babylon.terrainMaterial.js 24 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 TerrainMaterialDefines = (function (_super) {
  21. __extends(TerrainMaterialDefines, _super);
  22. function TerrainMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.DIFFUSE = false;
  25. _this.BUMP = false;
  26. _this.CLIPPLANE = false;
  27. _this.ALPHATEST = false;
  28. _this.DEPTHPREPASS = false;
  29. _this.POINTSIZE = false;
  30. _this.FOG = false;
  31. _this.SPECULARTERM = false;
  32. _this.NORMAL = false;
  33. _this.UV1 = false;
  34. _this.UV2 = false;
  35. _this.VERTEXCOLOR = false;
  36. _this.VERTEXALPHA = false;
  37. _this.NUM_BONE_INFLUENCERS = 0;
  38. _this.BonesPerMesh = 0;
  39. _this.INSTANCES = false;
  40. _this.rebuild();
  41. return _this;
  42. }
  43. return TerrainMaterialDefines;
  44. }(BABYLON.MaterialDefines));
  45. var TerrainMaterial = (function (_super) {
  46. __extends(TerrainMaterial, _super);
  47. function TerrainMaterial(name, scene) {
  48. var _this = _super.call(this, name, scene) || this;
  49. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  50. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  51. _this.specularPower = 64;
  52. _this._disableLighting = false;
  53. _this._maxSimultaneousLights = 4;
  54. return _this;
  55. }
  56. TerrainMaterial.prototype.needAlphaBlending = function () {
  57. return (this.alpha < 1.0);
  58. };
  59. TerrainMaterial.prototype.needAlphaTesting = function () {
  60. return false;
  61. };
  62. TerrainMaterial.prototype.getAlphaTestTexture = function () {
  63. return null;
  64. };
  65. // Methods
  66. TerrainMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  67. if (this.isFrozen) {
  68. if (this._wasPreviouslyReady && subMesh.effect) {
  69. return true;
  70. }
  71. }
  72. if (!subMesh._materialDefines) {
  73. subMesh._materialDefines = new TerrainMaterialDefines();
  74. }
  75. var defines = subMesh._materialDefines;
  76. var scene = this.getScene();
  77. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  78. if (this._renderId === scene.getRenderId()) {
  79. return true;
  80. }
  81. }
  82. var engine = scene.getEngine();
  83. // Textures
  84. if (scene.texturesEnabled) {
  85. if (this.mixTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  86. if (!this.mixTexture.isReady()) {
  87. return false;
  88. }
  89. else {
  90. defines._needUVs = true;
  91. defines.DIFFUSE = true;
  92. }
  93. }
  94. if ((this.bumpTexture1 || this.bumpTexture2 || this.bumpTexture3) && BABYLON.StandardMaterial.BumpTextureEnabled) {
  95. defines._needUVs = true;
  96. defines._needNormals = true;
  97. defines.BUMP = true;
  98. }
  99. }
  100. // Misc.
  101. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  102. // Lights
  103. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  104. // Values that need to be evaluated on every frame
  105. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  106. // Attribs
  107. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  108. // Get correct effect
  109. if (defines.isDirty) {
  110. defines.markAsProcessed();
  111. scene.resetCachedMaterial();
  112. // Fallbacks
  113. var fallbacks = new BABYLON.EffectFallbacks();
  114. if (defines.FOG) {
  115. fallbacks.addFallback(1, "FOG");
  116. }
  117. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  118. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119. fallbacks.addCPUSkinningFallback(0, mesh);
  120. }
  121. //Attributes
  122. var attribs = [BABYLON.VertexBuffer.PositionKind];
  123. if (defines.NORMAL) {
  124. attribs.push(BABYLON.VertexBuffer.NormalKind);
  125. }
  126. if (defines.UV1) {
  127. attribs.push(BABYLON.VertexBuffer.UVKind);
  128. }
  129. if (defines.UV2) {
  130. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  131. }
  132. if (defines.VERTEXCOLOR) {
  133. attribs.push(BABYLON.VertexBuffer.ColorKind);
  134. }
  135. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  136. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  137. // Legacy browser patch
  138. var shaderName = "terrain";
  139. var join = defines.toString();
  140. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  141. "vFogInfos", "vFogColor", "pointSize",
  142. "vTextureInfos",
  143. "mBones",
  144. "vClipPlane", "textureMatrix",
  145. "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"
  146. ];
  147. var samplers = ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler",
  148. "bump1Sampler", "bump2Sampler", "bump3Sampler"
  149. ];
  150. var uniformBuffers = new Array();
  151. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  152. uniformsNames: uniforms,
  153. uniformBuffersNames: uniformBuffers,
  154. samplers: samplers,
  155. defines: defines,
  156. maxSimultaneousLights: this.maxSimultaneousLights
  157. });
  158. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  159. attributes: attribs,
  160. uniformsNames: uniforms,
  161. uniformBuffersNames: uniformBuffers,
  162. samplers: samplers,
  163. defines: join,
  164. fallbacks: fallbacks,
  165. onCompiled: this.onCompiled,
  166. onError: this.onError,
  167. indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
  168. }, engine), defines);
  169. }
  170. if (!subMesh.effect.isReady()) {
  171. return false;
  172. }
  173. this._renderId = scene.getRenderId();
  174. this._wasPreviouslyReady = true;
  175. return true;
  176. };
  177. TerrainMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  178. var scene = this.getScene();
  179. var defines = subMesh._materialDefines;
  180. if (!defines) {
  181. return;
  182. }
  183. var effect = subMesh.effect;
  184. this._activeEffect = effect;
  185. // Matrices
  186. this.bindOnlyWorldMatrix(world);
  187. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  188. // Bones
  189. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  190. if (this._mustRebind(scene, effect)) {
  191. // Textures
  192. if (this.mixTexture) {
  193. this._activeEffect.setTexture("textureSampler", this._mixTexture);
  194. this._activeEffect.setFloat2("vTextureInfos", this._mixTexture.coordinatesIndex, this._mixTexture.level);
  195. this._activeEffect.setMatrix("textureMatrix", this._mixTexture.getTextureMatrix());
  196. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  197. if (this._diffuseTexture1) {
  198. this._activeEffect.setTexture("diffuse1Sampler", this._diffuseTexture1);
  199. this._activeEffect.setFloat2("diffuse1Infos", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);
  200. }
  201. if (this._diffuseTexture2) {
  202. this._activeEffect.setTexture("diffuse2Sampler", this._diffuseTexture2);
  203. this._activeEffect.setFloat2("diffuse2Infos", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);
  204. }
  205. if (this._diffuseTexture3) {
  206. this._activeEffect.setTexture("diffuse3Sampler", this._diffuseTexture3);
  207. this._activeEffect.setFloat2("diffuse3Infos", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);
  208. }
  209. }
  210. if (BABYLON.StandardMaterial.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {
  211. if (this._bumpTexture1) {
  212. this._activeEffect.setTexture("bump1Sampler", this._bumpTexture1);
  213. }
  214. if (this._bumpTexture2) {
  215. this._activeEffect.setTexture("bump2Sampler", this._bumpTexture2);
  216. }
  217. if (this._bumpTexture3) {
  218. this._activeEffect.setTexture("bump3Sampler", this._bumpTexture3);
  219. }
  220. }
  221. }
  222. // Clip plane
  223. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  224. // Point size
  225. if (this.pointsCloud) {
  226. this._activeEffect.setFloat("pointSize", this.pointSize);
  227. }
  228. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  229. }
  230. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  231. if (defines.SPECULARTERM) {
  232. this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  233. }
  234. if (scene.lightsEnabled && !this.disableLighting) {
  235. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  236. }
  237. // View
  238. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  239. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  240. }
  241. // Fog
  242. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  243. this._afterBind(mesh, this._activeEffect);
  244. };
  245. TerrainMaterial.prototype.getAnimatables = function () {
  246. var results = [];
  247. if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {
  248. results.push(this.mixTexture);
  249. }
  250. return results;
  251. };
  252. TerrainMaterial.prototype.getActiveTextures = function () {
  253. var activeTextures = _super.prototype.getActiveTextures.call(this);
  254. if (this._mixTexture) {
  255. activeTextures.push(this._mixTexture);
  256. }
  257. if (this._diffuseTexture1) {
  258. activeTextures.push(this._diffuseTexture1);
  259. }
  260. if (this._diffuseTexture2) {
  261. activeTextures.push(this._diffuseTexture2);
  262. }
  263. if (this._diffuseTexture3) {
  264. activeTextures.push(this._diffuseTexture3);
  265. }
  266. if (this._bumpTexture1) {
  267. activeTextures.push(this._bumpTexture1);
  268. }
  269. if (this._bumpTexture2) {
  270. activeTextures.push(this._bumpTexture2);
  271. }
  272. if (this._bumpTexture3) {
  273. activeTextures.push(this._bumpTexture3);
  274. }
  275. return activeTextures;
  276. };
  277. TerrainMaterial.prototype.hasTexture = function (texture) {
  278. if (_super.prototype.hasTexture.call(this, texture)) {
  279. return true;
  280. }
  281. if (this._mixTexture === texture) {
  282. return true;
  283. }
  284. if (this._diffuseTexture1 === texture) {
  285. return true;
  286. }
  287. if (this._diffuseTexture2 === texture) {
  288. return true;
  289. }
  290. if (this._diffuseTexture3 === texture) {
  291. return true;
  292. }
  293. if (this._bumpTexture1 === texture) {
  294. return true;
  295. }
  296. if (this._bumpTexture2 === texture) {
  297. return true;
  298. }
  299. if (this._bumpTexture3 === texture) {
  300. return true;
  301. }
  302. return false;
  303. };
  304. TerrainMaterial.prototype.dispose = function (forceDisposeEffect) {
  305. if (this.mixTexture) {
  306. this.mixTexture.dispose();
  307. }
  308. _super.prototype.dispose.call(this, forceDisposeEffect);
  309. };
  310. TerrainMaterial.prototype.clone = function (name) {
  311. var _this = this;
  312. return BABYLON.SerializationHelper.Clone(function () { return new TerrainMaterial(name, _this.getScene()); }, this);
  313. };
  314. TerrainMaterial.prototype.serialize = function () {
  315. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  316. serializationObject.customType = "BABYLON.TerrainMaterial";
  317. return serializationObject;
  318. };
  319. TerrainMaterial.prototype.getClassName = function () {
  320. return "TerrainMaterial";
  321. };
  322. // Statics
  323. TerrainMaterial.Parse = function (source, scene, rootUrl) {
  324. return BABYLON.SerializationHelper.Parse(function () { return new TerrainMaterial(source.name, scene); }, source, scene, rootUrl);
  325. };
  326. __decorate([
  327. BABYLON.serializeAsTexture("mixTexture")
  328. ], TerrainMaterial.prototype, "_mixTexture", void 0);
  329. __decorate([
  330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  331. ], TerrainMaterial.prototype, "mixTexture", void 0);
  332. __decorate([
  333. BABYLON.serializeAsTexture("diffuseTexture1")
  334. ], TerrainMaterial.prototype, "_diffuseTexture1", void 0);
  335. __decorate([
  336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  337. ], TerrainMaterial.prototype, "diffuseTexture1", void 0);
  338. __decorate([
  339. BABYLON.serializeAsTexture("diffuseTexture2")
  340. ], TerrainMaterial.prototype, "_diffuseTexture2", void 0);
  341. __decorate([
  342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  343. ], TerrainMaterial.prototype, "diffuseTexture2", void 0);
  344. __decorate([
  345. BABYLON.serializeAsTexture("diffuseTexture3")
  346. ], TerrainMaterial.prototype, "_diffuseTexture3", void 0);
  347. __decorate([
  348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  349. ], TerrainMaterial.prototype, "diffuseTexture3", void 0);
  350. __decorate([
  351. BABYLON.serializeAsTexture("bumpTexture1")
  352. ], TerrainMaterial.prototype, "_bumpTexture1", void 0);
  353. __decorate([
  354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  355. ], TerrainMaterial.prototype, "bumpTexture1", void 0);
  356. __decorate([
  357. BABYLON.serializeAsTexture("bumpTexture2")
  358. ], TerrainMaterial.prototype, "_bumpTexture2", void 0);
  359. __decorate([
  360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  361. ], TerrainMaterial.prototype, "bumpTexture2", void 0);
  362. __decorate([
  363. BABYLON.serializeAsTexture("bumpTexture3")
  364. ], TerrainMaterial.prototype, "_bumpTexture3", void 0);
  365. __decorate([
  366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  367. ], TerrainMaterial.prototype, "bumpTexture3", void 0);
  368. __decorate([
  369. BABYLON.serializeAsColor3()
  370. ], TerrainMaterial.prototype, "diffuseColor", void 0);
  371. __decorate([
  372. BABYLON.serializeAsColor3()
  373. ], TerrainMaterial.prototype, "specularColor", void 0);
  374. __decorate([
  375. BABYLON.serialize()
  376. ], TerrainMaterial.prototype, "specularPower", void 0);
  377. __decorate([
  378. BABYLON.serialize("disableLighting")
  379. ], TerrainMaterial.prototype, "_disableLighting", void 0);
  380. __decorate([
  381. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  382. ], TerrainMaterial.prototype, "disableLighting", void 0);
  383. __decorate([
  384. BABYLON.serialize("maxSimultaneousLights")
  385. ], TerrainMaterial.prototype, "_maxSimultaneousLights", void 0);
  386. __decorate([
  387. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  388. ], TerrainMaterial.prototype, "maxSimultaneousLights", void 0);
  389. return TerrainMaterial;
  390. }(BABYLON.PushMaterial));
  391. BABYLON.TerrainMaterial = TerrainMaterial;
  392. })(BABYLON || (BABYLON = {}));
  393. //# sourceMappingURL=babylon.terrainMaterial.js.map
  394. BABYLON.Effect.ShadersStore['terrainVertexShader'] = "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";
  395. BABYLON.Effect.ShadersStore['terrainPixelShader'] = "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 textureSampler;\nuniform vec2 vTextureInfos;\nuniform sampler2D diffuse1Sampler;\nuniform sampler2D diffuse2Sampler;\nuniform sampler2D diffuse3Sampler;\nuniform vec2 diffuse1Infos;\nuniform vec2 diffuse2Infos;\nuniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;\nuniform sampler2D bump2Sampler;\nuniform sampler2D bump3Sampler;\n#endif\n\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));\nreturn mat3(tangent*invmax,binormal*invmax,normal);\n}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{ \nvec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;\nvec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;\nvec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;\nbump1Color.rgb*=mixColor.r;\nbump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);\nvec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);\nmap=map*255./127.-128./127.;\nmat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);\nreturn normalize(TBN*map);\n}\n#endif\nvoid main(void) {\n\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\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\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;\nvec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);\nvec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);\nvec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);\ndiffuse1Color.rgb*=baseColor.r;\ndiffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);\nbaseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.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*baseColor.rgb,0.0,1.0);\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}\n";