index.js 95 KB

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  1. if(typeof require !== 'undefined'){
  2. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  3. var BABYLON = globalObject["BABYLON"] || {};
  4. var BABYLON0 = require('babylonjs/core');
  5. if(BABYLON !== BABYLON0) __extends(BABYLON, BABYLON0);
  6. var BABYLON;
  7. (function (BABYLON) {
  8. var AudioEngine = /** @class */ (function () {
  9. function AudioEngine() {
  10. this._audioContext = null;
  11. this._audioContextInitialized = false;
  12. this.canUseWebAudio = false;
  13. this.WarnedWebAudioUnsupported = false;
  14. this.unlocked = false;
  15. this.isMP3supported = false;
  16. this.isOGGsupported = false;
  17. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  18. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  19. this.canUseWebAudio = true;
  20. }
  21. var audioElem = document.createElement('audio');
  22. try {
  23. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  24. this.isMP3supported = true;
  25. }
  26. }
  27. catch (e) {
  28. // protect error during capability check.
  29. }
  30. try {
  31. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  32. this.isOGGsupported = true;
  33. }
  34. }
  35. catch (e) {
  36. // protect error during capability check.
  37. }
  38. if (/iPad|iPhone|iPod/.test(navigator.platform)) {
  39. this._unlockiOSaudio();
  40. }
  41. else {
  42. this.unlocked = true;
  43. }
  44. }
  45. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  46. get: function () {
  47. if (!this._audioContextInitialized) {
  48. this._initializeAudioContext();
  49. }
  50. return this._audioContext;
  51. },
  52. enumerable: true,
  53. configurable: true
  54. });
  55. AudioEngine.prototype._unlockiOSaudio = function () {
  56. var _this = this;
  57. var unlockaudio = function () {
  58. if (!_this.audioContext) {
  59. return;
  60. }
  61. var buffer = _this.audioContext.createBuffer(1, 1, 22050);
  62. var source = _this.audioContext.createBufferSource();
  63. source.buffer = buffer;
  64. source.connect(_this.audioContext.destination);
  65. source.start(0);
  66. setTimeout(function () {
  67. if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
  68. _this.unlocked = true;
  69. window.removeEventListener('touchend', unlockaudio, false);
  70. if (_this.onAudioUnlocked) {
  71. _this.onAudioUnlocked();
  72. }
  73. }
  74. }, 0);
  75. };
  76. window.addEventListener('touchend', unlockaudio, false);
  77. };
  78. AudioEngine.prototype._initializeAudioContext = function () {
  79. try {
  80. if (this.canUseWebAudio) {
  81. this._audioContext = new AudioContext();
  82. // create a global volume gain node
  83. this.masterGain = this._audioContext.createGain();
  84. this.masterGain.gain.value = 1;
  85. this.masterGain.connect(this._audioContext.destination);
  86. this._audioContextInitialized = true;
  87. }
  88. }
  89. catch (e) {
  90. this.canUseWebAudio = false;
  91. BABYLON.Tools.Error("Web Audio: " + e.message);
  92. }
  93. };
  94. AudioEngine.prototype.dispose = function () {
  95. if (this.canUseWebAudio && this._audioContextInitialized) {
  96. if (this._connectedAnalyser && this._audioContext) {
  97. this._connectedAnalyser.stopDebugCanvas();
  98. this._connectedAnalyser.dispose();
  99. this.masterGain.disconnect();
  100. this.masterGain.connect(this._audioContext.destination);
  101. this._connectedAnalyser = null;
  102. }
  103. this.masterGain.gain.value = 1;
  104. }
  105. this.WarnedWebAudioUnsupported = false;
  106. };
  107. AudioEngine.prototype.getGlobalVolume = function () {
  108. if (this.canUseWebAudio && this._audioContextInitialized) {
  109. return this.masterGain.gain.value;
  110. }
  111. else {
  112. return -1;
  113. }
  114. };
  115. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  116. if (this.canUseWebAudio && this._audioContextInitialized) {
  117. this.masterGain.gain.value = newVolume;
  118. }
  119. };
  120. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  121. if (this._connectedAnalyser) {
  122. this._connectedAnalyser.stopDebugCanvas();
  123. }
  124. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  125. this._connectedAnalyser = analyser;
  126. this.masterGain.disconnect();
  127. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  128. }
  129. };
  130. return AudioEngine;
  131. }());
  132. BABYLON.AudioEngine = AudioEngine;
  133. })(BABYLON || (BABYLON = {}));
  134. //# sourceMappingURL=babylon.audioEngine.js.map
  135. var BABYLON;
  136. (function (BABYLON) {
  137. var Sound = /** @class */ (function () {
  138. /**
  139. * Create a sound and attach it to a scene
  140. * @param name Name of your sound
  141. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  142. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  143. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  144. */
  145. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  146. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  147. var _this = this;
  148. this.autoplay = false;
  149. this.loop = false;
  150. this.useCustomAttenuation = false;
  151. this.spatialSound = false;
  152. this.refDistance = 1;
  153. this.rolloffFactor = 1;
  154. this.maxDistance = 100;
  155. this.distanceModel = "linear";
  156. this._panningModel = "equalpower";
  157. this._playbackRate = 1;
  158. this._streaming = false;
  159. this._startTime = 0;
  160. this._startOffset = 0;
  161. this._position = BABYLON.Vector3.Zero();
  162. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  163. this._volume = 1;
  164. this._isReadyToPlay = false;
  165. this.isPlaying = false;
  166. this.isPaused = false;
  167. this._isDirectional = false;
  168. // Used if you'd like to create a directional sound.
  169. // If not set, the sound will be omnidirectional
  170. this._coneInnerAngle = 360;
  171. this._coneOuterAngle = 360;
  172. this._coneOuterGain = 0;
  173. this._isOutputConnected = false;
  174. this._urlType = "Unknown";
  175. this.name = name;
  176. this._scene = scene;
  177. this._readyToPlayCallback = readyToPlayCallback;
  178. // Default custom attenuation function is a linear attenuation
  179. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  180. if (currentDistance < maxDistance) {
  181. return currentVolume * (1 - currentDistance / maxDistance);
  182. }
  183. else {
  184. return 0;
  185. }
  186. };
  187. if (options) {
  188. this.autoplay = options.autoplay || false;
  189. this.loop = options.loop || false;
  190. // if volume === 0, we need another way to check this option
  191. if (options.volume !== undefined) {
  192. this._volume = options.volume;
  193. }
  194. this.spatialSound = options.spatialSound || false;
  195. this.maxDistance = options.maxDistance || 100;
  196. this.useCustomAttenuation = options.useCustomAttenuation || false;
  197. this.rolloffFactor = options.rolloffFactor || 1;
  198. this.refDistance = options.refDistance || 1;
  199. this.distanceModel = options.distanceModel || "linear";
  200. this._playbackRate = options.playbackRate || 1;
  201. this._streaming = options.streaming || false;
  202. }
  203. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  204. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  205. this._soundGain.gain.value = this._volume;
  206. this._inputAudioNode = this._soundGain;
  207. this._ouputAudioNode = this._soundGain;
  208. if (this.spatialSound) {
  209. this._createSpatialParameters();
  210. }
  211. this._scene.mainSoundTrack.AddSound(this);
  212. var validParameter = true;
  213. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  214. if (urlOrArrayBuffer) {
  215. if (typeof (urlOrArrayBuffer) === "string")
  216. this._urlType = "String";
  217. if (Array.isArray(urlOrArrayBuffer))
  218. this._urlType = "Array";
  219. if (urlOrArrayBuffer instanceof ArrayBuffer)
  220. this._urlType = "ArrayBuffer";
  221. var urls = [];
  222. var codecSupportedFound = false;
  223. switch (this._urlType) {
  224. case "ArrayBuffer":
  225. if (urlOrArrayBuffer.byteLength > 0) {
  226. codecSupportedFound = true;
  227. this._soundLoaded(urlOrArrayBuffer);
  228. }
  229. break;
  230. case "String":
  231. urls.push(urlOrArrayBuffer);
  232. case "Array":
  233. if (urls.length === 0)
  234. urls = urlOrArrayBuffer;
  235. // If we found a supported format, we load it immediately and stop the loop
  236. for (var i = 0; i < urls.length; i++) {
  237. var url = urls[i];
  238. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  239. codecSupportedFound = true;
  240. }
  241. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  242. codecSupportedFound = true;
  243. }
  244. if (url.indexOf(".wav", url.length - 4) !== -1) {
  245. codecSupportedFound = true;
  246. }
  247. if (url.indexOf("blob:") !== -1) {
  248. codecSupportedFound = true;
  249. }
  250. if (codecSupportedFound) {
  251. // Loading sound using XHR2
  252. if (!this._streaming) {
  253. this._scene._loadFile(url, function (data) { _this._soundLoaded(data); }, undefined, true, true);
  254. }
  255. else {
  256. this._htmlAudioElement = new Audio(url);
  257. this._htmlAudioElement.controls = false;
  258. this._htmlAudioElement.loop = this.loop;
  259. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  260. this._htmlAudioElement.preload = "auto";
  261. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  262. _this._isReadyToPlay = true;
  263. if (_this.autoplay) {
  264. _this.play();
  265. }
  266. if (_this._readyToPlayCallback) {
  267. _this._readyToPlayCallback();
  268. }
  269. });
  270. document.body.appendChild(this._htmlAudioElement);
  271. }
  272. break;
  273. }
  274. }
  275. break;
  276. default:
  277. validParameter = false;
  278. break;
  279. }
  280. if (!validParameter) {
  281. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  282. }
  283. else {
  284. if (!codecSupportedFound) {
  285. this._isReadyToPlay = true;
  286. // Simulating a ready to play event to avoid breaking code path
  287. if (this._readyToPlayCallback) {
  288. window.setTimeout(function () {
  289. if (_this._readyToPlayCallback) {
  290. _this._readyToPlayCallback();
  291. }
  292. }, 1000);
  293. }
  294. }
  295. }
  296. }
  297. }
  298. else {
  299. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  300. this._scene.mainSoundTrack.AddSound(this);
  301. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  302. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  303. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  304. }
  305. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  306. if (this._readyToPlayCallback) {
  307. window.setTimeout(function () {
  308. if (_this._readyToPlayCallback) {
  309. _this._readyToPlayCallback();
  310. }
  311. }, 1000);
  312. }
  313. }
  314. }
  315. Sound.prototype.dispose = function () {
  316. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
  317. if (this.isPlaying) {
  318. this.stop();
  319. }
  320. this._isReadyToPlay = false;
  321. if (this.soundTrackId === -1) {
  322. this._scene.mainSoundTrack.RemoveSound(this);
  323. }
  324. else {
  325. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  326. }
  327. if (this._soundGain) {
  328. this._soundGain.disconnect();
  329. this._soundGain = null;
  330. }
  331. if (this._soundPanner) {
  332. this._soundPanner.disconnect();
  333. this._soundPanner = null;
  334. }
  335. if (this._soundSource) {
  336. this._soundSource.disconnect();
  337. this._soundSource = null;
  338. }
  339. this._audioBuffer = null;
  340. if (this._htmlAudioElement) {
  341. this._htmlAudioElement.pause();
  342. this._htmlAudioElement.src = "";
  343. document.body.removeChild(this._htmlAudioElement);
  344. }
  345. if (this._connectedMesh && this._registerFunc) {
  346. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  347. this._connectedMesh = null;
  348. }
  349. }
  350. };
  351. Sound.prototype.isReady = function () {
  352. return this._isReadyToPlay;
  353. };
  354. Sound.prototype._soundLoaded = function (audioData) {
  355. var _this = this;
  356. if (!BABYLON.Engine.audioEngine.audioContext) {
  357. return;
  358. }
  359. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  360. _this._audioBuffer = buffer;
  361. _this._isReadyToPlay = true;
  362. if (_this.autoplay) {
  363. _this.play();
  364. }
  365. if (_this._readyToPlayCallback) {
  366. _this._readyToPlayCallback();
  367. }
  368. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  369. };
  370. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  371. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  372. this._audioBuffer = audioBuffer;
  373. this._isReadyToPlay = true;
  374. }
  375. };
  376. Sound.prototype.updateOptions = function (options) {
  377. if (options) {
  378. this.loop = options.loop || this.loop;
  379. this.maxDistance = options.maxDistance || this.maxDistance;
  380. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  381. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  382. this.refDistance = options.refDistance || this.refDistance;
  383. this.distanceModel = options.distanceModel || this.distanceModel;
  384. this._playbackRate = options.playbackRate || this._playbackRate;
  385. this._updateSpatialParameters();
  386. if (this.isPlaying) {
  387. if (this._streaming) {
  388. this._htmlAudioElement.playbackRate = this._playbackRate;
  389. }
  390. else {
  391. if (this._soundSource) {
  392. this._soundSource.playbackRate.value = this._playbackRate;
  393. }
  394. }
  395. }
  396. }
  397. };
  398. Sound.prototype._createSpatialParameters = function () {
  399. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  400. if (this._scene.headphone) {
  401. this._panningModel = "HRTF";
  402. }
  403. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  404. this._updateSpatialParameters();
  405. this._soundPanner.connect(this._ouputAudioNode);
  406. this._inputAudioNode = this._soundPanner;
  407. }
  408. };
  409. Sound.prototype._updateSpatialParameters = function () {
  410. if (this.spatialSound && this._soundPanner) {
  411. if (this.useCustomAttenuation) {
  412. // Tricks to disable in a way embedded Web Audio attenuation
  413. this._soundPanner.distanceModel = "linear";
  414. this._soundPanner.maxDistance = Number.MAX_VALUE;
  415. this._soundPanner.refDistance = 1;
  416. this._soundPanner.rolloffFactor = 1;
  417. this._soundPanner.panningModel = this._panningModel;
  418. }
  419. else {
  420. this._soundPanner.distanceModel = this.distanceModel;
  421. this._soundPanner.maxDistance = this.maxDistance;
  422. this._soundPanner.refDistance = this.refDistance;
  423. this._soundPanner.rolloffFactor = this.rolloffFactor;
  424. this._soundPanner.panningModel = this._panningModel;
  425. }
  426. }
  427. };
  428. Sound.prototype.switchPanningModelToHRTF = function () {
  429. this._panningModel = "HRTF";
  430. this._switchPanningModel();
  431. };
  432. Sound.prototype.switchPanningModelToEqualPower = function () {
  433. this._panningModel = "equalpower";
  434. this._switchPanningModel();
  435. };
  436. Sound.prototype._switchPanningModel = function () {
  437. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  438. this._soundPanner.panningModel = this._panningModel;
  439. }
  440. };
  441. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  442. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  443. if (this._isOutputConnected) {
  444. this._ouputAudioNode.disconnect();
  445. }
  446. this._ouputAudioNode.connect(soundTrackAudioNode);
  447. this._isOutputConnected = true;
  448. }
  449. };
  450. /**
  451. * Transform this sound into a directional source
  452. * @param coneInnerAngle Size of the inner cone in degree
  453. * @param coneOuterAngle Size of the outer cone in degree
  454. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  455. */
  456. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  457. if (coneOuterAngle < coneInnerAngle) {
  458. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  459. return;
  460. }
  461. this._coneInnerAngle = coneInnerAngle;
  462. this._coneOuterAngle = coneOuterAngle;
  463. this._coneOuterGain = coneOuterGain;
  464. this._isDirectional = true;
  465. if (this.isPlaying && this.loop) {
  466. this.stop();
  467. this.play();
  468. }
  469. };
  470. Sound.prototype.setPosition = function (newPosition) {
  471. this._position = newPosition;
  472. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  473. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  474. }
  475. };
  476. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  477. this._localDirection = newLocalDirection;
  478. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  479. this._updateDirection();
  480. }
  481. };
  482. Sound.prototype._updateDirection = function () {
  483. if (!this._connectedMesh || !this._soundPanner) {
  484. return;
  485. }
  486. var mat = this._connectedMesh.getWorldMatrix();
  487. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  488. direction.normalize();
  489. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  490. };
  491. Sound.prototype.updateDistanceFromListener = function () {
  492. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  493. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  494. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  495. }
  496. };
  497. Sound.prototype.setAttenuationFunction = function (callback) {
  498. this._customAttenuationFunction = callback;
  499. };
  500. /**
  501. * Play the sound
  502. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  503. * @param offset (optional) Start the sound setting it at a specific time
  504. */
  505. Sound.prototype.play = function (time, offset) {
  506. var _this = this;
  507. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  508. try {
  509. if (this._startOffset < 0) {
  510. time = -this._startOffset;
  511. this._startOffset = 0;
  512. }
  513. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  514. if (!this._soundSource || !this._streamingSource) {
  515. if (this.spatialSound && this._soundPanner) {
  516. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  517. if (this._isDirectional) {
  518. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  519. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  520. this._soundPanner.coneOuterGain = this._coneOuterGain;
  521. if (this._connectedMesh) {
  522. this._updateDirection();
  523. }
  524. else {
  525. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  526. }
  527. }
  528. }
  529. }
  530. if (this._streaming) {
  531. if (!this._streamingSource) {
  532. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  533. this._htmlAudioElement.onended = function () { _this._onended(); };
  534. this._htmlAudioElement.playbackRate = this._playbackRate;
  535. }
  536. this._streamingSource.disconnect();
  537. this._streamingSource.connect(this._inputAudioNode);
  538. this._htmlAudioElement.play();
  539. }
  540. else {
  541. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  542. this._soundSource.buffer = this._audioBuffer;
  543. this._soundSource.connect(this._inputAudioNode);
  544. this._soundSource.loop = this.loop;
  545. this._soundSource.playbackRate.value = this._playbackRate;
  546. this._soundSource.onended = function () { _this._onended(); };
  547. if (this._soundSource.buffer) {
  548. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  549. }
  550. }
  551. this._startTime = startTime;
  552. this.isPlaying = true;
  553. this.isPaused = false;
  554. }
  555. catch (ex) {
  556. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  557. }
  558. }
  559. };
  560. Sound.prototype._onended = function () {
  561. this.isPlaying = false;
  562. if (this.onended) {
  563. this.onended();
  564. }
  565. };
  566. /**
  567. * Stop the sound
  568. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  569. */
  570. Sound.prototype.stop = function (time) {
  571. if (this.isPlaying) {
  572. if (this._streaming) {
  573. this._htmlAudioElement.pause();
  574. // Test needed for Firefox or it will generate an Invalid State Error
  575. if (this._htmlAudioElement.currentTime > 0) {
  576. this._htmlAudioElement.currentTime = 0;
  577. }
  578. }
  579. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  580. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  581. this._soundSource.stop(stopTime);
  582. this._soundSource.onended = function () { };
  583. if (!this.isPaused) {
  584. this._startOffset = 0;
  585. }
  586. }
  587. this.isPlaying = false;
  588. }
  589. };
  590. Sound.prototype.pause = function () {
  591. if (this.isPlaying) {
  592. this.isPaused = true;
  593. if (this._streaming) {
  594. this._htmlAudioElement.pause();
  595. }
  596. else if (BABYLON.Engine.audioEngine.audioContext) {
  597. this.stop(0);
  598. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  599. }
  600. }
  601. };
  602. Sound.prototype.setVolume = function (newVolume, time) {
  603. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  604. if (time && BABYLON.Engine.audioEngine.audioContext) {
  605. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  606. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  607. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  608. }
  609. else {
  610. this._soundGain.gain.value = newVolume;
  611. }
  612. }
  613. this._volume = newVolume;
  614. };
  615. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  616. this._playbackRate = newPlaybackRate;
  617. if (this.isPlaying) {
  618. if (this._streaming) {
  619. this._htmlAudioElement.playbackRate = this._playbackRate;
  620. }
  621. else if (this._soundSource) {
  622. this._soundSource.playbackRate.value = this._playbackRate;
  623. }
  624. }
  625. };
  626. Sound.prototype.getVolume = function () {
  627. return this._volume;
  628. };
  629. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  630. var _this = this;
  631. if (this._connectedMesh && this._registerFunc) {
  632. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  633. this._registerFunc = null;
  634. }
  635. this._connectedMesh = meshToConnectTo;
  636. if (!this.spatialSound) {
  637. this.spatialSound = true;
  638. this._createSpatialParameters();
  639. if (this.isPlaying && this.loop) {
  640. this.stop();
  641. this.play();
  642. }
  643. }
  644. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  645. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  646. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  647. };
  648. Sound.prototype.detachFromMesh = function () {
  649. if (this._connectedMesh && this._registerFunc) {
  650. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  651. this._registerFunc = null;
  652. this._connectedMesh = null;
  653. }
  654. };
  655. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  656. if (!node.getBoundingInfo) {
  657. return;
  658. }
  659. var mesh = node;
  660. var boundingInfo = mesh.getBoundingInfo();
  661. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  662. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  663. this._updateDirection();
  664. }
  665. };
  666. Sound.prototype.clone = function () {
  667. var _this = this;
  668. if (!this._streaming) {
  669. var setBufferAndRun = function () {
  670. if (_this._isReadyToPlay) {
  671. clonedSound._audioBuffer = _this.getAudioBuffer();
  672. clonedSound._isReadyToPlay = true;
  673. if (clonedSound.autoplay) {
  674. clonedSound.play();
  675. }
  676. }
  677. else {
  678. window.setTimeout(setBufferAndRun, 300);
  679. }
  680. };
  681. var currentOptions = {
  682. autoplay: this.autoplay, loop: this.loop,
  683. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  684. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  685. refDistance: this.refDistance, distanceModel: this.distanceModel
  686. };
  687. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  688. if (this.useCustomAttenuation) {
  689. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  690. }
  691. clonedSound.setPosition(this._position);
  692. clonedSound.setPlaybackRate(this._playbackRate);
  693. setBufferAndRun();
  694. return clonedSound;
  695. }
  696. else {
  697. return null;
  698. }
  699. };
  700. Sound.prototype.getAudioBuffer = function () {
  701. return this._audioBuffer;
  702. };
  703. Sound.prototype.serialize = function () {
  704. var serializationObject = {
  705. name: this.name,
  706. url: this.name,
  707. autoplay: this.autoplay,
  708. loop: this.loop,
  709. volume: this._volume,
  710. spatialSound: this.spatialSound,
  711. maxDistance: this.maxDistance,
  712. rolloffFactor: this.rolloffFactor,
  713. refDistance: this.refDistance,
  714. distanceModel: this.distanceModel,
  715. playbackRate: this._playbackRate,
  716. panningModel: this._panningModel,
  717. soundTrackId: this.soundTrackId
  718. };
  719. if (this.spatialSound) {
  720. if (this._connectedMesh)
  721. serializationObject.connectedMeshId = this._connectedMesh.id;
  722. serializationObject.position = this._position.asArray();
  723. serializationObject.refDistance = this.refDistance;
  724. serializationObject.distanceModel = this.distanceModel;
  725. serializationObject.isDirectional = this._isDirectional;
  726. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  727. serializationObject.coneInnerAngle = this._coneInnerAngle;
  728. serializationObject.coneOuterAngle = this._coneOuterAngle;
  729. serializationObject.coneOuterGain = this._coneOuterGain;
  730. }
  731. return serializationObject;
  732. };
  733. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  734. var soundName = parsedSound.name;
  735. var soundUrl;
  736. if (parsedSound.url) {
  737. soundUrl = rootUrl + parsedSound.url;
  738. }
  739. else {
  740. soundUrl = rootUrl + soundName;
  741. }
  742. var options = {
  743. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  744. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  745. rolloffFactor: parsedSound.rolloffFactor,
  746. refDistance: parsedSound.refDistance,
  747. distanceModel: parsedSound.distanceModel,
  748. playbackRate: parsedSound.playbackRate
  749. };
  750. var newSound;
  751. if (!sourceSound) {
  752. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  753. scene._addPendingData(newSound);
  754. }
  755. else {
  756. var setBufferAndRun = function () {
  757. if (sourceSound._isReadyToPlay) {
  758. newSound._audioBuffer = sourceSound.getAudioBuffer();
  759. newSound._isReadyToPlay = true;
  760. if (newSound.autoplay) {
  761. newSound.play();
  762. }
  763. }
  764. else {
  765. window.setTimeout(setBufferAndRun, 300);
  766. }
  767. };
  768. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  769. setBufferAndRun();
  770. }
  771. if (parsedSound.position) {
  772. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  773. newSound.setPosition(soundPosition);
  774. }
  775. if (parsedSound.isDirectional) {
  776. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  777. if (parsedSound.localDirectionToMesh) {
  778. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  779. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  780. }
  781. }
  782. if (parsedSound.connectedMeshId) {
  783. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  784. if (connectedMesh) {
  785. newSound.attachToMesh(connectedMesh);
  786. }
  787. }
  788. return newSound;
  789. };
  790. return Sound;
  791. }());
  792. BABYLON.Sound = Sound;
  793. })(BABYLON || (BABYLON = {}));
  794. //# sourceMappingURL=babylon.sound.js.map
  795. 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}";
  796. 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}";
  797. var BABYLON;
  798. (function (BABYLON) {
  799. var SoundTrack = /** @class */ (function () {
  800. function SoundTrack(scene, options) {
  801. this.id = -1;
  802. this._isMainTrack = false;
  803. this._isInitialized = false;
  804. this._scene = scene;
  805. this.soundCollection = new Array();
  806. this._options = options;
  807. if (!this._isMainTrack) {
  808. this._scene.soundTracks.push(this);
  809. this.id = this._scene.soundTracks.length - 1;
  810. }
  811. }
  812. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  813. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  814. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  815. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  816. if (this._options) {
  817. if (this._options.volume) {
  818. this._outputAudioNode.gain.value = this._options.volume;
  819. }
  820. if (this._options.mainTrack) {
  821. this._isMainTrack = this._options.mainTrack;
  822. }
  823. }
  824. this._isInitialized = true;
  825. }
  826. };
  827. SoundTrack.prototype.dispose = function () {
  828. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  829. if (this._connectedAnalyser) {
  830. this._connectedAnalyser.stopDebugCanvas();
  831. }
  832. while (this.soundCollection.length) {
  833. this.soundCollection[0].dispose();
  834. }
  835. if (this._outputAudioNode) {
  836. this._outputAudioNode.disconnect();
  837. }
  838. this._outputAudioNode = null;
  839. }
  840. };
  841. SoundTrack.prototype.AddSound = function (sound) {
  842. if (!this._isInitialized) {
  843. this._initializeSoundTrackAudioGraph();
  844. }
  845. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  846. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  847. }
  848. if (sound.soundTrackId) {
  849. if (sound.soundTrackId === -1) {
  850. this._scene.mainSoundTrack.RemoveSound(sound);
  851. }
  852. else {
  853. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  854. }
  855. }
  856. this.soundCollection.push(sound);
  857. sound.soundTrackId = this.id;
  858. };
  859. SoundTrack.prototype.RemoveSound = function (sound) {
  860. var index = this.soundCollection.indexOf(sound);
  861. if (index !== -1) {
  862. this.soundCollection.splice(index, 1);
  863. }
  864. };
  865. SoundTrack.prototype.setVolume = function (newVolume) {
  866. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  867. this._outputAudioNode.gain.value = newVolume;
  868. }
  869. };
  870. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  871. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  872. for (var i = 0; i < this.soundCollection.length; i++) {
  873. this.soundCollection[i].switchPanningModelToHRTF();
  874. }
  875. }
  876. };
  877. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  878. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  879. for (var i = 0; i < this.soundCollection.length; i++) {
  880. this.soundCollection[i].switchPanningModelToEqualPower();
  881. }
  882. }
  883. };
  884. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  885. if (this._connectedAnalyser) {
  886. this._connectedAnalyser.stopDebugCanvas();
  887. }
  888. this._connectedAnalyser = analyser;
  889. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  890. this._outputAudioNode.disconnect();
  891. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  892. }
  893. };
  894. return SoundTrack;
  895. }());
  896. BABYLON.SoundTrack = SoundTrack;
  897. })(BABYLON || (BABYLON = {}));
  898. //# sourceMappingURL=babylon.soundtrack.js.map
  899. var BABYLON;
  900. (function (BABYLON) {
  901. var Analyser = /** @class */ (function () {
  902. function Analyser(scene) {
  903. this.SMOOTHING = 0.75;
  904. this.FFT_SIZE = 512;
  905. this.BARGRAPHAMPLITUDE = 256;
  906. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  907. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  908. this._scene = scene;
  909. this._audioEngine = BABYLON.Engine.audioEngine;
  910. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  911. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  912. this._webAudioAnalyser.minDecibels = -140;
  913. this._webAudioAnalyser.maxDecibels = 0;
  914. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  915. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  916. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  917. }
  918. }
  919. Analyser.prototype.getFrequencyBinCount = function () {
  920. if (this._audioEngine.canUseWebAudio) {
  921. return this._webAudioAnalyser.frequencyBinCount;
  922. }
  923. else {
  924. return 0;
  925. }
  926. };
  927. Analyser.prototype.getByteFrequencyData = function () {
  928. if (this._audioEngine.canUseWebAudio) {
  929. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  930. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  931. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  932. }
  933. return this._byteFreqs;
  934. };
  935. Analyser.prototype.getByteTimeDomainData = function () {
  936. if (this._audioEngine.canUseWebAudio) {
  937. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  938. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  939. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  940. }
  941. return this._byteTime;
  942. };
  943. Analyser.prototype.getFloatFrequencyData = function () {
  944. if (this._audioEngine.canUseWebAudio) {
  945. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  946. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  947. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  948. }
  949. return this._floatFreqs;
  950. };
  951. Analyser.prototype.drawDebugCanvas = function () {
  952. var _this = this;
  953. if (this._audioEngine.canUseWebAudio) {
  954. if (!this._debugCanvas) {
  955. this._debugCanvas = document.createElement("canvas");
  956. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  957. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  958. this._debugCanvas.style.position = "absolute";
  959. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  960. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  961. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  962. document.body.appendChild(this._debugCanvas);
  963. this._registerFunc = function () {
  964. _this.drawDebugCanvas();
  965. };
  966. this._scene.registerBeforeRender(this._registerFunc);
  967. }
  968. if (this._registerFunc && this._debugCanvasContext) {
  969. var workingArray = this.getByteFrequencyData();
  970. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  971. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  972. // Draw the frequency domain chart.
  973. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  974. var value = workingArray[i];
  975. var percent = value / this.BARGRAPHAMPLITUDE;
  976. var height = this.DEBUGCANVASSIZE.height * percent;
  977. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  978. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  979. var hue = i / this.getFrequencyBinCount() * 360;
  980. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  981. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  982. }
  983. }
  984. }
  985. };
  986. Analyser.prototype.stopDebugCanvas = function () {
  987. if (this._debugCanvas) {
  988. if (this._registerFunc) {
  989. this._scene.unregisterBeforeRender(this._registerFunc);
  990. this._registerFunc = null;
  991. }
  992. document.body.removeChild(this._debugCanvas);
  993. this._debugCanvas = null;
  994. this._debugCanvasContext = null;
  995. }
  996. };
  997. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  998. if (this._audioEngine.canUseWebAudio) {
  999. inputAudioNode.connect(this._webAudioAnalyser);
  1000. this._webAudioAnalyser.connect(outputAudioNode);
  1001. }
  1002. };
  1003. Analyser.prototype.dispose = function () {
  1004. if (this._audioEngine.canUseWebAudio) {
  1005. this._webAudioAnalyser.disconnect();
  1006. }
  1007. };
  1008. return Analyser;
  1009. }());
  1010. BABYLON.Analyser = Analyser;
  1011. })(BABYLON || (BABYLON = {}));
  1012. //# sourceMappingURL=babylon.analyser.js.map
  1013. BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
  1014. 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";
  1015. 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";
  1016. BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
  1017. BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
  1018. BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
  1019. BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
  1020. BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
  1021. 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";
  1022. BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
  1023. 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";
  1024. BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
  1025. 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";
  1026. 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";
  1027. BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
  1028. BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
  1029. 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";
  1030. BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
  1031. BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
  1032. 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}";
  1033. 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";
  1034. 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";
  1035. 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";
  1036. 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";
  1037. 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";
  1038. 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};";
  1039. 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";
  1040. 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";
  1041. 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}";
  1042. 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";
  1043. 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}";
  1044. 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";
  1045. BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
  1046. 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";
  1047. BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
  1048. 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";
  1049. 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";
  1050. BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
  1051. BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
  1052. (function() {
  1053. var EXPORTS = {};EXPORTS['AudioEngine'] = BABYLON['AudioEngine'];EXPORTS['Sound'] = BABYLON['Sound'];EXPORTS['SoundTrack'] = BABYLON['SoundTrack'];EXPORTS['Analyser'] = BABYLON['Analyser'];
  1054. globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON;
  1055. module.exports = EXPORTS;
  1056. })();
  1057. }