1 |
- var __decorate=this&&this.__decorate||function(e,i,n,t){if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)return Reflect.decorate(e,i,n,t);switch(arguments.length){case 2:return e.reduceRight(function(e,i){return i&&i(e)||e},i);case 3:return e.reduceRight(function(e,t){return void(t&&t(i,n))},void 0);case 4:return e.reduceRight(function(e,t){return t&&t(i,n,e)||e},t)}},BABYLON;!function(e){var i=function(e){function i(){e.call(this),this.DIFFUSE=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.POINTSIZE=!1,this.FOG=!1,this.LIGHT0=!1,this.LIGHT1=!1,this.LIGHT2=!1,this.LIGHT3=!1,this.SPOTLIGHT0=!1,this.SPOTLIGHT1=!1,this.SPOTLIGHT2=!1,this.SPOTLIGHT3=!1,this.HEMILIGHT0=!1,this.HEMILIGHT1=!1,this.HEMILIGHT2=!1,this.HEMILIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.SHADOW0=!1,this.SHADOW1=!1,this.SHADOW2=!1,this.SHADOW3=!1,this.SHADOWS=!1,this.SHADOWVSM0=!1,this.SHADOWVSM1=!1,this.SHADOWVSM2=!1,this.SHADOWVSM3=!1,this.SHADOWPCF0=!1,this.SHADOWPCF1=!1,this.SHADOWPCF2=!1,this.SHADOWPCF3=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.NUM_BONE_INFLUENCERS=0,this.BonesPerMesh=0,this.INSTANCES=!1,this._keys=Object.keys(this)}return __extends(i,e),i}(e.MaterialDefines),n=function(n){function t(t,o){n.call(this,t,o),this.speed=1,this.movingSpeed=1,this.lowFrequencySpeed=1,this.fogDensity=.15,this._lastTime=0,this.diffuseColor=new e.Color3(1,1,1),this.disableLighting=!1,this._worldViewProjectionMatrix=e.Matrix.Zero(),this._scaledDiffuse=new e.Color3,this._defines=new i,this._cachedDefines=new i,this._cachedDefines.BonesPerMesh=-1}return __extends(t,n),t.prototype.needAlphaBlending=function(){return this.alpha<1},t.prototype.needAlphaTesting=function(){return!1},t.prototype.getAlphaTestTexture=function(){return null},t.prototype._checkCache=function(e,i,n){return i?this._defines.INSTANCES!==n?!1:i._materialDefines&&i._materialDefines.isEqual(this._defines)?!0:!1:!0},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 s=o.getEngine(),r=!1;if(this._defines.reset(),o.texturesEnabled&&this.diffuseTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.diffuseTexture.isReady())return!1;r=!0,this._defines.DIFFUSE=!0}o.clipPlane&&(this._defines.CLIPPLANE=!0),s.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&&e.MaterialHelper.PrepareDefinesForLights(o,n,this._defines),n&&(n.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),r&&(n.isVerticesDataPresent(e.VertexBuffer.UVKind)&&(this._defines.UV1=!0),n.isVerticesDataPresent(e.VertexBuffer.UV2Kind)&&(this._defines.UV2=!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 f=new e.EffectFallbacks;this._defines.FOG&&f.addFallback(1,"FOG"),e.MaterialHelper.HandleFallbacksForShadows(this._defines,f),this._defines.NUM_BONE_INFLUENCERS>0&&f.addCPUSkinningFallback(0,n);var a=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&a.push(e.VertexBuffer.NormalKind),this._defines.UV1&&a.push(e.VertexBuffer.UVKind),this._defines.UV2&&a.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&a.push(e.VertexBuffer.ColorKind),e.MaterialHelper.PrepareAttributesForBones(a,n,this._defines,f),e.MaterialHelper.PrepareAttributesForInstances(a,this._defines);var l="lava",c=this._defines.toString();this._effect=o.getEngine().createEffect(l,a,["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","time","speed","movingSpeed","fogColor","fogDensity","lowFrequencySpeed"],["diffuseSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3","noiseTexture"],c,f,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=o.getRenderId(),this._wasPreviouslyReady=!0,n&&(n._materialDefines||(n._materialDefines=new i),this._defines.cloneTo(n._materialDefines)),!0):!1},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&&(this.diffuseTexture&&e.StandardMaterial.DiffuseTextureEnabled&&(this._effect.setTexture("diffuseSampler",this.diffuseTexture),this._effect.setFloat2("vDiffuseInfos",this.diffuseTexture.coordinatesIndex,this.diffuseTexture.level),this._effect.setMatrix("diffuseMatrix",this.diffuseTexture.getTextureMatrix())),this.noiseTexture&&this._effect.setTexture("noiseTexture",this.noiseTexture),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._lastTime+=o.getEngine().getDeltaTime(),this._effect.setFloat("time",this._lastTime*this.speed/1e3),this.fogColor||(this.fogColor=e.Color3.Black()),this._effect.setColor3("fogColor",this.fogColor),this._effect.setFloat("fogDensity",this.fogDensity),this._effect.setFloat("lowFrequencySpeed",this.lowFrequencySpeed),this._effect.setFloat("movingSpeed",this.movingSpeed),n.prototype.bind.call(this,i,t)},t.prototype.getAnimatables=function(){var e=[];return this.diffuseTexture&&this.diffuseTexture.animations&&this.diffuseTexture.animations.length>0&&e.push(this.diffuseTexture),this.noiseTexture&&this.noiseTexture.animations&&this.noiseTexture.animations.length>0&&e.push(this.noiseTexture),e},t.prototype.dispose=function(e){this.diffuseTexture&&this.diffuseTexture.dispose(),this.noiseTexture&&this.noiseTexture.dispose(),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.LavaMaterial",i},t.Parse=function(i,n,o){return e.SerializationHelper.Parse(function(){return new t(i.name,n)},i,n,o)},__decorate([e.serializeAsTexture()],t.prototype,"diffuseTexture"),__decorate([e.serializeAsTexture()],t.prototype,"noiseTexture"),__decorate([e.serializeAsColor3()],t.prototype,"fogColor"),__decorate([e.serialize()],t.prototype,"speed"),__decorate([e.serialize()],t.prototype,"movingSpeed"),__decorate([e.serialize()],t.prototype,"lowFrequencySpeed"),__decorate([e.serialize()],t.prototype,"fogDensity"),__decorate([e.serializeAsColor3()],t.prototype,"diffuseColor"),__decorate([e.serialize()],t.prototype,"disableLighting"),t}(e.Material);e.LavaMaterial=n}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.lavaVertexShader="precision highp float;\n\nuniform float time;\nuniform float lowFrequencySpeed;\n\nvarying float noise;\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<bonesDeclaration>\n\n#include<instancesDeclaration>\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<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>\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<instancesVertex>\n#include<bonesVertex>\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<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}",BABYLON.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<lightFragmentDeclaration>[0]\n#include<lightFragmentDeclaration>[1]\n#include<lightFragmentDeclaration>[2]\n#include<lightFragmentDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){\nreturn fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;\n}\nvoid main(void) {\n#include<clipPlaneFragment>\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\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#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[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<fogFragment>\ngl_FragColor=color;\n}";
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