/// 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";