es6.js 113 KB

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  1. var __extends = (this && this.__extends) || (function () {
  2. var extendStatics = Object.setPrototypeOf ||
  3. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  4. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  5. return function (d, b) {
  6. extendStatics(d, b);
  7. function __() { this.constructor = d; }
  8. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  9. };
  10. })();
  11. import * as BABYLON from 'babylonjs/core/es6';
  12. var BABYLON;
  13. (function (BABYLON) {
  14. var CubeTexture = /** @class */ (function (_super) {
  15. __extends(CubeTexture, _super);
  16. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension) {
  17. if (extensions === void 0) { extensions = null; }
  18. if (noMipmap === void 0) { noMipmap = false; }
  19. if (files === void 0) { files = null; }
  20. if (onLoad === void 0) { onLoad = null; }
  21. if (onError === void 0) { onError = null; }
  22. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  23. if (prefiltered === void 0) { prefiltered = false; }
  24. if (forcedExtension === void 0) { forcedExtension = null; }
  25. var _this = _super.call(this, scene) || this;
  26. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  27. _this.name = rootUrl;
  28. _this.url = rootUrl;
  29. _this._noMipmap = noMipmap;
  30. _this.hasAlpha = false;
  31. _this._format = format;
  32. _this._prefiltered = prefiltered;
  33. _this.isCube = true;
  34. _this._textureMatrix = BABYLON.Matrix.Identity();
  35. if (prefiltered) {
  36. _this.gammaSpace = false;
  37. }
  38. if (!rootUrl && !files) {
  39. return _this;
  40. }
  41. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  42. var lastDot = rootUrl.lastIndexOf(".");
  43. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  44. var isDDS = (extension === ".dds");
  45. if (!files) {
  46. if (!isDDS && !extensions) {
  47. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  48. }
  49. files = [];
  50. if (extensions) {
  51. for (var index = 0; index < extensions.length; index++) {
  52. files.push(rootUrl + extensions[index]);
  53. }
  54. }
  55. }
  56. _this._files = files;
  57. if (!_this._texture) {
  58. if (!scene.useDelayedTextureLoading) {
  59. if (prefiltered) {
  60. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, _this.lodGenerationScale, _this.lodGenerationOffset, onLoad, onError, format, forcedExtension);
  61. }
  62. else {
  63. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension);
  64. }
  65. }
  66. else {
  67. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  68. }
  69. }
  70. else if (onLoad) {
  71. if (_this._texture.isReady) {
  72. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73. }
  74. else {
  75. _this._texture.onLoadedObservable.add(onLoad);
  76. }
  77. }
  78. return _this;
  79. }
  80. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  81. return new CubeTexture("", scene, null, noMipmap, files);
  82. };
  83. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension) {
  84. if (forcedExtension === void 0) { forcedExtension = null; }
  85. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension);
  86. };
  87. // Methods
  88. CubeTexture.prototype.delayLoad = function () {
  89. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90. return;
  91. }
  92. var scene = this.getScene();
  93. if (!scene) {
  94. return;
  95. }
  96. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  97. this._texture = this._getFromCache(this.url, this._noMipmap);
  98. if (!this._texture) {
  99. if (this._prefiltered) {
  100. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format);
  101. }
  102. else {
  103. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  104. }
  105. }
  106. };
  107. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  108. return this._textureMatrix;
  109. };
  110. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  111. this._textureMatrix = value;
  112. };
  113. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  114. var texture = BABYLON.SerializationHelper.Parse(function () {
  115. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  116. }, parsedTexture, scene);
  117. // Animations
  118. if (parsedTexture.animations) {
  119. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  120. var parsedAnimation = parsedTexture.animations[animationIndex];
  121. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  122. }
  123. }
  124. return texture;
  125. };
  126. CubeTexture.prototype.clone = function () {
  127. var _this = this;
  128. return BABYLON.SerializationHelper.Clone(function () {
  129. var scene = _this.getScene();
  130. if (!scene) {
  131. return _this;
  132. }
  133. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  134. }, this);
  135. };
  136. return CubeTexture;
  137. }(BABYLON.BaseTexture));
  138. BABYLON.CubeTexture = CubeTexture;
  139. })(BABYLON || (BABYLON = {}));
  140. //# sourceMappingURL=babylon.cubeTexture.js.map
  141. var BABYLON;
  142. (function (BABYLON) {
  143. var RenderTargetTexture = /** @class */ (function (_super) {
  144. __extends(RenderTargetTexture, _super);
  145. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti) {
  146. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  147. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  148. if (isCube === void 0) { isCube = false; }
  149. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  150. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  151. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  152. if (isMulti === void 0) { isMulti = false; }
  153. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  154. _this.isCube = isCube;
  155. /**
  156. * Use this list to define the list of mesh you want to render.
  157. */
  158. _this.renderList = new Array();
  159. _this.renderParticles = true;
  160. _this.renderSprites = false;
  161. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  162. _this.ignoreCameraViewport = false;
  163. // Events
  164. /**
  165. * An event triggered when the texture is unbind.
  166. * @type {BABYLON.Observable}
  167. */
  168. _this.onBeforeBindObservable = new BABYLON.Observable();
  169. /**
  170. * An event triggered when the texture is unbind.
  171. * @type {BABYLON.Observable}
  172. */
  173. _this.onAfterUnbindObservable = new BABYLON.Observable();
  174. /**
  175. * An event triggered before rendering the texture
  176. * @type {BABYLON.Observable}
  177. */
  178. _this.onBeforeRenderObservable = new BABYLON.Observable();
  179. /**
  180. * An event triggered after rendering the texture
  181. * @type {BABYLON.Observable}
  182. */
  183. _this.onAfterRenderObservable = new BABYLON.Observable();
  184. /**
  185. * An event triggered after the texture clear
  186. * @type {BABYLON.Observable}
  187. */
  188. _this.onClearObservable = new BABYLON.Observable();
  189. _this._currentRefreshId = -1;
  190. _this._refreshRate = 1;
  191. _this._samples = 1;
  192. scene = _this.getScene();
  193. if (!scene) {
  194. return _this;
  195. }
  196. _this._engine = scene.getEngine();
  197. _this.name = name;
  198. _this.isRenderTarget = true;
  199. _this._initialSizeParameter = size;
  200. _this._processSizeParameter(size);
  201. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  202. });
  203. _this._generateMipMaps = generateMipMaps ? true : false;
  204. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  205. // Rendering groups
  206. _this._renderingManager = new BABYLON.RenderingManager(scene);
  207. if (isMulti) {
  208. return _this;
  209. }
  210. _this._renderTargetOptions = {
  211. generateMipMaps: generateMipMaps,
  212. type: type,
  213. samplingMode: samplingMode,
  214. generateDepthBuffer: generateDepthBuffer,
  215. generateStencilBuffer: generateStencilBuffer
  216. };
  217. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  218. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  219. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  220. }
  221. if (isCube) {
  222. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  223. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  224. _this._textureMatrix = BABYLON.Matrix.Identity();
  225. }
  226. else {
  227. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  228. }
  229. return _this;
  230. }
  231. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONCE", {
  232. get: function () {
  233. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  234. },
  235. enumerable: true,
  236. configurable: true
  237. });
  238. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYFRAME", {
  239. get: function () {
  240. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  241. },
  242. enumerable: true,
  243. configurable: true
  244. });
  245. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYTWOFRAMES", {
  246. get: function () {
  247. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  253. set: function (callback) {
  254. if (this._onAfterUnbindObserver) {
  255. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  256. }
  257. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  263. set: function (callback) {
  264. if (this._onBeforeRenderObserver) {
  265. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  266. }
  267. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  268. },
  269. enumerable: true,
  270. configurable: true
  271. });
  272. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  273. set: function (callback) {
  274. if (this._onAfterRenderObserver) {
  275. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  276. }
  277. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  278. },
  279. enumerable: true,
  280. configurable: true
  281. });
  282. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  283. set: function (callback) {
  284. if (this._onClearObserver) {
  285. this.onClearObservable.remove(this._onClearObserver);
  286. }
  287. this._onClearObserver = this.onClearObservable.add(callback);
  288. },
  289. enumerable: true,
  290. configurable: true
  291. });
  292. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  293. get: function () {
  294. return this._renderTargetOptions;
  295. },
  296. enumerable: true,
  297. configurable: true
  298. });
  299. RenderTargetTexture.prototype._onRatioRescale = function () {
  300. if (this._sizeRatio) {
  301. this.resize(this._initialSizeParameter);
  302. }
  303. };
  304. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  305. if (size.ratio) {
  306. this._sizeRatio = size.ratio;
  307. this._size = {
  308. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  309. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  310. };
  311. }
  312. else {
  313. this._size = size;
  314. }
  315. };
  316. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  317. get: function () {
  318. return this._samples;
  319. },
  320. set: function (value) {
  321. if (this._samples === value) {
  322. return;
  323. }
  324. var scene = this.getScene();
  325. if (!scene) {
  326. return;
  327. }
  328. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  329. },
  330. enumerable: true,
  331. configurable: true
  332. });
  333. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  334. this._currentRefreshId = -1;
  335. };
  336. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  337. get: function () {
  338. return this._refreshRate;
  339. },
  340. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  341. set: function (value) {
  342. this._refreshRate = value;
  343. this.resetRefreshCounter();
  344. },
  345. enumerable: true,
  346. configurable: true
  347. });
  348. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  349. if (!this._postProcessManager) {
  350. var scene = this.getScene();
  351. if (!scene) {
  352. return;
  353. }
  354. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  355. this._postProcesses = new Array();
  356. }
  357. this._postProcesses.push(postProcess);
  358. this._postProcesses[0].autoClear = false;
  359. };
  360. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  361. if (!this._postProcesses) {
  362. return;
  363. }
  364. if (dispose) {
  365. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  366. var postProcess = _a[_i];
  367. postProcess.dispose();
  368. }
  369. }
  370. this._postProcesses = [];
  371. };
  372. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  373. if (!this._postProcesses) {
  374. return;
  375. }
  376. var index = this._postProcesses.indexOf(postProcess);
  377. if (index === -1) {
  378. return;
  379. }
  380. this._postProcesses.splice(index, 1);
  381. if (this._postProcesses.length > 0) {
  382. this._postProcesses[0].autoClear = false;
  383. }
  384. };
  385. RenderTargetTexture.prototype._shouldRender = function () {
  386. if (this._currentRefreshId === -1) {
  387. this._currentRefreshId = 1;
  388. return true;
  389. }
  390. if (this.refreshRate === this._currentRefreshId) {
  391. this._currentRefreshId = 1;
  392. return true;
  393. }
  394. this._currentRefreshId++;
  395. return false;
  396. };
  397. RenderTargetTexture.prototype.getRenderSize = function () {
  398. if (this._size.width) {
  399. return this._size.width;
  400. }
  401. return this._size;
  402. };
  403. RenderTargetTexture.prototype.getRenderWidth = function () {
  404. if (this._size.width) {
  405. return this._size.width;
  406. }
  407. return this._size;
  408. };
  409. RenderTargetTexture.prototype.getRenderHeight = function () {
  410. if (this._size.width) {
  411. return this._size.height;
  412. }
  413. return this._size;
  414. };
  415. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  416. get: function () {
  417. return true;
  418. },
  419. enumerable: true,
  420. configurable: true
  421. });
  422. RenderTargetTexture.prototype.scale = function (ratio) {
  423. var newSize = this.getRenderSize() * ratio;
  424. this.resize(newSize);
  425. };
  426. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  427. if (this.isCube) {
  428. return this._textureMatrix;
  429. }
  430. return _super.prototype.getReflectionTextureMatrix.call(this);
  431. };
  432. RenderTargetTexture.prototype.resize = function (size) {
  433. this.releaseInternalTexture();
  434. var scene = this.getScene();
  435. if (!scene) {
  436. return;
  437. }
  438. this._processSizeParameter(size);
  439. if (this.isCube) {
  440. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  441. }
  442. else {
  443. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  444. }
  445. };
  446. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  447. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  448. if (dumpForDebug === void 0) { dumpForDebug = false; }
  449. var scene = this.getScene();
  450. if (!scene) {
  451. return;
  452. }
  453. var engine = scene.getEngine();
  454. if (this.useCameraPostProcesses !== undefined) {
  455. useCameraPostProcess = this.useCameraPostProcesses;
  456. }
  457. if (this._waitingRenderList) {
  458. this.renderList = [];
  459. for (var index = 0; index < this._waitingRenderList.length; index++) {
  460. var id = this._waitingRenderList[index];
  461. var mesh_1 = scene.getMeshByID(id);
  462. if (mesh_1) {
  463. this.renderList.push(mesh_1);
  464. }
  465. }
  466. delete this._waitingRenderList;
  467. }
  468. // Is predicate defined?
  469. if (this.renderListPredicate) {
  470. if (this.renderList) {
  471. this.renderList.splice(0); // Clear previous renderList
  472. }
  473. else {
  474. this.renderList = [];
  475. }
  476. var scene = this.getScene();
  477. if (!scene) {
  478. return;
  479. }
  480. var sceneMeshes = scene.meshes;
  481. for (var index = 0; index < sceneMeshes.length; index++) {
  482. var mesh = sceneMeshes[index];
  483. if (this.renderListPredicate(mesh)) {
  484. this.renderList.push(mesh);
  485. }
  486. }
  487. }
  488. this.onBeforeBindObservable.notifyObservers(this);
  489. // Set custom projection.
  490. // Needs to be before binding to prevent changing the aspect ratio.
  491. var camera;
  492. if (this.activeCamera) {
  493. camera = this.activeCamera;
  494. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  495. if (this.activeCamera !== scene.activeCamera) {
  496. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  497. }
  498. }
  499. else {
  500. camera = scene.activeCamera;
  501. if (camera) {
  502. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  503. }
  504. }
  505. // Prepare renderingManager
  506. this._renderingManager.reset();
  507. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  508. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  509. var sceneRenderId = scene.getRenderId();
  510. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  511. var mesh = currentRenderList[meshIndex];
  512. if (mesh) {
  513. if (!mesh.isReady()) {
  514. // Reset _currentRefreshId
  515. this.resetRefreshCounter();
  516. continue;
  517. }
  518. mesh._preActivateForIntermediateRendering(sceneRenderId);
  519. var isMasked = void 0;
  520. if (!this.renderList && camera) {
  521. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  522. }
  523. else {
  524. isMasked = false;
  525. }
  526. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  527. mesh._activate(sceneRenderId);
  528. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  529. var subMesh = mesh.subMeshes[subIndex];
  530. scene._activeIndices.addCount(subMesh.indexCount, false);
  531. this._renderingManager.dispatch(subMesh, mesh);
  532. }
  533. }
  534. }
  535. }
  536. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  537. var particleSystem = scene.particleSystems[particleIndex];
  538. var emitter = particleSystem.emitter;
  539. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  540. continue;
  541. }
  542. if (currentRenderList.indexOf(emitter) >= 0) {
  543. this._renderingManager.dispatchParticles(particleSystem);
  544. }
  545. }
  546. if (this.isCube) {
  547. for (var face = 0; face < 6; face++) {
  548. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  549. scene.incrementRenderId();
  550. scene.resetCachedMaterial();
  551. }
  552. }
  553. else {
  554. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  555. }
  556. this.onAfterUnbindObservable.notifyObservers(this);
  557. if (scene.activeCamera) {
  558. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  559. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  560. }
  561. engine.setViewport(scene.activeCamera.viewport);
  562. }
  563. scene.resetCachedMaterial();
  564. };
  565. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  566. var minimum = 128;
  567. var x = renderDimension * scale;
  568. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  569. // Ensure we don't exceed the render dimension (while staying POT)
  570. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  571. };
  572. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  573. var _this = this;
  574. if (!this._texture) {
  575. return;
  576. }
  577. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  578. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  579. });
  580. };
  581. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  582. var scene = this.getScene();
  583. if (!scene) {
  584. return;
  585. }
  586. var engine = scene.getEngine();
  587. if (!this._texture) {
  588. return;
  589. }
  590. // Bind
  591. if (this._postProcessManager) {
  592. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  593. }
  594. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  595. if (this._texture) {
  596. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport);
  597. }
  598. }
  599. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  600. // Clear
  601. if (this.onClearObservable.hasObservers()) {
  602. this.onClearObservable.notifyObservers(engine);
  603. }
  604. else {
  605. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  606. }
  607. if (!this._doNotChangeAspectRatio) {
  608. scene.updateTransformMatrix(true);
  609. }
  610. // Render
  611. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  612. if (this._postProcessManager) {
  613. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  614. }
  615. else if (useCameraPostProcess) {
  616. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  617. }
  618. if (!this._doNotChangeAspectRatio) {
  619. scene.updateTransformMatrix(true);
  620. }
  621. // Dump ?
  622. if (dumpForDebug) {
  623. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  624. }
  625. // Unbind
  626. if (!this.isCube || faceIndex === 5) {
  627. if (this.isCube) {
  628. if (faceIndex === 5) {
  629. engine.generateMipMapsForCubemap(this._texture);
  630. }
  631. }
  632. this.unbindFrameBuffer(engine, faceIndex);
  633. }
  634. else {
  635. this.onAfterRenderObservable.notifyObservers(faceIndex);
  636. }
  637. };
  638. /**
  639. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  640. * This allowed control for front to back rendering or reversly depending of the special needs.
  641. *
  642. * @param renderingGroupId The rendering group id corresponding to its index
  643. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  644. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  645. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  646. */
  647. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  648. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  649. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  650. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  651. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  652. };
  653. /**
  654. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  655. *
  656. * @param renderingGroupId The rendering group id corresponding to its index
  657. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  658. */
  659. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  660. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  661. };
  662. RenderTargetTexture.prototype.clone = function () {
  663. var textureSize = this.getSize();
  664. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);
  665. // Base texture
  666. newTexture.hasAlpha = this.hasAlpha;
  667. newTexture.level = this.level;
  668. // RenderTarget Texture
  669. newTexture.coordinatesMode = this.coordinatesMode;
  670. if (this.renderList) {
  671. newTexture.renderList = this.renderList.slice(0);
  672. }
  673. return newTexture;
  674. };
  675. RenderTargetTexture.prototype.serialize = function () {
  676. if (!this.name) {
  677. return null;
  678. }
  679. var serializationObject = _super.prototype.serialize.call(this);
  680. serializationObject.renderTargetSize = this.getRenderSize();
  681. serializationObject.renderList = [];
  682. if (this.renderList) {
  683. for (var index = 0; index < this.renderList.length; index++) {
  684. serializationObject.renderList.push(this.renderList[index].id);
  685. }
  686. }
  687. return serializationObject;
  688. };
  689. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  690. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  691. var objBuffer = this.getInternalTexture();
  692. var scene = this.getScene();
  693. if (objBuffer && scene) {
  694. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  695. }
  696. };
  697. RenderTargetTexture.prototype.dispose = function () {
  698. if (this._postProcessManager) {
  699. this._postProcessManager.dispose();
  700. this._postProcessManager = null;
  701. }
  702. this.clearPostProcesses(true);
  703. if (this._resizeObserver) {
  704. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  705. this._resizeObserver = null;
  706. }
  707. this.renderList = null;
  708. // Remove from custom render targets
  709. var scene = this.getScene();
  710. if (!scene) {
  711. return;
  712. }
  713. var index = scene.customRenderTargets.indexOf(this);
  714. if (index >= 0) {
  715. scene.customRenderTargets.splice(index, 1);
  716. }
  717. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  718. var camera = _a[_i];
  719. index = camera.customRenderTargets.indexOf(this);
  720. if (index >= 0) {
  721. camera.customRenderTargets.splice(index, 1);
  722. }
  723. }
  724. _super.prototype.dispose.call(this);
  725. };
  726. RenderTargetTexture.prototype._rebuild = function () {
  727. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  728. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  729. }
  730. if (this._postProcessManager) {
  731. this._postProcessManager._rebuild();
  732. }
  733. };
  734. RenderTargetTexture._REFRESHRATE_RENDER_ONCE = 0;
  735. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  736. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  737. return RenderTargetTexture;
  738. }(BABYLON.Texture));
  739. BABYLON.RenderTargetTexture = RenderTargetTexture;
  740. })(BABYLON || (BABYLON = {}));
  741. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  742. BABYLON.Effect.ShadersStore['defaultVertexShader'] = "#include<__decl__defaultVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\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<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,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 MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\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#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n}";
  743. BABYLON.Effect.ShadersStore['defaultPixelShader'] = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\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\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0)\n{\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb*vRefractionInfos.x;\n#endif\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb*vReflectionInfos.x;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb*vReflectionInfos.x;\n#endif\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\ngl_FragColor=color;\n}";
  744. var BABYLON;
  745. (function (BABYLON) {
  746. ;
  747. var MultiRenderTarget = /** @class */ (function (_super) {
  748. __extends(MultiRenderTarget, _super);
  749. function MultiRenderTarget(name, size, count, scene, options) {
  750. var _this = this;
  751. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  752. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  753. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  754. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  755. _this._engine = scene.getEngine();
  756. if (!_this.isSupported) {
  757. _this.dispose();
  758. return;
  759. }
  760. var types = [];
  761. var samplingModes = [];
  762. for (var i = 0; i < count; i++) {
  763. if (options && options.types && options.types[i] !== undefined) {
  764. types.push(options.types[i]);
  765. }
  766. else {
  767. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  768. }
  769. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  770. samplingModes.push(options.samplingModes[i]);
  771. }
  772. else {
  773. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  774. }
  775. }
  776. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  777. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  778. _this._size = size;
  779. _this._multiRenderTargetOptions = {
  780. samplingModes: samplingModes,
  781. generateMipMaps: generateMipMaps,
  782. generateDepthBuffer: generateDepthBuffer,
  783. generateStencilBuffer: generateStencilBuffer,
  784. generateDepthTexture: generateDepthTexture,
  785. types: types,
  786. textureCount: count
  787. };
  788. _this._createInternalTextures();
  789. _this._createTextures();
  790. return _this;
  791. }
  792. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  793. get: function () {
  794. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  795. },
  796. enumerable: true,
  797. configurable: true
  798. });
  799. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  800. get: function () {
  801. return this._textures;
  802. },
  803. enumerable: true,
  804. configurable: true
  805. });
  806. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  807. get: function () {
  808. return this._textures[this._textures.length - 1];
  809. },
  810. enumerable: true,
  811. configurable: true
  812. });
  813. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  814. set: function (wrap) {
  815. if (this._textures) {
  816. for (var i = 0; i < this._textures.length; i++) {
  817. this._textures[i].wrapU = wrap;
  818. }
  819. }
  820. },
  821. enumerable: true,
  822. configurable: true
  823. });
  824. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  825. set: function (wrap) {
  826. if (this._textures) {
  827. for (var i = 0; i < this._textures.length; i++) {
  828. this._textures[i].wrapV = wrap;
  829. }
  830. }
  831. },
  832. enumerable: true,
  833. configurable: true
  834. });
  835. MultiRenderTarget.prototype._rebuild = function () {
  836. this.releaseInternalTextures();
  837. this._createInternalTextures();
  838. for (var i = 0; i < this._internalTextures.length; i++) {
  839. var texture = this._textures[i];
  840. texture._texture = this._internalTextures[i];
  841. }
  842. // Keeps references to frame buffer and stencil/depth buffer
  843. this._texture = this._internalTextures[0];
  844. };
  845. MultiRenderTarget.prototype._createInternalTextures = function () {
  846. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  847. };
  848. MultiRenderTarget.prototype._createTextures = function () {
  849. this._textures = [];
  850. for (var i = 0; i < this._internalTextures.length; i++) {
  851. var texture = new BABYLON.Texture(null, this.getScene());
  852. texture._texture = this._internalTextures[i];
  853. this._textures.push(texture);
  854. }
  855. // Keeps references to frame buffer and stencil/depth buffer
  856. this._texture = this._internalTextures[0];
  857. };
  858. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  859. get: function () {
  860. return this._samples;
  861. },
  862. set: function (value) {
  863. if (this._samples === value) {
  864. return;
  865. }
  866. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  867. },
  868. enumerable: true,
  869. configurable: true
  870. });
  871. MultiRenderTarget.prototype.resize = function (size) {
  872. this.releaseInternalTextures();
  873. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  874. this._createInternalTextures();
  875. };
  876. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  877. var _this = this;
  878. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  879. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  880. });
  881. };
  882. MultiRenderTarget.prototype.dispose = function () {
  883. this.releaseInternalTextures();
  884. _super.prototype.dispose.call(this);
  885. };
  886. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  887. if (!this._internalTextures) {
  888. return;
  889. }
  890. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  891. if (this._internalTextures[i] !== undefined) {
  892. this._internalTextures[i].dispose();
  893. this._internalTextures.splice(i, 1);
  894. }
  895. }
  896. };
  897. return MultiRenderTarget;
  898. }(BABYLON.RenderTargetTexture));
  899. BABYLON.MultiRenderTarget = MultiRenderTarget;
  900. })(BABYLON || (BABYLON = {}));
  901. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  902. var BABYLON;
  903. (function (BABYLON) {
  904. var MirrorTexture = /** @class */ (function (_super) {
  905. __extends(MirrorTexture, _super);
  906. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  907. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  908. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  909. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  910. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  911. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  912. _this._transformMatrix = BABYLON.Matrix.Zero();
  913. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  914. _this._adaptiveBlurKernel = 0;
  915. _this._blurKernelX = 0;
  916. _this._blurKernelY = 0;
  917. _this._blurRatio = 1.0;
  918. _this.ignoreCameraViewport = true;
  919. _this.onBeforeRenderObservable.add(function () {
  920. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  921. _this._savedViewMatrix = scene.getViewMatrix();
  922. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  923. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  924. scene.clipPlane = _this.mirrorPlane;
  925. scene.getEngine().cullBackFaces = false;
  926. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  927. });
  928. _this.onAfterRenderObservable.add(function () {
  929. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  930. scene.getEngine().cullBackFaces = true;
  931. scene._mirroredCameraPosition = null;
  932. delete scene.clipPlane;
  933. });
  934. return _this;
  935. }
  936. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  937. get: function () {
  938. return this._blurRatio;
  939. },
  940. set: function (value) {
  941. if (this._blurRatio === value) {
  942. return;
  943. }
  944. this._blurRatio = value;
  945. this._preparePostProcesses();
  946. },
  947. enumerable: true,
  948. configurable: true
  949. });
  950. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  951. set: function (value) {
  952. this._adaptiveBlurKernel = value;
  953. this._autoComputeBlurKernel();
  954. },
  955. enumerable: true,
  956. configurable: true
  957. });
  958. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  959. set: function (value) {
  960. this.blurKernelX = value;
  961. this.blurKernelY = value;
  962. },
  963. enumerable: true,
  964. configurable: true
  965. });
  966. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  967. get: function () {
  968. return this._blurKernelX;
  969. },
  970. set: function (value) {
  971. if (this._blurKernelX === value) {
  972. return;
  973. }
  974. this._blurKernelX = value;
  975. this._preparePostProcesses();
  976. },
  977. enumerable: true,
  978. configurable: true
  979. });
  980. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  981. get: function () {
  982. return this._blurKernelY;
  983. },
  984. set: function (value) {
  985. if (this._blurKernelY === value) {
  986. return;
  987. }
  988. this._blurKernelY = value;
  989. this._preparePostProcesses();
  990. },
  991. enumerable: true,
  992. configurable: true
  993. });
  994. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  995. var engine = this.getScene().getEngine();
  996. var dw = this.getRenderWidth() / engine.getRenderWidth();
  997. var dh = this.getRenderHeight() / engine.getRenderHeight();
  998. this.blurKernelX = this._adaptiveBlurKernel * dw;
  999. this.blurKernelY = this._adaptiveBlurKernel * dh;
  1000. };
  1001. MirrorTexture.prototype._onRatioRescale = function () {
  1002. if (this._sizeRatio) {
  1003. this.resize(this._initialSizeParameter);
  1004. if (!this._adaptiveBlurKernel) {
  1005. this._preparePostProcesses();
  1006. }
  1007. }
  1008. if (this._adaptiveBlurKernel) {
  1009. this._autoComputeBlurKernel();
  1010. }
  1011. };
  1012. MirrorTexture.prototype._preparePostProcesses = function () {
  1013. this.clearPostProcesses(true);
  1014. if (this._blurKernelX && this._blurKernelY) {
  1015. var engine = this.getScene().getEngine();
  1016. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  1017. this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  1018. this._blurX.autoClear = false;
  1019. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  1020. this._blurX.outputTexture = this._texture;
  1021. }
  1022. else {
  1023. this._blurX.alwaysForcePOT = true;
  1024. }
  1025. this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  1026. this._blurY.autoClear = false;
  1027. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  1028. this.addPostProcess(this._blurX);
  1029. this.addPostProcess(this._blurY);
  1030. }
  1031. else {
  1032. if (this._blurY) {
  1033. this.removePostProcess(this._blurY);
  1034. this._blurY.dispose();
  1035. this._blurY = null;
  1036. }
  1037. if (this._blurX) {
  1038. this.removePostProcess(this._blurX);
  1039. this._blurX.dispose();
  1040. this._blurX = null;
  1041. }
  1042. }
  1043. };
  1044. MirrorTexture.prototype.clone = function () {
  1045. var scene = this.getScene();
  1046. if (!scene) {
  1047. return this;
  1048. }
  1049. var textureSize = this.getSize();
  1050. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  1051. // Base texture
  1052. newTexture.hasAlpha = this.hasAlpha;
  1053. newTexture.level = this.level;
  1054. // Mirror Texture
  1055. newTexture.mirrorPlane = this.mirrorPlane.clone();
  1056. if (this.renderList) {
  1057. newTexture.renderList = this.renderList.slice(0);
  1058. }
  1059. return newTexture;
  1060. };
  1061. MirrorTexture.prototype.serialize = function () {
  1062. if (!this.name) {
  1063. return null;
  1064. }
  1065. var serializationObject = _super.prototype.serialize.call(this);
  1066. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  1067. return serializationObject;
  1068. };
  1069. return MirrorTexture;
  1070. }(BABYLON.RenderTargetTexture));
  1071. BABYLON.MirrorTexture = MirrorTexture;
  1072. })(BABYLON || (BABYLON = {}));
  1073. //# sourceMappingURL=babylon.mirrorTexture.js.map
  1074. var BABYLON;
  1075. (function (BABYLON) {
  1076. /**
  1077. * Creates a refraction texture used by refraction channel of the standard material.
  1078. * @param name the texture name
  1079. * @param size size of the underlying texture
  1080. * @param scene root scene
  1081. */
  1082. var RefractionTexture = /** @class */ (function (_super) {
  1083. __extends(RefractionTexture, _super);
  1084. function RefractionTexture(name, size, scene, generateMipMaps) {
  1085. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  1086. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  1087. _this.depth = 2.0;
  1088. _this.onBeforeRenderObservable.add(function () {
  1089. scene.clipPlane = _this.refractionPlane;
  1090. });
  1091. _this.onAfterRenderObservable.add(function () {
  1092. delete scene.clipPlane;
  1093. });
  1094. return _this;
  1095. }
  1096. RefractionTexture.prototype.clone = function () {
  1097. var scene = this.getScene();
  1098. if (!scene) {
  1099. return this;
  1100. }
  1101. var textureSize = this.getSize();
  1102. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  1103. // Base texture
  1104. newTexture.hasAlpha = this.hasAlpha;
  1105. newTexture.level = this.level;
  1106. // Refraction Texture
  1107. newTexture.refractionPlane = this.refractionPlane.clone();
  1108. if (this.renderList) {
  1109. newTexture.renderList = this.renderList.slice(0);
  1110. }
  1111. newTexture.depth = this.depth;
  1112. return newTexture;
  1113. };
  1114. RefractionTexture.prototype.serialize = function () {
  1115. if (!this.name) {
  1116. return null;
  1117. }
  1118. var serializationObject = _super.prototype.serialize.call(this);
  1119. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  1120. serializationObject.depth = this.depth;
  1121. return serializationObject;
  1122. };
  1123. return RefractionTexture;
  1124. }(BABYLON.RenderTargetTexture));
  1125. BABYLON.RefractionTexture = RefractionTexture;
  1126. })(BABYLON || (BABYLON = {}));
  1127. //# sourceMappingURL=babylon.refractionTexture.js.map
  1128. var BABYLON;
  1129. (function (BABYLON) {
  1130. var DynamicTexture = /** @class */ (function (_super) {
  1131. __extends(DynamicTexture, _super);
  1132. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  1133. if (scene === void 0) { scene = null; }
  1134. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1135. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  1136. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  1137. _this.name = name;
  1138. _this._engine = _this.getScene().getEngine();
  1139. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1140. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1141. _this._generateMipMaps = generateMipMaps;
  1142. if (options.getContext) {
  1143. _this._canvas = options;
  1144. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  1145. }
  1146. else {
  1147. _this._canvas = document.createElement("canvas");
  1148. if (options.width) {
  1149. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  1150. }
  1151. else {
  1152. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  1153. }
  1154. }
  1155. var textureSize = _this.getSize();
  1156. _this._canvas.width = textureSize.width;
  1157. _this._canvas.height = textureSize.height;
  1158. _this._context = _this._canvas.getContext("2d");
  1159. return _this;
  1160. }
  1161. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  1162. get: function () {
  1163. return true;
  1164. },
  1165. enumerable: true,
  1166. configurable: true
  1167. });
  1168. DynamicTexture.prototype._recreate = function (textureSize) {
  1169. this._canvas.width = textureSize.width;
  1170. this._canvas.height = textureSize.height;
  1171. this.releaseInternalTexture();
  1172. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  1173. };
  1174. DynamicTexture.prototype.scale = function (ratio) {
  1175. var textureSize = this.getSize();
  1176. textureSize.width *= ratio;
  1177. textureSize.height *= ratio;
  1178. this._recreate(textureSize);
  1179. };
  1180. DynamicTexture.prototype.scaleTo = function (width, height) {
  1181. var textureSize = this.getSize();
  1182. textureSize.width = width;
  1183. textureSize.height = height;
  1184. this._recreate(textureSize);
  1185. };
  1186. DynamicTexture.prototype.getContext = function () {
  1187. return this._context;
  1188. };
  1189. DynamicTexture.prototype.clear = function () {
  1190. var size = this.getSize();
  1191. this._context.fillRect(0, 0, size.width, size.height);
  1192. };
  1193. DynamicTexture.prototype.update = function (invertY) {
  1194. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, undefined, this._format || undefined);
  1195. };
  1196. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  1197. if (update === void 0) { update = true; }
  1198. var size = this.getSize();
  1199. if (clearColor) {
  1200. this._context.fillStyle = clearColor;
  1201. this._context.fillRect(0, 0, size.width, size.height);
  1202. }
  1203. this._context.font = font;
  1204. if (x === null || x === undefined) {
  1205. var textSize = this._context.measureText(text);
  1206. x = (size.width - textSize.width) / 2;
  1207. }
  1208. if (y === null || y === undefined) {
  1209. var fontSize = parseInt((font.replace(/\D/g, '')));
  1210. ;
  1211. y = (size.height / 2) + (fontSize / 3.65);
  1212. }
  1213. this._context.fillStyle = color;
  1214. this._context.fillText(text, x, y);
  1215. if (update) {
  1216. this.update(invertY);
  1217. }
  1218. };
  1219. DynamicTexture.prototype.clone = function () {
  1220. var scene = this.getScene();
  1221. if (!scene) {
  1222. return this;
  1223. }
  1224. var textureSize = this.getSize();
  1225. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  1226. // Base texture
  1227. newTexture.hasAlpha = this.hasAlpha;
  1228. newTexture.level = this.level;
  1229. // Dynamic Texture
  1230. newTexture.wrapU = this.wrapU;
  1231. newTexture.wrapV = this.wrapV;
  1232. return newTexture;
  1233. };
  1234. DynamicTexture.prototype._rebuild = function () {
  1235. this.update();
  1236. };
  1237. return DynamicTexture;
  1238. }(BABYLON.Texture));
  1239. BABYLON.DynamicTexture = DynamicTexture;
  1240. })(BABYLON || (BABYLON = {}));
  1241. //# sourceMappingURL=babylon.dynamicTexture.js.map
  1242. var BABYLON;
  1243. (function (BABYLON) {
  1244. var VideoTexture = /** @class */ (function (_super) {
  1245. __extends(VideoTexture, _super);
  1246. /**
  1247. * Creates a video texture.
  1248. * Sample : https://doc.babylonjs.com/tutorials/01._Advanced_Texturing
  1249. * @param {Array} urlsOrVideo can be used to provide an array of urls or an already setup HTML video element.
  1250. * @param {BABYLON.Scene} scene is obviously the current scene.
  1251. * @param {boolean} generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  1252. * @param {boolean} invertY is false by default but can be used to invert video on Y axis
  1253. * @param {number} samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  1254. */
  1255. function VideoTexture(name, urlsOrVideo, scene, generateMipMaps, invertY, samplingMode) {
  1256. if (generateMipMaps === void 0) { generateMipMaps = false; }
  1257. if (invertY === void 0) { invertY = false; }
  1258. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1259. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  1260. _this._autoLaunch = true;
  1261. var urls = null;
  1262. _this.name = name;
  1263. if (urlsOrVideo instanceof HTMLVideoElement) {
  1264. _this.video = urlsOrVideo;
  1265. }
  1266. else {
  1267. urls = urlsOrVideo;
  1268. _this.video = document.createElement("video");
  1269. _this.video.autoplay = false;
  1270. _this.video.loop = true;
  1271. BABYLON.Tools.SetCorsBehavior(urls, _this.video);
  1272. }
  1273. _this._engine = _this.getScene().getEngine();
  1274. _this._generateMipMaps = generateMipMaps;
  1275. _this._samplingMode = samplingMode;
  1276. if (!_this._engine.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  1277. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  1278. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  1279. }
  1280. else {
  1281. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1282. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1283. _this._generateMipMaps = false;
  1284. }
  1285. if (urls) {
  1286. _this.video.addEventListener("canplay", function () {
  1287. if (_this._texture === undefined) {
  1288. _this._createTexture();
  1289. }
  1290. });
  1291. urls.forEach(function (url) {
  1292. var source = document.createElement("source");
  1293. source.src = url;
  1294. _this.video.appendChild(source);
  1295. });
  1296. }
  1297. else {
  1298. _this._createTexture();
  1299. }
  1300. _this._lastUpdate = BABYLON.Tools.Now;
  1301. return _this;
  1302. }
  1303. VideoTexture.prototype.__setTextureReady = function () {
  1304. if (this._texture) {
  1305. this._texture.isReady = true;
  1306. }
  1307. };
  1308. VideoTexture.prototype._createTexture = function () {
  1309. this._texture = this._engine.createDynamicTexture(this.video.videoWidth, this.video.videoHeight, this._generateMipMaps, this._samplingMode);
  1310. if (this._autoLaunch) {
  1311. this._autoLaunch = false;
  1312. this.video.play();
  1313. }
  1314. this._setTextureReady = this.__setTextureReady.bind(this);
  1315. this.video.addEventListener("playing", this._setTextureReady);
  1316. };
  1317. VideoTexture.prototype._rebuild = function () {
  1318. this.update();
  1319. };
  1320. VideoTexture.prototype.update = function () {
  1321. var now = BABYLON.Tools.Now;
  1322. if (now - this._lastUpdate < 15 || this.video.readyState !== this.video.HAVE_ENOUGH_DATA) {
  1323. return false;
  1324. }
  1325. this._lastUpdate = now;
  1326. this._engine.updateVideoTexture(this._texture, this.video, this._invertY);
  1327. return true;
  1328. };
  1329. VideoTexture.prototype.dispose = function () {
  1330. _super.prototype.dispose.call(this);
  1331. this.video.removeEventListener("playing", this._setTextureReady);
  1332. };
  1333. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  1334. var video = document.createElement("video");
  1335. var constraintsDeviceId;
  1336. if (constraints && constraints.deviceId) {
  1337. constraintsDeviceId = {
  1338. exact: constraints.deviceId
  1339. };
  1340. }
  1341. navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
  1342. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  1343. if (navigator.getUserMedia) {
  1344. navigator.getUserMedia({
  1345. video: {
  1346. deviceId: constraintsDeviceId,
  1347. width: {
  1348. min: (constraints && constraints.minWidth) || 256,
  1349. max: (constraints && constraints.maxWidth) || 640
  1350. },
  1351. height: {
  1352. min: (constraints && constraints.minHeight) || 256,
  1353. max: (constraints && constraints.maxHeight) || 480
  1354. }
  1355. }
  1356. }, function (stream) {
  1357. if (video.mozSrcObject !== undefined) {
  1358. video.mozSrcObject = stream;
  1359. }
  1360. else {
  1361. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  1362. }
  1363. video.play();
  1364. if (onReady) {
  1365. onReady(new VideoTexture("video", video, scene, true, true));
  1366. }
  1367. }, function (e) {
  1368. BABYLON.Tools.Error(e.name);
  1369. });
  1370. }
  1371. };
  1372. return VideoTexture;
  1373. }(BABYLON.Texture));
  1374. BABYLON.VideoTexture = VideoTexture;
  1375. })(BABYLON || (BABYLON = {}));
  1376. //# sourceMappingURL=babylon.videoTexture.js.map
  1377. var BABYLON;
  1378. (function (BABYLON) {
  1379. var RawTexture = /** @class */ (function (_super) {
  1380. __extends(RawTexture, _super);
  1381. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode, type) {
  1382. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1383. if (invertY === void 0) { invertY = false; }
  1384. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1385. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  1386. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  1387. _this.format = format;
  1388. _this._engine = scene.getEngine();
  1389. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  1390. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1391. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  1392. return _this;
  1393. }
  1394. RawTexture.prototype.update = function (data) {
  1395. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  1396. };
  1397. // Statics
  1398. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  1399. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1400. if (invertY === void 0) { invertY = false; }
  1401. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1402. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  1403. };
  1404. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  1405. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1406. if (invertY === void 0) { invertY = false; }
  1407. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1408. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  1409. };
  1410. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  1411. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1412. if (invertY === void 0) { invertY = false; }
  1413. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1414. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  1415. };
  1416. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  1417. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1418. if (invertY === void 0) { invertY = false; }
  1419. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1420. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  1421. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  1422. };
  1423. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  1424. if (generateMipMaps === void 0) { generateMipMaps = true; }
  1425. if (invertY === void 0) { invertY = false; }
  1426. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  1427. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  1428. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  1429. };
  1430. return RawTexture;
  1431. }(BABYLON.Texture));
  1432. BABYLON.RawTexture = RawTexture;
  1433. })(BABYLON || (BABYLON = {}));
  1434. //# sourceMappingURL=babylon.rawTexture.js.map
  1435. BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
  1436. BABYLON.Effect.IncludesShadersStore['bonesDeclaration'] = "#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif";
  1437. BABYLON.Effect.IncludesShadersStore['instancesDeclaration'] = "#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif";
  1438. BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
  1439. BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
  1440. BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
  1441. BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
  1442. BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
  1443. BABYLON.Effect.IncludesShadersStore['morphTargetsVertexDeclaration'] = "#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif";
  1444. BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
  1445. BABYLON.Effect.IncludesShadersStore['morphTargetsVertex'] = "#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif";
  1446. BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
  1447. BABYLON.Effect.IncludesShadersStore['bonesVertex'] = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif";
  1448. BABYLON.Effect.IncludesShadersStore['bumpVertex'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif";
  1449. BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
  1450. BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
  1451. BABYLON.Effect.IncludesShadersStore['shadowsVertex'] = "#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif";
  1452. BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
  1453. BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
  1454. BABYLON.Effect.IncludesShadersStore['helperFunctions'] = "const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nvec3 dither(vec2 seed,vec3 color) {\nfloat rand=getRand(seed);\ncolor+=mix(-0.5/255.0,0.5/255.0,rand);\ncolor=max(color,0.0);\nreturn color;\n}";
  1455. BABYLON.Effect.IncludesShadersStore['lightFragmentDeclaration'] = "#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\n#endif\n#ifdef HEMILIGHT{X}\nuniform vec3 vLightGround{X};\n#endif\n#endif";
  1456. BABYLON.Effect.IncludesShadersStore['lightsFragmentFunctions'] = "\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\n";
  1457. BABYLON.Effect.IncludesShadersStore['lightUboDeclaration'] = "#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\n#endif\n#ifdef HEMILIGHT{X}\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif";
  1458. BABYLON.Effect.IncludesShadersStore['defaultVertexDeclaration'] = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n";
  1459. BABYLON.Effect.IncludesShadersStore['defaultFragmentDeclaration'] = "uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif";
  1460. BABYLON.Effect.IncludesShadersStore['defaultUboDeclaration'] = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};";
  1461. BABYLON.Effect.IncludesShadersStore['shadowsFragmentFunctions'] = "#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#endif\n";
  1462. BABYLON.Effect.IncludesShadersStore['fresnelFunction'] = "#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif";
  1463. BABYLON.Effect.IncludesShadersStore['reflectionFunction'] = "vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef INVERTCUBICMAP\ncoords.y=1.0-coords.y;\n#endif\nreturn vec3(reflectionMatrix*vec4(coords,0));\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}";
  1464. BABYLON.Effect.IncludesShadersStore['imageProcessingDeclaration'] = "#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif";
  1465. BABYLON.Effect.IncludesShadersStore['imageProcessingFunctions'] = "#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}";
  1466. BABYLON.Effect.IncludesShadersStore['bumpFragmentFunctions'] = "#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif";
  1467. BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
  1468. BABYLON.Effect.IncludesShadersStore['fogFragmentDeclaration'] = "#ifdef FOG\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\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif";
  1469. BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
  1470. BABYLON.Effect.IncludesShadersStore['bumpFragment'] = "vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif";
  1471. BABYLON.Effect.IncludesShadersStore['lightFragment'] = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else\n#ifdef SHADOWESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else \n#ifdef SHADOWPCF{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPCFCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif";
  1472. BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
  1473. BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
  1474. var CubeTexture = BABYLON.CubeTexture;
  1475. var RenderTargetTexture = BABYLON.RenderTargetTexture;
  1476. var MultiRenderTarget = BABYLON.MultiRenderTarget;
  1477. var MirrorTexture = BABYLON.MirrorTexture;
  1478. var RefractionTexture = BABYLON.RefractionTexture;
  1479. var DynamicTexture = BABYLON.DynamicTexture;
  1480. var VideoTexture = BABYLON.VideoTexture;
  1481. var RawTexture = BABYLON.RawTexture;
  1482. export { CubeTexture,RenderTargetTexture,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture };