babylon.gradientMaterial.js 42 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var maxSimultaneousLights = 4;
  5. var GradientMaterialDefines = (function (_super) {
  6. __extends(GradientMaterialDefines, _super);
  7. function GradientMaterialDefines() {
  8. _super.call(this);
  9. this.DIFFUSE = false;
  10. this.CLIPPLANE = false;
  11. this.ALPHATEST = false;
  12. this.POINTSIZE = false;
  13. this.FOG = false;
  14. this.LIGHT0 = false;
  15. this.LIGHT1 = false;
  16. this.LIGHT2 = false;
  17. this.LIGHT3 = false;
  18. this.SPOTLIGHT0 = false;
  19. this.SPOTLIGHT1 = false;
  20. this.SPOTLIGHT2 = false;
  21. this.SPOTLIGHT3 = false;
  22. this.HEMILIGHT0 = false;
  23. this.HEMILIGHT1 = false;
  24. this.HEMILIGHT2 = false;
  25. this.HEMILIGHT3 = false;
  26. this.DIRLIGHT0 = false;
  27. this.DIRLIGHT1 = false;
  28. this.DIRLIGHT2 = false;
  29. this.DIRLIGHT3 = false;
  30. this.POINTLIGHT0 = false;
  31. this.POINTLIGHT1 = false;
  32. this.POINTLIGHT2 = false;
  33. this.POINTLIGHT3 = false;
  34. this.SHADOW0 = false;
  35. this.SHADOW1 = false;
  36. this.SHADOW2 = false;
  37. this.SHADOW3 = false;
  38. this.SHADOWS = false;
  39. this.SHADOWVSM0 = false;
  40. this.SHADOWVSM1 = false;
  41. this.SHADOWVSM2 = false;
  42. this.SHADOWVSM3 = false;
  43. this.SHADOWPCF0 = false;
  44. this.SHADOWPCF1 = false;
  45. this.SHADOWPCF2 = false;
  46. this.SHADOWPCF3 = false;
  47. this.NORMAL = false;
  48. this.UV1 = false;
  49. this.UV2 = false;
  50. this.VERTEXCOLOR = false;
  51. this.VERTEXALPHA = false;
  52. this.BONES = false;
  53. this.BONES4 = false;
  54. this.BonesPerMesh = 0;
  55. this.INSTANCES = false;
  56. this._keys = Object.keys(this);
  57. }
  58. return GradientMaterialDefines;
  59. })(BABYLON.MaterialDefines);
  60. var GradientMaterial = (function (_super) {
  61. __extends(GradientMaterial, _super);
  62. function GradientMaterial(name, scene) {
  63. _super.call(this, name, scene);
  64. // The gradient top color, red by default
  65. this.topColor = new BABYLON.Color3(1, 0, 0);
  66. this.topColorAlpha = 1.0;
  67. // The gradient top color, blue by default
  68. this.bottomColor = new BABYLON.Color3(0, 0, 1);
  69. this.bottomColorAlpha = 1.0;
  70. // Gradient offset
  71. this.offset = 0;
  72. this.smoothness = 1.0;
  73. this.disableLighting = false;
  74. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  75. this._scaledDiffuse = new BABYLON.Color3();
  76. this._defines = new GradientMaterialDefines();
  77. this._cachedDefines = new GradientMaterialDefines();
  78. this._cachedDefines.BonesPerMesh = -1;
  79. }
  80. GradientMaterial.prototype.needAlphaBlending = function () {
  81. return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
  82. };
  83. GradientMaterial.prototype.needAlphaTesting = function () {
  84. return true;
  85. };
  86. GradientMaterial.prototype.getAlphaTestTexture = function () {
  87. return null;
  88. };
  89. // Methods
  90. GradientMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  91. if (!mesh) {
  92. return true;
  93. }
  94. if (this._defines.INSTANCES !== useInstances) {
  95. return false;
  96. }
  97. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  98. return true;
  99. }
  100. return false;
  101. };
  102. GradientMaterial.prototype.isReady = function (mesh, useInstances) {
  103. if (this.checkReadyOnlyOnce) {
  104. if (this._wasPreviouslyReady) {
  105. return true;
  106. }
  107. }
  108. var scene = this.getScene();
  109. if (!this.checkReadyOnEveryCall) {
  110. if (this._renderId === scene.getRenderId()) {
  111. if (this._checkCache(scene, mesh, useInstances)) {
  112. return true;
  113. }
  114. }
  115. }
  116. var engine = scene.getEngine();
  117. var needNormals = false;
  118. var needUVs = false;
  119. this._defines.reset();
  120. // No textures
  121. // Effect
  122. if (scene.clipPlane) {
  123. this._defines.CLIPPLANE = true;
  124. }
  125. if (engine.getAlphaTesting()) {
  126. this._defines.ALPHATEST = true;
  127. }
  128. // Point size
  129. if (this.pointsCloud || scene.forcePointsCloud) {
  130. this._defines.POINTSIZE = true;
  131. }
  132. // Fog
  133. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  134. this._defines.FOG = true;
  135. }
  136. var lightIndex = 0;
  137. if (scene.lightsEnabled && !this.disableLighting) {
  138. for (var index = 0; index < scene.lights.length; index++) {
  139. var light = scene.lights[index];
  140. if (!light.isEnabled()) {
  141. continue;
  142. }
  143. // Excluded check
  144. if (light._excludedMeshesIds.length > 0) {
  145. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  146. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  147. if (excludedMesh) {
  148. light.excludedMeshes.push(excludedMesh);
  149. }
  150. }
  151. light._excludedMeshesIds = [];
  152. }
  153. // Included check
  154. if (light._includedOnlyMeshesIds.length > 0) {
  155. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  156. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  157. if (includedOnlyMesh) {
  158. light.includedOnlyMeshes.push(includedOnlyMesh);
  159. }
  160. }
  161. light._includedOnlyMeshesIds = [];
  162. }
  163. if (!light.canAffectMesh(mesh)) {
  164. continue;
  165. }
  166. needNormals = true;
  167. this._defines["LIGHT" + lightIndex] = true;
  168. var type;
  169. if (light instanceof BABYLON.SpotLight) {
  170. type = "SPOTLIGHT" + lightIndex;
  171. }
  172. else if (light instanceof BABYLON.HemisphericLight) {
  173. type = "HEMILIGHT" + lightIndex;
  174. }
  175. else if (light instanceof BABYLON.PointLight) {
  176. type = "POINTLIGHT" + lightIndex;
  177. }
  178. else {
  179. type = "DIRLIGHT" + lightIndex;
  180. }
  181. this._defines[type] = true;
  182. // Shadows
  183. if (scene.shadowsEnabled) {
  184. var shadowGenerator = light.getShadowGenerator();
  185. if (mesh && mesh.receiveShadows && shadowGenerator) {
  186. this._defines["SHADOW" + lightIndex] = true;
  187. this._defines.SHADOWS = true;
  188. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  189. this._defines["SHADOWVSM" + lightIndex] = true;
  190. }
  191. if (shadowGenerator.usePoissonSampling) {
  192. this._defines["SHADOWPCF" + lightIndex] = true;
  193. }
  194. }
  195. }
  196. lightIndex++;
  197. if (lightIndex === maxSimultaneousLights)
  198. break;
  199. }
  200. }
  201. // Attribs
  202. if (mesh) {
  203. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  204. this._defines.NORMAL = true;
  205. }
  206. if (needUVs) {
  207. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  208. this._defines.UV1 = true;
  209. }
  210. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  211. this._defines.UV2 = true;
  212. }
  213. }
  214. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  215. this._defines.VERTEXCOLOR = true;
  216. if (mesh.hasVertexAlpha) {
  217. this._defines.VERTEXALPHA = true;
  218. }
  219. }
  220. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  221. this._defines.BONES = true;
  222. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  223. this._defines.BONES4 = true;
  224. }
  225. // Instances
  226. if (useInstances) {
  227. this._defines.INSTANCES = true;
  228. }
  229. }
  230. // Get correct effect
  231. if (!this._defines.isEqual(this._cachedDefines)) {
  232. this._defines.cloneTo(this._cachedDefines);
  233. scene.resetCachedMaterial();
  234. // Fallbacks
  235. var fallbacks = new BABYLON.EffectFallbacks();
  236. if (this._defines.FOG) {
  237. fallbacks.addFallback(1, "FOG");
  238. }
  239. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  240. if (!this._defines["LIGHT" + lightIndex]) {
  241. continue;
  242. }
  243. if (lightIndex > 0) {
  244. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  245. }
  246. if (this._defines["SHADOW" + lightIndex]) {
  247. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  248. }
  249. if (this._defines["SHADOWPCF" + lightIndex]) {
  250. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  251. }
  252. if (this._defines["SHADOWVSM" + lightIndex]) {
  253. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  254. }
  255. }
  256. if (this._defines.BONES4) {
  257. fallbacks.addFallback(0, "BONES4");
  258. }
  259. //Attributes
  260. var attribs = [BABYLON.VertexBuffer.PositionKind];
  261. if (this._defines.NORMAL) {
  262. attribs.push(BABYLON.VertexBuffer.NormalKind);
  263. }
  264. if (this._defines.UV1) {
  265. attribs.push(BABYLON.VertexBuffer.UVKind);
  266. }
  267. if (this._defines.UV2) {
  268. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  269. }
  270. if (this._defines.VERTEXCOLOR) {
  271. attribs.push(BABYLON.VertexBuffer.ColorKind);
  272. }
  273. if (this._defines.BONES) {
  274. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  275. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  276. }
  277. if (this._defines.INSTANCES) {
  278. attribs.push("world0");
  279. attribs.push("world1");
  280. attribs.push("world2");
  281. attribs.push("world3");
  282. }
  283. // Legacy browser patch
  284. var shaderName = "gradient";
  285. var join = this._defines.toString();
  286. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  287. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  288. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  289. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  290. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  291. "vFogInfos", "vFogColor", "pointSize",
  292. "vDiffuseInfos",
  293. "mBones",
  294. "vClipPlane", "diffuseMatrix",
  295. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues", "topColor", "bottomColor", "offset", "smoothness"
  296. ], ["diffuseSampler",
  297. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  298. ], join, fallbacks, this.onCompiled, this.onError);
  299. }
  300. if (!this._effect.isReady()) {
  301. return false;
  302. }
  303. this._renderId = scene.getRenderId();
  304. this._wasPreviouslyReady = true;
  305. if (mesh) {
  306. if (!mesh._materialDefines) {
  307. mesh._materialDefines = new GradientMaterialDefines();
  308. }
  309. this._defines.cloneTo(mesh._materialDefines);
  310. }
  311. return true;
  312. };
  313. GradientMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  314. this._effect.setMatrix("world", world);
  315. };
  316. GradientMaterial.prototype.bind = function (world, mesh) {
  317. var scene = this.getScene();
  318. // Matrices
  319. this.bindOnlyWorldMatrix(world);
  320. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  321. // Bones
  322. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  323. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  324. }
  325. if (scene.getCachedMaterial() !== this) {
  326. // Clip plane
  327. if (scene.clipPlane) {
  328. var clipPlane = scene.clipPlane;
  329. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  330. }
  331. // Point size
  332. if (this.pointsCloud) {
  333. this._effect.setFloat("pointSize", this.pointSize);
  334. }
  335. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  336. }
  337. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  338. if (scene.lightsEnabled && !this.disableLighting) {
  339. var lightIndex = 0;
  340. var depthValuesAlreadySet = false;
  341. for (var index = 0; index < scene.lights.length; index++) {
  342. var light = scene.lights[index];
  343. if (!light.isEnabled()) {
  344. continue;
  345. }
  346. if (!light.canAffectMesh(mesh)) {
  347. continue;
  348. }
  349. if (light instanceof BABYLON.PointLight) {
  350. // Point Light
  351. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  352. }
  353. else if (light instanceof BABYLON.DirectionalLight) {
  354. // Directional Light
  355. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  356. }
  357. else if (light instanceof BABYLON.SpotLight) {
  358. // Spot Light
  359. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  360. }
  361. else if (light instanceof BABYLON.HemisphericLight) {
  362. // Hemispheric Light
  363. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  364. }
  365. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  366. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  367. // Shadows
  368. if (scene.shadowsEnabled) {
  369. var shadowGenerator = light.getShadowGenerator();
  370. if (mesh.receiveShadows && shadowGenerator) {
  371. if (!light.needCube()) {
  372. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  373. }
  374. else {
  375. if (!depthValuesAlreadySet) {
  376. depthValuesAlreadySet = true;
  377. this._effect.setFloat2("depthValues", scene.activeCamera.minZ, scene.activeCamera.maxZ);
  378. }
  379. }
  380. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  381. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  382. }
  383. }
  384. lightIndex++;
  385. if (lightIndex === maxSimultaneousLights)
  386. break;
  387. }
  388. }
  389. // View
  390. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  391. this._effect.setMatrix("view", scene.getViewMatrix());
  392. }
  393. // Fog
  394. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  395. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  396. this._effect.setColor3("vFogColor", scene.fogColor);
  397. }
  398. this._effect.setColor4("topColor", this.topColor, this.topColorAlpha);
  399. this._effect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
  400. this._effect.setFloat("offset", this.offset);
  401. this._effect.setFloat("smoothness", this.smoothness);
  402. _super.prototype.bind.call(this, world, mesh);
  403. };
  404. GradientMaterial.prototype.getAnimatables = function () {
  405. return [];
  406. };
  407. GradientMaterial.prototype.dispose = function (forceDisposeEffect) {
  408. _super.prototype.dispose.call(this, forceDisposeEffect);
  409. };
  410. GradientMaterial.prototype.clone = function (name) {
  411. var newMaterial = new GradientMaterial(name, this.getScene());
  412. // Base material
  413. this.copyTo(newMaterial);
  414. // Gradient material
  415. newMaterial.topColor = this.topColor.clone();
  416. newMaterial.bottomColor = this.bottomColor.clone();
  417. newMaterial.offset = this.offset;
  418. return newMaterial;
  419. };
  420. GradientMaterial.prototype.serialize = function () {
  421. var serializationObject = _super.prototype.serialize.call(this);
  422. serializationObject.customType = "BABYLON.GradientMaterial";
  423. serializationObject.topColor = this.topColor.asArray();
  424. serializationObject.bottomColor = this.bottomColor.asArray();
  425. serializationObject.offset = this.offset;
  426. serializationObject.disableLighting = this.disableLighting;
  427. return serializationObject;
  428. };
  429. GradientMaterial.Parse = function (source, scene, rootUrl) {
  430. var material = new GradientMaterial(source.name, scene);
  431. material.topColor = BABYLON.Color3.FromArray(source.topColor);
  432. material.bottomColor = BABYLON.Color3.FromArray(source.bottomColor);
  433. material.offset = source.offset;
  434. material.disableLighting = source.disableLighting;
  435. material.alpha = source.alpha;
  436. material.id = source.id;
  437. BABYLON.Tags.AddTagsTo(material, source.tags);
  438. material.backFaceCulling = source.backFaceCulling;
  439. material.wireframe = source.wireframe;
  440. if (source.checkReadyOnlyOnce) {
  441. material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
  442. }
  443. return material;
  444. };
  445. return GradientMaterial;
  446. })(BABYLON.Material);
  447. BABYLON.GradientMaterial = GradientMaterial;
  448. })(BABYLON || (BABYLON = {}));
  449. BABYLON.Effect.ShadersStore['gradientVertexShader'] = "precision highp float;\r\n\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}\r\n";
  450. BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n// Gradient variables\r\nuniform vec4 topColor;\r\nuniform vec4 bottomColor;\r\nuniform float offset;\r\nuniform float smoothness;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nuniform vec2 depthValues;\r\n\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\t\r\n\tdepth = clamp(depth, 0., 1.0);\r\n\r\n\tdirectionToLight = normalize(directionToLight);\r\n\tdirectionToLight.y = - directionToLight.y;\r\n\r\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n\tif (depth > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.0;\r\n}\r\n\r\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness, float mapSize)\r\n{\r\n\tvec3 directionToLight = vPositionW - lightPosition;\r\n\tfloat depth = length(directionToLight);\r\n\r\n\tdepth = clamp(depth, 0., 1.0);\r\n\tfloat diskScale = 2.0 / mapSize;\r\n\r\n\tdirectionToLight = normalize(directionToLight);\r\n\tdirectionToLight.y = -directionToLight.y;\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec3 poissonDisk[4];\r\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\r\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\r\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\r\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth - bias;\r\n\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n float h = normalize(vPositionW).y + offset;\r\n float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));\r\n\r\n vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));\r\n\r\n\t// Base color\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = baseColor.a;\r\n\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x, shadowsInfo0.y);\r\n\t#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n\t#endif\r\n#else\r\n\t#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x, shadowsInfo1.y);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n\t#endif\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x, shadowsInfo2.y);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x, shadowsInfo3.y);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n\t#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n\t#endif\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(finalDiffuse, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}";