babylon.mixMaterial.js 27 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = function (d, b) {
  4. extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return extendStatics(d, b);
  8. }
  9. return function (d, b) {
  10. extendStatics(d, b);
  11. function __() { this.constructor = d; }
  12. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  13. };
  14. })();
  15. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  16. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  17. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  18. 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;
  19. return c > 3 && r && Object.defineProperty(target, key, r), r;
  20. };
  21. var BABYLON;
  22. (function (BABYLON) {
  23. var MixMaterialDefines = /** @class */ (function (_super) {
  24. __extends(MixMaterialDefines, _super);
  25. function MixMaterialDefines() {
  26. var _this = _super.call(this) || this;
  27. _this.DIFFUSE = false;
  28. _this.CLIPPLANE = false;
  29. _this.ALPHATEST = false;
  30. _this.DEPTHPREPASS = false;
  31. _this.POINTSIZE = false;
  32. _this.FOG = false;
  33. _this.SPECULARTERM = false;
  34. _this.NORMAL = false;
  35. _this.UV1 = false;
  36. _this.UV2 = false;
  37. _this.VERTEXCOLOR = false;
  38. _this.VERTEXALPHA = false;
  39. _this.NUM_BONE_INFLUENCERS = 0;
  40. _this.BonesPerMesh = 0;
  41. _this.INSTANCES = false;
  42. _this.MIXMAP2 = false;
  43. _this.rebuild();
  44. return _this;
  45. }
  46. return MixMaterialDefines;
  47. }(BABYLON.MaterialDefines));
  48. var MixMaterial = /** @class */ (function (_super) {
  49. __extends(MixMaterial, _super);
  50. function MixMaterial(name, scene) {
  51. var _this = _super.call(this, name, scene) || this;
  52. /**
  53. * Uniforms
  54. */
  55. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  56. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  57. _this.specularPower = 64;
  58. _this._disableLighting = false;
  59. _this._maxSimultaneousLights = 4;
  60. return _this;
  61. }
  62. MixMaterial.prototype.needAlphaBlending = function () {
  63. return (this.alpha < 1.0);
  64. };
  65. MixMaterial.prototype.needAlphaTesting = function () {
  66. return false;
  67. };
  68. MixMaterial.prototype.getAlphaTestTexture = function () {
  69. return null;
  70. };
  71. // Methods
  72. MixMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  73. if (this.isFrozen) {
  74. if (this._wasPreviouslyReady && subMesh.effect) {
  75. return true;
  76. }
  77. }
  78. if (!subMesh._materialDefines) {
  79. subMesh._materialDefines = new MixMaterialDefines();
  80. }
  81. var defines = subMesh._materialDefines;
  82. var scene = this.getScene();
  83. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  84. if (this._renderId === scene.getRenderId()) {
  85. return true;
  86. }
  87. }
  88. var engine = scene.getEngine();
  89. // Textures
  90. if (scene.texturesEnabled) {
  91. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  92. if (this._mixTexture1) {
  93. if (!this._mixTexture1.isReady()) {
  94. return false;
  95. }
  96. else {
  97. defines._needUVs = true;
  98. defines.DIFFUSE = true;
  99. }
  100. }
  101. if (this._mixTexture2) {
  102. if (!this._mixTexture2.isReady()) {
  103. return false;
  104. }
  105. else {
  106. defines.MIXMAP2 = true;
  107. }
  108. }
  109. }
  110. }
  111. // Misc.
  112. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  113. // Lights
  114. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  115. // Values that need to be evaluated on every frame
  116. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  117. // Attribs
  118. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  119. // Get correct effect
  120. if (defines.isDirty) {
  121. defines.markAsProcessed();
  122. scene.resetCachedMaterial();
  123. // Fallbacks
  124. var fallbacks = new BABYLON.EffectFallbacks();
  125. if (defines.FOG) {
  126. fallbacks.addFallback(1, "FOG");
  127. }
  128. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  129. if (defines.NUM_BONE_INFLUENCERS > 0) {
  130. fallbacks.addCPUSkinningFallback(0, mesh);
  131. }
  132. //Attributes
  133. var attribs = [BABYLON.VertexBuffer.PositionKind];
  134. if (defines.NORMAL) {
  135. attribs.push(BABYLON.VertexBuffer.NormalKind);
  136. }
  137. if (defines.UV1) {
  138. attribs.push(BABYLON.VertexBuffer.UVKind);
  139. }
  140. if (defines.UV2) {
  141. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  142. }
  143. if (defines.VERTEXCOLOR) {
  144. attribs.push(BABYLON.VertexBuffer.ColorKind);
  145. }
  146. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  147. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  148. // Legacy browser patch
  149. var shaderName = "mix";
  150. var join = defines.toString();
  151. var uniforms = [
  152. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  153. "vFogInfos", "vFogColor", "pointSize",
  154. "vTextureInfos",
  155. "mBones",
  156. "vClipPlane", "textureMatrix",
  157. "diffuse1Infos", "diffuse2Infos", "diffuse3Infos", "diffuse4Infos",
  158. "diffuse5Infos", "diffuse6Infos", "diffuse7Infos", "diffuse8Infos"
  159. ];
  160. var samplers = [
  161. "mixMap1Sampler", "mixMap2Sampler",
  162. "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler", "diffuse4Sampler",
  163. "diffuse5Sampler", "diffuse6Sampler", "diffuse7Sampler", "diffuse8Sampler"
  164. ];
  165. var uniformBuffers = new Array();
  166. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  167. uniformsNames: uniforms,
  168. uniformBuffersNames: uniformBuffers,
  169. samplers: samplers,
  170. defines: defines,
  171. maxSimultaneousLights: this.maxSimultaneousLights
  172. });
  173. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  174. attributes: attribs,
  175. uniformsNames: uniforms,
  176. uniformBuffersNames: uniformBuffers,
  177. samplers: samplers,
  178. defines: join,
  179. fallbacks: fallbacks,
  180. onCompiled: this.onCompiled,
  181. onError: this.onError,
  182. indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
  183. }, engine), defines);
  184. }
  185. if (!subMesh.effect || !subMesh.effect.isReady()) {
  186. return false;
  187. }
  188. this._renderId = scene.getRenderId();
  189. this._wasPreviouslyReady = true;
  190. return true;
  191. };
  192. MixMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  193. var scene = this.getScene();
  194. var defines = subMesh._materialDefines;
  195. if (!defines) {
  196. return;
  197. }
  198. var effect = subMesh.effect;
  199. if (!effect) {
  200. return;
  201. }
  202. this._activeEffect = effect;
  203. // Matrices
  204. this.bindOnlyWorldMatrix(world);
  205. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  206. // Bones
  207. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  208. if (this._mustRebind(scene, effect)) {
  209. // Textures
  210. if (this._mixTexture1) {
  211. this._activeEffect.setTexture("mixMap1Sampler", this._mixTexture1);
  212. this._activeEffect.setFloat2("vTextureInfos", this._mixTexture1.coordinatesIndex, this._mixTexture1.level);
  213. this._activeEffect.setMatrix("textureMatrix", this._mixTexture1.getTextureMatrix());
  214. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  215. if (this._diffuseTexture1) {
  216. this._activeEffect.setTexture("diffuse1Sampler", this._diffuseTexture1);
  217. this._activeEffect.setFloat2("diffuse1Infos", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);
  218. }
  219. if (this._diffuseTexture2) {
  220. this._activeEffect.setTexture("diffuse2Sampler", this._diffuseTexture2);
  221. this._activeEffect.setFloat2("diffuse2Infos", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);
  222. }
  223. if (this._diffuseTexture3) {
  224. this._activeEffect.setTexture("diffuse3Sampler", this._diffuseTexture3);
  225. this._activeEffect.setFloat2("diffuse3Infos", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);
  226. }
  227. if (this._diffuseTexture4) {
  228. this._activeEffect.setTexture("diffuse4Sampler", this._diffuseTexture4);
  229. this._activeEffect.setFloat2("diffuse4Infos", this._diffuseTexture4.uScale, this._diffuseTexture4.vScale);
  230. }
  231. }
  232. }
  233. if (this._mixTexture2) {
  234. this._activeEffect.setTexture("mixMap2Sampler", this._mixTexture2);
  235. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  236. if (this._diffuseTexture5) {
  237. this._activeEffect.setTexture("diffuse5Sampler", this._diffuseTexture5);
  238. this._activeEffect.setFloat2("diffuse5Infos", this._diffuseTexture5.uScale, this._diffuseTexture5.vScale);
  239. }
  240. if (this._diffuseTexture6) {
  241. this._activeEffect.setTexture("diffuse6Sampler", this._diffuseTexture6);
  242. this._activeEffect.setFloat2("diffuse6Infos", this._diffuseTexture6.uScale, this._diffuseTexture6.vScale);
  243. }
  244. if (this._diffuseTexture7) {
  245. this._activeEffect.setTexture("diffuse7Sampler", this._diffuseTexture7);
  246. this._activeEffect.setFloat2("diffuse7Infos", this._diffuseTexture7.uScale, this._diffuseTexture7.vScale);
  247. }
  248. if (this._diffuseTexture8) {
  249. this._activeEffect.setTexture("diffuse8Sampler", this._diffuseTexture8);
  250. this._activeEffect.setFloat2("diffuse8Infos", this._diffuseTexture8.uScale, this._diffuseTexture8.vScale);
  251. }
  252. }
  253. }
  254. // Clip plane
  255. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  256. // Point size
  257. if (this.pointsCloud) {
  258. this._activeEffect.setFloat("pointSize", this.pointSize);
  259. }
  260. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  261. }
  262. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  263. if (defines.SPECULARTERM) {
  264. this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  265. }
  266. if (scene.lightsEnabled && !this.disableLighting) {
  267. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  268. }
  269. // View
  270. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  271. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  272. }
  273. // Fog
  274. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  275. this._afterBind(mesh, this._activeEffect);
  276. };
  277. MixMaterial.prototype.getAnimatables = function () {
  278. var results = [];
  279. if (this._mixTexture1 && this._mixTexture1.animations && this._mixTexture1.animations.length > 0) {
  280. results.push(this._mixTexture1);
  281. }
  282. if (this._mixTexture2 && this._mixTexture2.animations && this._mixTexture2.animations.length > 0) {
  283. results.push(this._mixTexture2);
  284. }
  285. return results;
  286. };
  287. MixMaterial.prototype.getActiveTextures = function () {
  288. var activeTextures = _super.prototype.getActiveTextures.call(this);
  289. // Mix map 1
  290. if (this._mixTexture1) {
  291. activeTextures.push(this._mixTexture1);
  292. }
  293. if (this._diffuseTexture1) {
  294. activeTextures.push(this._diffuseTexture1);
  295. }
  296. if (this._diffuseTexture2) {
  297. activeTextures.push(this._diffuseTexture2);
  298. }
  299. if (this._diffuseTexture3) {
  300. activeTextures.push(this._diffuseTexture3);
  301. }
  302. if (this._diffuseTexture4) {
  303. activeTextures.push(this._diffuseTexture4);
  304. }
  305. // Mix map 2
  306. if (this._mixTexture2) {
  307. activeTextures.push(this._mixTexture2);
  308. }
  309. if (this._diffuseTexture5) {
  310. activeTextures.push(this._diffuseTexture5);
  311. }
  312. if (this._diffuseTexture6) {
  313. activeTextures.push(this._diffuseTexture6);
  314. }
  315. if (this._diffuseTexture7) {
  316. activeTextures.push(this._diffuseTexture7);
  317. }
  318. if (this._diffuseTexture8) {
  319. activeTextures.push(this._diffuseTexture8);
  320. }
  321. return activeTextures;
  322. };
  323. MixMaterial.prototype.hasTexture = function (texture) {
  324. if (_super.prototype.hasTexture.call(this, texture)) {
  325. return true;
  326. }
  327. // Mix map 1
  328. if (this._mixTexture1 === texture) {
  329. return true;
  330. }
  331. if (this._diffuseTexture1 === texture) {
  332. return true;
  333. }
  334. if (this._diffuseTexture2 === texture) {
  335. return true;
  336. }
  337. if (this._diffuseTexture3 === texture) {
  338. return true;
  339. }
  340. if (this._diffuseTexture4 === texture) {
  341. return true;
  342. }
  343. // Mix map 2
  344. if (this._mixTexture2 === texture) {
  345. return true;
  346. }
  347. if (this._diffuseTexture5 === texture) {
  348. return true;
  349. }
  350. if (this._diffuseTexture6 === texture) {
  351. return true;
  352. }
  353. if (this._diffuseTexture7 === texture) {
  354. return true;
  355. }
  356. if (this._diffuseTexture8 === texture) {
  357. return true;
  358. }
  359. return false;
  360. };
  361. MixMaterial.prototype.dispose = function (forceDisposeEffect) {
  362. if (this._mixTexture1) {
  363. this._mixTexture1.dispose();
  364. }
  365. _super.prototype.dispose.call(this, forceDisposeEffect);
  366. };
  367. MixMaterial.prototype.clone = function (name) {
  368. var _this = this;
  369. return BABYLON.SerializationHelper.Clone(function () { return new MixMaterial(name, _this.getScene()); }, this);
  370. };
  371. MixMaterial.prototype.serialize = function () {
  372. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  373. serializationObject.customType = "BABYLON.MixMaterial";
  374. return serializationObject;
  375. };
  376. MixMaterial.prototype.getClassName = function () {
  377. return "MixMaterial";
  378. };
  379. // Statics
  380. MixMaterial.Parse = function (source, scene, rootUrl) {
  381. return BABYLON.SerializationHelper.Parse(function () { return new MixMaterial(source.name, scene); }, source, scene, rootUrl);
  382. };
  383. __decorate([
  384. BABYLON.serializeAsTexture("mixTexture1")
  385. ], MixMaterial.prototype, "_mixTexture1", void 0);
  386. __decorate([
  387. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  388. ], MixMaterial.prototype, "mixTexture1", void 0);
  389. __decorate([
  390. BABYLON.serializeAsTexture("mixTexture2")
  391. ], MixMaterial.prototype, "_mixTexture2", void 0);
  392. __decorate([
  393. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  394. ], MixMaterial.prototype, "mixTexture2", void 0);
  395. __decorate([
  396. BABYLON.serializeAsTexture("diffuseTexture1")
  397. ], MixMaterial.prototype, "_diffuseTexture1", void 0);
  398. __decorate([
  399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  400. ], MixMaterial.prototype, "diffuseTexture1", void 0);
  401. __decorate([
  402. BABYLON.serializeAsTexture("diffuseTexture2")
  403. ], MixMaterial.prototype, "_diffuseTexture2", void 0);
  404. __decorate([
  405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  406. ], MixMaterial.prototype, "diffuseTexture2", void 0);
  407. __decorate([
  408. BABYLON.serializeAsTexture("diffuseTexture3")
  409. ], MixMaterial.prototype, "_diffuseTexture3", void 0);
  410. __decorate([
  411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  412. ], MixMaterial.prototype, "diffuseTexture3", void 0);
  413. __decorate([
  414. BABYLON.serializeAsTexture("diffuseTexture4")
  415. ], MixMaterial.prototype, "_diffuseTexture4", void 0);
  416. __decorate([
  417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  418. ], MixMaterial.prototype, "diffuseTexture4", void 0);
  419. __decorate([
  420. BABYLON.serializeAsTexture("diffuseTexture1")
  421. ], MixMaterial.prototype, "_diffuseTexture5", void 0);
  422. __decorate([
  423. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  424. ], MixMaterial.prototype, "diffuseTexture5", void 0);
  425. __decorate([
  426. BABYLON.serializeAsTexture("diffuseTexture2")
  427. ], MixMaterial.prototype, "_diffuseTexture6", void 0);
  428. __decorate([
  429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  430. ], MixMaterial.prototype, "diffuseTexture6", void 0);
  431. __decorate([
  432. BABYLON.serializeAsTexture("diffuseTexture3")
  433. ], MixMaterial.prototype, "_diffuseTexture7", void 0);
  434. __decorate([
  435. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  436. ], MixMaterial.prototype, "diffuseTexture7", void 0);
  437. __decorate([
  438. BABYLON.serializeAsTexture("diffuseTexture4")
  439. ], MixMaterial.prototype, "_diffuseTexture8", void 0);
  440. __decorate([
  441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  442. ], MixMaterial.prototype, "diffuseTexture8", void 0);
  443. __decorate([
  444. BABYLON.serializeAsColor3()
  445. ], MixMaterial.prototype, "diffuseColor", void 0);
  446. __decorate([
  447. BABYLON.serializeAsColor3()
  448. ], MixMaterial.prototype, "specularColor", void 0);
  449. __decorate([
  450. BABYLON.serialize()
  451. ], MixMaterial.prototype, "specularPower", void 0);
  452. __decorate([
  453. BABYLON.serialize("disableLighting")
  454. ], MixMaterial.prototype, "_disableLighting", void 0);
  455. __decorate([
  456. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  457. ], MixMaterial.prototype, "disableLighting", void 0);
  458. __decorate([
  459. BABYLON.serialize("maxSimultaneousLights")
  460. ], MixMaterial.prototype, "_maxSimultaneousLights", void 0);
  461. __decorate([
  462. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  463. ], MixMaterial.prototype, "maxSimultaneousLights", void 0);
  464. return MixMaterial;
  465. }(BABYLON.PushMaterial));
  466. BABYLON.MixMaterial = MixMaterial;
  467. })(BABYLON || (BABYLON = {}));
  468. //# sourceMappingURL=babylon.mixMaterial.js.map
  469. BABYLON.Effect.ShadersStore['mixVertexShader'] = "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<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\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<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\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 (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\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";
  470. BABYLON.Effect.ShadersStore['mixPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform sampler2D mixMap1Sampler;\nuniform vec2 vTextureInfos;\n#ifdef MIXMAP2\nuniform sampler2D mixMap2Sampler;\n#endif\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform sampler2D diffuse4Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\nuniform vec2 diffuse4Infos;\n#ifdef MIXMAP2\nuniform sampler2D diffuse5Sampler;\nuniform sampler2D diffuse6Sampler;\nuniform sampler2D diffuse7Sampler;\nuniform sampler2D diffuse8Sampler;\nuniform vec2 diffuse5Infos;\nuniform vec2 diffuse6Infos;\nuniform vec2 diffuse7Infos;\nuniform vec2 diffuse8Infos;\n#endif\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 finalMixColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef MIXMAP2\nvec4 mixColor2=vec4(1.,1.,1.,1.);\n#endif\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nvec4 mixColor=texture2D(mixMap1Sampler,vTextureUV);\n#include<depthPrePass>\nmixColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\nvec4 diffuse4Color=texture2D(diffuse4Sampler,vTextureUV*diffuse4Infos);\ndiffuse1Color.rgb*=mixColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,mixColor.g);\ndiffuse3Color.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,mixColor.b);\nfinalMixColor.rgb=mix(diffuse3Color.rgb,diffuse4Color.rgb,1.0-mixColor.a);\n#ifdef MIXMAP2\nmixColor=texture2D(mixMap2Sampler,vTextureUV);\nmixColor.rgb*=vTextureInfos.y;\nvec4 diffuse5Color=texture2D(diffuse5Sampler,vTextureUV*diffuse5Infos);\nvec4 diffuse6Color=texture2D(diffuse6Sampler,vTextureUV*diffuse6Infos);\nvec4 diffuse7Color=texture2D(diffuse7Sampler,vTextureUV*diffuse7Infos);\nvec4 diffuse8Color=texture2D(diffuse8Sampler,vTextureUV*diffuse8Infos);\ndiffuse5Color.rgb=mix(finalMixColor.rgb,diffuse5Color.rgb,mixColor.r);\ndiffuse6Color.rgb=mix(diffuse5Color.rgb,diffuse6Color.rgb,mixColor.g);\ndiffuse7Color.rgb=mix(diffuse6Color.rgb,diffuse7Color.rgb,mixColor.b);\nfinalMixColor.rgb=mix(diffuse7Color.rgb,diffuse8Color.rgb,1.0-mixColor.a);\n#endif\n#endif\n#ifdef VERTEXCOLOR\nfinalMixColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*finalMixColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}\n";