!(function(e,i){var t=[],n=e.BABYLON||this.BABYLON;"object"==typeof exports&&"object"==typeof module?(n=n||require("babylonjs"),module.exports=i(n)):"function"==typeof define&&define.amd?(t.push("babylonjs"),define("babylonjs-materials",t,i)):"object"==typeof exports?(n=n||require("babylonjs"),exports["babylonjs-materials"]=i(n)):e.BABYLON=i(n)})(this,(function(e){e=e||this.BABYLON;var n,m,g,i,d,p,t,h,v,r,x,T,o,_,S,a,E,P,s,l,u,f,y,C,c,b,M,L,F,D,A,R,O,I,V,N,w,U,z,B,H,W,k,G=this&&this.__decorate||function(e,i,t,n){var r,o=arguments.length,a=o<3?i:null===n?n=Object.getOwnPropertyDescriptor(i,t):n;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,i,t,n);else for(var s=e.length-1;0<=s;s--)(r=e[s])&&(a=(o<3?r(a):3\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\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#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",e.Effect.ShadersStore.shadowOnlyPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0..1]\n\nvec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include\ngl_FragColor=color;\n}",d=e||(e={}),p=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.LIGHT0=!1,e.LIGHT1=!1,e.LIGHT2=!1,e.LIGHT3=!1,e.SPOTLIGHT0=!1,e.SPOTLIGHT1=!1,e.SPOTLIGHT2=!1,e.SPOTLIGHT3=!1,e.HEMILIGHT0=!1,e.HEMILIGHT1=!1,e.HEMILIGHT2=!1,e.HEMILIGHT3=!1,e.DIRLIGHT0=!1,e.DIRLIGHT1=!1,e.DIRLIGHT2=!1,e.DIRLIGHT3=!1,e.POINTLIGHT0=!1,e.POINTLIGHT1=!1,e.POINTLIGHT2=!1,e.POINTLIGHT3=!1,e.SHADOW0=!1,e.SHADOW1=!1,e.SHADOW2=!1,e.SHADOW3=!1,e.SHADOWS=!1,e.SHADOWESM0=!1,e.SHADOWESM1=!1,e.SHADOWESM2=!1,e.SHADOWESM3=!1,e.SHADOWPOISSON0=!1,e.SHADOWPOISSON1=!1,e.SHADOWPOISSON2=!1,e.SHADOWPOISSON3=!1,e.SHADOWPCF0=!1,e.SHADOWPCF1=!1,e.SHADOWPCF2=!1,e.SHADOWPCF3=!1,e.SHADOWPCSS0=!1,e.SHADOWPCSS1=!1,e.SHADOWPCSS2=!1,e.SHADOWPCSS3=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(d.MaterialDefines),t=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t._maxSimultaneousLights=4,t.topColor=new d.Color3(1,0,0),t.topColorAlpha=1,t.bottomColor=new d.Color3(0,0,1),t.bottomColorAlpha=1,t.offset=0,t.scale=1,t.smoothness=1,t.disableLighting=!1,t._scaledDiffuse=new d.Color3,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1||this.topColorAlpha<1||this.bottomColorAlpha<1},r.prototype.needAlphaTesting=function(){return!0},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new p);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(d.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),d.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=d.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights),d.MaterialHelper.PrepareDefinesForAttributes(e,n,!1,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new d.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),d.MaterialHelper.HandleFallbacksForShadows(n,a),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\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);\nvPosition=position;\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",e.Effect.ShadersStore.gradientPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\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]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include\n#include\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0]\n#include[1]\n#include[2]\n#include[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}\n",h=e||(e={}),v=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.LIGHT0=!1,e.LIGHT1=!1,e.LIGHT2=!1,e.LIGHT3=!1,e.SPOTLIGHT0=!1,e.SPOTLIGHT1=!1,e.SPOTLIGHT2=!1,e.SPOTLIGHT3=!1,e.HEMILIGHT0=!1,e.HEMILIGHT1=!1,e.HEMILIGHT2=!1,e.HEMILIGHT3=!1,e.DIRLIGHT0=!1,e.DIRLIGHT1=!1,e.DIRLIGHT2=!1,e.DIRLIGHT3=!1,e.POINTLIGHT0=!1,e.POINTLIGHT1=!1,e.POINTLIGHT2=!1,e.POINTLIGHT3=!1,e.SHADOW0=!1,e.SHADOW1=!1,e.SHADOW2=!1,e.SHADOW3=!1,e.SHADOWS=!1,e.SHADOWESM0=!1,e.SHADOWESM1=!1,e.SHADOWESM2=!1,e.SHADOWESM3=!1,e.SHADOWPOISSON0=!1,e.SHADOWPOISSON1=!1,e.SHADOWPOISSON2=!1,e.SHADOWPOISSON3=!1,e.SHADOWPCF0=!1,e.SHADOWPCF1=!1,e.SHADOWPCF2=!1,e.SHADOWPCF3=!1,e.SHADOWPCSS0=!1,e.SHADOWPCSS1=!1,e.SHADOWPCSS2=!1,e.SHADOWPCSS3=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(h.MaterialDefines),r=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new h.Color3(1,1,1),t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new v);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,r.texturesEnabled&&this._diffuseTexture&&h.StandardMaterial.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(h.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=h.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),h.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),h.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new h.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),h.MaterialHelper.HandleFallbacksForShadows(n,a),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",e.Effect.ShadersStore.normalPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\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]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include\n#include\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nvoid main(void) {\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0]\n#include[1]\n#include[2]\n#include[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}",x=e||(e={}),T=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.LIGHT0=!1,e.LIGHT1=!1,e.LIGHT2=!1,e.LIGHT3=!1,e.SPOTLIGHT0=!1,e.SPOTLIGHT1=!1,e.SPOTLIGHT2=!1,e.SPOTLIGHT3=!1,e.HEMILIGHT0=!1,e.HEMILIGHT1=!1,e.HEMILIGHT2=!1,e.HEMILIGHT3=!1,e.DIRLIGHT0=!1,e.DIRLIGHT1=!1,e.DIRLIGHT2=!1,e.DIRLIGHT3=!1,e.POINTLIGHT0=!1,e.POINTLIGHT1=!1,e.POINTLIGHT2=!1,e.POINTLIGHT3=!1,e.SHADOW0=!1,e.SHADOW1=!1,e.SHADOW2=!1,e.SHADOW3=!1,e.SHADOWS=!1,e.SHADOWESM0=!1,e.SHADOWESM1=!1,e.SHADOWESM2=!1,e.SHADOWESM3=!1,e.SHADOWPOISSON0=!1,e.SHADOWPOISSON1=!1,e.SHADOWPOISSON2=!1,e.SHADOWPOISSON3=!1,e.SHADOWPCF0=!1,e.SHADOWPCF1=!1,e.SHADOWPCF2=!1,e.SHADOWPCF3=!1,e.SHADOWPCSS0=!1,e.SHADOWPCSS1=!1,e.SHADOWPCSS2=!1,e.SHADOWPCSS3=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.UNLIT=!1,e.rebuild(),e}return X(e,i),e})(x.MaterialDefines),o=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.speed=1,t.movingSpeed=1,t.lowFrequencySpeed=1,t.fogDensity=.15,t._lastTime=0,t.diffuseColor=new x.Color3(1,1,1),t._disableLighting=!1,t._unlit=!1,t._maxSimultaneousLights=4,t._scaledDiffuse=new x.Color3,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new T);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,r.texturesEnabled&&this._diffuseTexture&&x.StandardMaterial.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(x.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=!0,x.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),x.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),x.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new x.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),x.MaterialHelper.HandleFallbacksForShadows(n,a),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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\n\n\nvec3 mod289(vec3 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 mod289(vec4 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 permute(vec4 x)\n{\nreturn mod289(((x*34.0)+1.0)*x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\nreturn 1.79284291400159-0.85373472095314*r;\n}\nvec3 fade(vec3 t) {\nreturn t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat pnoise(vec3 P,vec3 rep)\n{\nvec3 Pi0=mod(floor(P),rep); \nvec3 Pi1=mod(Pi0+vec3(1.0),rep); \nPi0=mod289(Pi0);\nPi1=mod289(Pi1);\nvec3 Pf0=fract(P); \nvec3 Pf1=Pf0-vec3(1.0); \nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);\nvec4 iy=vec4(Pi0.yy,Pi1.yy);\nvec4 iz0=Pi0.zzzz;\nvec4 iz1=Pi1.zzzz;\nvec4 ixy=permute(permute(ix)+iy);\nvec4 ixy0=permute(ixy+iz0);\nvec4 ixy1=permute(ixy+iz1);\nvec4 gx0=ixy0*(1.0/7.0);\nvec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;\ngx0=fract(gx0);\nvec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);\nvec4 sz0=step(gz0,vec4(0.0));\ngx0-=sz0*(step(0.0,gx0)-0.5);\ngy0-=sz0*(step(0.0,gy0)-0.5);\nvec4 gx1=ixy1*(1.0/7.0);\nvec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;\ngx1=fract(gx1);\nvec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);\nvec4 sz1=step(gz1,vec4(0.0));\ngx1-=sz1*(step(0.0,gx1)-0.5);\ngy1-=sz1*(step(0.0,gy1)-0.5);\nvec3 g000=vec3(gx0.x,gy0.x,gz0.x);\nvec3 g100=vec3(gx0.y,gy0.y,gz0.y);\nvec3 g010=vec3(gx0.z,gy0.z,gz0.z);\nvec3 g110=vec3(gx0.w,gy0.w,gz0.w);\nvec3 g001=vec3(gx1.x,gy1.x,gz1.x);\nvec3 g101=vec3(gx1.y,gy1.y,gz1.y);\nvec3 g011=vec3(gx1.z,gy1.z,gz1.z);\nvec3 g111=vec3(gx1.w,gy1.w,gz1.w);\nvec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));\ng000*=norm0.x;\ng010*=norm0.y;\ng100*=norm0.z;\ng110*=norm0.w;\nvec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));\ng001*=norm1.x;\ng011*=norm1.y;\ng101*=norm1.z;\ng111*=norm1.w;\nfloat n000=dot(g000,Pf0);\nfloat n100=dot(g100,vec3(Pf1.x,Pf0.yz));\nfloat n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));\nfloat n110=dot(g110,vec3(Pf1.xy,Pf0.z));\nfloat n001=dot(g001,vec3(Pf0.xy,Pf1.z));\nfloat n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));\nfloat n011=dot(g011,vec3(Pf0.x,Pf1.yz));\nfloat n111=dot(g111,Pf1);\nvec3 fade_xyz=fade(Pf0);\nvec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);\nvec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);\nfloat n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);\nreturn 2.2*n_xyz;\n}\n\nfloat turbulence( vec3 p ) {\nfloat w=100.0;\nfloat t=-.5;\nfor (float f=1.0 ; f<=10.0 ; f++ ){\nfloat power=pow( 2.0,f );\nt+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );\n}\nreturn t;\n}\nvoid main(void) {\n#include\n#include\n#ifdef NORMAL\n\nnoise=10.0*-.10*turbulence( .5*normal+time*1.15 );\n\nfloat b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );\n\nfloat displacement =-1.5*noise+b;\n\nvec3 newPosition=position+normal*displacement;\ngl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}",e.Effect.ShadersStore.lavaPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\nvarying float noise;\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]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include\n#include\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nfloat random( vec3 scale,float seed ){\nreturn fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;\n}\nvoid main(void) {\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 DIFFUSE\n\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );\nvec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time*0.02;\nvec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;\nT1.x+=noiseTex.x*2.0;\nT1.y+=noiseTex.y*2.0;\nT2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;\nT2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;\nfloat p=texture2D( noiseTexture,T1*3.0 ).a;\nvec4 lavaColor=texture2D( diffuseSampler,T2*4.0);\nvec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );\nbaseColor=temp;\nfloat depth=gl_FragCoord.z*4.0;\nconst float LOG2=1.442695;\nfloat fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );\nfogFactor=1.0-clamp( fogFactor,0.0,1.0 );\nbaseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );\ndiffuseColor=baseColor.rgb;\n\n\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0]\n#include[1]\n#include[2]\n#include[3]\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}",_=e||(e={}),S=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(_.MaterialDefines),a=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new _.Color3(1,1,1),t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new S);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,r.texturesEnabled&&this._diffuseTexture&&_.StandardMaterial.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(_.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=_.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),_.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),_.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new _.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),_.MaterialHelper.HandleFallbacksForShadows(n,a,this.maxSimultaneousLights),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",e.Effect.ShadersStore.simplePixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nvoid main(void) {\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}",E=e||(e={}),P=(function(i){function e(){var e=i.call(this)||this;return e.BUMP=!1,e.REFLECTION=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.SPECULARTERM=!1,e.LOGARITHMICDEPTH=!1,e.FRESNELSEPARATE=!1,e.BUMPSUPERIMPOSE=!1,e.BUMPAFFECTSREFLECTION=!1,e.rebuild(),e}return X(e,i),e})(E.MaterialDefines),s=(function(r){function o(e,i,t){void 0===t&&(t=new E.Vector2(512,512));var n=r.call(this,e,i)||this;return n.renderTargetSize=t,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.windForce=6,n.windDirection=new E.Vector2(0,1),n.waveHeight=.4,n.bumpHeight=.4,n._bumpSuperimpose=!1,n._fresnelSeparate=!1,n._bumpAffectsReflection=!1,n.waterColor=new E.Color3(.1,.1,.6),n.colorBlendFactor=.2,n.waterColor2=new E.Color3(.1,.1,.6),n.colorBlendFactor2=.2,n.waveLength=.1,n.waveSpeed=1,n._renderTargets=new E.SmartArray(16),n._mesh=null,n._reflectionTransform=E.Matrix.Zero(),n._lastTime=0,n._lastDeltaTime=0,n._createRenderTargets(i,t),n.getRenderTargetTextures=function(){return n._renderTargets.reset(),n._renderTargets.push(n._reflectionRTT),n._renderTargets.push(n._refractionRTT),n._renderTargets},n}return X(o,r),Object.defineProperty(o.prototype,"hasRenderTargetTextures",{get:function(){return!0},enumerable:!0,configurable:!0}),Object.defineProperty(o.prototype,"useLogarithmicDepth",{get:function(){return this._useLogarithmicDepth},set:function(e){this._useLogarithmicDepth=e&&this.getScene().getEngine().getCaps().fragmentDepthSupported,this._markAllSubMeshesAsMiscDirty()},enumerable:!0,configurable:!0}),Object.defineProperty(o.prototype,"refractionTexture",{get:function(){return this._refractionRTT},enumerable:!0,configurable:!0}),Object.defineProperty(o.prototype,"reflectionTexture",{get:function(){return this._reflectionRTT},enumerable:!0,configurable:!0}),o.prototype.addToRenderList=function(e){this._refractionRTT&&this._refractionRTT.renderList&&this._refractionRTT.renderList.push(e),this._reflectionRTT&&this._reflectionRTT.renderList&&this._reflectionRTT.renderList.push(e)},o.prototype.enableRenderTargets=function(e){var i=e?1:0;this._refractionRTT&&(this._refractionRTT.refreshRate=i),this._reflectionRTT&&(this._reflectionRTT.refreshRate=i)},o.prototype.getRenderList=function(){return this._refractionRTT?this._refractionRTT.renderList:[]},Object.defineProperty(o.prototype,"renderTargetsEnabled",{get:function(){return!(this._refractionRTT&&0===this._refractionRTT.refreshRate)},enumerable:!0,configurable:!0}),o.prototype.needAlphaBlending=function(){return this.alpha<1},o.prototype.needAlphaTesting=function(){return!1},o.prototype.getAlphaTestTexture=function(){return null},o.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new P);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,r.texturesEnabled)){if(this.bumpTexture&&E.StandardMaterial.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;n._needUVs=!0,n.BUMP=!0}E.StandardMaterial.ReflectionTextureEnabled&&(n.REFLECTION=!0)}if(E.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),E.MaterialHelper.PrepareDefinesForMisc(e,r,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._areMiscDirty&&(this._fresnelSeparate&&(n.FRESNELSEPARATE=!0),this._bumpSuperimpose&&(n.BUMPSUPERIMPOSE=!0),this._bumpAffectsReflection&&(n.BUMPAFFECTSREFLECTION=!0)),n._needNormals=E.MaterialHelper.PrepareDefinesForLights(r,e,n,!0,this._maxSimultaneousLights,this._disableLighting),E.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),this._mesh=e,this._waitingRenderList){for(var a=0;a\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",e.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",l=e||(e={}),u=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.UV1=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.BonesPerMesh=0,e.NUM_BONE_INFLUENCERS=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(l.MaterialDefines),f=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new l.Color3(1,1,1),t.speed=1,t._scaledDiffuse=new l.Color3,t._lastTime=0,t}return X(r,n),r.prototype.needAlphaBlending=function(){return!1},r.prototype.needAlphaTesting=function(){return!0},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new u);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,this._diffuseTexture&&l.StandardMaterial.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(n.ALPHATEST=!!this._opacityTexture,n._areMiscDirty&&(n.POINTSIZE=this.pointsCloud||r.forcePointsCloud,n.FOG=r.fogEnabled&&e.applyFog&&r.fogMode!==l.Scene.FOGMODE_NONE&&this.fogEnabled),l.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),l.MaterialHelper.PrepareDefinesForAttributes(e,n,!1,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new l.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\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\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include\n\n#include\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n}\n",e.Effect.ShadersStore.firePixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\nuniform sampler2D distortionSampler;\nuniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\n#include\n\n#include\nvec4 bx2(vec4 x)\n{\nreturn vec4(2.0)*x-vec4(1.0);\n}\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\n\nfloat alpha=1.0;\n#ifdef DIFFUSE\n\nconst float distortionAmount0=0.092;\nconst float distortionAmount1=0.092;\nconst float distortionAmount2=0.092;\nvec2 heightAttenuation=vec2(0.3,0.39);\nvec4 noise0=texture2D(distortionSampler,vDistortionCoords1);\nvec4 noise1=texture2D(distortionSampler,vDistortionCoords2);\nvec4 noise2=texture2D(distortionSampler,vDistortionCoords3);\nvec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;\nvec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);\nvec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\n#include\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;\nbaseColor*=opacityColor;\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=vec4(baseColor.rgb,alpha);\n#include\ngl_FragColor=color;\n}",y=e||(e={}),C=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.HEIGHTMAP=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.HIGHLEVEL=!1,e.rebuild(),e}return X(e,i),e})(y.MaterialDefines),c=(function(n){function s(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new y.Color3(1,1,1),t.furLength=1,t.furAngle=0,t.furColor=new y.Color3(.44,.21,.02),t.furOffset=0,t.furSpacing=12,t.furGravity=new y.Vector3(0,0,0),t.furSpeed=100,t.furDensity=20,t.furOcclusion=0,t._disableLighting=!1,t._maxSimultaneousLights=4,t.highLevelFur=!0,t._furTime=0,t}return X(s,n),Object.defineProperty(s.prototype,"furTime",{get:function(){return this._furTime},set:function(e){this._furTime=e},enumerable:!0,configurable:!0}),s.prototype.needAlphaBlending=function(){return this.alpha<1},s.prototype.needAlphaTesting=function(){return!1},s.prototype.getAlphaTestTexture=function(){return null},s.prototype.updateFur=function(){for(var e=1;e\n\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n#include\n#include\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\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\n}\n",e.Effect.ShadersStore.furPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 furColor;\nuniform float furLength;\nvarying vec3 vPositionW;\nvarying float vfur_length;\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 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform float furOcclusion;\nuniform sampler2D furTexture;\nvarying vec2 vFurUV;\n#endif\n#include\n#include\n#include\n#include\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=furColor;\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\n\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));\nif (furTextureColor.a<=0.0 || furTextureColor.g[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;\nvec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include\ngl_FragColor=color;\n}",b=e||(e={}),M=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.BUMP=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.SPECULARTERM=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(b.MaterialDefines),L=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new b.Color3(1,1,1),t.specularColor=new b.Color3(0,0,0),t.specularPower=64,t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new M);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(r.texturesEnabled){if(this.mixTexture&&b.StandardMaterial.DiffuseTextureEnabled){if(!this.mixTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}(this.bumpTexture1||this.bumpTexture2||this.bumpTexture3)&&b.StandardMaterial.BumpTextureEnabled&&(n._needUVs=!0,n._needNormals=!0,n.BUMP=!0)}if(b.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=b.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),b.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),b.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new b.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),b.MaterialHelper.HandleFallbacksForShadows(n,a,this.maxSimultaneousLights),0\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#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\n}\n",e.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#include\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",F=e||(e={}),D=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.SPECULARTERM=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.MIXMAP2=!1,e.rebuild(),e}return X(e,i),e})(F.MaterialDefines),A=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new F.Color3(1,1,1),t.specularColor=new F.Color3(0,0,0),t.specularPower=64,t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new D);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(r.texturesEnabled&&F.StandardMaterial.DiffuseTextureEnabled){if(this._mixTexture1){if(!this._mixTexture1.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(this._mixTexture2){if(!this._mixTexture2.isReady())return!1;n.MIXMAP2=!0}}if(F.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=F.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),F.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),F.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new F.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),F.MaterialHelper.HandleFallbacksForShadows(n,a,this.maxSimultaneousLights),0\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#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\n}\n",e.Effect.ShadersStore.mixPixelShader="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 mixMap1Sampler;\nuniform vec2 vTextureInfos;\n#ifdef MIXMAP2\nuniform sampler2D mixMap2Sampler;\n#endif\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform sampler2D diffuse4Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\nuniform vec2 diffuse4Infos;\n#ifdef MIXMAP2\nuniform sampler2D diffuse5Sampler;\nuniform sampler2D diffuse6Sampler;\nuniform sampler2D diffuse7Sampler;\nuniform sampler2D diffuse8Sampler;\nuniform vec2 diffuse5Infos;\nuniform vec2 diffuse6Infos;\nuniform vec2 diffuse7Infos;\nuniform vec2 diffuse8Infos;\n#endif\n#endif\n\n#include\n#include\n#include\n\n#include\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 finalMixColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvec4 mixColor2=vec4(1.,1.,1.,1.);\n#endif\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\nvec4 mixColor=texture2D(mixMap1Sampler,vTextureUV);\n#include\nmixColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\nvec4 diffuse4Color=texture2D(diffuse4Sampler,vTextureUV*diffuse4Infos);\ndiffuse1Color.rgb*=mixColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,mixColor.g);\ndiffuse3Color.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,mixColor.b);\nfinalMixColor.rgb=mix(diffuse3Color.rgb,diffuse4Color.rgb,1.0-mixColor.a);\n#ifdef MIXMAP2\nmixColor=texture2D(mixMap2Sampler,vTextureUV);\nmixColor.rgb*=vTextureInfos.y;\nvec4 diffuse5Color=texture2D(diffuse5Sampler,vTextureUV*diffuse5Infos);\nvec4 diffuse6Color=texture2D(diffuse6Sampler,vTextureUV*diffuse6Infos);\nvec4 diffuse7Color=texture2D(diffuse7Sampler,vTextureUV*diffuse7Infos);\nvec4 diffuse8Color=texture2D(diffuse8Sampler,vTextureUV*diffuse8Infos);\ndiffuse5Color.rgb=mix(finalMixColor.rgb,diffuse5Color.rgb,mixColor.r);\ndiffuse6Color.rgb=mix(diffuse5Color.rgb,diffuse6Color.rgb,mixColor.g);\ndiffuse7Color.rgb=mix(diffuse6Color.rgb,diffuse7Color.rgb,mixColor.b);\nfinalMixColor.rgb=mix(diffuse7Color.rgb,diffuse8Color.rgb,1.0-mixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor.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*finalMixColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include\ngl_FragColor=color;\n}\n",R=e||(e={}),O=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSEX=!1,e.DIFFUSEY=!1,e.DIFFUSEZ=!1,e.BUMPX=!1,e.BUMPY=!1,e.BUMPZ=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.DEPTHPREPASS=!1,e.POINTSIZE=!1,e.FOG=!1,e.SPECULARTERM=!1,e.NORMAL=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.rebuild(),e}return X(e,i),e})(R.MaterialDefines),I=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.tileSize=1,t.diffuseColor=new R.Color3(1,1,1),t.specularColor=new R.Color3(.2,.2,.2),t.specularPower=64,t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new O);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&r.texturesEnabled){if(R.StandardMaterial.DiffuseTextureEnabled)for(var a=[this.diffuseTextureX,this.diffuseTextureY,this.diffuseTextureZ],s=["DIFFUSEX","DIFFUSEY","DIFFUSEZ"],f=0;f\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void)\n{\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\n#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\n#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\n#endif\n#ifdef NORMAL\n\nvec3 xtan=vec3(0,0,1);\nvec3 xbin=vec3(0,1,0);\nvec3 ytan=vec3(1,0,0);\nvec3 ybin=vec3(0,0,1);\nvec3 ztan=vec3(1,0,0);\nvec3 zbin=vec3(0,1,0);\nvec3 normalizedNormal=normalize(normal);\nnormalizedNormal*=normalizedNormal;\nvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\nvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\nworldTangent=(world*vec4(worldTangent,1.0)).xyz;\nworldBinormal=(world*vec4(worldBinormal,1.0)).xyz;\nvec3 worldNormal=normalize(cross(worldTangent,worldBinormal));\ntangentSpace[0]=worldTangent;\ntangentSpace[1]=worldBinormal;\ntangentSpace[2]=worldNormal;\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\n}\n",e.Effect.ShadersStore.triplanarPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\nuniform sampler2D diffuseSamplerX;\n#ifdef BUMPX\nuniform sampler2D normalSamplerX;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\nuniform sampler2D diffuseSamplerY;\n#ifdef BUMPY\nuniform sampler2D normalSamplerY;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\nuniform sampler2D diffuseSamplerZ;\n#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\n#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#include\n#include\n#include\n#include\nvoid main(void) {\n\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(0.,0.,0.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);\nnormalW*=normalW;\n#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\n#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\n#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\n#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\n#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\n#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\n#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\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]\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,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include\ngl_FragColor=color;\n}\n",V=e||(e={}),N=(function(i){function e(){var e=i.call(this)||this;return e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.POINTSIZE=!1,e.FOG=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.rebuild(),e}return X(e,i),e})(V.MaterialDefines),w=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.luminance=1,t.turbidity=10,t.rayleigh=2,t.mieCoefficient=.005,t.mieDirectionalG=.8,t.distance=500,t.inclination=.49,t.azimuth=.25,t.sunPosition=new V.Vector3(0,100,0),t.useSunPosition=!1,t._cameraPosition=V.Vector3.Zero(),t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new N);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;if(V.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,!1,n),V.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!1),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var o=new V.EffectFallbacks;n.FOG&&o.addFallback(1,"FOG");var a=[V.VertexBuffer.PositionKind];n.VERTEXCOLOR&&a.push(V.VertexBuffer.ColorKind);var s=n.toString();i.setEffect(r.getEngine().createEffect("sky",a,["world","viewProjection","view","vFogInfos","vFogColor","pointSize","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","luminance","turbidity","rayleigh","mieCoefficient","mieDirectionalG","sunPosition","cameraPosition"],[],s,o,this.onCompiled,this.onError),n)}return!(!i.effect||!i.effect.isReady())&&(this._renderId=r.getRenderId(),this._wasPreviouslyReady=!0)},r.prototype.bindForSubMesh=function(e,i,t){var n=this.getScene();if(t._materialDefines){var r=t.effect;if(r){this._activeEffect=r,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("viewProjection",n.getTransformMatrix()),this._mustRebind(n,r)&&(V.MaterialHelper.BindClipPlane(this._activeEffect,n),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize)),n.fogEnabled&&i.applyFog&&n.fogMode!==V.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",n.getViewMatrix()),V.MaterialHelper.BindFogParameters(n,i,this._activeEffect);var o=n.activeCamera;if(o){var a=o.getWorldMatrix();this._cameraPosition.x=a.m[12],this._cameraPosition.y=a.m[13],this._cameraPosition.z=a.m[14],this._activeEffect.setVector3("cameraPosition",this._cameraPosition)}if(0\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",e.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",U=e||(e={}),z=(function(i){function e(){var e=i.call(this)||this;return e.TRANSPARENT=!1,e.FOG=!1,e.PREMULTIPLYALPHA=!1,e.rebuild(),e}return X(e,i),e})(U.MaterialDefines),B=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.mainColor=U.Color3.Black(),t.lineColor=U.Color3.Teal(),t.gridRatio=1,t.gridOffset=U.Vector3.Zero(),t.majorUnitFrequency=10,t.minorUnitVisibility=.33,t.opacity=1,t.preMultiplyAlpha=!1,t._gridControl=new U.Vector4(t.gridRatio,t.majorUnitFrequency,t.minorUnitVisibility,t.opacity),t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.opacity<1},r.prototype.needAlphaBlendingForMesh=function(e){return this.needAlphaBlending()},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new z);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;if(n.TRANSPARENT!==this.opacity<1&&(n.TRANSPARENT=!n.TRANSPARENT,n.markAsUnprocessed()),n.PREMULTIPLYALPHA!=this.preMultiplyAlpha&&(n.PREMULTIPLYALPHA=!n.PREMULTIPLYALPHA,n.markAsUnprocessed()),U.MaterialHelper.PrepareDefinesForMisc(e,r,!1,!1,this.fogEnabled,!1,n),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var o=[U.VertexBuffer.PositionKind,U.VertexBuffer.NormalKind],a=n.toString();i.setEffect(r.getEngine().createEffect("grid",o,["projection","worldView","mainColor","lineColor","gridControl","gridOffset","vFogInfos","vFogColor","world","view"],[],a,void 0,this.onCompiled,this.onError),n)}return!(!i.effect||!i.effect.isReady())&&(this._renderId=r.getRenderId(),this._wasPreviouslyReady=!0)},r.prototype.bindForSubMesh=function(e,i,t){var n=this.getScene();if(t._materialDefines){var r=t.effect;r&&(this._activeEffect=r,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("worldView",e.multiply(n.getViewMatrix())),this._activeEffect.setMatrix("view",n.getViewMatrix()),this._activeEffect.setMatrix("projection",n.getProjectionMatrix()),this._mustRebind(n,r)&&(this._activeEffect.setColor3("mainColor",this.mainColor),this._activeEffect.setColor3("lineColor",this.lineColor),this._activeEffect.setVector3("gridOffset",this.gridOffset),this._gridControl.x=this.gridRatio,this._gridControl.y=Math.round(this.majorUnitFrequency),this._gridControl.z=this.minorUnitVisibility,this._gridControl.w=this.opacity,this._activeEffect.setVector4("gridControl",this._gridControl)),U.MaterialHelper.BindFogParameters(n,i,this._activeEffect),this._afterBind(i,this._activeEffect))}},r.prototype.dispose=function(e){n.prototype.dispose.call(this,e)},r.prototype.clone=function(e){var i=this;return U.SerializationHelper.Clone((function(){return new r(e,i.getScene())}),this)},r.prototype.serialize=function(){var e=U.SerializationHelper.Serialize(this);return e.customType="BABYLON.GridMaterial",e},r.prototype.getClassName=function(){return"GridMaterial"},r.Parse=function(e,i,t){return U.SerializationHelper.Parse((function(){return new r(e.name,i)}),e,i,t)},G([U.serializeAsColor3()],r.prototype,"mainColor",void 0),G([U.serializeAsColor3()],r.prototype,"lineColor",void 0),G([U.serialize()],r.prototype,"gridRatio",void 0),G([U.serializeAsColor3()],r.prototype,"gridOffset",void 0),G([U.serialize()],r.prototype,"majorUnitFrequency",void 0),G([U.serialize()],r.prototype,"minorUnitVisibility",void 0),G([U.serialize()],r.prototype,"opacity",void 0),G([U.serialize()],r.prototype,"preMultiplyAlpha",void 0),r})(U.PushMaterial),U.GridMaterial=B,e.Effect.ShadersStore.gridVertexShader="precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 projection;\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 worldView;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include\nvoid main(void) {\n#ifdef FOG\nvec4 worldPos=world*vec4(position,1.0);\n#endif\n#include\nvec4 cameraSpacePosition=worldView*vec4(position,1.0);\ngl_Position=projection*cameraSpacePosition;\n#ifdef TRANSPARENT\nvCameraSpacePosition=cameraSpacePosition;\n#endif\nvPosition=position;\nvNormal=normal;\n}",e.Effect.ShadersStore.gridPixelShader="#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\nuniform vec3 mainColor;\nuniform vec3 lineColor;\nuniform vec4 gridControl;\nuniform vec3 gridOffset;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include\nfloat getVisibility(float position) {\n\nfloat majorGridFrequency=gridControl.y;\nif (floor(position+0.5) == floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{\nreturn 1.0;\n} \nreturn gridControl.z;\n}\nfloat getAnisotropicAttenuation(float differentialLength) {\nconst float maxNumberOfLines=10.0;\nreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\n}\nfloat isPointOnLine(float position,float differentialLength) {\nfloat fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\nfloat result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result; \n}\nfloat contributionOnAxis(float position) {\nfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\ndifferentialLength*=SQRT2; \n\nfloat result=isPointOnLine(position,differentialLength);\n\nfloat visibility=getVisibility(position);\nresult*=visibility;\n\nfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\nresult*=anisotropicAttenuation;\nreturn result;\n}\nfloat normalImpactOnAxis(float x) {\nfloat normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=(vPosition+gridOffset)/gridRatio;\n\nfloat x=contributionOnAxis(gridPos.x);\nfloat y=contributionOnAxis(gridPos.y);\nfloat z=contributionOnAxis(gridPos.z);\n\nvec3 normal=normalize(vNormal);\nx*=normalImpactOnAxis(normal.x);\ny*=normalImpactOnAxis(normal.y);\nz*=normalImpactOnAxis(normal.z);\n\nfloat grid=clamp(x+y+z,0.,1.);\n\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include\n#endif\n#ifdef TRANSPARENT\nfloat distanceToFragment=length(vCameraSpacePosition.xyz);\nfloat cameraPassThrough=clamp(distanceToFragment-0.25,0.0,1.0);\nfloat opacity=clamp(grid,0.08,cameraPassThrough*gridControl.w*grid);\ngl_FragColor=vec4(color.rgb,opacity);\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}",(function(l){var e=function(){};l.CustomShaderStructure=e;var r=function(){};l.ShaderSpecialParts=r;var i=(function(n){function f(e,i){var t=n.call(this,e,i)||this;return t.CustomParts=new r,t.customShaderNameResolve=t.Builder,t.FragmentShader=l.Effect.ShadersStore.defaultPixelShader,t.VertexShader=l.Effect.ShadersStore.defaultVertexShader,t}return X(f,n),f.prototype.AttachAfterBind=function(e,i){for(var t in this._newUniformInstances){"vec2"==(n=t.toString().split("-"))[0]?i.setVector2(n[1],this._newUniformInstances[t]):"vec3"==n[0]?i.setVector3(n[1],this._newUniformInstances[t]):"vec4"==n[0]?i.setVector4(n[1],this._newUniformInstances[t]):"mat4"==n[0]?i.setMatrix(n[1],this._newUniformInstances[t]):"float"==n[0]&&i.setFloat(n[1],this._newUniformInstances[t])}for(var t in this._newSamplerInstances){var n;"sampler2D"==(n=t.toString().split("-"))[0]&&this._newSamplerInstances[t].isReady&&this._newSamplerInstances[t].isReady()&&i.setTexture(n[1],this._newSamplerInstances[t])}},f.prototype.ReviewUniform=function(e,i){if("uniform"==e)for(var t in this._newUniforms)-1==this._customUniform[t].indexOf("sampler")&&i.push(this._newUniforms[t]);if("sampler"==e)for(var t in this._newUniforms)-1!=this._customUniform[t].indexOf("sampler")&&i.push(this._newUniforms[t]);return i},f.prototype.Builder=function(e,i,t,n,r){var o=this;if(this._isCreatedShader)return this._createdShaderName;this._isCreatedShader=!1;var a="custom_"+ ++f.ShaderIndexer;this.ReviewUniform("uniform",i),this.ReviewUniform("sampler",n);var s=this._afterBind.bind(this);return this._afterBind=function(e,i){if(i){o.AttachAfterBind(e,i);try{s(e,i)}catch(i){}}},l.Effect.ShadersStore[a+"VertexShader"]=this.VertexShader.replace("#define CUSTOM_VERTEX_BEGIN",this.CustomParts.Vertex_Begin?this.CustomParts.Vertex_Begin:"").replace("#define CUSTOM_VERTEX_DEFINITIONS",(this._customUniform?this._customUniform.join("\n"):"")+(this.CustomParts.Vertex_Definitions?this.CustomParts.Vertex_Definitions:"")).replace("#define CUSTOM_VERTEX_MAIN_BEGIN",this.CustomParts.Vertex_MainBegin?this.CustomParts.Vertex_MainBegin:"").replace("#define CUSTOM_VERTEX_UPDATE_POSITION",this.CustomParts.Vertex_Before_PositionUpdated?this.CustomParts.Vertex_Before_PositionUpdated:"").replace("#define CUSTOM_VERTEX_UPDATE_NORMAL",this.CustomParts.Vertex_Before_NormalUpdated?this.CustomParts.Vertex_Before_NormalUpdated:""),l.Effect.ShadersStore[a+"PixelShader"]=this.FragmentShader.replace("#define CUSTOM_FRAGMENT_BEGIN",this.CustomParts.Fragment_Begin?this.CustomParts.Fragment_Begin:"").replace("#define CUSTOM_FRAGMENT_MAIN_BEGIN",this.CustomParts.Fragment_MainBegin?this.CustomParts.Fragment_MainBegin:"").replace("#define CUSTOM_FRAGMENT_DEFINITIONS",(this._customUniform?this._customUniform.join("\n"):"")+(this.CustomParts.Fragment_Definitions?this.CustomParts.Fragment_Definitions:"")).replace("#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE",this.CustomParts.Fragment_Custom_Diffuse?this.CustomParts.Fragment_Custom_Diffuse:"").replace("#define CUSTOM_FRAGMENT_UPDATE_ALPHA",this.CustomParts.Fragment_Custom_Alpha?this.CustomParts.Fragment_Custom_Alpha:"").replace("#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR",this.CustomParts.Fragment_Before_FragColor?this.CustomParts.Fragment_Before_FragColor:""),this._isCreatedShader=!0,this._createdShaderName=a},f.prototype.AddUniform=function(e,i,t){return this._customUniform||(this._customUniform=new Array,this._newUniforms=new Array,this._newSamplerInstances=new Array,this._newUniformInstances=new Array),t&&(i.indexOf("sampler"),this._newUniformInstances[i+"-"+e]=t),this._customUniform.push("uniform "+i+" "+e+";"),this._newUniforms.push(e),this},f.prototype.Fragment_Begin=function(e){return this.CustomParts.Fragment_Begin=e,this},f.prototype.Fragment_Definitions=function(e){return this.CustomParts.Fragment_Definitions=e,this},f.prototype.Fragment_MainBegin=function(e){return this.CustomParts.Fragment_MainBegin=e,this},f.prototype.Fragment_Custom_Diffuse=function(e){return this.CustomParts.Fragment_Custom_Diffuse=e.replace("result","diffuseColor"),this},f.prototype.Fragment_Custom_Alpha=function(e){return this.CustomParts.Fragment_Custom_Alpha=e.replace("result","alpha"),this},f.prototype.Fragment_Before_FragColor=function(e){return this.CustomParts.Fragment_Before_FragColor=e.replace("result","color"),this},f.prototype.Vertex_Begin=function(e){return this.CustomParts.Vertex_Begin=e,this},f.prototype.Vertex_Definitions=function(e){return this.CustomParts.Vertex_Definitions=e,this},f.prototype.Vertex_MainBegin=function(e){return this.CustomParts.Vertex_MainBegin=e,this},f.prototype.Vertex_Before_PositionUpdated=function(e){return this.CustomParts.Vertex_Before_PositionUpdated=e.replace("result","positionUpdated"),this},f.prototype.Vertex_Before_NormalUpdated=function(e){return this.CustomParts.Vertex_Before_NormalUpdated=e.replace("result","normalUpdated"),this},f.ShaderIndexer=1,f})(l.StandardMaterial);l.CustomMaterial=i})(e||(e={})),H=e||(e={}),W=(function(i){function e(){var e=i.call(this)||this;return e.DIFFUSE=!1,e.CLIPPLANE=!1,e.CLIPPLANE2=!1,e.CLIPPLANE3=!1,e.CLIPPLANE4=!1,e.ALPHATEST=!1,e.POINTSIZE=!1,e.FOG=!1,e.NORMAL=!1,e.UV1=!1,e.UV2=!1,e.VERTEXCOLOR=!1,e.VERTEXALPHA=!1,e.NUM_BONE_INFLUENCERS=0,e.BonesPerMesh=0,e.INSTANCES=!1,e.NDOTL=!0,e.CUSTOMUSERLIGHTING=!0,e.CELLBASIC=!0,e.DEPTHPREPASS=!1,e.rebuild(),e}return X(e,i),e})(H.MaterialDefines),k=(function(n){function r(e,i){var t=n.call(this,e,i)||this;return t.diffuseColor=new H.Color3(1,1,1),t._computeHighLevel=!1,t._disableLighting=!1,t._maxSimultaneousLights=4,t}return X(r,n),r.prototype.needAlphaBlending=function(){return this.alpha<1},r.prototype.needAlphaTesting=function(){return!1},r.prototype.getAlphaTestTexture=function(){return null},r.prototype.isReadyForSubMesh=function(e,i,t){if(this.isFrozen&&this._wasPreviouslyReady&&i.effect)return!0;i._materialDefines||(i._materialDefines=new W);var n=i._materialDefines,r=this.getScene();if(!this.checkReadyOnEveryCall&&i.effect&&this._renderId===r.getRenderId())return!0;var o=r.getEngine();if(n._areTexturesDirty&&(n._needUVs=!1,r.texturesEnabled&&this._diffuseTexture&&H.StandardMaterial.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;n._needUVs=!0,n.DIFFUSE=!0}if(n.CELLBASIC=!this.computeHighLevel,H.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),n),n._needNormals=H.MaterialHelper.PrepareDefinesForLights(r,e,n,!1,this._maxSimultaneousLights,this._disableLighting),H.MaterialHelper.PrepareDefinesForFrameBoundValues(r,o,n,!!t),H.MaterialHelper.PrepareDefinesForAttributes(e,n,!0,!0),n.isDirty){n.markAsProcessed(),r.resetCachedMaterial();var a=new H.EffectFallbacks;n.FOG&&a.addFallback(1,"FOG"),H.MaterialHelper.HandleFallbacksForShadows(n,a,this.maxSimultaneousLights),0\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n",e.Effect.ShadersStore.cellPixelShader="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\n\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{\ndiffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;\nif (info.ndl<0.5)\nlevel=0.5;\ndiffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];\nToonThresholds[0]=0.95;\nToonThresholds[1]=0.5;\nToonThresholds[2]=0.2;\nToonThresholds[3]=0.03;\nfloat ToonBrightnessLevels[5];\nToonBrightnessLevels[0]=1.0;\nToonBrightnessLevels[1]=0.8;\nToonBrightnessLevels[2]=0.6;\nToonBrightnessLevels[3]=0.35;\nToonBrightnessLevels[4]=0.2;\nif (info.ndl>ToonThresholds[0])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[0];\n}\nelse if (info.ndl>ToonThresholds[1])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[1];\n}\nelse if (info.ndl>ToonThresholds[2])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[2];\n}\nelse if (info.ndl>ToonThresholds[3])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[3];\n}\nelse\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[4];\n}\n#endif\nreturn max(diffuseBase,vec3(0.2));\n}\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nlightingInfo info;\nvec3 diffuseBase=vec3(0.,0.,0.);\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}",e}));