEPTH = false;
_this.FRESNELSEPARATE = false;
_this.BUMPSUPERIMPOSE = false;
_this.BUMPAFFECTSREFLECTION = false;
_this.rebuild();
return _this;
}
return WaterMaterialDefines;
}(BABYLON.MaterialDefines));
var WaterMaterial = /** @class */ (function (_super) {
__extends(WaterMaterial, _super);
/**
* Constructor
*/
function WaterMaterial(name, scene, renderTargetSize) {
if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
var _this = _super.call(this, name, scene) || this;
_this.renderTargetSize = renderTargetSize;
_this.diffuseColor = new BABYLON.Color3(1, 1, 1);
_this.specularColor = new BABYLON.Color3(0, 0, 0);
_this.specularPower = 64;
_this._disableLighting = false;
_this._maxSimultaneousLights = 4;
/**
* @param {number}: Represents the wind force
*/
_this.windForce = 6;
/**
* @param {Vector2}: The direction of the wind in the plane (X, Z)
*/
_this.windDirection = new BABYLON.Vector2(0, 1);
/**
* @param {number}: Wave height, represents the height of the waves
*/
_this.waveHeight = 0.4;
/**
* @param {number}: Bump height, represents the bump height related to the bump map
*/
_this.bumpHeight = 0.4;
/**
* @param {boolean}: Add a smaller moving bump to less steady waves.
*/
_this._bumpSuperimpose = false;
/**
* @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
*/
_this._fresnelSeparate = false;
/**
* @param {boolean}: bump Waves modify the reflection.
*/
_this._bumpAffectsReflection = false;
/**
* @param {number}: The water color blended with the refraction (near)
*/
_this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
/**
* @param {number}: The blend factor related to the water color
*/
_this.colorBlendFactor = 0.2;
/**
* @param {number}: The water color blended with the reflection (far)
*/
_this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
/**
* @param {number}: The blend factor related to the water color (reflection, far)
*/
_this.colorBlendFactor2 = 0.2;
/**
* @param {number}: Represents the maximum length of a wave
*/
_this.waveLength = 0.1;
/**
* @param {number}: Defines the waves speed
*/
_this.waveSpeed = 1.0;
_this._renderTargets = new BABYLON.SmartArray(16);
/*
* Private members
*/
_this._mesh = null;
_this._reflectionTransform = BABYLON.Matrix.Zero();
_this._lastTime = 0;
_this._lastDeltaTime = 0;
_this._createRenderTargets(scene, renderTargetSize);
// Create render targets
_this.getRenderTargetTextures = function () {
_this._renderTargets.reset();
_this._renderTargets.push(_this._reflectionRTT);
_this._renderTargets.push(_this._refractionRTT);
return _this._renderTargets;
};
return _this;
}
Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
get: function () {
return this._useLogarithmicDepth;
},
set: function (value) {
this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
this._markAllSubMeshesAsMiscDirty();
},
enumerable: true,
configurable: true
});
Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
// Get / Set
get: function () {
return this._refractionRTT;
},
enumerable: true,
configurable: true
});
Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
get: function () {
return this._reflectionRTT;
},
enumerable: true,
configurable: true
});
// Methods
WaterMaterial.prototype.addToRenderList = function (node) {
if (this._refractionRTT && this._refractionRTT.renderList) {
this._refractionRTT.renderList.push(node);
}
if (this._reflectionRTT && this._reflectionRTT.renderList) {
this._reflectionRTT.renderList.push(node);
}
};
WaterMaterial.prototype.enableRenderTargets = function (enable) {
var refreshRate = enable ? 1 : 0;
if (this._refractionRTT) {
this._refractionRTT.refreshRate = refreshRate;
}
if (this._reflectionRTT) {
this._reflectionRTT.refreshRate = refreshRate;
}
};
WaterMaterial.prototype.getRenderList = function () {
return this._refractionRTT ? this._refractionRTT.renderList : [];
};
Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
get: function () {
return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);
},
enumerable: true,
configurable: true
});
WaterMaterial.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0);
};
WaterMaterial.prototype.needAlphaTesting = function () {
return false;
};
WaterMaterial.prototype.getAlphaTestTexture = function () {
return null;
};
WaterMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
if (this.isFrozen) {
if (this._wasPreviouslyReady && subMesh.effect) {
return true;
}
}
if (!subMesh._materialDefines) {
subMesh._materialDefines = new WaterMaterialDefines();
}
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) {
defines._needUVs = false;
if (scene.texturesEnabled) {
if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
if (!this.bumpTexture.isReady()) {
return false;
}
else {
defines._needUVs = true;
defines.BUMP = true;
}
}
if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
defines.REFLECTION = true;
}
}
}
BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
if (defines._areMiscDirty) {
if (this._fresnelSeparate) {
defines.FRESNELSEPARATE = true;
}
if (this._bumpSuperimpose) {
defines.BUMPSUPERIMPOSE = true;
}
if (this._bumpAffectsReflection) {
defines.BUMPAFFECTSREFLECTION = true;
}
}
// Lights
defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
// Attribs
BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
// Configure this
this._mesh = mesh;
if (this._waitingRenderList) {
for (var i = 0; i < this._waitingRenderList.length; i++) {
this.addToRenderList(scene.getNodeByID(this._waitingRenderList[i]));
}
this._waitingRenderList = null;
}
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Fallbacks
var fallbacks = new BABYLON.EffectFallbacks();
if (defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
if (defines.LOGARITHMICDEPTH) {
fallbacks.addFallback(0, "LOGARITHMICDEPTH");
}
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 = "water";
var join = defines.toString();
var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
"vFogInfos", "vFogColor", "pointSize",
"vNormalInfos",
"mBones",
"vClipPlane", "normalMatrix",
"logarithmicDepthConstant",
// Water
"worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
"cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
];
var samplers = ["normalSampler",
// Water
"refractionSampler", "reflectionSampler"
];
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 || !subMesh.effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
WaterMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
var scene = this.getScene();
var defines = subMesh._materialDefines;
if (!defines) {
return;
}
var effect = subMesh.effect;
if (!effect || !this._mesh) {
return;
}
this._activeEffect = effect;
// Matrices
this.bindOnlyWorldMatrix(world);
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
if (this._mustRebind(scene, effect)) {
// Textures
if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
this._activeEffect.setTexture("normalSampler", this.bumpTexture);
this._activeEffect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
this._activeEffect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
}
// Clip plane
BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
// Point size
if (this.pointsCloud) {
this._activeEffect.setFloat("pointSize", this.pointSize);
}
BABYLON.MaterialHelper.BindEyePosition(effect, scene);
}
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
if (defines.SPECULARTERM) {
this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
}
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);
// Log. depth
BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
// Water
if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
this._activeEffect.setTexture("refractionSampler", this._refractionRTT);
this._activeEffect.setTexture("reflectionSampler", this._reflectionRTT);
}
var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
// Add delta time. Prevent adding delta time if it hasn't changed.
var deltaTime = scene.getEngine().getDeltaTime();
if (deltaTime !== this._lastDeltaTime) {
this._lastDeltaTime = deltaTime;
this._lastTime += this._lastDeltaTime;
}
this._activeEffect.setMatrix("worldReflectionViewProjection", wrvp);
this._activeEffect.setVector2("windDirection", this.windDirection);
this._activeEffect.setFloat("waveLength", this.waveLength);
this._activeEffect.setFloat("time", this._lastTime / 100000);
this._activeEffect.setFloat("windForce", this.windForce);
this._activeEffect.setFloat("waveHeight", this.waveHeight);
this._activeEffect.setFloat("bumpHeight", this.bumpHeight);
this._activeEffect.setColor4("waterColor", this.waterColor, 1.0);
this._activeEffect.setFloat("colorBlendFactor", this.colorBlendFactor);
this._activeEffect.setColor4("waterColor2", this.waterColor2, 1.0);
this._activeEffect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
this._activeEffect.setFloat("waveSpeed", this.waveSpeed);
this._afterBind(mesh, this._activeEffect);
};
WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
var _this = this;
// Render targets
this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
this._refractionRTT.ignoreCameraViewport = true;
this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
this._reflectionRTT.ignoreCameraViewport = true;
var isVisible;
var clipPlane = null;
var savedViewMatrix;
var mirrorMatrix = BABYLON.Matrix.Zero();
this._refractionRTT.onBeforeRender = function () {
if (_this._mesh) {
isVisible = _this._mesh.isVisible;
_this._mesh.isVisible = false;
}
// Clip plane
clipPlane = scene.clipPlane;
var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
};
this._refractionRTT.onAfterRender = function () {
if (_this._mesh) {
_this._mesh.isVisible = isVisible;
}
// Clip plane
scene.clipPlane = clipPlane;
};
this._reflectionRTT.onBeforeRender = function () {
if (_this._mesh) {
isVisible = _this._mesh.isVisible;
_this._mesh.isVisible = false;
}
// Clip plane
clipPlane = scene.clipPlane;
var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
// Transform
BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
savedViewMatrix = scene.getViewMatrix();
mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
scene.getEngine().cullBackFaces = false;
scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
};
this._reflectionRTT.onAfterRender = function () {
if (_this._mesh) {
_this._mesh.isVisible = isVisible;
}
// Clip plane
scene.clipPlane = clipPlane;
// Transform
scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
scene.getEngine().cullBackFaces = true;
scene._mirroredCameraPosition = null;
};
};
WaterMaterial.prototype.getAnimatables = function () {
var results = [];
if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
results.push(this.bumpTexture);
}
if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
results.push(this._reflectionRTT);
}
if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
results.push(this._refractionRTT);
}
return results;
};
WaterMaterial.prototype.getActiveTextures = function () {
var activeTextures = _super.prototype.getActiveTextures.call(this);
if (this._bumpTexture) {
activeTextures.push(this._bumpTexture);
}
return activeTextures;
};
WaterMaterial.prototype.hasTexture = function (texture) {
if (_super.prototype.hasTexture.call(this, texture)) {
return true;
}
if (this._bumpTexture === texture) {
return true;
}
return false;
};
WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
if (this.bumpTexture) {
this.bumpTexture.dispose();
}
var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
if (index != -1) {
this.getScene().customRenderTargets.splice(index, 1);
}
index = -1;
index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
if (index != -1) {
this.getScene().customRenderTargets.splice(index, 1);
}
if (this._reflectionRTT) {
this._reflectionRTT.dispose();
}
if (this._refractionRTT) {
this._refractionRTT.dispose();
}
_super.prototype.dispose.call(this, forceDisposeEffect);
};
WaterMaterial.prototype.clone = function (name) {
var _this = this;
return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
};
WaterMaterial.prototype.serialize = function () {
var serializationObject = BABYLON.SerializationHelper.Serialize(this);
serializationObject.customType = "BABYLON.WaterMaterial";
serializationObject.renderList = [];
if (this._refractionRTT && this._refractionRTT.renderList) {
for (var i = 0; i < this._refractionRTT.renderList.length; i++) {
serializationObject.renderList.push(this._refractionRTT.renderList[i].id);
}
}
return serializationObject;
};
WaterMaterial.prototype.getClassName = function () {
return "WaterMaterial";
};
// Statics
WaterMaterial.Parse = function (source, scene, rootUrl) {
var mat = BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
mat._waitingRenderList = source.renderList;
return mat;
};
WaterMaterial.CreateDefaultMesh = function (name, scene) {
var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
return mesh;
};
__decorate([
BABYLON.serializeAsTexture("bumpTexture")
], WaterMaterial.prototype, "_bumpTexture", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
], WaterMaterial.prototype, "bumpTexture", void 0);
__decorate([
BABYLON.serializeAsColor3()
], WaterMaterial.prototype, "diffuseColor", void 0);
__decorate([
BABYLON.serializeAsColor3()
], WaterMaterial.prototype, "specularColor", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "specularPower", void 0);
__decorate([
BABYLON.serialize("disableLighting")
], WaterMaterial.prototype, "_disableLighting", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
], WaterMaterial.prototype, "disableLighting", void 0);
__decorate([
BABYLON.serialize("maxSimultaneousLights")
], WaterMaterial.prototype, "_maxSimultaneousLights", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "windForce", void 0);
__decorate([
BABYLON.serializeAsVector2()
], WaterMaterial.prototype, "windDirection", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "waveHeight", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "bumpHeight", void 0);
__decorate([
BABYLON.serialize("bumpSuperimpose")
], WaterMaterial.prototype, "_bumpSuperimpose", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
], WaterMaterial.prototype, "bumpSuperimpose", void 0);
__decorate([
BABYLON.serialize("fresnelSeparate")
], WaterMaterial.prototype, "_fresnelSeparate", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
], WaterMaterial.prototype, "fresnelSeparate", void 0);
__decorate([
BABYLON.serialize("bumpAffectsReflection")
], WaterMaterial.prototype, "_bumpAffectsReflection", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
__decorate([
BABYLON.serializeAsColor3()
], WaterMaterial.prototype, "waterColor", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "colorBlendFactor", void 0);
__decorate([
BABYLON.serializeAsColor3()
], WaterMaterial.prototype, "waterColor2", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "colorBlendFactor2", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "waveLength", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "waveSpeed", void 0);
__decorate([
BABYLON.serialize()
], WaterMaterial.prototype, "useLogarithmicDepth", null);
return WaterMaterial;
}(BABYLON.PushMaterial));
BABYLON.WaterMaterial = WaterMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.waterMaterial.js.map
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#include\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\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#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\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) {\n#include\n#include\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#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\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\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#include\n}\n";
BABYLON.Effect.ShadersStore['waterPixelShader'] = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision 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#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\nvarying vec2 vNormalUV2;\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 vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include\n#include\n\n#include\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\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\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\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 FRESNELSEPARATE\n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(eyeVector,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else \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.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include\n#include\ngl_FragColor=color;\n}\n";