var BABYLON,__extends=this&&this.__extends||(function(){var i=function(e,t){return(i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var n in t)t.hasOwnProperty(n)&&(e[n]=t[n])})(e,t)};return function(e,t){function n(){this.constructor=e}i(e,t),e.prototype=null===t?Object.create(t):(n.prototype=t.prototype,new n)}})(),__decorate=this&&this.__decorate||function(e,t,n,i){var o,a=arguments.length,r=a<3?t:null===i?i=Object.getOwnPropertyDescriptor(t,n):i;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)r=Reflect.decorate(e,t,n,i);else for(var c=e.length-1;0<=c;c--)(o=e[c])&&(r=(a<3?o(r):3\n#include\nvoid main(void) {\ngl_Position=viewProjection*world*vec4(position,1.0);\nvec4 worldPos=world*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#include\n\n#include\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",BABYLON.Effect.ShadersStore.skyPixelShader="precision highp float;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n\nuniform vec3 cameraPosition;\nuniform float luminance;\nuniform float turbidity;\nuniform float rayleigh;\nuniform float mieCoefficient;\nuniform float mieDirectionalG;\nuniform vec3 sunPosition;\n\n#include\n\nconst float e=2.71828182845904523536028747135266249775724709369995957;\nconst float pi=3.141592653589793238462643383279502884197169;\nconst float n=1.0003;\nconst float N=2.545E25;\nconst float pn=0.035;\nconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\nconst vec3 K=vec3(0.686,0.678,0.666);\nconst float v=4.0;\nconst float rayleighZenithLength=8.4E3;\nconst float mieZenithLength=1.25E3;\nconst vec3 up=vec3(0.0,1.0,0.0);\nconst float EE=1000.0;\nconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\nconst float cutoffAngle=pi/1.95;\nconst float steepness=1.5;\nvec3 totalRayleigh(vec3 lambda)\n{\nreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\n}\nvec3 simplifiedRayleigh()\n{\nreturn 0.0005/vec3(94,40,18);\n}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\n}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{\nfloat c=(0.2*T )*10E-18;\nreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\n}\nfloat hgPhase(float cosTheta,float g)\n{\nreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\n}\nfloat sunIntensity(float zenithAngleCos)\n{\nreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\n}\nfloat A=0.15;\nfloat B=0.50;\nfloat C=0.10;\nfloat D=0.20;\nfloat EEE=0.02;\nfloat F=0.30;\nfloat W=1000.0;\nvec3 Uncharted2Tonemap(vec3 x)\n{\nreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\n}\nvoid main(void) {\n\n#include\n\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\nfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\nvec3 sunDirection=normalize(sunPosition);\nfloat sunE=sunIntensity(dot(sunDirection,up));\nvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\nvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\nfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition))));\nfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nvec3 Fex=exp(-(betaR*sR+betaM*sM));\nfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\nfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\nvec3 betaRTheta=betaR*rPhase;\nfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\nvec3 betaMTheta=betaM*mPhase;\nvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\nLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\nvec3 direction=normalize(vPositionW-cameraPosition);\nfloat theta=acos(direction.y);\nfloat phi=atan(direction.z,direction.x);\nvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\nvec3 L0=vec3(0.1)*Fex;\nfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\nL0+=(sunE*19000.0*Fex)*sundisk;\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\nvec3 texColor=(Lin+L0); \ntexColor*=0.04 ;\ntexColor+=vec3(0.0,0.001,0.0025)*0.3;\nfloat g_fMaxLuminance=1.0;\nfloat fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;\nvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\n\n\n\nvec3 retColor=curr*whiteScale;\n\n\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n\n#include\ngl_FragColor=color;\n}\n";