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- !function(e,n){"object"==typeof exports&&"object"==typeof module?module.exports=n(require("babylonjs")):"function"==typeof define&&define.amd?define("babylonjs-materials",["babylonjs"],n):"object"==typeof exports?exports["babylonjs-materials"]=n(require("babylonjs")):e.MATERIALS=n(e.BABYLON)}("undefined"!=typeof self?self:"undefined"!=typeof global?global:this,(function(e){return function(e){var n={};function t(i){if(n[i])return n[i].exports;var o=n[i]={i:i,l:!1,exports:{}};return e[i].call(o.exports,o,o.exports,t),o.l=!0,o.exports}return t.m=e,t.c=n,t.d=function(e,n,i){t.o(e,n)||Object.defineProperty(e,n,{enumerable:!0,get:i})},t.r=function(e){"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})},t.t=function(e,n){if(1&n&&(e=t(e)),8&n)return e;if(4&n&&"object"==typeof e&&e&&e.__esModule)return e;var i=Object.create(null);if(t.r(i),Object.defineProperty(i,"default",{enumerable:!0,value:e}),2&n&&"string"!=typeof e)for(var o in e)t.d(i,o,function(n){return e[n]}.bind(null,o));return i},t.n=function(e){var n=e&&e.__esModule?function(){return e.default}:function(){return e};return t.d(n,"a",n),n},t.o=function(e,n){return Object.prototype.hasOwnProperty.call(e,n)},t.p="",t(t.s=26)}({0:function(n,t){n.exports=e},1:function(e,n,t){"use strict";t.d(n,"b",(function(){return o})),t.d(n,"a",(function(){return r}));
- /*! *****************************************************************************
- Copyright (c) Microsoft Corporation.
- Permission to use, copy, modify, and/or distribute this software for any
- purpose with or without fee is hereby granted.
- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
- REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
- AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
- INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
- LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
- PERFORMANCE OF THIS SOFTWARE.
- ***************************************************************************** */
- var i=function(e,n){return(i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,n){e.__proto__=n}||function(e,n){for(var t in n)n.hasOwnProperty(t)&&(e[t]=n[t])})(e,n)};function o(e,n){function t(){this.constructor=e}i(e,n),e.prototype=null===n?Object.create(n):(t.prototype=n.prototype,new t)}function r(e,n,t,i){var o,r=arguments.length,a=r<3?n:null===i?i=Object.getOwnPropertyDescriptor(n,t):i;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,n,t,i);else for(var f=e.length-1;f>=0;f--)(o=e[f])&&(a=(r<3?o(a):r>3?o(n,t,a):o(n,t))||a);return r>3&&a&&Object.defineProperty(n,t,a),a}Object.create;Object.create},13:function(e,n,t){"use strict";t.r(n),t.d(n,"LavaMaterial",(function(){return s}));var i=t(1),o=t(0),r="precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\nvarying float noise;\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]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nfloat random( vec3 scale,float seed ){\nreturn fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;\n}\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\n\nvec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );\nvec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time*0.02;\nvec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;\nT1.x+=noiseTex.x*2.0;\nT1.y+=noiseTex.y*2.0;\nT2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;\nT2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;\nfloat p=texture2D( noiseTexture,T1*3.0 ).a;\nvec4 lavaColor=texture2D( diffuseSampler,T2*4.0);\nvec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );\nbaseColor=temp;\nfloat depth=gl_FragCoord.z*4.0;\nconst float LOG2=1.442695;\nfloat fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );\nfogFactor=1.0-clamp( fogFactor,0.0,1.0 );\nbaseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );\ndiffuseColor=baseColor.rgb;\n\n\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";o.Effect.ShadersStore.lavaPixelShader=r;var a="precision highp float;\n\nuniform float time;\nuniform float lowFrequencySpeed;\n\nvarying float noise;\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 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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]\n\n\n\nvec3 mod289(vec3 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 mod289(vec4 x)\n{\nreturn x-floor(x*(1.0/289.0))*289.0;\n}\nvec4 permute(vec4 x)\n{\nreturn mod289(((x*34.0)+1.0)*x);\n}\nvec4 taylorInvSqrt(vec4 r)\n{\nreturn 1.79284291400159-0.85373472095314*r;\n}\nvec3 fade(vec3 t) {\nreturn t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\nfloat pnoise(vec3 P,vec3 rep)\n{\nvec3 Pi0=mod(floor(P),rep);\nvec3 Pi1=mod(Pi0+vec3(1.0),rep);\nPi0=mod289(Pi0);\nPi1=mod289(Pi1);\nvec3 Pf0=fract(P);\nvec3 Pf1=Pf0-vec3(1.0);\nvec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);\nvec4 iy=vec4(Pi0.yy,Pi1.yy);\nvec4 iz0=Pi0.zzzz;\nvec4 iz1=Pi1.zzzz;\nvec4 ixy=permute(permute(ix)+iy);\nvec4 ixy0=permute(ixy+iz0);\nvec4 ixy1=permute(ixy+iz1);\nvec4 gx0=ixy0*(1.0/7.0);\nvec4 gy0=fract(floor(gx0)*(1.0/7.0))-0.5;\ngx0=fract(gx0);\nvec4 gz0=vec4(0.5)-abs(gx0)-abs(gy0);\nvec4 sz0=step(gz0,vec4(0.0));\ngx0-=sz0*(step(0.0,gx0)-0.5);\ngy0-=sz0*(step(0.0,gy0)-0.5);\nvec4 gx1=ixy1*(1.0/7.0);\nvec4 gy1=fract(floor(gx1)*(1.0/7.0))-0.5;\ngx1=fract(gx1);\nvec4 gz1=vec4(0.5)-abs(gx1)-abs(gy1);\nvec4 sz1=step(gz1,vec4(0.0));\ngx1-=sz1*(step(0.0,gx1)-0.5);\ngy1-=sz1*(step(0.0,gy1)-0.5);\nvec3 g000=vec3(gx0.x,gy0.x,gz0.x);\nvec3 g100=vec3(gx0.y,gy0.y,gz0.y);\nvec3 g010=vec3(gx0.z,gy0.z,gz0.z);\nvec3 g110=vec3(gx0.w,gy0.w,gz0.w);\nvec3 g001=vec3(gx1.x,gy1.x,gz1.x);\nvec3 g101=vec3(gx1.y,gy1.y,gz1.y);\nvec3 g011=vec3(gx1.z,gy1.z,gz1.z);\nvec3 g111=vec3(gx1.w,gy1.w,gz1.w);\nvec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));\ng000*=norm0.x;\ng010*=norm0.y;\ng100*=norm0.z;\ng110*=norm0.w;\nvec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));\ng001*=norm1.x;\ng011*=norm1.y;\ng101*=norm1.z;\ng111*=norm1.w;\nfloat n000=dot(g000,Pf0);\nfloat n100=dot(g100,vec3(Pf1.x,Pf0.yz));\nfloat n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));\nfloat n110=dot(g110,vec3(Pf1.xy,Pf0.z));\nfloat n001=dot(g001,vec3(Pf0.xy,Pf1.z));\nfloat n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));\nfloat n011=dot(g011,vec3(Pf0.x,Pf1.yz));\nfloat n111=dot(g111,Pf1);\nvec3 fade_xyz=fade(Pf0);\nvec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);\nvec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);\nfloat n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);\nreturn 2.2*n_xyz;\n}\n\nfloat turbulence( vec3 p ) {\nfloat w=100.0;\nfloat t=-.5;\nfor (float f=1.0 ; f<=10.0 ; f++ ){\nfloat power=pow( 2.0,f );\nt+=abs( pnoise( vec3( power*p ),vec3( 10.0,10.0,10.0 ) )/power );\n}\nreturn t;\n}\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef NORMAL\n\nnoise=10.0*-.10*turbulence( .5*normal+time*1.15 );\n\nfloat b=lowFrequencySpeed*5.0*pnoise( 0.05*position +vec3(time*1.025),vec3( 100.0 ) );\n\nfloat displacement =-1.5*noise+b;\n\nvec3 newPosition=position+normal*displacement;\ngl_Position=viewProjection*finalWorld*vec4( newPosition,1.0 );\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\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 (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}";o.Effect.ShadersStore.lavaVertexShader=a;var f=function(e){function n(){var n=e.call(this)||this;return n.DIFFUSE=!1,n.CLIPPLANE=!1,n.CLIPPLANE2=!1,n.CLIPPLANE3=!1,n.CLIPPLANE4=!1,n.CLIPPLANE5=!1,n.CLIPPLANE6=!1,n.ALPHATEST=!1,n.DEPTHPREPASS=!1,n.POINTSIZE=!1,n.FOG=!1,n.LIGHT0=!1,n.LIGHT1=!1,n.LIGHT2=!1,n.LIGHT3=!1,n.SPOTLIGHT0=!1,n.SPOTLIGHT1=!1,n.SPOTLIGHT2=!1,n.SPOTLIGHT3=!1,n.HEMILIGHT0=!1,n.HEMILIGHT1=!1,n.HEMILIGHT2=!1,n.HEMILIGHT3=!1,n.DIRLIGHT0=!1,n.DIRLIGHT1=!1,n.DIRLIGHT2=!1,n.DIRLIGHT3=!1,n.POINTLIGHT0=!1,n.POINTLIGHT1=!1,n.POINTLIGHT2=!1,n.POINTLIGHT3=!1,n.SHADOW0=!1,n.SHADOW1=!1,n.SHADOW2=!1,n.SHADOW3=!1,n.SHADOWS=!1,n.SHADOWESM0=!1,n.SHADOWESM1=!1,n.SHADOWESM2=!1,n.SHADOWESM3=!1,n.SHADOWPOISSON0=!1,n.SHADOWPOISSON1=!1,n.SHADOWPOISSON2=!1,n.SHADOWPOISSON3=!1,n.SHADOWPCF0=!1,n.SHADOWPCF1=!1,n.SHADOWPCF2=!1,n.SHADOWPCF3=!1,n.SHADOWPCSS0=!1,n.SHADOWPCSS1=!1,n.SHADOWPCSS2=!1,n.SHADOWPCSS3=!1,n.NORMAL=!1,n.UV1=!1,n.UV2=!1,n.VERTEXCOLOR=!1,n.VERTEXALPHA=!1,n.NUM_BONE_INFLUENCERS=0,n.BonesPerMesh=0,n.INSTANCES=!1,n.UNLIT=!1,n.rebuild(),n}return Object(i.b)(n,e),n}(o.MaterialDefines),s=function(e){function n(n,t){var i=e.call(this,n,t)||this;return i.speed=1,i.movingSpeed=1,i.lowFrequencySpeed=1,i.fogDensity=.15,i._lastTime=0,i.diffuseColor=new o.Color3(1,1,1),i._disableLighting=!1,i._unlit=!1,i._maxSimultaneousLights=4,i._scaledDiffuse=new o.Color3,i}return Object(i.b)(n,e),n.prototype.needAlphaBlending=function(){return this.alpha<1},n.prototype.needAlphaTesting=function(){return!1},n.prototype.getAlphaTestTexture=function(){return null},n.prototype.isReadyForSubMesh=function(e,n,t){if(this.isFrozen&&n.effect&&n.effect._wasPreviouslyReady)return!0;n._materialDefines||(n._materialDefines=new f);var i=n._materialDefines,r=this.getScene();if(this._isReadyForSubMesh(n))return!0;var a=r.getEngine();if(i._areTexturesDirty&&(i._needUVs=!1,r.texturesEnabled&&this._diffuseTexture&&o.MaterialFlags.DiffuseTextureEnabled)){if(!this._diffuseTexture.isReady())return!1;i._needUVs=!0,i.DIFFUSE=!0}if(o.MaterialHelper.PrepareDefinesForMisc(e,r,!1,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),i),i._needNormals=!0,o.MaterialHelper.PrepareDefinesForLights(r,e,i,!1,this._maxSimultaneousLights,this._disableLighting),o.MaterialHelper.PrepareDefinesForFrameBoundValues(r,a,i,!!t),o.MaterialHelper.PrepareDefinesForAttributes(e,i,!0,!0),i.isDirty){i.markAsProcessed(),r.resetCachedMaterial();var s=new o.EffectFallbacks;i.FOG&&s.addFallback(1,"FOG"),o.MaterialHelper.HandleFallbacksForShadows(i,s),i.NUM_BONE_INFLUENCERS>0&&s.addCPUSkinningFallback(0,e);var l=[o.VertexBuffer.PositionKind];i.NORMAL&&l.push(o.VertexBuffer.NormalKind),i.UV1&&l.push(o.VertexBuffer.UVKind),i.UV2&&l.push(o.VertexBuffer.UV2Kind),i.VERTEXCOLOR&&l.push(o.VertexBuffer.ColorKind),o.MaterialHelper.PrepareAttributesForBones(l,e,i,s),o.MaterialHelper.PrepareAttributesForInstances(l,i);var c=i.toString(),u=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vFogInfos","vFogColor","pointSize","vDiffuseInfos","mBones","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","diffuseMatrix","time","speed","movingSpeed","fogColor","fogDensity","lowFrequencySpeed"],d=["diffuseSampler","noiseTexture"],v=new Array;o.MaterialHelper.PrepareUniformsAndSamplersList({uniformsNames:u,uniformBuffersNames:v,samplers:d,defines:i,maxSimultaneousLights:this.maxSimultaneousLights}),n.setEffect(r.getEngine().createEffect("lava",{attributes:l,uniformsNames:u,uniformBuffersNames:v,samplers:d,defines:c,fallbacks:s,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this.maxSimultaneousLights}},a),i)}return!(!n.effect||!n.effect.isReady())&&(i._renderId=r.getRenderId(),n.effect._wasPreviouslyReady=!0,!0)},n.prototype.bindForSubMesh=function(e,n,t){var i=this.getScene(),r=t._materialDefines;if(r){var a=t.effect;a&&(this._activeEffect=a,r.UNLIT=this._unlit,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("viewProjection",i.getTransformMatrix()),o.MaterialHelper.BindBonesParameters(n,this._activeEffect),this._mustRebind(i,a)&&(this.diffuseTexture&&o.MaterialFlags.DiffuseTextureEnabled&&(this._activeEffect.setTexture("diffuseSampler",this.diffuseTexture),this._activeEffect.setFloat2("vDiffuseInfos",this.diffuseTexture.coordinatesIndex,this.diffuseTexture.level),this._activeEffect.setMatrix("diffuseMatrix",this.diffuseTexture.getTextureMatrix())),this.noiseTexture&&this._activeEffect.setTexture("noiseTexture",this.noiseTexture),o.MaterialHelper.BindClipPlane(this._activeEffect,i),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),o.MaterialHelper.BindEyePosition(a,i)),this._activeEffect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*n.visibility),i.lightsEnabled&&!this.disableLighting&&o.MaterialHelper.BindLights(i,n,this._activeEffect,r),i.fogEnabled&&n.applyFog&&i.fogMode!==o.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",i.getViewMatrix()),o.MaterialHelper.BindFogParameters(i,n,this._activeEffect),this._lastTime+=i.getEngine().getDeltaTime(),this._activeEffect.setFloat("time",this._lastTime*this.speed/1e3),this.fogColor||(this.fogColor=o.Color3.Black()),this._activeEffect.setColor3("fogColor",this.fogColor),this._activeEffect.setFloat("fogDensity",this.fogDensity),this._activeEffect.setFloat("lowFrequencySpeed",this.lowFrequencySpeed),this._activeEffect.setFloat("movingSpeed",this.movingSpeed),this._afterBind(n,this._activeEffect))}},n.prototype.getAnimatables=function(){var e=[];return this.diffuseTexture&&this.diffuseTexture.animations&&this.diffuseTexture.animations.length>0&&e.push(this.diffuseTexture),this.noiseTexture&&this.noiseTexture.animations&&this.noiseTexture.animations.length>0&&e.push(this.noiseTexture),e},n.prototype.getActiveTextures=function(){var n=e.prototype.getActiveTextures.call(this);return this._diffuseTexture&&n.push(this._diffuseTexture),n},n.prototype.hasTexture=function(n){return!!e.prototype.hasTexture.call(this,n)||this.diffuseTexture===n},n.prototype.dispose=function(n){this.diffuseTexture&&this.diffuseTexture.dispose(),this.noiseTexture&&this.noiseTexture.dispose(),e.prototype.dispose.call(this,n)},n.prototype.clone=function(e){var t=this;return o.SerializationHelper.Clone((function(){return new n(e,t.getScene())}),this)},n.prototype.serialize=function(){var e=o.SerializationHelper.Serialize(this);return e.customType="BABYLON.LavaMaterial",e},n.prototype.getClassName=function(){return"LavaMaterial"},n.Parse=function(e,t,i){return o.SerializationHelper.Parse((function(){return new n(e.name,t)}),e,t,i)},Object(i.a)([Object(o.serializeAsTexture)("diffuseTexture")],n.prototype,"_diffuseTexture",void 0),Object(i.a)([Object(o.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],n.prototype,"diffuseTexture",void 0),Object(i.a)([Object(o.serializeAsTexture)()],n.prototype,"noiseTexture",void 0),Object(i.a)([Object(o.serializeAsColor3)()],n.prototype,"fogColor",void 0),Object(i.a)([Object(o.serialize)()],n.prototype,"speed",void 0),Object(i.a)([Object(o.serialize)()],n.prototype,"movingSpeed",void 0),Object(i.a)([Object(o.serialize)()],n.prototype,"lowFrequencySpeed",void 0),Object(i.a)([Object(o.serialize)()],n.prototype,"fogDensity",void 0),Object(i.a)([Object(o.serializeAsColor3)()],n.prototype,"diffuseColor",void 0),Object(i.a)([Object(o.serialize)("disableLighting")],n.prototype,"_disableLighting",void 0),Object(i.a)([Object(o.expandToProperty)("_markAllSubMeshesAsLightsDirty")],n.prototype,"disableLighting",void 0),Object(i.a)([Object(o.serialize)("unlit")],n.prototype,"_unlit",void 0),Object(i.a)([Object(o.expandToProperty)("_markAllSubMeshesAsLightsDirty")],n.prototype,"unlit",void 0),Object(i.a)([Object(o.serialize)("maxSimultaneousLights")],n.prototype,"_maxSimultaneousLights",void 0),Object(i.a)([Object(o.expandToProperty)("_markAllSubMeshesAsLightsDirty")],n.prototype,"maxSimultaneousLights",void 0),n}(o.PushMaterial);o._TypeStore.RegisteredTypes["BABYLON.LavaMaterial"]=s},2:function(e,n){var t;t=function(){return this}();try{t=t||new Function("return this")()}catch(e){"object"==typeof window&&(t=window)}e.exports=t},26:function(e,n,t){"use strict";t.r(n),function(e){var i=t(13);t.d(n,"LavaMaterial",(function(){return i.LavaMaterial}));var o=void 0!==e?e:"undefined"!=typeof window?window:void 0;if(void 0!==o)for(var r in i)o.BABYLON[r]=i[r]}.call(this,t(2))}})}));
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