babylon.lavaMaterial.js 24 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  3. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc);
  4. switch (arguments.length) {
  5. case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target);
  6. case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0);
  7. case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc);
  8. }
  9. };
  10. var BABYLON;
  11. (function (BABYLON) {
  12. var maxSimultaneousLights = 4;
  13. var LavaMaterialDefines = (function (_super) {
  14. __extends(LavaMaterialDefines, _super);
  15. function LavaMaterialDefines() {
  16. _super.call(this);
  17. this.DIFFUSE = false;
  18. this.CLIPPLANE = false;
  19. this.ALPHATEST = false;
  20. this.POINTSIZE = false;
  21. this.FOG = false;
  22. this.LIGHT0 = false;
  23. this.LIGHT1 = false;
  24. this.LIGHT2 = false;
  25. this.LIGHT3 = false;
  26. this.SPOTLIGHT0 = false;
  27. this.SPOTLIGHT1 = false;
  28. this.SPOTLIGHT2 = false;
  29. this.SPOTLIGHT3 = false;
  30. this.HEMILIGHT0 = false;
  31. this.HEMILIGHT1 = false;
  32. this.HEMILIGHT2 = false;
  33. this.HEMILIGHT3 = false;
  34. this.DIRLIGHT0 = false;
  35. this.DIRLIGHT1 = false;
  36. this.DIRLIGHT2 = false;
  37. this.DIRLIGHT3 = false;
  38. this.POINTLIGHT0 = false;
  39. this.POINTLIGHT1 = false;
  40. this.POINTLIGHT2 = false;
  41. this.POINTLIGHT3 = false;
  42. this.SHADOW0 = false;
  43. this.SHADOW1 = false;
  44. this.SHADOW2 = false;
  45. this.SHADOW3 = false;
  46. this.SHADOWS = false;
  47. this.SHADOWVSM0 = false;
  48. this.SHADOWVSM1 = false;
  49. this.SHADOWVSM2 = false;
  50. this.SHADOWVSM3 = false;
  51. this.SHADOWPCF0 = false;
  52. this.SHADOWPCF1 = false;
  53. this.SHADOWPCF2 = false;
  54. this.SHADOWPCF3 = false;
  55. this.NORMAL = false;
  56. this.UV1 = false;
  57. this.UV2 = false;
  58. this.VERTEXCOLOR = false;
  59. this.VERTEXALPHA = false;
  60. this.NUM_BONE_INFLUENCERS = 0;
  61. this.BonesPerMesh = 0;
  62. this.INSTANCES = false;
  63. this._keys = Object.keys(this);
  64. }
  65. return LavaMaterialDefines;
  66. })(BABYLON.MaterialDefines);
  67. var LavaMaterial = (function (_super) {
  68. __extends(LavaMaterial, _super);
  69. function LavaMaterial(name, scene) {
  70. _super.call(this, name, scene);
  71. this.speed = 1;
  72. this.movingSpeed = 1;
  73. this.lowFrequencySpeed = 1;
  74. this.fogDensity = 0.15;
  75. this._lastTime = 0;
  76. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  77. this.disableLighting = false;
  78. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  79. this._scaledDiffuse = new BABYLON.Color3();
  80. this._defines = new LavaMaterialDefines();
  81. this._cachedDefines = new LavaMaterialDefines();
  82. this._cachedDefines.BonesPerMesh = -1;
  83. }
  84. LavaMaterial.prototype.needAlphaBlending = function () {
  85. return (this.alpha < 1.0);
  86. };
  87. LavaMaterial.prototype.needAlphaTesting = function () {
  88. return false;
  89. };
  90. LavaMaterial.prototype.getAlphaTestTexture = function () {
  91. return null;
  92. };
  93. // Methods
  94. LavaMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  95. if (!mesh) {
  96. return true;
  97. }
  98. if (this._defines.INSTANCES !== useInstances) {
  99. return false;
  100. }
  101. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  102. return true;
  103. }
  104. return false;
  105. };
  106. LavaMaterial.prototype.isReady = function (mesh, useInstances) {
  107. if (this.checkReadyOnlyOnce) {
  108. if (this._wasPreviouslyReady) {
  109. return true;
  110. }
  111. }
  112. var scene = this.getScene();
  113. if (!this.checkReadyOnEveryCall) {
  114. if (this._renderId === scene.getRenderId()) {
  115. if (this._checkCache(scene, mesh, useInstances)) {
  116. return true;
  117. }
  118. }
  119. }
  120. var engine = scene.getEngine();
  121. var needUVs = false;
  122. this._defines.reset();
  123. // Textures
  124. if (scene.texturesEnabled) {
  125. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  126. if (!this.diffuseTexture.isReady()) {
  127. return false;
  128. }
  129. else {
  130. needUVs = true;
  131. this._defines.DIFFUSE = true;
  132. }
  133. }
  134. }
  135. // Effect
  136. if (scene.clipPlane) {
  137. this._defines.CLIPPLANE = true;
  138. }
  139. if (engine.getAlphaTesting()) {
  140. this._defines.ALPHATEST = true;
  141. }
  142. // Point size
  143. if (this.pointsCloud || scene.forcePointsCloud) {
  144. this._defines.POINTSIZE = true;
  145. }
  146. // Fog
  147. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  148. this._defines.FOG = true;
  149. }
  150. var lightIndex = 0;
  151. if (scene.lightsEnabled && !this.disableLighting) {
  152. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines);
  153. }
  154. // Attribs
  155. if (mesh) {
  156. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  157. this._defines.NORMAL = true;
  158. }
  159. if (needUVs) {
  160. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  161. this._defines.UV1 = true;
  162. }
  163. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  164. this._defines.UV2 = true;
  165. }
  166. }
  167. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  168. this._defines.VERTEXCOLOR = true;
  169. if (mesh.hasVertexAlpha) {
  170. this._defines.VERTEXALPHA = true;
  171. }
  172. }
  173. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  174. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  175. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  176. }
  177. // Instances
  178. if (useInstances) {
  179. this._defines.INSTANCES = true;
  180. }
  181. }
  182. // Get correct effect
  183. if (!this._defines.isEqual(this._cachedDefines)) {
  184. this._defines.cloneTo(this._cachedDefines);
  185. scene.resetCachedMaterial();
  186. // Fallbacks
  187. var fallbacks = new BABYLON.EffectFallbacks();
  188. if (this._defines.FOG) {
  189. fallbacks.addFallback(1, "FOG");
  190. }
  191. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks);
  192. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  193. fallbacks.addCPUSkinningFallback(0, mesh);
  194. }
  195. //Attributes
  196. var attribs = [BABYLON.VertexBuffer.PositionKind];
  197. if (this._defines.NORMAL) {
  198. attribs.push(BABYLON.VertexBuffer.NormalKind);
  199. }
  200. if (this._defines.UV1) {
  201. attribs.push(BABYLON.VertexBuffer.UVKind);
  202. }
  203. if (this._defines.UV2) {
  204. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  205. }
  206. if (this._defines.VERTEXCOLOR) {
  207. attribs.push(BABYLON.VertexBuffer.ColorKind);
  208. }
  209. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  210. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  211. // Legacy browser patch
  212. var shaderName = "lava";
  213. var join = this._defines.toString();
  214. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  215. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  216. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  217. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  218. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  219. "vFogInfos", "vFogColor", "pointSize",
  220. "vDiffuseInfos",
  221. "mBones",
  222. "vClipPlane", "diffuseMatrix",
  223. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues",
  224. "time", "speed", "movingSpeed",
  225. "fogColor", "fogDensity", "lowFrequencySpeed"
  226. ], ["diffuseSampler",
  227. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3", "noiseTexture"
  228. ], join, fallbacks, this.onCompiled, this.onError);
  229. }
  230. if (!this._effect.isReady()) {
  231. return false;
  232. }
  233. this._renderId = scene.getRenderId();
  234. this._wasPreviouslyReady = true;
  235. if (mesh) {
  236. if (!mesh._materialDefines) {
  237. mesh._materialDefines = new LavaMaterialDefines();
  238. }
  239. this._defines.cloneTo(mesh._materialDefines);
  240. }
  241. return true;
  242. };
  243. LavaMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  244. this._effect.setMatrix("world", world);
  245. };
  246. LavaMaterial.prototype.bind = function (world, mesh) {
  247. var scene = this.getScene();
  248. // Matrices
  249. this.bindOnlyWorldMatrix(world);
  250. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  251. // Bones
  252. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  253. if (scene.getCachedMaterial() !== this) {
  254. // Textures
  255. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  256. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  257. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  258. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  259. }
  260. if (this.noiseTexture) {
  261. this._effect.setTexture("noiseTexture", this.noiseTexture);
  262. }
  263. // Clip plane
  264. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  265. // Point size
  266. if (this.pointsCloud) {
  267. this._effect.setFloat("pointSize", this.pointSize);
  268. }
  269. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  270. }
  271. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  272. if (scene.lightsEnabled && !this.disableLighting) {
  273. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines);
  274. }
  275. // View
  276. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  277. this._effect.setMatrix("view", scene.getViewMatrix());
  278. }
  279. // Fog
  280. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  281. this._lastTime += scene.getEngine().getDeltaTime();
  282. this._effect.setFloat("time", this._lastTime * this.speed / 1000);
  283. if (!this.fogColor) {
  284. this.fogColor = BABYLON.Color3.Black();
  285. }
  286. this._effect.setColor3("fogColor", this.fogColor);
  287. this._effect.setFloat("fogDensity", this.fogDensity);
  288. this._effect.setFloat("lowFrequencySpeed", this.lowFrequencySpeed);
  289. this._effect.setFloat("movingSpeed", this.movingSpeed);
  290. _super.prototype.bind.call(this, world, mesh);
  291. };
  292. LavaMaterial.prototype.getAnimatables = function () {
  293. var results = [];
  294. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  295. results.push(this.diffuseTexture);
  296. }
  297. if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {
  298. results.push(this.noiseTexture);
  299. }
  300. return results;
  301. };
  302. LavaMaterial.prototype.dispose = function (forceDisposeEffect) {
  303. if (this.diffuseTexture) {
  304. this.diffuseTexture.dispose();
  305. }
  306. if (this.noiseTexture) {
  307. this.noiseTexture.dispose();
  308. }
  309. _super.prototype.dispose.call(this, forceDisposeEffect);
  310. };
  311. LavaMaterial.prototype.clone = function (name) {
  312. var _this = this;
  313. return BABYLON.SerializationHelper.Clone(function () { return new LavaMaterial(name, _this.getScene()); }, this);
  314. };
  315. LavaMaterial.prototype.serialize = function () {
  316. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  317. serializationObject.customType = "BABYLON.LavaMaterial";
  318. return serializationObject;
  319. };
  320. // Statics
  321. LavaMaterial.Parse = function (source, scene, rootUrl) {
  322. return BABYLON.SerializationHelper.Parse(function () { return new LavaMaterial(source.name, scene); }, source, scene, rootUrl);
  323. };
  324. __decorate([
  325. BABYLON.serializeAsTexture()
  326. ], LavaMaterial.prototype, "diffuseTexture");
  327. __decorate([
  328. BABYLON.serializeAsTexture()
  329. ], LavaMaterial.prototype, "noiseTexture");
  330. __decorate([
  331. BABYLON.serializeAsColor3()
  332. ], LavaMaterial.prototype, "fogColor");
  333. __decorate([
  334. BABYLON.serialize()
  335. ], LavaMaterial.prototype, "speed");
  336. __decorate([
  337. BABYLON.serialize()
  338. ], LavaMaterial.prototype, "movingSpeed");
  339. __decorate([
  340. BABYLON.serialize()
  341. ], LavaMaterial.prototype, "lowFrequencySpeed");
  342. __decorate([
  343. BABYLON.serialize()
  344. ], LavaMaterial.prototype, "fogDensity");
  345. __decorate([
  346. BABYLON.serializeAsColor3()
  347. ], LavaMaterial.prototype, "diffuseColor");
  348. __decorate([
  349. BABYLON.serialize()
  350. ], LavaMaterial.prototype, "disableLighting");
  351. return LavaMaterial;
  352. })(BABYLON.Material);
  353. BABYLON.LavaMaterial = LavaMaterial;
  354. })(BABYLON || (BABYLON = {}));
  355. BABYLON.Effect.ShadersStore['lavaVertexShader'] = "precision highp float;\n// Inputs\nuniform float time;\nuniform float lowFrequencySpeed;\n// Varying\nvarying float noise;\n\n// Attributes\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\n#include<bonesDeclaration>\n\n// Uniforms\n#include<instancesDeclaration>\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n\n#include<clipPlaneVertexDeclaration>\n\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>\n\n/* NOISE FUNCTIONS */\n////// ASHIMA webgl noise\n////// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// Classic Perlin noise, periodic variant\nfloat pnoise(vec3 P, vec3 rep)\n{\n vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n/* END FUNCTION */\n\nfloat turbulence( vec3 p ) {\n float w = 100.0;\n float t = -.5;\n for (float f = 1.0 ; f <= 10.0 ; f++ ){\n float power = pow( 2.0, f );\n t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );\n }\n return t;\n}\n\nvoid main(void) {\n\n#include<instancesVertex>\n#include<bonesVertex>\n\n#ifdef NORMAL\n // get a turbulent 3d noise using the normal, normal to high freq\n noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );\n // get a 3d noise using the position, low frequency\n float b = lowFrequencySpeed * 5.0 * pnoise( 0.05 * position +vec3(time*1.025), vec3( 100.0 ) );\n // compose both noises\n float displacement = - 1.5 * noise + b;\n\n // move the position along the normal and transform it\n vec3 newPosition = position + normal * displacement;\n gl_Position = viewProjection * finalWorld * vec4( newPosition, 1.0 );\n\n\n\tvec4 worldPos = finalWorld * vec4(newPosition, 1.0);\n\tvPositionW = vec3(worldPos);\n\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n\t// Texture coordinates\n#ifndef UV1\n\tvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n\tvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n\tif (vDiffuseInfos.x == 0.)\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n\t// Clip plane\n#include<clipPlaneVertex>\n\n\t// Fog\n#include<fogVertex>\n#include<shadowsVertex>\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n\n\t// Point size\n#ifdef POINTSIZE\n\tgl_PointSize = pointSize;\n#endif\n}";
  356. BABYLON.Effect.ShadersStore['lavaPixelShader'] = "precision highp float;\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\n// Input\nvarying vec3 vPositionW;\n\n// MAGMAAAA\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\n// Varying\nvarying float noise;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#include<light0FragmentDeclaration>\n#include<light1FragmentDeclaration>\n#include<light2FragmentDeclaration>\n#include<light3FragmentDeclaration>\n\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#include<clipPlaneFragmentDeclaration>\n\n// Fog\n#include<fogFragmentDeclaration>\n\n\nfloat random( vec3 scale, float seed ){\n return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed ) ;\n}\n\n\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n\t// Base color\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\n\tvec3 diffuseColor = vDiffuseColor.rgb;\n\n\t// Alpha\n\tfloat alpha = vDiffuseColor.a;\n\n\n\n#ifdef DIFFUSE\n ////// MAGMA ///\n\n\tvec4 noiseTex = texture2D( noiseTexture, vDiffuseUV );\n\tvec2 T1 = vDiffuseUV + vec2( 1.5, -1.5 ) * time * 0.02;\n\tvec2 T2 = vDiffuseUV + vec2( -0.5, 2.0 ) * time * 0.01 * speed;\n\n\tT1.x += noiseTex.x * 2.0;\n\tT1.y += noiseTex.y * 2.0;\n\tT2.x -= noiseTex.y * 0.2 + time*0.001*movingSpeed;\n\tT2.y += noiseTex.z * 0.2 + time*0.002*movingSpeed;\n\n\tfloat p = texture2D( noiseTexture, T1 * 3.0 ).a;\n\n\tvec4 lavaColor = texture2D( diffuseSampler, T2 * 4.0);\n\tvec4 temp = lavaColor * ( vec4( p, p, p, p ) * 2. ) + ( lavaColor * lavaColor - 0.1 );\n\n\tbaseColor = temp;\n\n\tfloat depth = gl_FragCoord.z * 4.0;\n\tconst float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n baseColor = mix( baseColor, vec4( fogColor, baseColor.w ), fogFactor );\n diffuseColor = baseColor.rgb;\n ///// END MAGMA ////\n\n\n\n//\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n\tif (baseColor.a < 0.4)\n\t\tdiscard;\n#endif\n\n\tbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n\tbaseColor.rgb *= vColor.rgb;\n#endif\n\n\t// Bump\n#ifdef NORMAL\n\tvec3 normalW = normalize(vNormalW);\n#else\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\t// Lighting\n\tvec3 diffuseBase = vec3(0., 0., 0.);\n\tfloat shadow = 1.;\n float glossiness = 0.;\n \n#include<light0Fragment>\n#include<light1Fragment>\n#include<light2Fragment>\n#include<light3Fragment>\n\n\n#ifdef VERTEXALPHA\n\talpha *= vColor.a;\n#endif\n\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\n\n\t// Composition\n\tvec4 color = vec4(finalDiffuse, alpha);\n\n#include<fogFragment>\n\n\tgl_FragColor = color;\n}";