var __extends=this&&this.__extends||(function(){var e=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var r in t)t.hasOwnProperty(r)&&(e[r]=t[r])};return function(t,r){function i(){this.constructor=t}e(t,r),t.prototype=null===r?Object.create(r):(i.prototype=r.prototype,new i)}})(),__decorate=this&&this.__decorate||function(e,t,r,i){var n,o=arguments.length,s=o<3?t:null===i?i=Object.getOwnPropertyDescriptor(t,r):i;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)s=Reflect.decorate(e,t,r,i);else for(var a=e.length-1;a>=0;a--)(n=e[a])&&(s=(o<3?n(s):o>3?n(t,r,s):n(t,r))||s);return o>3&&s&&Object.defineProperty(t,r,s),s},BABYLON;!(function(e){var t=(function(e){function t(){var t=e.call(this)||this;return t.DIFFUSE=!1,t.BUMP=!1,t.CLIPPLANE=!1,t.ALPHATEST=!1,t.DEPTHPREPASS=!1,t.POINTSIZE=!1,t.FOG=!1,t.SPECULARTERM=!1,t.NORMAL=!1,t.UV1=!1,t.UV2=!1,t.VERTEXCOLOR=!1,t.VERTEXALPHA=!1,t.NUM_BONE_INFLUENCERS=0,t.BonesPerMesh=0,t.INSTANCES=!1,t.rebuild(),t}return __extends(t,e),t})(e.MaterialDefines),r=(function(r){function i(t,i){var n=r.call(this,t,i)||this;return n.diffuseColor=new e.Color3(1,1,1),n.specularColor=new e.Color3(0,0,0),n.specularPower=64,n._disableLighting=!1,n._maxSimultaneousLights=4,n}return __extends(i,r),i.prototype.needAlphaBlending=function(){return this.alpha<1},i.prototype.needAlphaTesting=function(){return!1},i.prototype.getAlphaTestTexture=function(){return null},i.prototype.isReadyForSubMesh=function(r,i,n){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new t);var o=i._materialDefines,s=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===s.getRenderId())return!0;var a=s.getEngine();if(s.texturesEnabled){if(this.mixTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.mixTexture.isReady())return!1;o._needUVs=!0,o.DIFFUSE=!0}(this.bumpTexture1||this.bumpTexture2||this.bumpTexture3)&&e.StandardMaterial.BumpTextureEnabled&&(o._needUVs=!0,o._needNormals=!0,o.BUMP=!0)}if(e.MaterialHelper.PrepareDefinesForMisc(r,s,!1,this.pointsCloud,this.fogEnabled,o),o._needNormals=e.MaterialHelper.PrepareDefinesForLights(s,r,o,!1,this._maxSimultaneousLights,this._disableLighting),e.MaterialHelper.PrepareDefinesForFrameBoundValues(s,a,o,!!n,this._shouldTurnAlphaTestOn(r)),e.MaterialHelper.PrepareDefinesForAttributes(r,o,!0,!0),o.isDirty){o.markAsProcessed(),s.resetCachedMaterial();var u=new e.EffectFallbacks;o.FOG&&u.addFallback(1,"FOG"),e.MaterialHelper.HandleFallbacksForShadows(o,u,this.maxSimultaneousLights),o.NUM_BONE_INFLUENCERS>0&&u.addCPUSkinningFallback(0,r);var f=[e.VertexBuffer.PositionKind];o.NORMAL&&f.push(e.VertexBuffer.NormalKind),o.UV1&&f.push(e.VertexBuffer.UVKind),o.UV2&&f.push(e.VertexBuffer.UV2Kind),o.VERTEXCOLOR&&f.push(e.VertexBuffer.ColorKind),e.MaterialHelper.PrepareAttributesForBones(f,r,o,u),e.MaterialHelper.PrepareAttributesForInstances(f,o);var l=o.toString(),d=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vTextureInfos","mBones","vClipPlane","textureMatrix","diffuse1Infos","diffuse2Infos","diffuse3Infos"],p=["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler"],c=new Array;e.MaterialHelper.PrepareUniformsAndSamplersList({uniformsNames:d,uniformBuffersNames:c,samplers:p,defines:o,maxSimultaneousLights:this.maxSimultaneousLights}),i.setEffect(s.getEngine().createEffect("terrain",{attributes:f,uniformsNames:d,uniformBuffersNames:c,samplers:p,defines:l,fallbacks:u,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this.maxSimultaneousLights}},a),o)}return!(!i.effect||!i.effect.isReady())&&(this._renderId=s.getRenderId(),this._wasPreviouslyReady=!0,!0)},i.prototype.bindForSubMesh=function(t,r,i){var n=this.getScene(),o=i._materialDefines;if(o){var s=i.effect;s&&(this._activeEffect=s,this.bindOnlyWorldMatrix(t),this._activeEffect.setMatrix("viewProjection",n.getTransformMatrix()),e.MaterialHelper.BindBonesParameters(r,this._activeEffect),this._mustRebind(n,s)&&(this.mixTexture&&(this._activeEffect.setTexture("textureSampler",this._mixTexture),this._activeEffect.setFloat2("vTextureInfos",this._mixTexture.coordinatesIndex,this._mixTexture.level),this._activeEffect.setMatrix("textureMatrix",this._mixTexture.getTextureMatrix()),e.StandardMaterial.DiffuseTextureEnabled&&(this._diffuseTexture1&&(this._activeEffect.setTexture("diffuse1Sampler",this._diffuseTexture1),this._activeEffect.setFloat2("diffuse1Infos",this._diffuseTexture1.uScale,this._diffuseTexture1.vScale)),this._diffuseTexture2&&(this._activeEffect.setTexture("diffuse2Sampler",this._diffuseTexture2),this._activeEffect.setFloat2("diffuse2Infos",this._diffuseTexture2.uScale,this._diffuseTexture2.vScale)),this._diffuseTexture3&&(this._activeEffect.setTexture("diffuse3Sampler",this._diffuseTexture3),this._activeEffect.setFloat2("diffuse3Infos",this._diffuseTexture3.uScale,this._diffuseTexture3.vScale))),e.StandardMaterial.BumpTextureEnabled&&n.getEngine().getCaps().standardDerivatives&&(this._bumpTexture1&&this._activeEffect.setTexture("bump1Sampler",this._bumpTexture1),this._bumpTexture2&&this._activeEffect.setTexture("bump2Sampler",this._bumpTexture2),this._bumpTexture3&&this._activeEffect.setTexture("bump3Sampler",this._bumpTexture3))),e.MaterialHelper.BindClipPlane(this._activeEffect,n),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),e.MaterialHelper.BindEyePosition(s,n)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*r.visibility),o.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),n.lightsEnabled&&!this.disableLighting&&e.MaterialHelper.BindLights(n,r,this._activeEffect,o,this.maxSimultaneousLights),n.fogEnabled&&r.applyFog&&n.fogMode!==e.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",n.getViewMatrix()),e.MaterialHelper.BindFogParameters(n,r,this._activeEffect),this._afterBind(r,this._activeEffect))}},i.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},i.prototype.getActiveTextures=function(){var e=r.prototype.getActiveTextures.call(this);return this._mixTexture&&e.push(this._mixTexture),this._diffuseTexture1&&e.push(this._diffuseTexture1),this._diffuseTexture2&&e.push(this._diffuseTexture2),this._diffuseTexture3&&e.push(this._diffuseTexture3),this._bumpTexture1&&e.push(this._bumpTexture1),this._bumpTexture2&&e.push(this._bumpTexture2),this._bumpTexture3&&e.push(this._bumpTexture3),e},i.prototype.hasTexture=function(e){return!!r.prototype.hasTexture.call(this,e)||(this._mixTexture===e||(this._diffuseTexture1===e||(this._diffuseTexture2===e||(this._diffuseTexture3===e||(this._bumpTexture1===e||(this._bumpTexture2===e||this._bumpTexture3===e))))))},i.prototype.dispose=function(e){this.mixTexture&&this.mixTexture.dispose(),r.prototype.dispose.call(this,e)},i.prototype.clone=function(t){var r=this;return e.SerializationHelper.Clone((function(){return new i(t,r.getScene())}),this)},i.prototype.serialize=function(){var t=e.SerializationHelper.Serialize(this);return t.customType="BABYLON.TerrainMaterial",t},i.prototype.getClassName=function(){return"TerrainMaterial"},i.Parse=function(t,r,n){return e.SerializationHelper.Parse((function(){return new i(t.name,r)}),t,r,n)},__decorate([e.serializeAsTexture("mixTexture")],i.prototype,"_mixTexture",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"mixTexture",void 0),__decorate([e.serializeAsTexture("diffuseTexture1")],i.prototype,"_diffuseTexture1",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture1",void 0),__decorate([e.serializeAsTexture("diffuseTexture2")],i.prototype,"_diffuseTexture2",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture2",void 0),__decorate([e.serializeAsTexture("diffuseTexture3")],i.prototype,"_diffuseTexture3",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture3",void 0),__decorate([e.serializeAsTexture("bumpTexture1")],i.prototype,"_bumpTexture1",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture1",void 0),__decorate([e.serializeAsTexture("bumpTexture2")],i.prototype,"_bumpTexture2",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture2",void 0),__decorate([e.serializeAsTexture("bumpTexture3")],i.prototype,"_bumpTexture3",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture3",void 0),__decorate([e.serializeAsColor3()],i.prototype,"diffuseColor",void 0),__decorate([e.serializeAsColor3()],i.prototype,"specularColor",void 0),__decorate([e.serialize()],i.prototype,"specularPower",void 0),__decorate([e.serialize("disableLighting")],i.prototype,"_disableLighting",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"disableLighting",void 0),__decorate([e.serialize("maxSimultaneousLights")],i.prototype,"_maxSimultaneousLights",void 0),__decorate([e.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"maxSimultaneousLights",void 0),i})(e.PushMaterial);e.TerrainMaterial=r})(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.terrainVertexShader="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 DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\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]\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#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\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.terrainPixelShader="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#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include\n#include\n#include\n\n#include\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{ \nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\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\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include[0..maxSimultaneousLights]\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*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include\ngl_FragColor=color;\n}\n";