babylon.furMaterial.js 25 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var FurMaterialDefines = (function (_super) {
  21. __extends(FurMaterialDefines, _super);
  22. function FurMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.DIFFUSE = false;
  25. _this.HEIGHTMAP = false;
  26. _this.CLIPPLANE = false;
  27. _this.ALPHATEST = false;
  28. _this.POINTSIZE = false;
  29. _this.FOG = false;
  30. _this.NORMAL = false;
  31. _this.UV1 = false;
  32. _this.UV2 = false;
  33. _this.VERTEXCOLOR = false;
  34. _this.VERTEXALPHA = false;
  35. _this.NUM_BONE_INFLUENCERS = 0;
  36. _this.BonesPerMesh = 0;
  37. _this.INSTANCES = false;
  38. _this.HIGHLEVEL = false;
  39. _this.rebuild();
  40. return _this;
  41. }
  42. return FurMaterialDefines;
  43. }(BABYLON.MaterialDefines));
  44. var FurMaterial = (function (_super) {
  45. __extends(FurMaterial, _super);
  46. function FurMaterial(name, scene) {
  47. var _this = _super.call(this, name, scene) || this;
  48. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  49. _this.furLength = 1;
  50. _this.furAngle = 0;
  51. _this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02);
  52. _this.furOffset = 0.0;
  53. _this.furSpacing = 12;
  54. _this.furGravity = new BABYLON.Vector3(0, 0, 0);
  55. _this.furSpeed = 100;
  56. _this.furDensity = 20;
  57. _this._disableLighting = false;
  58. _this._maxSimultaneousLights = 4;
  59. _this.highLevelFur = true;
  60. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  61. _this._furTime = 0;
  62. return _this;
  63. }
  64. Object.defineProperty(FurMaterial.prototype, "furTime", {
  65. get: function () {
  66. return this._furTime;
  67. },
  68. set: function (furTime) {
  69. this._furTime = furTime;
  70. },
  71. enumerable: true,
  72. configurable: true
  73. });
  74. FurMaterial.prototype.needAlphaBlending = function () {
  75. return (this.alpha < 1.0);
  76. };
  77. FurMaterial.prototype.needAlphaTesting = function () {
  78. return false;
  79. };
  80. FurMaterial.prototype.getAlphaTestTexture = function () {
  81. return null;
  82. };
  83. FurMaterial.prototype.updateFur = function () {
  84. for (var i = 1; i < this._meshes.length; i++) {
  85. var offsetFur = this._meshes[i].material;
  86. offsetFur.furLength = this.furLength;
  87. offsetFur.furAngle = this.furAngle;
  88. offsetFur.furGravity = this.furGravity;
  89. offsetFur.furSpacing = this.furSpacing;
  90. offsetFur.furSpeed = this.furSpeed;
  91. offsetFur.furColor = this.furColor;
  92. offsetFur.diffuseTexture = this.diffuseTexture;
  93. offsetFur.furTexture = this.furTexture;
  94. offsetFur.highLevelFur = this.highLevelFur;
  95. offsetFur.furTime = this.furTime;
  96. offsetFur.furDensity = this.furDensity;
  97. }
  98. };
  99. // Methods
  100. FurMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  101. if (this.isFrozen) {
  102. if (this._wasPreviouslyReady && subMesh.effect) {
  103. return true;
  104. }
  105. }
  106. if (!subMesh._materialDefines) {
  107. subMesh._materialDefines = new FurMaterialDefines();
  108. }
  109. var defines = subMesh._materialDefines;
  110. var scene = this.getScene();
  111. if (!this.checkReadyOnEveryCall) {
  112. if (this._renderId === scene.getRenderId()) {
  113. return true;
  114. }
  115. }
  116. var engine = scene.getEngine();
  117. // Textures
  118. if (defines._areTexturesDirty) {
  119. if (scene.texturesEnabled) {
  120. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  121. if (!this.diffuseTexture.isReady()) {
  122. return false;
  123. }
  124. else {
  125. defines._needUVs = true;
  126. defines.DIFFUSE = true;
  127. }
  128. }
  129. if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {
  130. if (!this.heightTexture.isReady()) {
  131. return false;
  132. }
  133. else {
  134. defines._needUVs = true;
  135. defines.HEIGHTMAP = true;
  136. }
  137. }
  138. }
  139. }
  140. // High level
  141. if (this.highLevelFur !== defines.HIGHLEVEL) {
  142. defines.HIGHLEVEL = true;
  143. defines.markAsUnprocessed();
  144. }
  145. // Misc.
  146. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  147. // Lights
  148. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  149. // Values that need to be evaluated on every frame
  150. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  151. // Attribs
  152. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  153. // Get correct effect
  154. if (defines.isDirty) {
  155. defines.markAsProcessed();
  156. scene.resetCachedMaterial();
  157. // Fallbacks
  158. var fallbacks = new BABYLON.EffectFallbacks();
  159. if (defines.FOG) {
  160. fallbacks.addFallback(1, "FOG");
  161. }
  162. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  163. if (defines.NUM_BONE_INFLUENCERS > 0) {
  164. fallbacks.addCPUSkinningFallback(0, mesh);
  165. }
  166. //Attributes
  167. var attribs = [BABYLON.VertexBuffer.PositionKind];
  168. if (defines.NORMAL) {
  169. attribs.push(BABYLON.VertexBuffer.NormalKind);
  170. }
  171. if (defines.UV1) {
  172. attribs.push(BABYLON.VertexBuffer.UVKind);
  173. }
  174. if (defines.UV2) {
  175. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  176. }
  177. if (defines.VERTEXCOLOR) {
  178. attribs.push(BABYLON.VertexBuffer.ColorKind);
  179. }
  180. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  181. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  182. // Legacy browser patch
  183. var shaderName = "fur";
  184. var join = defines.toString();
  185. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  186. "vFogInfos", "vFogColor", "pointSize",
  187. "vDiffuseInfos",
  188. "mBones",
  189. "vClipPlane", "diffuseMatrix",
  190. "furLength", "furAngle", "furColor", "furOffset", "furGravity", "furTime", "furSpacing", "furDensity"
  191. ];
  192. var samplers = ["diffuseSampler",
  193. "heightTexture", "furTexture"
  194. ];
  195. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, defines, this.maxSimultaneousLights);
  196. subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights }), defines);
  197. }
  198. if (!subMesh.effect.isReady()) {
  199. return false;
  200. }
  201. this._renderId = scene.getRenderId();
  202. this._wasPreviouslyReady = true;
  203. return true;
  204. };
  205. FurMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  206. var scene = this.getScene();
  207. var defines = subMesh._materialDefines;
  208. if (!defines) {
  209. return;
  210. }
  211. var effect = subMesh.effect;
  212. this._activeEffect = effect;
  213. // Matrices
  214. this.bindOnlyWorldMatrix(world);
  215. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  216. // Bones
  217. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  218. if (scene.getCachedMaterial() !== this) {
  219. // Textures
  220. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  221. this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
  222. this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  223. this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
  224. }
  225. if (this._heightTexture) {
  226. this._activeEffect.setTexture("heightTexture", this._heightTexture);
  227. }
  228. // Clip plane
  229. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  230. // Point size
  231. if (this.pointsCloud) {
  232. this._activeEffect.setFloat("pointSize", this.pointSize);
  233. }
  234. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  235. }
  236. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  237. if (scene.lightsEnabled && !this.disableLighting) {
  238. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  239. }
  240. // View
  241. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  242. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  243. }
  244. // Fog
  245. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  246. this._activeEffect.setFloat("furLength", this.furLength);
  247. this._activeEffect.setFloat("furAngle", this.furAngle);
  248. this._activeEffect.setColor4("furColor", this.furColor, 1.0);
  249. if (this.highLevelFur) {
  250. this._activeEffect.setVector3("furGravity", this.furGravity);
  251. this._activeEffect.setFloat("furOffset", this.furOffset);
  252. this._activeEffect.setFloat("furSpacing", this.furSpacing);
  253. this._activeEffect.setFloat("furDensity", this.furDensity);
  254. this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;
  255. this._activeEffect.setFloat("furTime", this._furTime);
  256. this._activeEffect.setTexture("furTexture", this.furTexture);
  257. }
  258. this._afterBind(mesh, this._activeEffect);
  259. };
  260. FurMaterial.prototype.getAnimatables = function () {
  261. var results = [];
  262. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  263. results.push(this.diffuseTexture);
  264. }
  265. if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {
  266. results.push(this.heightTexture);
  267. }
  268. return results;
  269. };
  270. FurMaterial.prototype.dispose = function (forceDisposeEffect) {
  271. if (this.diffuseTexture) {
  272. this.diffuseTexture.dispose();
  273. }
  274. if (this._meshes) {
  275. for (var i = 1; i < this._meshes.length; i++) {
  276. this._meshes[i].material.dispose(forceDisposeEffect);
  277. this._meshes[i].dispose();
  278. }
  279. }
  280. _super.prototype.dispose.call(this, forceDisposeEffect);
  281. };
  282. FurMaterial.prototype.clone = function (name) {
  283. var _this = this;
  284. return BABYLON.SerializationHelper.Clone(function () { return new FurMaterial(name, _this.getScene()); }, this);
  285. };
  286. FurMaterial.prototype.serialize = function () {
  287. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  288. serializationObject.customType = "BABYLON.FurMaterial";
  289. if (this._meshes) {
  290. serializationObject.sourceMeshName = this._meshes[0].name;
  291. serializationObject.quality = this._meshes.length;
  292. }
  293. return serializationObject;
  294. };
  295. // Statics
  296. FurMaterial.Parse = function (source, scene, rootUrl) {
  297. var material = BABYLON.SerializationHelper.Parse(function () { return new FurMaterial(source.name, scene); }, source, scene, rootUrl);
  298. if (source.sourceMeshName && material.highLevelFur) {
  299. scene.executeWhenReady(function () {
  300. var sourceMesh = scene.getMeshByName(source.sourceMeshName);
  301. if (sourceMesh) {
  302. var furTexture = FurMaterial.GenerateTexture("Fur Texture", scene);
  303. material.furTexture = furTexture;
  304. FurMaterial.FurifyMesh(sourceMesh, source.quality);
  305. }
  306. });
  307. }
  308. return material;
  309. };
  310. FurMaterial.GenerateTexture = function (name, scene) {
  311. // Generate fur textures
  312. var texture = new BABYLON.DynamicTexture("FurTexture " + name, 256, scene, true);
  313. var context = texture.getContext();
  314. for (var i = 0; i < 20000; ++i) {
  315. context.fillStyle = "rgba(255, " + Math.floor(Math.random() * 255) + ", " + Math.floor(Math.random() * 255) + ", 1)";
  316. context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2);
  317. }
  318. texture.update(false);
  319. texture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  320. texture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  321. return texture;
  322. };
  323. // Creates and returns an array of meshes used as shells for the Fur Material
  324. // that can be disposed later in your code
  325. // The quality is in interval [0, 100]
  326. FurMaterial.FurifyMesh = function (sourceMesh, quality) {
  327. var meshes = [sourceMesh];
  328. var mat = sourceMesh.material;
  329. var i;
  330. if (!(mat instanceof FurMaterial)) {
  331. throw "The material of the source mesh must be a Fur Material";
  332. }
  333. for (i = 1; i < quality; i++) {
  334. var offsetFur = new BABYLON.FurMaterial(mat.name + i, sourceMesh.getScene());
  335. sourceMesh.getScene().materials.pop();
  336. BABYLON.Tags.EnableFor(offsetFur);
  337. BABYLON.Tags.AddTagsTo(offsetFur, "furShellMaterial");
  338. offsetFur.furLength = mat.furLength;
  339. offsetFur.furAngle = mat.furAngle;
  340. offsetFur.furGravity = mat.furGravity;
  341. offsetFur.furSpacing = mat.furSpacing;
  342. offsetFur.furSpeed = mat.furSpeed;
  343. offsetFur.furColor = mat.furColor;
  344. offsetFur.diffuseTexture = mat.diffuseTexture;
  345. offsetFur.furOffset = i / quality;
  346. offsetFur.furTexture = mat.furTexture;
  347. offsetFur.highLevelFur = mat.highLevelFur;
  348. offsetFur.furTime = mat.furTime;
  349. offsetFur.furDensity = mat.furDensity;
  350. var offsetMesh = sourceMesh.clone(sourceMesh.name + i);
  351. offsetMesh.material = offsetFur;
  352. offsetMesh.skeleton = sourceMesh.skeleton;
  353. offsetMesh.position = BABYLON.Vector3.Zero();
  354. meshes.push(offsetMesh);
  355. }
  356. for (i = 1; i < meshes.length; i++) {
  357. meshes[i].parent = sourceMesh;
  358. }
  359. sourceMesh.material._meshes = meshes;
  360. return meshes;
  361. };
  362. return FurMaterial;
  363. }(BABYLON.PushMaterial));
  364. __decorate([
  365. BABYLON.serializeAsTexture("diffuseTexture")
  366. ], FurMaterial.prototype, "_diffuseTexture", void 0);
  367. __decorate([
  368. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  369. ], FurMaterial.prototype, "diffuseTexture", void 0);
  370. __decorate([
  371. BABYLON.serializeAsTexture("heightTexture")
  372. ], FurMaterial.prototype, "_heightTexture", void 0);
  373. __decorate([
  374. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  375. ], FurMaterial.prototype, "heightTexture", void 0);
  376. __decorate([
  377. BABYLON.serializeAsColor3()
  378. ], FurMaterial.prototype, "diffuseColor", void 0);
  379. __decorate([
  380. BABYLON.serialize()
  381. ], FurMaterial.prototype, "furLength", void 0);
  382. __decorate([
  383. BABYLON.serialize()
  384. ], FurMaterial.prototype, "furAngle", void 0);
  385. __decorate([
  386. BABYLON.serializeAsColor3()
  387. ], FurMaterial.prototype, "furColor", void 0);
  388. __decorate([
  389. BABYLON.serialize()
  390. ], FurMaterial.prototype, "furOffset", void 0);
  391. __decorate([
  392. BABYLON.serialize()
  393. ], FurMaterial.prototype, "furSpacing", void 0);
  394. __decorate([
  395. BABYLON.serializeAsVector3()
  396. ], FurMaterial.prototype, "furGravity", void 0);
  397. __decorate([
  398. BABYLON.serialize()
  399. ], FurMaterial.prototype, "furSpeed", void 0);
  400. __decorate([
  401. BABYLON.serialize()
  402. ], FurMaterial.prototype, "furDensity", void 0);
  403. __decorate([
  404. BABYLON.serialize("disableLighting")
  405. ], FurMaterial.prototype, "_disableLighting", void 0);
  406. __decorate([
  407. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  408. ], FurMaterial.prototype, "disableLighting", void 0);
  409. __decorate([
  410. BABYLON.serialize("maxSimultaneousLights")
  411. ], FurMaterial.prototype, "_maxSimultaneousLights", void 0);
  412. __decorate([
  413. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  414. ], FurMaterial.prototype, "maxSimultaneousLights", void 0);
  415. __decorate([
  416. BABYLON.serialize()
  417. ], FurMaterial.prototype, "highLevelFur", void 0);
  418. __decorate([
  419. BABYLON.serialize()
  420. ], FurMaterial.prototype, "furTime", null);
  421. BABYLON.FurMaterial = FurMaterial;
  422. })(BABYLON || (BABYLON = {}));
  423. //# sourceMappingURL=babylon.furMaterial.js.map
  424. BABYLON.Effect.ShadersStore['furVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\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\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<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\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>[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<instancesVertex>\n#include<bonesVertex>\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\n#ifdef HIGHLEVEL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0))*aNormal);\n#else\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\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<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  425. BABYLON.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<lightFragmentDeclaration>[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 sampler2D furTexture;\nvarying vec2 vFurUV;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\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<clipPlaneFragment>\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\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<furOffset) {\ndiscard;\n}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);\nbaseColor=vec4(baseColor.xyz*occlusion,1.1-furOffset);\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<lightFragment>[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<fogFragment>\ngl_FragColor=color;\n}";