babylon.lavaMaterial.js 48 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 LavaMaterialDefines = (function (_super) {
  6. __extends(LavaMaterialDefines, _super);
  7. function LavaMaterialDefines() {
  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.NUM_BONE_INFLUENCERS = 0;
  53. this.BonesPerMesh = 0;
  54. this.INSTANCES = false;
  55. this._keys = Object.keys(this);
  56. }
  57. return LavaMaterialDefines;
  58. })(BABYLON.MaterialDefines);
  59. var LavaMaterial = (function (_super) {
  60. __extends(LavaMaterial, _super);
  61. function LavaMaterial(name, scene) {
  62. _super.call(this, name, scene);
  63. this.speed = 1;
  64. this.movingSpeed = 1;
  65. this.lowFrequencySpeed = 1;
  66. this.fogDensity = 0.15;
  67. this._lastTime = 0;
  68. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  69. this.disableLighting = false;
  70. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  71. this._scaledDiffuse = new BABYLON.Color3();
  72. this._defines = new LavaMaterialDefines();
  73. this._cachedDefines = new LavaMaterialDefines();
  74. this._cachedDefines.BonesPerMesh = -1;
  75. }
  76. LavaMaterial.prototype.needAlphaBlending = function () {
  77. return (this.alpha < 1.0);
  78. };
  79. LavaMaterial.prototype.needAlphaTesting = function () {
  80. return false;
  81. };
  82. LavaMaterial.prototype.getAlphaTestTexture = function () {
  83. return null;
  84. };
  85. // Methods
  86. LavaMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  87. if (!mesh) {
  88. return true;
  89. }
  90. if (this._defines.INSTANCES !== useInstances) {
  91. return false;
  92. }
  93. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  94. return true;
  95. }
  96. return false;
  97. };
  98. LavaMaterial.prototype.isReady = function (mesh, useInstances) {
  99. if (this.checkReadyOnlyOnce) {
  100. if (this._wasPreviouslyReady) {
  101. return true;
  102. }
  103. }
  104. var scene = this.getScene();
  105. if (!this.checkReadyOnEveryCall) {
  106. if (this._renderId === scene.getRenderId()) {
  107. if (this._checkCache(scene, mesh, useInstances)) {
  108. return true;
  109. }
  110. }
  111. }
  112. var engine = scene.getEngine();
  113. var needNormals = false;
  114. var needUVs = false;
  115. this._defines.reset();
  116. // Textures
  117. if (scene.texturesEnabled) {
  118. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119. if (!this.diffuseTexture.isReady()) {
  120. return false;
  121. }
  122. else {
  123. needUVs = true;
  124. this._defines.DIFFUSE = true;
  125. }
  126. }
  127. }
  128. // Effect
  129. if (scene.clipPlane) {
  130. this._defines.CLIPPLANE = true;
  131. }
  132. if (engine.getAlphaTesting()) {
  133. this._defines.ALPHATEST = true;
  134. }
  135. // Point size
  136. if (this.pointsCloud || scene.forcePointsCloud) {
  137. this._defines.POINTSIZE = true;
  138. }
  139. // Fog
  140. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  141. this._defines.FOG = true;
  142. }
  143. var lightIndex = 0;
  144. if (scene.lightsEnabled && !this.disableLighting) {
  145. for (var index = 0; index < scene.lights.length; index++) {
  146. var light = scene.lights[index];
  147. if (!light.isEnabled()) {
  148. continue;
  149. }
  150. // Excluded check
  151. if (light._excludedMeshesIds.length > 0) {
  152. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  153. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  154. if (excludedMesh) {
  155. light.excludedMeshes.push(excludedMesh);
  156. }
  157. }
  158. light._excludedMeshesIds = [];
  159. }
  160. // Included check
  161. if (light._includedOnlyMeshesIds.length > 0) {
  162. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  163. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  164. if (includedOnlyMesh) {
  165. light.includedOnlyMeshes.push(includedOnlyMesh);
  166. }
  167. }
  168. light._includedOnlyMeshesIds = [];
  169. }
  170. if (!light.canAffectMesh(mesh)) {
  171. continue;
  172. }
  173. needNormals = true;
  174. this._defines["LIGHT" + lightIndex] = true;
  175. var type;
  176. if (light instanceof BABYLON.SpotLight) {
  177. type = "SPOTLIGHT" + lightIndex;
  178. }
  179. else if (light instanceof BABYLON.HemisphericLight) {
  180. type = "HEMILIGHT" + lightIndex;
  181. }
  182. else if (light instanceof BABYLON.PointLight) {
  183. type = "POINTLIGHT" + lightIndex;
  184. }
  185. else {
  186. type = "DIRLIGHT" + lightIndex;
  187. }
  188. this._defines[type] = true;
  189. // Shadows
  190. if (scene.shadowsEnabled) {
  191. var shadowGenerator = light.getShadowGenerator();
  192. if (mesh && mesh.receiveShadows && shadowGenerator) {
  193. this._defines["SHADOW" + lightIndex] = true;
  194. this._defines.SHADOWS = true;
  195. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  196. this._defines["SHADOWVSM" + lightIndex] = true;
  197. }
  198. if (shadowGenerator.usePoissonSampling) {
  199. this._defines["SHADOWPCF" + lightIndex] = true;
  200. }
  201. }
  202. }
  203. lightIndex++;
  204. if (lightIndex === maxSimultaneousLights)
  205. break;
  206. }
  207. }
  208. // Attribs
  209. if (mesh) {
  210. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  211. this._defines.NORMAL = true;
  212. }
  213. if (needUVs) {
  214. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  215. this._defines.UV1 = true;
  216. }
  217. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  218. this._defines.UV2 = true;
  219. }
  220. }
  221. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  222. this._defines.VERTEXCOLOR = true;
  223. if (mesh.hasVertexAlpha) {
  224. this._defines.VERTEXALPHA = true;
  225. }
  226. }
  227. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  228. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  229. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  230. }
  231. // Instances
  232. if (useInstances) {
  233. this._defines.INSTANCES = true;
  234. }
  235. }
  236. // Get correct effect
  237. if (!this._defines.isEqual(this._cachedDefines)) {
  238. this._defines.cloneTo(this._cachedDefines);
  239. scene.resetCachedMaterial();
  240. // Fallbacks
  241. var fallbacks = new BABYLON.EffectFallbacks();
  242. if (this._defines.FOG) {
  243. fallbacks.addFallback(1, "FOG");
  244. }
  245. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  246. if (!this._defines["LIGHT" + lightIndex]) {
  247. continue;
  248. }
  249. if (lightIndex > 0) {
  250. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  251. }
  252. if (this._defines["SHADOW" + lightIndex]) {
  253. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  254. }
  255. if (this._defines["SHADOWPCF" + lightIndex]) {
  256. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  257. }
  258. if (this._defines["SHADOWVSM" + lightIndex]) {
  259. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  260. }
  261. }
  262. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  263. fallbacks.addCPUSkinningFallback(0, mesh);
  264. }
  265. //Attributes
  266. var attribs = [BABYLON.VertexBuffer.PositionKind];
  267. if (this._defines.NORMAL) {
  268. attribs.push(BABYLON.VertexBuffer.NormalKind);
  269. }
  270. if (this._defines.UV1) {
  271. attribs.push(BABYLON.VertexBuffer.UVKind);
  272. }
  273. if (this._defines.UV2) {
  274. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  275. }
  276. if (this._defines.VERTEXCOLOR) {
  277. attribs.push(BABYLON.VertexBuffer.ColorKind);
  278. }
  279. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  280. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  281. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  282. if (this._defines.NUM_BONE_INFLUENCERS > 4) {
  283. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  284. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  285. }
  286. }
  287. if (this._defines.INSTANCES) {
  288. attribs.push("world0");
  289. attribs.push("world1");
  290. attribs.push("world2");
  291. attribs.push("world3");
  292. }
  293. // Legacy browser patch
  294. var shaderName = "lava";
  295. var join = this._defines.toString();
  296. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  297. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  298. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  299. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  300. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  301. "vFogInfos", "vFogColor", "pointSize",
  302. "vDiffuseInfos",
  303. "mBones",
  304. "vClipPlane", "diffuseMatrix",
  305. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "time", "speed", "movingSpeed",
  306. "fogColor", "fogDensity", "lowFrequencySpeed"
  307. ], ["diffuseSampler",
  308. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3", "noiseTexture"
  309. ], join, fallbacks, this.onCompiled, this.onError);
  310. }
  311. if (!this._effect.isReady()) {
  312. return false;
  313. }
  314. this._renderId = scene.getRenderId();
  315. this._wasPreviouslyReady = true;
  316. if (mesh) {
  317. if (!mesh._materialDefines) {
  318. mesh._materialDefines = new LavaMaterialDefines();
  319. }
  320. this._defines.cloneTo(mesh._materialDefines);
  321. }
  322. return true;
  323. };
  324. LavaMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  325. this._effect.setMatrix("world", world);
  326. };
  327. LavaMaterial.prototype.bind = function (world, mesh) {
  328. var scene = this.getScene();
  329. // Matrices
  330. this.bindOnlyWorldMatrix(world);
  331. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  332. // Bones
  333. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  334. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  335. }
  336. if (scene.getCachedMaterial() !== this) {
  337. // Textures
  338. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  339. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  340. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  341. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  342. }
  343. if (this.noiseTexture) {
  344. this._effect.setTexture("noiseTexture", this.noiseTexture);
  345. }
  346. // Clip plane
  347. if (scene.clipPlane) {
  348. var clipPlane = scene.clipPlane;
  349. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  350. }
  351. // Point size
  352. if (this.pointsCloud) {
  353. this._effect.setFloat("pointSize", this.pointSize);
  354. }
  355. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  356. }
  357. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  358. if (scene.lightsEnabled && !this.disableLighting) {
  359. var lightIndex = 0;
  360. for (var index = 0; index < scene.lights.length; index++) {
  361. var light = scene.lights[index];
  362. if (!light.isEnabled()) {
  363. continue;
  364. }
  365. if (!light.canAffectMesh(mesh)) {
  366. continue;
  367. }
  368. if (light instanceof BABYLON.PointLight) {
  369. // Point Light
  370. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  371. }
  372. else if (light instanceof BABYLON.DirectionalLight) {
  373. // Directional Light
  374. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  375. }
  376. else if (light instanceof BABYLON.SpotLight) {
  377. // Spot Light
  378. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  379. }
  380. else if (light instanceof BABYLON.HemisphericLight) {
  381. // Hemispheric Light
  382. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  383. }
  384. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  385. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  386. // Shadows
  387. if (scene.shadowsEnabled) {
  388. var shadowGenerator = light.getShadowGenerator();
  389. if (mesh.receiveShadows && shadowGenerator) {
  390. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  391. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  392. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  393. }
  394. }
  395. lightIndex++;
  396. if (lightIndex === maxSimultaneousLights)
  397. break;
  398. }
  399. }
  400. // View
  401. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  402. this._effect.setMatrix("view", scene.getViewMatrix());
  403. }
  404. // Fog
  405. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  406. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  407. this._effect.setColor3("vFogColor", scene.fogColor);
  408. }
  409. this._lastTime += scene.getEngine().getDeltaTime();
  410. this._effect.setFloat("time", this._lastTime * this.speed / 1000);
  411. if (!this.fogColor) {
  412. this.fogColor = BABYLON.Color3.Black();
  413. }
  414. this._effect.setColor3("fogColor", this.fogColor);
  415. this._effect.setFloat("fogDensity", this.fogDensity);
  416. this._effect.setFloat("lowFrequencySpeed", this.lowFrequencySpeed);
  417. this._effect.setFloat("movingSpeed", this.movingSpeed);
  418. _super.prototype.bind.call(this, world, mesh);
  419. };
  420. LavaMaterial.prototype.getAnimatables = function () {
  421. var results = [];
  422. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  423. results.push(this.diffuseTexture);
  424. }
  425. if (this.noiseTexture && this.noiseTexture.animations && this.noiseTexture.animations.length > 0) {
  426. results.push(this.noiseTexture);
  427. }
  428. return results;
  429. };
  430. LavaMaterial.prototype.dispose = function (forceDisposeEffect) {
  431. if (this.diffuseTexture) {
  432. this.diffuseTexture.dispose();
  433. }
  434. if (this.noiseTexture) {
  435. this.noiseTexture.dispose();
  436. }
  437. _super.prototype.dispose.call(this, forceDisposeEffect);
  438. };
  439. LavaMaterial.prototype.clone = function (name) {
  440. var newMaterial = new LavaMaterial(name, this.getScene());
  441. // Base material
  442. this.copyTo(newMaterial);
  443. // Lava material
  444. if (this.diffuseTexture && this.diffuseTexture.clone) {
  445. newMaterial.diffuseTexture = this.diffuseTexture.clone();
  446. }
  447. if (this.noiseTexture && this.noiseTexture.clone) {
  448. newMaterial.noiseTexture = this.noiseTexture.clone();
  449. }
  450. if (this.fogColor && this.fogColor.clone) {
  451. newMaterial.fogColor = this.fogColor.clone();
  452. }
  453. return newMaterial;
  454. };
  455. LavaMaterial.prototype.serialize = function () {
  456. var serializationObject = _super.prototype.serialize.call(this);
  457. serializationObject.customType = "BABYLON.LavaMaterial";
  458. serializationObject.diffuseColor = this.diffuseColor.asArray();
  459. serializationObject.fogColor = this.fogColor.asArray();
  460. serializationObject.speed = this.speed;
  461. serializationObject.movingSpeed = this.movingSpeed;
  462. serializationObject.lowFrequencySpeed = this.lowFrequencySpeed;
  463. serializationObject.fogDensity = this.fogDensity;
  464. serializationObject.checkReadyOnlyOnce = this.checkReadyOnlyOnce;
  465. if (this.diffuseTexture) {
  466. serializationObject.diffuseTexture = this.diffuseTexture.serialize();
  467. }
  468. if (this.noiseTexture) {
  469. serializationObject.noiseTexture = this.noiseTexture.serialize();
  470. }
  471. return serializationObject;
  472. };
  473. LavaMaterial.Parse = function (source, scene, rootUrl) {
  474. var material = new LavaMaterial(source.name, scene);
  475. material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
  476. material.speed = source.speed;
  477. material.fogColor = BABYLON.Color3.FromArray(source.fogColor);
  478. material.movingSpeed = source.movingSpeed;
  479. material.lowFrequencySpeed = source.lowFrequencySpeed;
  480. material.fogDensity = source.lowFrequencySpeed;
  481. material.alpha = source.alpha;
  482. material.id = source.id;
  483. BABYLON.Tags.AddTagsTo(material, source.tags);
  484. material.backFaceCulling = source.backFaceCulling;
  485. material.wireframe = source.wireframe;
  486. if (source.diffuseTexture) {
  487. material.diffuseTexture = BABYLON.Texture.Parse(source.diffuseTexture, scene, rootUrl);
  488. }
  489. if (source.noiseTexture) {
  490. material.noiseTexture = BABYLON.Texture.Parse(source.noiseTexture, scene, rootUrl);
  491. }
  492. if (source.checkReadyOnlyOnce) {
  493. material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
  494. }
  495. return material;
  496. };
  497. return LavaMaterial;
  498. })(BABYLON.Material);
  499. BABYLON.LavaMaterial = LavaMaterial;
  500. })(BABYLON || (BABYLON = {}));
  501. BABYLON.Effect.ShadersStore['lavaVertexShader'] = "precision highp float;\n// Inputs\nuniform float time;\nuniform float lowFrequencySpeed;\n// Varying\nvarying float noise;\n\n// Attributes\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\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#if NUM_BONE_INFLUENCERS > 0\n\tuniform mat4 mBones[BonesPerMesh];\n\n\tattribute vec4 matricesIndices;\n\tattribute vec4 matricesWeights;\n\t#if NUM_BONE_INFLUENCERS > 4\n\t\tattribute vec4 matricesIndicesExtra;\n\t\tattribute vec4 matricesWeightsExtra;\n\t#endif\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n/* NOISE FUNCTIONS */\n////// ASHIMA webgl noise\n////// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n\n// Classic Perlin noise, periodic variant\nfloat pnoise(vec3 P, vec3 rep)\n{\n vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period\n vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P); // Fractional part for interpolation\n vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n/* END FUNCTION */\n\nfloat turbulence( vec3 p ) {\n float w = 100.0;\n float t = -.5;\n for (float f = 1.0 ; f <= 10.0 ; f++ ){\n float power = pow( 2.0, f );\n t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );\n }\n return t;\n}\n\nvoid main(void) {\n\tmat4 finalWorld;\n\n#ifdef INSTANCES\n\tfinalWorld = mat4(world0, world1, world2, world3);\n#else\n\tfinalWorld = world;\n#endif\n\n#if NUM_BONE_INFLUENCERS > 0\n\tmat4 influence;\n\tinfluence = mBones[int(matricesIndices[0])] * matricesWeights[0];\n\n\t#if NUM_BONE_INFLUENCERS > 1\n\t\tinfluence += mBones[int(matricesIndices[1])] * matricesWeights[1];\n\t#endif \n\t#if NUM_BONE_INFLUENCERS > 2\n\t\tinfluence += mBones[int(matricesIndices[2])] * matricesWeights[2];\n\t#endif\t\n\t#if NUM_BONE_INFLUENCERS > 3\n\t\tinfluence += mBones[int(matricesIndices[3])] * matricesWeights[3];\n\t#endif\t\n\n\t#if NUM_BONE_INFLUENCERS > 4\n\t\tinfluence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\n\t#endif\n\t#if NUM_BONE_INFLUENCERS > 5\n\t\tinfluence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\n\t#endif\t\n\t#if NUM_BONE_INFLUENCERS > 6\n\t\tinfluence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\n\t#endif\t\n\t#if NUM_BONE_INFLUENCERS > 7\n\t\tinfluence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\n\t#endif\t\n\n\tfinalWorld = finalWorld * influence;\n#endif\n\n\n // get a turbulent 3d noise using the normal, normal to high freq\n noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );\n // get a 3d noise using the position, low frequency\n float b = lowFrequencySpeed * 5.0 * pnoise( 0.05 * position +vec3(time*1.025), vec3( 100.0 ) );\n // compose both noises\n float displacement = - 1.5 * noise + b;\n\n // move the position along the normal and transform it\n vec3 newPosition = position + normal * displacement;\n gl_Position = viewProjection * finalWorld * vec4( newPosition, 1.0 );\n\n\n\tvec4 worldPos = finalWorld * vec4(newPosition, 1.0);\n\tvPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n\t// Texture coordinates\n#ifndef UV1\n\tvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n\tvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n\tif (vDiffuseInfos.x == 0.)\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n\t// Clip plane\n#ifdef CLIPPLANE\n\tfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n\t// Fog\n#ifdef FOG\n\tfFogDistance = (view * worldPos).z;\n#endif\n\n\t// Shadows\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n\n\t// Point size\n#ifdef POINTSIZE\n\tgl_PointSize = pointSize;\n#endif\n}";
  502. BABYLON.Effect.ShadersStore['lavaPixelShader'] = "precision highp float;\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\n// Input\nvarying vec3 vPositionW;\n\n// MAGMAAAA\nuniform float time;\nuniform float speed;\nuniform float movingSpeed;\nuniform vec3 fogColor;\nuniform sampler2D noiseTexture;\nuniform float fogDensity;\n\n// Varying\nvarying float noise;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\n#ifdef SHADOW0\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#else\nuniform samplerCube shadowSampler0;\n#endif\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\n#ifdef SHADOW1\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#else\nuniform samplerCube shadowSampler1;\n#endif\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\n#ifdef SHADOW2\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#else\nuniform samplerCube shadowSampler2;\n#endif\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\n#ifdef SHADOW3\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#else\nuniform samplerCube shadowSampler3;\n#endif\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\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);\n\treturn dot(color, bit_shift);\n}\n\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n\tif (depth > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat visibility = 1.;\n\n\tvec3 poissonDisk[4];\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth - bias;\n\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n#endif\n\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n\tif (depth.z > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat visibility = 1.;\n\n\tvec2 poissonDisk[4];\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth.z - bias;\n\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n\n// Thanks to http://devmaster.net/\nfloat unpackHalf(vec2 color)\n{\n\treturn color.x + (color.y / 255.0);\n}\n\nfloat linstep(float low, float high, float v) {\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\n\tfloat d = compare - moments.x;\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\n\treturn clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tvec4 texel = texture2D(shadowSampler, uv);\n\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n}\n#endif\n#endif\n\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n\tfloat fogCoeff = 1.0;\n\tfloat fogStart = vFogInfos.y;\n\tfloat fogEnd = vFogInfos.z;\n\tfloat fogDensity = vFogInfos.w;\n\n\tif (FOGMODE_LINEAR == vFogInfos.x)\n\t{\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n\t}\n\telse if (FOGMODE_EXP == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n\t}\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n\t}\n\n\treturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n\tvec3 diffuse;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 lightVectorW;\n\tfloat attenuation = 1.0;\n\tif (lightData.w == 0.)\n\t{\n\t\tvec3 direction = lightData.xyz - vPositionW;\n\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\n\t\tlightVectorW = normalize(direction);\n\t}\n\telse\n\t{\n\t\tlightVectorW = normalize(-lightData.xyz);\n\t}\n\n\t// diffuse\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\n\tresult.diffuse = ndl * diffuseColor * attenuation;\n\n\treturn result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 direction = lightData.xyz - vPositionW;\n\tvec3 lightVectorW = normalize(direction);\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\n\n\t// diffuse\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n\tfloat spotAtten = 0.0;\n\n\tif (cosAngle >= lightDirection.w)\n\t{\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n\t\t// Diffuse\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n\n\t\treturn result;\n\t}\n\n\tresult.diffuse = vec3(0.);\n\n\treturn result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\n\tlightingInfo result;\n\n\t// Diffuse\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\n\n\treturn result;\n}\n\n\nfloat random( vec3 scale, float seed ){\n return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed ) ;\n}\n\n\nvoid main(void) {\n\t// Clip plane\n#ifdef CLIPPLANE\n\tif (fClipDistance > 0.0)\n\t\tdiscard;\n#endif\n\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n\t// Base color\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\n\tvec3 diffuseColor = vDiffuseColor.rgb;\n\n\t// Alpha\n\tfloat alpha = vDiffuseColor.a;\n\n\n\n#ifdef DIFFUSE\n ////// MAGMA ///\n\n\tvec4 noiseTex = texture2D( noiseTexture, vDiffuseUV );\n\tvec2 T1 = vDiffuseUV + vec2( 1.5, -1.5 ) * time * 0.02;\n\tvec2 T2 = vDiffuseUV + vec2( -0.5, 2.0 ) * time * 0.01 * speed;\n\n\tT1.x += noiseTex.x * 2.0;\n\tT1.y += noiseTex.y * 2.0;\n\tT2.x -= noiseTex.y * 0.2 + time*0.001*movingSpeed;\n\tT2.y += noiseTex.z * 0.2 + time*0.002*movingSpeed;\n\n\tfloat p = texture2D( noiseTexture, T1 * 3.0 ).a;\n\n\tvec4 lavaColor = texture2D( diffuseSampler, T2 * 4.0);\n\tvec4 temp = lavaColor * ( vec4( p, p, p, p ) * 2. ) + ( lavaColor * lavaColor - 0.1 );\n\n\tbaseColor = temp;\n\n\tfloat depth = gl_FragCoord.z * 4.0;\n\tconst float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n baseColor = mix( baseColor, vec4( fogColor, baseColor.w ), fogFactor );\n\n ///// END MAGMA ////\n\n\n\n//\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n\tif (baseColor.a < 0.4)\n\t\tdiscard;\n#endif\n\n\tbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n\tbaseColor.rgb *= vColor.rgb;\n#endif\n\n\t// Bump\n#ifdef NORMAL\n\tvec3 normalW = normalize(vNormalW);\n#else\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\t// Lighting\n\tvec3 diffuseBase = vec3(0., 0., 0.);\n\tfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n\t#else\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n\t#endif\n#else\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n\t#if defined(POINTLIGHT1)\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n\t#if defined(POINTLIGHT2)\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n\t#if defined(POINTLIGHT3)\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef VERTEXALPHA\n\talpha *= vColor.a;\n#endif\n\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\n\n\t// Composition\n\tvec4 color = vec4(finalDiffuse, alpha);\n\n#ifdef FOG\n\tfloat fog = CalcFogFactor();\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n\n\tgl_FragColor = color;\n}";