/// var BABYLON; (function (BABYLON) { var maxSimultaneousLights = 4; var FurMaterialDefines = (function (_super) { __extends(FurMaterialDefines, _super); function FurMaterialDefines() { _super.call(this); this.DIFFUSE = false; this.HEIGHTMAP = false; this.CLIPPLANE = false; this.ALPHATEST = false; this.POINTSIZE = false; this.FOG = false; this.LIGHT0 = false; this.LIGHT1 = false; this.LIGHT2 = false; this.LIGHT3 = false; this.SPOTLIGHT0 = false; this.SPOTLIGHT1 = false; this.SPOTLIGHT2 = false; this.SPOTLIGHT3 = false; this.HEMILIGHT0 = false; this.HEMILIGHT1 = false; this.HEMILIGHT2 = false; this.HEMILIGHT3 = false; this.DIRLIGHT0 = false; this.DIRLIGHT1 = false; this.DIRLIGHT2 = false; this.DIRLIGHT3 = false; this.POINTLIGHT0 = false; this.POINTLIGHT1 = false; this.POINTLIGHT2 = false; this.POINTLIGHT3 = false; this.SHADOW0 = false; this.SHADOW1 = false; this.SHADOW2 = false; this.SHADOW3 = false; this.SHADOWS = false; this.SHADOWVSM0 = false; this.SHADOWVSM1 = false; this.SHADOWVSM2 = false; this.SHADOWVSM3 = false; this.SHADOWPCF0 = false; this.SHADOWPCF1 = false; this.SHADOWPCF2 = false; this.SHADOWPCF3 = false; this.NORMAL = false; this.UV1 = false; this.UV2 = false; this.VERTEXCOLOR = false; this.VERTEXALPHA = false; this.BONES = false; this.BONES4 = false; this.BonesPerMesh = 0; this.INSTANCES = false; this._keys = Object.keys(this); } return FurMaterialDefines; })(BABYLON.MaterialDefines); var FurMaterial = (function (_super) { __extends(FurMaterial, _super); function FurMaterial(name, scene) { _super.call(this, name, scene); 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.disableLighting = false; this._worldViewProjectionMatrix = BABYLON.Matrix.Zero(); this._scaledDiffuse = new BABYLON.Color3(1., 1., 1.); this._defines = new FurMaterialDefines(); this._cachedDefines = new FurMaterialDefines(); this._cachedDefines.BonesPerMesh = -1; } FurMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; FurMaterial.prototype.needAlphaTesting = function () { return false; }; FurMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods FurMaterial.prototype._checkCache = function (scene, mesh, useInstances) { if (!mesh) { return true; } if (this._defines.INSTANCES !== useInstances) { return false; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; }; FurMaterial.prototype.isReady = function (mesh, useInstances) { if (this.checkReadyOnlyOnce) { if (this._wasPreviouslyReady) { return true; } } var scene = this.getScene(); if (!this.checkReadyOnEveryCall) { if (this._renderId === scene.getRenderId()) { if (this._checkCache(scene, mesh, useInstances)) { return true; } } } var engine = scene.getEngine(); var needNormals = false; var needUVs = false; this._defines.reset(); // Textures if (scene.texturesEnabled) { if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { if (!this.diffuseTexture.isReady()) { return false; } else { needUVs = true; this._defines.DIFFUSE = true; } } if (this.heightTexture) { if (!this.heightTexture.isReady()) { return false; } else { needUVs = true; this._defines.HEIGHTMAP = true; } } } // Effect if (scene.clipPlane) { this._defines.CLIPPLANE = true; } if (engine.getAlphaTesting()) { this._defines.ALPHATEST = true; } // Point size if (this.pointsCloud || scene.forcePointsCloud) { this._defines.POINTSIZE = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } var lightIndex = 0; if (scene.lightsEnabled && !this.disableLighting) { for (var index = 0; index < scene.lights.length; index++) { var light = scene.lights[index]; if (!light.isEnabled()) { continue; } // Excluded check if (light._excludedMeshesIds.length > 0) { for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) { var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]); if (excludedMesh) { light.excludedMeshes.push(excludedMesh); } } light._excludedMeshesIds = []; } // Included check if (light._includedOnlyMeshesIds.length > 0) { for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) { var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]); if (includedOnlyMesh) { light.includedOnlyMeshes.push(includedOnlyMesh); } } light._includedOnlyMeshesIds = []; } if (!light.canAffectMesh(mesh)) { continue; } needNormals = true; this._defines["LIGHT" + lightIndex] = true; var type; if (light instanceof BABYLON.SpotLight) { type = "SPOTLIGHT" + lightIndex; } else if (light instanceof BABYLON.HemisphericLight) { type = "HEMILIGHT" + lightIndex; } else if (light instanceof BABYLON.PointLight) { type = "POINTLIGHT" + lightIndex; } else { type = "DIRLIGHT" + lightIndex; } this._defines[type] = true; // Shadows if (scene.shadowsEnabled) { var shadowGenerator = light.getShadowGenerator(); if (mesh && mesh.receiveShadows && shadowGenerator) { this._defines["SHADOW" + lightIndex] = true; this._defines.SHADOWS = true; if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) { this._defines["SHADOWVSM" + lightIndex] = true; } if (shadowGenerator.usePoissonSampling) { this._defines["SHADOWPCF" + lightIndex] = true; } } } lightIndex++; if (lightIndex === maxSimultaneousLights) break; } } // Attribs if (mesh) { if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { this._defines.NORMAL = true; } if (needUVs) { if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { this._defines.UV1 = true; } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { this._defines.UV2 = true; } } if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { this._defines.VERTEXCOLOR = true; if (mesh.hasVertexAlpha) { this._defines.VERTEXALPHA = true; } } if (mesh.useBones && mesh.computeBonesUsingShaders) { this._defines.BONES = true; this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1); this._defines.BONES4 = true; } // Instances if (useInstances) { this._defines.INSTANCES = true; } } // Get correct effect if (!this._defines.isEqual(this._cachedDefines)) { this._defines.cloneTo(this._cachedDefines); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (this._defines.FOG) { fallbacks.addFallback(1, "FOG"); } for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) { if (!this._defines["LIGHT" + lightIndex]) { continue; } if (lightIndex > 0) { fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex); } if (this._defines["SHADOW" + lightIndex]) { fallbacks.addFallback(0, "SHADOW" + lightIndex); } if (this._defines["SHADOWPCF" + lightIndex]) { fallbacks.addFallback(0, "SHADOWPCF" + lightIndex); } if (this._defines["SHADOWVSM" + lightIndex]) { fallbacks.addFallback(0, "SHADOWVSM" + lightIndex); } } if (this._defines.BONES4) { fallbacks.addFallback(0, "BONES4"); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (this._defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } if (this._defines.UV1) { attribs.push(BABYLON.VertexBuffer.UVKind); } if (this._defines.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (this._defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } if (this._defines.BONES) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); } if (this._defines.INSTANCES) { attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Legacy browser patch var shaderName = "fur"; var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "furLength", "furAngle", "furColor" ], ["diffuseSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3", "heightTexture" ], join, fallbacks, this.onCompiled, this.onError); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new FurMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; FurMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; FurMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } if (scene.getCachedMaterial() !== this) { // Textures if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { this._effect.setTexture("diffuseSampler", this.diffuseTexture); this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level); this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix()); } if (this.heightTexture) { this._effect.setTexture("heightTexture", this.heightTexture); } // Clip plane if (scene.clipPlane) { var clipPlane = scene.clipPlane; this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); } // Point size if (this.pointsCloud) { this._effect.setFloat("pointSize", this.pointSize); } this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position); } this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility); if (scene.lightsEnabled && !this.disableLighting) { var lightIndex = 0; for (var index = 0; index < scene.lights.length; index++) { var light = scene.lights[index]; if (!light.isEnabled()) { continue; } if (!light.canAffectMesh(mesh)) { continue; } if (light instanceof BABYLON.PointLight) { // Point Light light.transferToEffect(this._effect, "vLightData" + lightIndex); } else if (light instanceof BABYLON.DirectionalLight) { // Directional Light light.transferToEffect(this._effect, "vLightData" + lightIndex); } else if (light instanceof BABYLON.SpotLight) { // Spot Light light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex); } else if (light instanceof BABYLON.HemisphericLight) { // Hemispheric Light light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex); } light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse); this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range); // Shadows if (scene.shadowsEnabled) { var shadowGenerator = light.getShadowGenerator(); if (mesh.receiveShadows && shadowGenerator) { this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix()); this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering()); this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias); } } lightIndex++; if (lightIndex === maxSimultaneousLights) break; } } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity); this._effect.setColor3("vFogColor", scene.fogColor); } this._effect.setFloat("furLength", this.furLength); this._effect.setFloat("furAngle", this.furAngle); this._effect.setColor4("furColor", this.furColor, 1.0); _super.prototype.bind.call(this, world, mesh); }; 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.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } _super.prototype.dispose.call(this, forceDisposeEffect); }; FurMaterial.prototype.clone = function (name) { var newMaterial = new FurMaterial(name, this.getScene()); // Base material this.copyTo(newMaterial); // Fur material if (this.diffuseTexture && this.diffuseTexture.clone) { newMaterial.diffuseTexture = this.diffuseTexture.clone(); } if (this.heightTexture && this.heightTexture.clone) { newMaterial.heightTexture = this.heightTexture.clone(); } if (this.diffuseColor && this.diffuseColor.clone) { newMaterial.diffuseColor = this.diffuseColor.clone(); } return newMaterial; }; FurMaterial.prototype.serialize = function () { var serializationObject = _super.prototype.serialize.call(this); serializationObject.customType = "BABYLON.FurMaterial"; serializationObject.diffuseColor = this.diffuseColor.asArray(); serializationObject.disableLighting = this.disableLighting; serializationObject.furLength = this.furLength; serializationObject.furAngle = this.furAngle; serializationObject.furColor = this.furColor.asArray(); if (this.diffuseTexture) { serializationObject.diffuseTexture = this.diffuseTexture.serialize(); } if (this.heightTexture) { serializationObject.heightTexture = this.heightTexture.serialize(); } return serializationObject; }; FurMaterial.Parse = function (source, scene, rootUrl) { var material = new FurMaterial(source.name, scene); material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor); material.furLength = source.furLength; material.furAngle = source.furAngle; material.furColor = BABYLON.Color3.FromArray(source.furColor); material.disableLighting = source.disableLighting; material.alpha = source.alpha; material.id = source.id; BABYLON.Tags.AddTagsTo(material, source.tags); material.backFaceCulling = source.backFaceCulling; material.wireframe = source.wireframe; if (source.diffuseTexture) { material.diffuseTexture = BABYLON.Texture.Parse(source.diffuseTexture, scene, rootUrl); } if (source.heightTexture) { material.heightTexture = BABYLON.Texture.Parse(source.heightTexture, scene, rootUrl); } if (source.checkReadyOnlyOnce) { material.checkReadyOnlyOnce = source.checkReadyOnlyOnce; } return material; }; return FurMaterial; })(BABYLON.Material); BABYLON.FurMaterial = FurMaterial; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['furVertexShader'] = "precision highp float;\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n\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#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n\n// Uniforms\nuniform float furLength;\nuniform float furAngle;\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\nfloat Rand(vec3 rv) {\n\tfloat x = dot(rv, vec3(12.9898,78.233, 24.65487));\n\treturn fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n\tmat4 finalWorld;\n\n#ifdef INSTANCES\n\tfinalWorld = mat4(world0, world1, world2, world3);\n#else\n\tfinalWorld = world;\n#endif\n\n#ifdef BONES\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n//FUR\nfloat r = Rand(position);\n#ifdef HEIGHTMAP\t\n\tvfur_length = furLength * texture2D(heightTexture, uv).rgb.x;\n#else\t\n\tvfur_length = (furLength * r);\n#endif\n\tvec3 tangent1 = vec3(normal.y, -normal.x, 0);\n\tvec3 tangent2 = vec3(-normal.z, 0, normal.x);\n\tr = Rand(tangent1*r);\n\tfloat J = (2.0 + 4.0* r);\n\tr = Rand(tangent2*r);\n\tfloat K = (2.0 + 2.0* r);\n\ttangent1 = tangent1*J + tangent2*K;\n\ttangent1 = normalize(tangent1);\n vec3 newPosition = position + normal * vfur_length*cos(furAngle) + tangent1*vfur_length*sin(furAngle);\n\t\n//END FUR\n\tgl_Position = viewProjection * finalWorld * vec4(newPosition, 1.0);\n\n\tvec4 worldPos = finalWorld * vec4(newPosition, 1.0);\n\tvPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n\t// Texture coordinates\n#ifndef UV1\n\tvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n\tvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n\tif (vDiffuseInfos.x == 0.)\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n\t// Clip plane\n#ifdef CLIPPLANE\n\tfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n\t// Fog\n#ifdef FOG\n\tfFogDistance = (view * worldPos).z;\n#endif\n\n\t// Shadows\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n\n\t// Point size\n#ifdef POINTSIZE\n\tgl_PointSize = pointSize;\n#endif\n}\n"; BABYLON.Effect.ShadersStore['furPixelShader'] = "precision highp float;\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\n// Input\nuniform vec4 furColor;\nvarying vec3 vPositionW;\nvarying float vfur_length;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\n#ifdef SHADOW0\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#else\nuniform samplerCube shadowSampler0;\n#endif\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\n#ifdef SHADOW1\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#else\nuniform samplerCube shadowSampler1;\n#endif\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\n#ifdef SHADOW2\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#else\nuniform samplerCube shadowSampler2;\n#endif\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\n#ifdef SHADOW3\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#else\nuniform samplerCube shadowSampler3;\n#endif\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n\treturn dot(color, bit_shift);\n}\n\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n\tif (depth > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat visibility = 1.;\n\n\tvec3 poissonDisk[4];\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth - bias;\n\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n#endif\n\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n\tif (depth.z > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat visibility = 1.;\n\n\tvec2 poissonDisk[4];\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth.z - bias;\n\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n\n// Thanks to http://devmaster.net/\nfloat unpackHalf(vec2 color)\n{\n\treturn color.x + (color.y / 255.0);\n}\n\nfloat linstep(float low, float high, float v) {\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\n\tfloat d = compare - moments.x;\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\n\treturn clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tvec4 texel = texture2D(shadowSampler, uv);\n\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n}\n#endif\n#endif\n\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n\tfloat fogCoeff = 1.0;\n\tfloat fogStart = vFogInfos.y;\n\tfloat fogEnd = vFogInfos.z;\n\tfloat fogDensity = vFogInfos.w;\n\n\tif (FOGMODE_LINEAR == vFogInfos.x)\n\t{\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n\t}\n\telse if (FOGMODE_EXP == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n\t}\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n\t}\n\n\treturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n\tvec3 diffuse;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 lightVectorW;\n\tfloat attenuation = 1.0;\n\tif (lightData.w == 0.)\n\t{\n\t\tvec3 direction = lightData.xyz - vPositionW;\n\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\n\t\tlightVectorW = normalize(direction);\n\t}\n\telse\n\t{\n\t\tlightVectorW = normalize(-lightData.xyz);\n\t}\n\n\t// diffuse\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\n\tresult.diffuse = ndl * diffuseColor * attenuation;\n\n\treturn result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 direction = lightData.xyz - vPositionW;\n\tvec3 lightVectorW = normalize(direction);\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\n\n\t// diffuse\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n\tfloat spotAtten = 0.0;\n\n\tif (cosAngle >= lightDirection.w)\n\t{\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n\t\t// Diffuse\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n\n\t\treturn result;\n\t}\n\n\tresult.diffuse = vec3(0.);\n\n\treturn result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\n\tlightingInfo result;\n\n\t// Diffuse\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\n\n\treturn result;\n}\n\nfloat Rand(vec3 rv) {\n\tfloat x = dot(rv, vec3(12.9898,78.233, 24.65487));\n\treturn fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n\t// Clip plane\n#ifdef CLIPPLANE\n\tif (fClipDistance > 0.0)\n\t\tdiscard;\n#endif\n\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n\t// Base color\n\tvec4 baseColor = furColor;\n\tvec3 diffuseColor = vDiffuseColor.rgb;\n\n\t// Alpha\n\tfloat alpha = vDiffuseColor.a;\n\n#ifdef DIFFUSE\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n\tif (baseColor.a < 0.4)\n\t\tdiscard;\n#endif\n\n\tbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n\tbaseColor.rgb *= vColor.rgb;\n#endif\n\n\t// Bump\n#ifdef NORMAL\n\tvec3 normalW = normalize(vNormalW);\n#else\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\t// Lighting\n\tvec3 diffuseBase = vec3(0., 0., 0.);\n\tfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n\t#else\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n\t#endif\n#else\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n\t#if defined(POINTLIGHT1)\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n\t#if defined(POINTLIGHT2)\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n\t#if defined(POINTLIGHT3)\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef VERTEXALPHA\n\talpha *= vColor.a;\n#endif\n\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\n\n\t// Composition\n\t//float r = Rand(vPositionW) * 0.5;\n\tfloat r = vfur_length * 0.5;\n\tvec4 color = vec4(finalDiffuse * (0.5 + r), alpha);\n\n#ifdef FOG\n\tfloat fog = CalcFogFactor();\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n\tgl_FragColor = color;\n}";