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- var BABYLON;!(function(i){var t=(function(i){function t(){var t=i.call(this)||this;return t.TRANSPARENT=!1,t.FOG=!1,t.PREMULTIPLYALPHA=!1,t.rebuild(),t}return __extends(t,i),t})(i.MaterialDefines),n=(function(n){function e(t,e){var o=n.call(this,t,e)||this;return o.mainColor=i.Color3.Black(),o.lineColor=i.Color3.Teal(),o.gridRatio=1,o.majorUnitFrequency=10,o.minorUnitVisibility=.33,o.opacity=1,o.preMultiplyAlpha=!1,o._gridControl=new i.Vector4(o.gridRatio,o.majorUnitFrequency,o.minorUnitVisibility,o.opacity),o}return __extends(e,n),e.prototype.needAlphaBlending=function(){return this.opacity<1},e.prototype.isReadyForSubMesh=function(n,e,o){if(this.isFrozen&&this._wasPreviouslyReady&&e.effect)return!0;e._materialDefines||(e._materialDefines=new t);var r=e._materialDefines,a=this.getScene();if(!this.checkReadyOnEveryCall&&e.effect&&this._renderId===a.getRenderId())return!0;a.getEngine();if(r.TRANSPARENT!==this.opacity<1&&(r.TRANSPARENT=!r.TRANSPARENT,r.markAsUnprocessed()),r.PREMULTIPLYALPHA!=this.preMultiplyAlpha&&(r.PREMULTIPLYALPHA=!r.PREMULTIPLYALPHA,r.markAsUnprocessed()),i.MaterialHelper.PrepareDefinesForMisc(n,a,!1,!1,this.fogEnabled,r),r.isDirty){r.markAsProcessed(),a.resetCachedMaterial();var l=[i.VertexBuffer.PositionKind,i.VertexBuffer.NormalKind],s=r.toString();e.setEffect(a.getEngine().createEffect("grid",l,["projection","worldView","mainColor","lineColor","gridControl","vFogInfos","vFogColor","world","view"],[],s,null,this.onCompiled,this.onError),r)}return!!e.effect.isReady()&&(this._renderId=a.getRenderId(),this._wasPreviouslyReady=!0,!0)},e.prototype.bindForSubMesh=function(t,n,e){var o=this.getScene();if(e._materialDefines){var r=e.effect;this._activeEffect=r,this.bindOnlyWorldMatrix(t),this._activeEffect.setMatrix("worldView",t.multiply(o.getViewMatrix())),this._activeEffect.setMatrix("view",o.getViewMatrix()),this._activeEffect.setMatrix("projection",o.getProjectionMatrix()),this._mustRebind(o,r)&&(this._activeEffect.setColor3("mainColor",this.mainColor),this._activeEffect.setColor3("lineColor",this.lineColor),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)),i.MaterialHelper.BindFogParameters(o,n,this._activeEffect),this._afterBind(n,this._activeEffect)}},e.prototype.dispose=function(i){n.prototype.dispose.call(this,i)},e.prototype.clone=function(t){var n=this;return i.SerializationHelper.Clone((function(){return new e(t,n.getScene())}),this)},e.prototype.serialize=function(){var t=i.SerializationHelper.Serialize(this);return t.customType="BABYLON.GridMaterial",t},e.prototype.getClassName=function(){return"GridMaterial"},e.Parse=function(t,n,o){return i.SerializationHelper.Parse((function(){return new e(t.name,n)}),t,n,o)},__decorate([i.serializeAsColor3()],e.prototype,"mainColor",void 0),__decorate([i.serializeAsColor3()],e.prototype,"lineColor",void 0),__decorate([i.serialize()],e.prototype,"gridRatio",void 0),__decorate([i.serialize()],e.prototype,"majorUnitFrequency",void 0),__decorate([i.serialize()],e.prototype,"minorUnitVisibility",void 0),__decorate([i.serialize()],e.prototype,"opacity",void 0),__decorate([i.serialize()],e.prototype,"preMultiplyAlpha",void 0),e})(i.PushMaterial);i.GridMaterial=n})(BABYLON||(BABYLON={})),BABYLON.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<fogVertexDeclaration>\nvoid main(void) {\n#ifdef FOG\nvec4 worldPos=world*vec4(position,1.0);\n#endif\n#include<fogVertex>\nvec4 cameraSpacePosition=worldView*vec4(position,1.0);\ngl_Position=projection*cameraSpacePosition;\n#ifdef TRANSPARENT\nvCameraSpacePosition=cameraSpacePosition;\n#endif\nvPosition=position;\nvNormal=normal;\n}",BABYLON.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;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogFragmentDeclaration>\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/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<fogFragment>\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}";
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