var BABYLON;!(function(e){var i=(function(e){function i(){var i=e.call(this)||this;return i.DIFFUSE=!1,i.CLIPPLANE=!1,i.ALPHATEST=!1,i.POINTSIZE=!1,i.FOG=!1,i.LIGHT0=!1,i.LIGHT1=!1,i.LIGHT2=!1,i.LIGHT3=!1,i.SPOTLIGHT0=!1,i.SPOTLIGHT1=!1,i.SPOTLIGHT2=!1,i.SPOTLIGHT3=!1,i.HEMILIGHT0=!1,i.HEMILIGHT1=!1,i.HEMILIGHT2=!1,i.HEMILIGHT3=!1,i.DIRLIGHT0=!1,i.DIRLIGHT1=!1,i.DIRLIGHT2=!1,i.DIRLIGHT3=!1,i.POINTLIGHT0=!1,i.POINTLIGHT1=!1,i.POINTLIGHT2=!1,i.POINTLIGHT3=!1,i.SHADOW0=!1,i.SHADOW1=!1,i.SHADOW2=!1,i.SHADOW3=!1,i.SHADOWS=!1,i.SHADOWESM0=!1,i.SHADOWESM1=!1,i.SHADOWESM2=!1,i.SHADOWESM3=!1,i.SHADOWPCF0=!1,i.SHADOWPCF1=!1,i.SHADOWPCF2=!1,i.SHADOWPCF3=!1,i.NORMAL=!1,i.UV1=!1,i.UV2=!1,i.VERTEXCOLOR=!1,i.VERTEXALPHA=!1,i.NUM_BONE_INFLUENCERS=0,i.BonesPerMesh=0,i.INSTANCES=!1,i._keys=Object.keys(i),i}return __extends(i,e),i})(e.MaterialDefines),n=(function(n){function t(t,o){var r=n.call(this,t,o)||this;return r.topColor=new e.Color3(1,0,0),r.topColorAlpha=1,r.bottomColor=new e.Color3(0,0,1),r.bottomColorAlpha=1,r.offset=0,r.smoothness=1,r.disableLighting=!1,r._worldViewProjectionMatrix=e.Matrix.Zero(),r._scaledDiffuse=new e.Color3,r._defines=new i,r._cachedDefines=new i,r._cachedDefines.BonesPerMesh=-1,r}return __extends(t,n),t.prototype.needAlphaBlending=function(){return this.alpha<1||this.topColorAlpha<1||this.bottomColorAlpha<1},t.prototype.needAlphaTesting=function(){return!0},t.prototype.getAlphaTestTexture=function(){return null},t.prototype._checkCache=function(e,i,n){return!i||this._defines.INSTANCES===n&&!(!i._materialDefines||!i._materialDefines.isEqual(this._defines))},t.prototype.isReady=function(n,t){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var o=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===o.getRenderId()&&this._checkCache(o,n,t))return!0;var r=o.getEngine(),s=!1;this._defines.reset(),o.clipPlane&&(this._defines.CLIPPLANE=!0),r.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||o.forcePointsCloud)&&(this._defines.POINTSIZE=!0),o.fogEnabled&&n&&n.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);if(o.lightsEnabled&&!this.disableLighting&&(s=e.MaterialHelper.PrepareDefinesForLights(o,n,this._defines)),n&&(s&&n.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),n.useVertexColors&&n.isVerticesDataPresent(e.VertexBuffer.ColorKind)&&(this._defines.VERTEXCOLOR=!0,n.hasVertexAlpha&&(this._defines.VERTEXALPHA=!0)),n.useBones&&n.computeBonesUsingShaders&&(this._defines.NUM_BONE_INFLUENCERS=n.numBoneInfluencers,this._defines.BonesPerMesh=n.skeleton.bones.length+1),t&&(this._defines.INSTANCES=!0)),!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),o.resetCachedMaterial();var a=new e.EffectFallbacks;this._defines.FOG&&a.addFallback(1,"FOG"),e.MaterialHelper.HandleFallbacksForShadows(this._defines,a),this._defines.NUM_BONE_INFLUENCERS>0&&a.addCPUSkinningFallback(0,n);var f=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&f.push(e.VertexBuffer.NormalKind),this._defines.UV1&&f.push(e.VertexBuffer.UVKind),this._defines.UV2&&f.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&f.push(e.VertexBuffer.ColorKind),e.MaterialHelper.PrepareAttributesForBones(f,n,this._defines,a),e.MaterialHelper.PrepareAttributesForInstances(f,this._defines);var l=this._defines.toString();this._effect=o.getEngine().createEffect("gradient",f,["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vLightData0","vLightDiffuse0","vLightSpecular0","vLightDirection0","vLightGround0","lightMatrix0","vLightData1","vLightDiffuse1","vLightSpecular1","vLightDirection1","vLightGround1","lightMatrix1","vLightData2","vLightDiffuse2","vLightSpecular2","vLightDirection2","vLightGround2","lightMatrix2","vLightData3","vLightDiffuse3","vLightSpecular3","vLightDirection3","vLightGround3","lightMatrix3","vFogInfos","vFogColor","pointSize","vDiffuseInfos","mBones","vClipPlane","diffuseMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","depthValues","topColor","bottomColor","offset","smoothness"],["diffuseSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],l,a,this.onCompiled,this.onError,{maxSimultaneousLights:4})}return!!this._effect.isReady()&&(this._renderId=o.getRenderId(),this._wasPreviouslyReady=!0,n&&(n._materialDefines||(n._materialDefines=new i),this._defines.cloneTo(n._materialDefines)),!0)},t.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},t.prototype.bind=function(i,t){var o=this.getScene();this.bindOnlyWorldMatrix(i),this._effect.setMatrix("viewProjection",o.getTransformMatrix()),e.MaterialHelper.BindBonesParameters(t,this._effect),o.getCachedMaterial()!==this&&(e.MaterialHelper.BindClipPlane(this._effect,o),this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",o._mirroredCameraPosition?o._mirroredCameraPosition:o.activeCamera.position)),this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*t.visibility),o.lightsEnabled&&!this.disableLighting&&e.MaterialHelper.BindLights(o,t,this._effect,this._defines),o.fogEnabled&&t.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&this._effect.setMatrix("view",o.getViewMatrix()),e.MaterialHelper.BindFogParameters(o,t,this._effect),this._effect.setColor4("topColor",this.topColor,this.topColorAlpha),this._effect.setColor4("bottomColor",this.bottomColor,this.bottomColorAlpha),this._effect.setFloat("offset",this.offset),this._effect.setFloat("smoothness",this.smoothness),n.prototype.bind.call(this,i,t)},t.prototype.getAnimatables=function(){return[]},t.prototype.dispose=function(e){n.prototype.dispose.call(this,e)},t.prototype.clone=function(i){var n=this;return e.SerializationHelper.Clone((function(){return new t(i,n.getScene())}),this)},t.prototype.serialize=function(){var i=e.SerializationHelper.Serialize(this);return i.customType="BABYLON.GradientMaterial",i},t.Parse=function(i,n,o){return e.SerializationHelper.Parse((function(){return new t(i.name,n)}),i,n,o)},t})(e.Material);__decorate([e.serializeAsColor3()],n.prototype,"topColor",void 0),__decorate([e.serialize()],n.prototype,"topColorAlpha",void 0),__decorate([e.serializeAsColor3()],n.prototype,"bottomColor",void 0),__decorate([e.serialize()],n.prototype,"bottomColorAlpha",void 0),__decorate([e.serialize()],n.prototype,"offset",void 0),__decorate([e.serialize()],n.prototype,"smoothness",void 0),__decorate([e.serialize()],n.prototype,"disableLighting",void 0),e.GradientMaterial=n})(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.gradientVertexShader="precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 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[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",BABYLON.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 smoothness;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include[0]\n#include[1]\n#include[2]\n#include[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=normalize(vPositionW).y+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#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";