babylon.terrainMaterial.js 21 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 maxSimultaneousLights = 4;
  21. var TerrainMaterialDefines = (function (_super) {
  22. __extends(TerrainMaterialDefines, _super);
  23. function TerrainMaterialDefines() {
  24. var _this = _super.call(this) || this;
  25. _this.DIFFUSE = false;
  26. _this.BUMP = false;
  27. _this.CLIPPLANE = false;
  28. _this.ALPHATEST = 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. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  55. _this._defines = new TerrainMaterialDefines();
  56. _this._cachedDefines = new TerrainMaterialDefines();
  57. _this._cachedDefines.BonesPerMesh = -1;
  58. return _this;
  59. }
  60. TerrainMaterial.prototype.needAlphaBlending = function () {
  61. return (this.alpha < 1.0);
  62. };
  63. TerrainMaterial.prototype.needAlphaTesting = function () {
  64. return false;
  65. };
  66. TerrainMaterial.prototype.getAlphaTestTexture = function () {
  67. return null;
  68. };
  69. // Methods
  70. TerrainMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  71. if (!mesh) {
  72. return true;
  73. }
  74. if (this._defines.INSTANCES !== useInstances) {
  75. return false;
  76. }
  77. return false;
  78. };
  79. TerrainMaterial.prototype.isReady = function (mesh, useInstances) {
  80. if (this.checkReadyOnlyOnce) {
  81. if (this._wasPreviouslyReady) {
  82. return true;
  83. }
  84. }
  85. var scene = this.getScene();
  86. if (!this.checkReadyOnEveryCall) {
  87. if (this._renderId === scene.getRenderId()) {
  88. if (this._checkCache(scene, mesh, useInstances)) {
  89. return true;
  90. }
  91. }
  92. }
  93. var engine = scene.getEngine();
  94. var needNormals = false;
  95. var needUVs = false;
  96. this._defines.reset();
  97. // Effect
  98. if (scene.clipPlane) {
  99. this._defines.CLIPPLANE = true;
  100. }
  101. if (engine.getAlphaTesting()) {
  102. this._defines.ALPHATEST = true;
  103. }
  104. // Point size
  105. if (this.pointsCloud || scene.forcePointsCloud) {
  106. this._defines.POINTSIZE = true;
  107. }
  108. // Fog
  109. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  110. this._defines.FOG = true;
  111. }
  112. // Lights
  113. if (scene.lightsEnabled && !this.disableLighting) {
  114. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, true, this.maxSimultaneousLights);
  115. }
  116. // Textures
  117. if (scene.texturesEnabled) {
  118. if (this.mixTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119. if (!this.mixTexture.isReady()) {
  120. return false;
  121. }
  122. else {
  123. needUVs = true;
  124. this._defines.DIFFUSE = true;
  125. }
  126. }
  127. if ((this.bumpTexture1 || this.bumpTexture2 || this.bumpTexture3) && BABYLON.StandardMaterial.BumpTextureEnabled) {
  128. needUVs = true;
  129. needNormals = true;
  130. this._defines.BUMP = true;
  131. }
  132. }
  133. // Attribs
  134. if (mesh) {
  135. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  136. this._defines.NORMAL = true;
  137. }
  138. if (needUVs) {
  139. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  140. this._defines.UV1 = true;
  141. }
  142. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  143. this._defines.UV2 = true;
  144. }
  145. }
  146. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  147. this._defines.VERTEXCOLOR = true;
  148. if (mesh.hasVertexAlpha) {
  149. this._defines.VERTEXALPHA = true;
  150. }
  151. }
  152. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  153. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  154. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  155. }
  156. // Instances
  157. if (useInstances) {
  158. this._defines.INSTANCES = true;
  159. }
  160. }
  161. // Get correct effect
  162. if (!this._defines.isEqual(this._cachedDefines)) {
  163. this._defines.cloneTo(this._cachedDefines);
  164. scene.resetCachedMaterial();
  165. // Fallbacks
  166. var fallbacks = new BABYLON.EffectFallbacks();
  167. if (this._defines.FOG) {
  168. fallbacks.addFallback(1, "FOG");
  169. }
  170. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  171. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  172. fallbacks.addCPUSkinningFallback(0, mesh);
  173. }
  174. //Attributes
  175. var attribs = [BABYLON.VertexBuffer.PositionKind];
  176. if (this._defines.NORMAL) {
  177. attribs.push(BABYLON.VertexBuffer.NormalKind);
  178. }
  179. if (this._defines.UV1) {
  180. attribs.push(BABYLON.VertexBuffer.UVKind);
  181. }
  182. if (this._defines.UV2) {
  183. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  184. }
  185. if (this._defines.VERTEXCOLOR) {
  186. attribs.push(BABYLON.VertexBuffer.ColorKind);
  187. }
  188. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  189. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  190. // Legacy browser patch
  191. var shaderName = "terrain";
  192. var join = this._defines.toString();
  193. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  194. "vFogInfos", "vFogColor", "pointSize",
  195. "vTextureInfos",
  196. "mBones",
  197. "vClipPlane", "textureMatrix",
  198. "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"
  199. ];
  200. var samplers = ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler",
  201. "bump1Sampler", "bump2Sampler", "bump3Sampler"
  202. ];
  203. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  204. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  205. }
  206. if (!this._effect.isReady()) {
  207. return false;
  208. }
  209. this._renderId = scene.getRenderId();
  210. this._wasPreviouslyReady = true;
  211. return true;
  212. };
  213. TerrainMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  214. this._effect.setMatrix("world", world);
  215. };
  216. TerrainMaterial.prototype.bind = function (world, mesh) {
  217. var scene = this.getScene();
  218. // Matrices
  219. this.bindOnlyWorldMatrix(world);
  220. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  221. // Bones
  222. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  223. if (scene.getCachedMaterial() !== this) {
  224. // Textures
  225. if (this.mixTexture) {
  226. this._effect.setTexture("textureSampler", this.mixTexture);
  227. this._effect.setFloat2("vTextureInfos", this.mixTexture.coordinatesIndex, this.mixTexture.level);
  228. this._effect.setMatrix("textureMatrix", this.mixTexture.getTextureMatrix());
  229. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  230. if (this.diffuseTexture1) {
  231. this._effect.setTexture("diffuse1Sampler", this.diffuseTexture1);
  232. this._effect.setFloat2("diffuse1Infos", this.diffuseTexture1.uScale, this.diffuseTexture1.vScale);
  233. }
  234. if (this.diffuseTexture2) {
  235. this._effect.setTexture("diffuse2Sampler", this.diffuseTexture2);
  236. this._effect.setFloat2("diffuse2Infos", this.diffuseTexture2.uScale, this.diffuseTexture2.vScale);
  237. }
  238. if (this.diffuseTexture3) {
  239. this._effect.setTexture("diffuse3Sampler", this.diffuseTexture3);
  240. this._effect.setFloat2("diffuse3Infos", this.diffuseTexture3.uScale, this.diffuseTexture3.vScale);
  241. }
  242. }
  243. if (BABYLON.StandardMaterial.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {
  244. if (this.bumpTexture1) {
  245. this._effect.setTexture("bump1Sampler", this.bumpTexture1);
  246. }
  247. if (this.bumpTexture2) {
  248. this._effect.setTexture("bump2Sampler", this.bumpTexture2);
  249. }
  250. if (this.bumpTexture3) {
  251. this._effect.setTexture("bump3Sampler", this.bumpTexture3);
  252. }
  253. }
  254. }
  255. // Clip plane
  256. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  257. // Point size
  258. if (this.pointsCloud) {
  259. this._effect.setFloat("pointSize", this.pointSize);
  260. }
  261. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  262. }
  263. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  264. if (this._defines.SPECULARTERM) {
  265. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  266. }
  267. if (scene.lightsEnabled && !this.disableLighting) {
  268. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  269. }
  270. // View
  271. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  272. this._effect.setMatrix("view", scene.getViewMatrix());
  273. }
  274. // Fog
  275. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  276. this._afterBind(mesh);
  277. };
  278. TerrainMaterial.prototype.getAnimatables = function () {
  279. var results = [];
  280. if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {
  281. results.push(this.mixTexture);
  282. }
  283. return results;
  284. };
  285. TerrainMaterial.prototype.dispose = function (forceDisposeEffect) {
  286. if (this.mixTexture) {
  287. this.mixTexture.dispose();
  288. }
  289. _super.prototype.dispose.call(this, forceDisposeEffect);
  290. };
  291. TerrainMaterial.prototype.clone = function (name) {
  292. var _this = this;
  293. return BABYLON.SerializationHelper.Clone(function () { return new TerrainMaterial(name, _this.getScene()); }, this);
  294. };
  295. TerrainMaterial.prototype.serialize = function () {
  296. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  297. serializationObject.customType = "BABYLON.TerrainMaterial";
  298. return serializationObject;
  299. };
  300. // Statics
  301. TerrainMaterial.Parse = function (source, scene, rootUrl) {
  302. return BABYLON.SerializationHelper.Parse(function () { return new TerrainMaterial(source.name, scene); }, source, scene, rootUrl);
  303. };
  304. return TerrainMaterial;
  305. }(BABYLON.Material));
  306. __decorate([
  307. BABYLON.serializeAsTexture()
  308. ], TerrainMaterial.prototype, "mixTexture", void 0);
  309. __decorate([
  310. BABYLON.serializeAsTexture()
  311. ], TerrainMaterial.prototype, "diffuseTexture1", void 0);
  312. __decorate([
  313. BABYLON.serializeAsTexture()
  314. ], TerrainMaterial.prototype, "diffuseTexture2", void 0);
  315. __decorate([
  316. BABYLON.serializeAsTexture()
  317. ], TerrainMaterial.prototype, "diffuseTexture3", void 0);
  318. __decorate([
  319. BABYLON.serializeAsTexture()
  320. ], TerrainMaterial.prototype, "bumpTexture1", void 0);
  321. __decorate([
  322. BABYLON.serializeAsTexture()
  323. ], TerrainMaterial.prototype, "bumpTexture2", void 0);
  324. __decorate([
  325. BABYLON.serializeAsTexture()
  326. ], TerrainMaterial.prototype, "bumpTexture3", void 0);
  327. __decorate([
  328. BABYLON.serializeAsColor3()
  329. ], TerrainMaterial.prototype, "diffuseColor", void 0);
  330. __decorate([
  331. BABYLON.serializeAsColor3()
  332. ], TerrainMaterial.prototype, "specularColor", void 0);
  333. __decorate([
  334. BABYLON.serialize()
  335. ], TerrainMaterial.prototype, "specularPower", void 0);
  336. __decorate([
  337. BABYLON.serialize()
  338. ], TerrainMaterial.prototype, "disableLighting", void 0);
  339. __decorate([
  340. BABYLON.serialize()
  341. ], TerrainMaterial.prototype, "maxSimultaneousLights", void 0);
  342. BABYLON.TerrainMaterial = TerrainMaterial;
  343. })(BABYLON || (BABYLON = {}));
  344. //# sourceMappingURL=babylon.terrainMaterial.js.map
  345. 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<shadowsVertexDeclaration>[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";
  346. 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<lightFragmentDeclaration>[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\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";