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- import * as BABYLON from 'babylonjs/core/es6';
- var BABYLON;
- (function (BABYLON) {
- var SolidParticle = /** @class */ (function () {
- /**
- * Creates a Solid Particle object.
- * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
- * `particleIndex` (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
- * `positionIndex` (integer) is the starting index of the particle vertices in the SPS "positions" array.
- * `indiceIndex` (integer) is the starting index of the particle indices in the SPS "indices" array.
- * `model` (ModelShape) is a reference to the model shape on what the particle is designed.
- * `shapeId` (integer) is the model shape identifier in the SPS.
- * `idxInShape` (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
- * `modelBoundingInfo` is the reference to the model BoundingInfo used for intersection computations.
- */
- function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
- if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
- this.idx = 0; // particle global index
- this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0); // color
- this.position = BABYLON.Vector3.Zero(); // position
- this.rotation = BABYLON.Vector3.Zero(); // rotation
- this.scaling = BABYLON.Vector3.One(); // scaling
- this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0); // uvs
- this.velocity = BABYLON.Vector3.Zero(); // velocity
- this.pivot = BABYLON.Vector3.Zero(); // pivot point in the particle local space
- this.alive = true; // alive
- this.isVisible = true; // visibility
- this._pos = 0; // index of this particle in the global "positions" array
- this._ind = 0; // index of this particle in the global "indices" array
- this.shapeId = 0; // model shape id
- this.idxInShape = 0; // index of the particle in its shape id
- this._stillInvisible = false; // still set as invisible in order to skip useless computations
- this.idx = particleIndex;
- this._pos = positionIndex;
- this._ind = indiceIndex;
- this._model = model;
- this.shapeId = shapeId;
- this.idxInShape = idxInShape;
- this._sps = sps;
- if (modelBoundingInfo) {
- this._modelBoundingInfo = modelBoundingInfo;
- this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
- }
- }
- Object.defineProperty(SolidParticle.prototype, "scale", {
- /**
- * legacy support, changed scale to scaling
- */
- get: function () {
- return this.scaling;
- },
- set: function (scale) {
- this.scaling = scale;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticle.prototype, "quaternion", {
- /**
- * legacy support, changed quaternion to rotationQuaternion
- */
- get: function () {
- return this.rotationQuaternion;
- },
- set: function (q) {
- this.rotationQuaternion = q;
- },
- enumerable: true,
- configurable: true
- });
- /**
- * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
- * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
- * `target` is the object (solid particle or mesh) what the intersection is computed against.
- */
- SolidParticle.prototype.intersectsMesh = function (target) {
- if (!this._boundingInfo || !target._boundingInfo) {
- return false;
- }
- if (this._sps._bSphereOnly) {
- return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
- }
- return this._boundingInfo.intersects(target._boundingInfo, false);
- };
- return SolidParticle;
- }());
- BABYLON.SolidParticle = SolidParticle;
- var ModelShape = /** @class */ (function () {
- /**
- * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
- * SPS internal tool, don't use it manually.
- */
- function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
- this._indicesLength = 0; // length of the shape in the model indices array
- this.shapeID = id;
- this._shape = shape;
- this._indicesLength = indicesLength;
- this._shapeUV = shapeUV;
- this._positionFunction = posFunction;
- this._vertexFunction = vtxFunction;
- }
- return ModelShape;
- }());
- BABYLON.ModelShape = ModelShape;
- var DepthSortedParticle = /** @class */ (function () {
- function DepthSortedParticle() {
- this.ind = 0; // index of the particle in the "indices" array
- this.indicesLength = 0; // length of the particle shape in the "indices" array
- this.sqDistance = 0.0; // squared distance from the particle to the camera
- }
- return DepthSortedParticle;
- }());
- BABYLON.DepthSortedParticle = DepthSortedParticle;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.solidParticle.js.map
- var BABYLON;
- (function (BABYLON) {
- /**
- * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
- */
- var SolidParticleSystem = /** @class */ (function () {
- /**
- * Creates a SPS (Solid Particle System) object.
- * `name` (String) is the SPS name, this will be the underlying mesh name.
- * `scene` (Scene) is the scene in which the SPS is added.
- * `updatable` (optional boolean, default true) : if the SPS must be updatable or immutable.
- * `isPickable` (optional boolean, default false) : if the solid particles must be pickable.
- * `enableDepthSort` (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
- * `particleIntersection` (optional boolean, default false) : if the solid particle intersections must be computed.
- * `boundingSphereOnly` (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
- * `bSphereRadiusFactor` (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
- * Example : bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
- */
- function SolidParticleSystem(name, scene, options) {
- // public members
- /**
- * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
- * Example : var p = SPS.particles[i];
- */
- this.particles = new Array();
- /**
- * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
- */
- this.nbParticles = 0;
- /**
- * If the particles must ever face the camera (default false). Useful for planar particles.
- */
- this.billboard = false;
- /**
- * Recompute normals when adding a shape
- */
- this.recomputeNormals = true;
- /**
- * This a counter ofr your own usage. It's not set by any SPS functions.
- */
- this.counter = 0;
- /**
- * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
- */
- this.vars = {};
- this._positions = new Array();
- this._indices = new Array();
- this._normals = new Array();
- this._colors = new Array();
- this._uvs = new Array();
- this._index = 0; // indices index
- this._updatable = true;
- this._pickable = false;
- this._isVisibilityBoxLocked = false;
- this._alwaysVisible = false;
- this._depthSort = false;
- this._shapeCounter = 0;
- this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
- this._color = new BABYLON.Color4(0, 0, 0, 0);
- this._computeParticleColor = true;
- this._computeParticleTexture = true;
- this._computeParticleRotation = true;
- this._computeParticleVertex = false;
- this._computeBoundingBox = false;
- this._depthSortParticles = true;
- this._cam_axisZ = BABYLON.Vector3.Zero();
- this._cam_axisY = BABYLON.Vector3.Zero();
- this._cam_axisX = BABYLON.Vector3.Zero();
- this._axisZ = BABYLON.Axis.Z;
- this._camDir = BABYLON.Vector3.Zero();
- this._camInvertedPosition = BABYLON.Vector3.Zero();
- this._rotMatrix = new BABYLON.Matrix();
- this._invertMatrix = new BABYLON.Matrix();
- this._rotated = BABYLON.Vector3.Zero();
- this._quaternion = new BABYLON.Quaternion();
- this._vertex = BABYLON.Vector3.Zero();
- this._normal = BABYLON.Vector3.Zero();
- this._yaw = 0.0;
- this._pitch = 0.0;
- this._roll = 0.0;
- this._halfroll = 0.0;
- this._halfpitch = 0.0;
- this._halfyaw = 0.0;
- this._sinRoll = 0.0;
- this._cosRoll = 0.0;
- this._sinPitch = 0.0;
- this._cosPitch = 0.0;
- this._sinYaw = 0.0;
- this._cosYaw = 0.0;
- this._mustUnrotateFixedNormals = false;
- this._minimum = BABYLON.Tmp.Vector3[0];
- this._maximum = BABYLON.Tmp.Vector3[1];
- this._minBbox = BABYLON.Tmp.Vector3[4];
- this._maxBbox = BABYLON.Tmp.Vector3[5];
- this._particlesIntersect = false;
- this._depthSortFunction = function (p1, p2) {
- return (p2.sqDistance - p1.sqDistance);
- };
- this._needs32Bits = false;
- this._bSphereOnly = false;
- this._bSphereRadiusFactor = 1.0;
- this.name = name;
- this._scene = scene || BABYLON.Engine.LastCreatedScene;
- this._camera = scene.activeCamera;
- this._pickable = options ? options.isPickable : false;
- this._depthSort = options ? options.enableDepthSort : false;
- this._particlesIntersect = options ? options.particleIntersection : false;
- this._bSphereOnly = options ? options.boundingSphereOnly : false;
- this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
- if (options && options.updatable) {
- this._updatable = options.updatable;
- }
- else {
- this._updatable = true;
- }
- if (this._pickable) {
- this.pickedParticles = [];
- }
- if (this._depthSort) {
- this.depthSortedParticles = [];
- }
- }
- /**
- * Builds the SPS underlying mesh. Returns a standard Mesh.
- * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
- */
- SolidParticleSystem.prototype.buildMesh = function () {
- if (this.nbParticles === 0) {
- var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
- this.addShape(triangle, 1);
- triangle.dispose();
- }
- this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
- this._positions32 = new Float32Array(this._positions);
- this._uvs32 = new Float32Array(this._uvs);
- this._colors32 = new Float32Array(this._colors);
- if (this.recomputeNormals) {
- BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals);
- }
- this._normals32 = new Float32Array(this._normals);
- this._fixedNormal32 = new Float32Array(this._normals);
- if (this._mustUnrotateFixedNormals) {
- this._unrotateFixedNormals();
- }
- var vertexData = new BABYLON.VertexData();
- vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
- vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
- vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
- if (this._uvs32) {
- vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
- ;
- }
- if (this._colors32) {
- vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
- }
- var mesh = new BABYLON.Mesh(this.name, this._scene);
- vertexData.applyToMesh(mesh, this._updatable);
- this.mesh = mesh;
- this.mesh.isPickable = this._pickable;
- // free memory
- if (!this._depthSort) {
- this._indices = null;
- }
- this._positions = null;
- this._normals = null;
- this._uvs = null;
- this._colors = null;
- if (!this._updatable) {
- this.particles.length = 0;
- }
- return mesh;
- };
- /**
- * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
- * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
- * Thus the particles generated from `digest()` have their property `position` set yet.
- * `mesh` ( Mesh ) is the mesh to be digested
- * `facetNb` (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
- * `delta` (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
- * `number` (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
- */
- SolidParticleSystem.prototype.digest = function (mesh, options) {
- var size = (options && options.facetNb) || 1;
- var number = (options && options.number) || 0;
- var delta = (options && options.delta) || 0;
- var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var meshInd = mesh.getIndices();
- var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
- var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
- var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- var f = 0; // facet counter
- var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
- // compute size from number
- if (number) {
- number = (number > totalFacets) ? totalFacets : number;
- size = Math.round(totalFacets / number);
- delta = 0;
- }
- else {
- size = (size > totalFacets) ? totalFacets : size;
- }
- var facetPos = []; // submesh positions
- var facetInd = []; // submesh indices
- var facetUV = []; // submesh UV
- var facetCol = []; // submesh colors
- var barycenter = BABYLON.Tmp.Vector3[0];
- var sizeO = size;
- while (f < totalFacets) {
- size = sizeO + Math.floor((1 + delta) * Math.random());
- if (f > totalFacets - size) {
- size = totalFacets - f;
- }
- // reset temp arrays
- facetPos.length = 0;
- facetInd.length = 0;
- facetUV.length = 0;
- facetCol.length = 0;
- // iterate over "size" facets
- var fi = 0;
- for (var j = f * 3; j < (f + size) * 3; j++) {
- facetInd.push(fi);
- var i = meshInd[j];
- facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
- if (meshUV) {
- facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
- }
- if (meshCol) {
- facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
- }
- fi++;
- }
- // create a model shape for each single particle
- var idx = this.nbParticles;
- var shape = this._posToShape(facetPos);
- var shapeUV = this._uvsToShapeUV(facetUV);
- // compute the barycenter of the shape
- var v;
- for (v = 0; v < shape.length; v++) {
- barycenter.addInPlace(shape[v]);
- }
- barycenter.scaleInPlace(1 / shape.length);
- // shift the shape from its barycenter to the origin
- for (v = 0; v < shape.length; v++) {
- shape[v].subtractInPlace(barycenter);
- }
- var bInfo;
- if (this._particlesIntersect) {
- bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
- }
- var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
- // add the particle in the SPS
- var currentPos = this._positions.length;
- var currentInd = this._indices.length;
- this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
- this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
- // initialize the particle position
- this.particles[this.nbParticles].position.addInPlace(barycenter);
- this._index += shape.length;
- idx++;
- this.nbParticles++;
- this._shapeCounter++;
- f += size;
- }
- return this;
- };
- // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
- SolidParticleSystem.prototype._unrotateFixedNormals = function () {
- var index = 0;
- var idx = 0;
- for (var p = 0; p < this.particles.length; p++) {
- this._particle = this.particles[p];
- this._shape = this._particle._model._shape;
- if (this._particle.rotationQuaternion) {
- this._quaternion.copyFrom(this._particle.rotationQuaternion);
- }
- else {
- this._yaw = this._particle.rotation.y;
- this._pitch = this._particle.rotation.x;
- this._roll = this._particle.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- this._rotMatrix.invertToRef(this._invertMatrix);
- for (var pt = 0; pt < this._shape.length; pt++) {
- idx = index + pt * 3;
- BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], this._invertMatrix, this._normal);
- this._fixedNormal32[idx] = this._normal.x;
- this._fixedNormal32[idx + 1] = this._normal.y;
- this._fixedNormal32[idx + 2] = this._normal.z;
- }
- index = idx + 3;
- }
- };
- //reset copy
- SolidParticleSystem.prototype._resetCopy = function () {
- this._copy.position.x = 0;
- this._copy.position.y = 0;
- this._copy.position.z = 0;
- this._copy.rotation.x = 0;
- this._copy.rotation.y = 0;
- this._copy.rotation.z = 0;
- this._copy.rotationQuaternion = null;
- this._copy.scaling.x = 1.0;
- this._copy.scaling.y = 1.0;
- this._copy.scaling.z = 1.0;
- this._copy.uvs.x = 0;
- this._copy.uvs.y = 0;
- this._copy.uvs.z = 1.0;
- this._copy.uvs.w = 1.0;
- this._copy.color = null;
- };
- // _meshBuilder : inserts the shape model in the global SPS mesh
- SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
- var i;
- var u = 0;
- var c = 0;
- var n = 0;
- this._resetCopy();
- if (options && options.positionFunction) {
- options.positionFunction(this._copy, idx, idxInShape);
- this._mustUnrotateFixedNormals = true;
- }
- if (this._copy.rotationQuaternion) {
- this._quaternion.copyFrom(this._copy.rotationQuaternion);
- }
- else {
- this._yaw = this._copy.rotation.y;
- this._pitch = this._copy.rotation.x;
- this._roll = this._copy.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- for (i = 0; i < shape.length; i++) {
- this._vertex.x = shape[i].x;
- this._vertex.y = shape[i].y;
- this._vertex.z = shape[i].z;
- if (options && options.vertexFunction) {
- options.vertexFunction(this._copy, this._vertex, i);
- }
- this._vertex.x *= this._copy.scaling.x;
- this._vertex.y *= this._copy.scaling.y;
- this._vertex.z *= this._copy.scaling.z;
- this._vertex.x += this._copy.pivot.x;
- this._vertex.y += this._copy.pivot.y;
- this._vertex.z += this._copy.pivot.z;
- BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
- if (meshUV) {
- uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
- u += 2;
- }
- if (this._copy.color) {
- this._color = this._copy.color;
- }
- else if (meshCol && meshCol[c] !== undefined) {
- this._color.r = meshCol[c];
- this._color.g = meshCol[c + 1];
- this._color.b = meshCol[c + 2];
- this._color.a = meshCol[c + 3];
- }
- else {
- this._color.r = 1.0;
- this._color.g = 1.0;
- this._color.b = 1.0;
- this._color.a = 1.0;
- }
- colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
- c += 4;
- if (!this.recomputeNormals && meshNor) {
- this._normal.x = meshNor[n];
- this._normal.y = meshNor[n + 1];
- this._normal.z = meshNor[n + 2];
- BABYLON.Vector3.TransformNormalToRef(this._normal, this._rotMatrix, this._normal);
- normals.push(this._normal.x, this._normal.y, this._normal.z);
- n += 3;
- }
- }
- for (i = 0; i < meshInd.length; i++) {
- var current_ind = p + meshInd[i];
- indices.push(current_ind);
- if (current_ind > 65535) {
- this._needs32Bits = true;
- }
- }
- if (this._pickable) {
- var nbfaces = meshInd.length / 3;
- for (i = 0; i < nbfaces; i++) {
- this.pickedParticles.push({ idx: idx, faceId: i });
- }
- }
- if (this._depthSort) {
- this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
- }
- return this._copy;
- };
- // returns a shape array from positions array
- SolidParticleSystem.prototype._posToShape = function (positions) {
- var shape = [];
- for (var i = 0; i < positions.length; i += 3) {
- shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
- }
- return shape;
- };
- // returns a shapeUV array from a Vector4 uvs
- SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
- var shapeUV = [];
- if (uvs) {
- for (var i = 0; i < uvs.length; i++)
- shapeUV.push(uvs[i]);
- }
- return shapeUV;
- };
- // adds a new particle object in the particles array
- SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
- if (bInfo === void 0) { bInfo = null; }
- var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
- this.particles.push(sp);
- return sp;
- };
- /**
- * Adds some particles to the SPS from the model shape. Returns the shape id.
- * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
- * `mesh` is any Mesh object that will be used as a model for the solid particles.
- * `nb` (positive integer) the number of particles to be created from this model
- * `positionFunction` is an optional javascript function to called for each particle on SPS creation.
- * `vertexFunction` is an optional javascript function to called for each vertex of each particle on SPS creation
- */
- SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
- var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
- var meshInd = mesh.getIndices();
- var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
- var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
- var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
- var bbInfo;
- if (this._particlesIntersect) {
- bbInfo = mesh.getBoundingInfo();
- }
- var shape = this._posToShape(meshPos);
- var shapeUV = this._uvsToShapeUV(meshUV);
- var posfunc = options ? options.positionFunction : null;
- var vtxfunc = options ? options.vertexFunction : null;
- var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
- // particles
- var sp;
- var currentCopy;
- var idx = this.nbParticles;
- for (var i = 0; i < nb; i++) {
- var currentPos = this._positions.length;
- var currentInd = this._indices.length;
- currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
- if (this._updatable) {
- sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
- sp.position.copyFrom(currentCopy.position);
- sp.rotation.copyFrom(currentCopy.rotation);
- if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
- sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
- }
- if (currentCopy.color && sp.color) {
- sp.color.copyFrom(currentCopy.color);
- }
- sp.scaling.copyFrom(currentCopy.scaling);
- sp.uvs.copyFrom(currentCopy.uvs);
- }
- this._index += shape.length;
- idx++;
- }
- this.nbParticles += nb;
- this._shapeCounter++;
- return this._shapeCounter - 1;
- };
- // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
- SolidParticleSystem.prototype._rebuildParticle = function (particle) {
- this._resetCopy();
- if (particle._model._positionFunction) {
- particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape);
- }
- if (this._copy.rotationQuaternion) {
- this._quaternion.copyFrom(this._copy.rotationQuaternion);
- }
- else {
- this._yaw = this._copy.rotation.y;
- this._pitch = this._copy.rotation.x;
- this._roll = this._copy.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- this._shape = particle._model._shape;
- for (var pt = 0; pt < this._shape.length; pt++) {
- this._vertex.x = this._shape[pt].x;
- this._vertex.y = this._shape[pt].y;
- this._vertex.z = this._shape[pt].z;
- if (particle._model._vertexFunction) {
- particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction
- }
- this._vertex.x *= this._copy.scaling.x;
- this._vertex.y *= this._copy.scaling.y;
- this._vertex.z *= this._copy.scaling.z;
- this._vertex.x += this._copy.pivot.x;
- this._vertex.y += this._copy.pivot.y;
- this._vertex.z += this._copy.pivot.z;
- BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x;
- this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y;
- this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z;
- }
- particle.position.x = 0.0;
- particle.position.y = 0.0;
- particle.position.z = 0.0;
- particle.rotation.x = 0.0;
- particle.rotation.y = 0.0;
- particle.rotation.z = 0.0;
- particle.rotationQuaternion = null;
- particle.scaling.x = 1.0;
- particle.scaling.y = 1.0;
- particle.scaling.z = 1.0;
- };
- /**
- * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
- * Returns the SPS.
- */
- SolidParticleSystem.prototype.rebuildMesh = function () {
- for (var p = 0; p < this.particles.length; p++) {
- this._rebuildParticle(this.particles[p]);
- }
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
- return this;
- };
- /**
- * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
- * This method calls `updateParticle()` for each particle of the SPS.
- * For an animated SPS, it is usually called within the render loop.
- * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
- * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
- * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
- * Returns the SPS.
- */
- SolidParticleSystem.prototype.setParticles = function (start, end, update) {
- if (start === void 0) { start = 0; }
- if (end === void 0) { end = this.nbParticles - 1; }
- if (update === void 0) { update = true; }
- if (!this._updatable) {
- return this;
- }
- // custom beforeUpdate
- this.beforeUpdateParticles(start, end, update);
- this._cam_axisX.x = 1.0;
- this._cam_axisX.y = 0.0;
- this._cam_axisX.z = 0.0;
- this._cam_axisY.x = 0.0;
- this._cam_axisY.y = 1.0;
- this._cam_axisY.z = 0.0;
- this._cam_axisZ.x = 0.0;
- this._cam_axisZ.y = 0.0;
- this._cam_axisZ.z = 1.0;
- // cases when the World Matrix is to be computed first
- if (this.billboard || this._depthSort) {
- this.mesh.computeWorldMatrix(true);
- this.mesh._worldMatrix.invertToRef(this._invertMatrix);
- }
- // if the particles will always face the camera
- if (this.billboard) {
- // compute the camera position and un-rotate it by the current mesh rotation
- this._camera.getDirectionToRef(this._axisZ, this._camDir);
- BABYLON.Vector3.TransformNormalToRef(this._camDir, this._invertMatrix, this._cam_axisZ);
- this._cam_axisZ.normalize();
- // same for camera up vector extracted from the cam view matrix
- var view = this._camera.getViewMatrix(true);
- BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], this._invertMatrix, this._cam_axisY);
- BABYLON.Vector3.CrossToRef(this._cam_axisY, this._cam_axisZ, this._cam_axisX);
- this._cam_axisY.normalize();
- this._cam_axisX.normalize();
- }
- // if depthSort, compute the camera global position in the mesh local system
- if (this._depthSort) {
- BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertMatrix, this._camInvertedPosition); // then un-rotate the camera
- }
- BABYLON.Matrix.IdentityToRef(this._rotMatrix);
- var idx = 0; // current position index in the global array positions32
- var index = 0; // position start index in the global array positions32 of the current particle
- var colidx = 0; // current color index in the global array colors32
- var colorIndex = 0; // color start index in the global array colors32 of the current particle
- var uvidx = 0; // current uv index in the global array uvs32
- var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
- var pt = 0; // current index in the particle model shape
- if (this.mesh.isFacetDataEnabled) {
- this._computeBoundingBox = true;
- }
- end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
- if (this._computeBoundingBox) {
- if (start == 0 && end == this.nbParticles - 1) {
- BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this._minimum);
- BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this._maximum);
- }
- else {
- if (this.mesh._boundingInfo) {
- this._minimum.copyFrom(this.mesh._boundingInfo.boundingBox.minimum);
- this._maximum.copyFrom(this.mesh._boundingInfo.boundingBox.maximum);
- }
- }
- }
- // particle loop
- index = this.particles[start]._pos;
- var vpos = (index / 3) | 0;
- colorIndex = vpos * 4;
- uvIndex = vpos * 2;
- for (var p = start; p <= end; p++) {
- this._particle = this.particles[p];
- this._shape = this._particle._model._shape;
- this._shapeUV = this._particle._model._shapeUV;
- // call to custom user function to update the particle properties
- this.updateParticle(this._particle);
- // camera-particle distance for depth sorting
- if (this._depthSort && this._depthSortParticles) {
- var dsp = this.depthSortedParticles[p];
- dsp.ind = this._particle._ind;
- dsp.indicesLength = this._particle._model._indicesLength;
- dsp.sqDistance = BABYLON.Vector3.DistanceSquared(this._particle.position, this._camInvertedPosition);
- }
- // skip the computations for inactive or already invisible particles
- if (!this._particle.alive || (this._particle._stillInvisible && !this._particle.isVisible)) {
- // increment indexes for the next particle
- pt = this._shape.length;
- index += pt * 3;
- colorIndex += pt * 4;
- uvIndex += pt * 2;
- continue;
- }
- if (this._particle.isVisible) {
- this._particle._stillInvisible = false; // un-mark permanent invisibility
- // particle rotation matrix
- if (this.billboard) {
- this._particle.rotation.x = 0.0;
- this._particle.rotation.y = 0.0;
- }
- if (this._computeParticleRotation || this.billboard) {
- if (this._particle.rotationQuaternion) {
- this._quaternion.copyFrom(this._particle.rotationQuaternion);
- }
- else {
- this._yaw = this._particle.rotation.y;
- this._pitch = this._particle.rotation.x;
- this._roll = this._particle.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- }
- // particle vertex loop
- for (pt = 0; pt < this._shape.length; pt++) {
- idx = index + pt * 3;
- colidx = colorIndex + pt * 4;
- uvidx = uvIndex + pt * 2;
- this._vertex.x = this._shape[pt].x;
- this._vertex.y = this._shape[pt].y;
- this._vertex.z = this._shape[pt].z;
- if (this._computeParticleVertex) {
- this.updateParticleVertex(this._particle, this._vertex, pt);
- }
- // positions
- this._vertex.x *= this._particle.scaling.x;
- this._vertex.y *= this._particle.scaling.y;
- this._vertex.z *= this._particle.scaling.z;
- this._vertex.x += this._particle.pivot.x;
- this._vertex.y += this._particle.pivot.y;
- this._vertex.z += this._particle.pivot.z;
- this._rotated.x = this._vertex.x * this._rotMatrix.m[0] + this._vertex.y * this._rotMatrix.m[4] + this._vertex.z * this._rotMatrix.m[8];
- this._rotated.y = this._vertex.x * this._rotMatrix.m[1] + this._vertex.y * this._rotMatrix.m[5] + this._vertex.z * this._rotMatrix.m[9];
- this._rotated.z = this._vertex.x * this._rotMatrix.m[2] + this._vertex.y * this._rotMatrix.m[6] + this._vertex.z * this._rotMatrix.m[10];
- this._positions32[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
- this._positions32[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
- this._positions32[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
- if (this._computeBoundingBox) {
- if (this._positions32[idx] < this._minimum.x) {
- this._minimum.x = this._positions32[idx];
- }
- if (this._positions32[idx] > this._maximum.x) {
- this._maximum.x = this._positions32[idx];
- }
- if (this._positions32[idx + 1] < this._minimum.y) {
- this._minimum.y = this._positions32[idx + 1];
- }
- if (this._positions32[idx + 1] > this._maximum.y) {
- this._maximum.y = this._positions32[idx + 1];
- }
- if (this._positions32[idx + 2] < this._minimum.z) {
- this._minimum.z = this._positions32[idx + 2];
- }
- if (this._positions32[idx + 2] > this._maximum.z) {
- this._maximum.z = this._positions32[idx + 2];
- }
- }
- // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
- if (!this._computeParticleVertex) {
- this._normal.x = this._fixedNormal32[idx];
- this._normal.y = this._fixedNormal32[idx + 1];
- this._normal.z = this._fixedNormal32[idx + 2];
- this._rotated.x = this._normal.x * this._rotMatrix.m[0] + this._normal.y * this._rotMatrix.m[4] + this._normal.z * this._rotMatrix.m[8];
- this._rotated.y = this._normal.x * this._rotMatrix.m[1] + this._normal.y * this._rotMatrix.m[5] + this._normal.z * this._rotMatrix.m[9];
- this._rotated.z = this._normal.x * this._rotMatrix.m[2] + this._normal.y * this._rotMatrix.m[6] + this._normal.z * this._rotMatrix.m[10];
- this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
- this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
- this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
- }
- if (this._computeParticleColor && this._particle.color) {
- this._colors32[colidx] = this._particle.color.r;
- this._colors32[colidx + 1] = this._particle.color.g;
- this._colors32[colidx + 2] = this._particle.color.b;
- this._colors32[colidx + 3] = this._particle.color.a;
- }
- if (this._computeParticleTexture) {
- this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
- this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
- }
- }
- }
- else {
- this._particle._stillInvisible = true; // mark the particle as invisible
- for (pt = 0; pt < this._shape.length; pt++) {
- idx = index + pt * 3;
- colidx = colorIndex + pt * 4;
- uvidx = uvIndex + pt * 2;
- this._positions32[idx] = 0.0;
- this._positions32[idx + 1] = 0.0;
- this._positions32[idx + 2] = 0.0;
- this._normals32[idx] = 0.0;
- this._normals32[idx + 1] = 0.0;
- this._normals32[idx + 2] = 0.0;
- if (this._computeParticleColor && this._particle.color) {
- this._colors32[colidx] = this._particle.color.r;
- this._colors32[colidx + 1] = this._particle.color.g;
- this._colors32[colidx + 2] = this._particle.color.b;
- this._colors32[colidx + 3] = this._particle.color.a;
- }
- if (this._computeParticleTexture) {
- this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
- this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
- }
- }
- }
- // if the particle intersections must be computed : update the bbInfo
- if (this._particlesIntersect) {
- var bInfo = this._particle._boundingInfo;
- var bBox = bInfo.boundingBox;
- var bSphere = bInfo.boundingSphere;
- if (!this._bSphereOnly) {
- // place, scale and rotate the particle bbox within the SPS local system, then update it
- for (var b = 0; b < bBox.vectors.length; b++) {
- this._vertex.x = this._particle._modelBoundingInfo.boundingBox.vectors[b].x * this._particle.scaling.x;
- this._vertex.y = this._particle._modelBoundingInfo.boundingBox.vectors[b].y * this._particle.scaling.y;
- this._vertex.z = this._particle._modelBoundingInfo.boundingBox.vectors[b].z * this._particle.scaling.z;
- this._rotated.x = this._vertex.x * this._rotMatrix.m[0] + this._vertex.y * this._rotMatrix.m[4] + this._vertex.z * this._rotMatrix.m[8];
- this._rotated.y = this._vertex.x * this._rotMatrix.m[1] + this._vertex.y * this._rotMatrix.m[5] + this._vertex.z * this._rotMatrix.m[9];
- this._rotated.z = this._vertex.x * this._rotMatrix.m[2] + this._vertex.y * this._rotMatrix.m[6] + this._vertex.z * this._rotMatrix.m[10];
- bBox.vectors[b].x = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
- bBox.vectors[b].y = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
- bBox.vectors[b].z = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
- }
- bBox._update(this.mesh._worldMatrix);
- }
- // place and scale the particle bouding sphere in the SPS local system, then update it
- this._minBbox.x = this._particle._modelBoundingInfo.minimum.x * this._particle.scaling.x;
- this._minBbox.y = this._particle._modelBoundingInfo.minimum.y * this._particle.scaling.y;
- this._minBbox.z = this._particle._modelBoundingInfo.minimum.z * this._particle.scaling.z;
- this._maxBbox.x = this._particle._modelBoundingInfo.maximum.x * this._particle.scaling.x;
- this._maxBbox.y = this._particle._modelBoundingInfo.maximum.y * this._particle.scaling.y;
- this._maxBbox.z = this._particle._modelBoundingInfo.maximum.z * this._particle.scaling.z;
- bSphere.center.x = this._particle.position.x + (this._minBbox.x + this._maxBbox.x) * 0.5;
- bSphere.center.y = this._particle.position.y + (this._minBbox.y + this._maxBbox.y) * 0.5;
- bSphere.center.z = this._particle.position.z + (this._minBbox.z + this._maxBbox.z) * 0.5;
- bSphere.radius = this._bSphereRadiusFactor * 0.5 * Math.sqrt((this._maxBbox.x - this._minBbox.x) * (this._maxBbox.x - this._minBbox.x) + (this._maxBbox.y - this._minBbox.y) * (this._maxBbox.y - this._minBbox.y) + (this._maxBbox.z - this._minBbox.z) * (this._maxBbox.z - this._minBbox.z));
- bSphere._update(this.mesh._worldMatrix);
- }
- // increment indexes for the next particle
- index = idx + 3;
- colorIndex = colidx + 4;
- uvIndex = uvidx + 2;
- }
- // if the VBO must be updated
- if (update) {
- if (this._computeParticleColor) {
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors32, false, false);
- }
- if (this._computeParticleTexture) {
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs32, false, false);
- }
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
- if (!this.mesh.areNormalsFrozen || this.mesh.isFacetDataEnabled) {
- if (this._computeParticleVertex || this.mesh.isFacetDataEnabled) {
- // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
- var params = this.mesh.isFacetDataEnabled ? this.mesh.getFacetDataParameters() : null;
- BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals32, params);
- for (var i = 0; i < this._normals32.length; i++) {
- this._fixedNormal32[i] = this._normals32[i];
- }
- }
- if (!this.mesh.areNormalsFrozen) {
- this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals32, false, false);
- }
- }
- if (this._depthSort && this._depthSortParticles) {
- this.depthSortedParticles.sort(this._depthSortFunction);
- var dspl = this.depthSortedParticles.length;
- var sorted = 0;
- var lind = 0;
- var sind = 0;
- var sid = 0;
- for (sorted = 0; sorted < dspl; sorted++) {
- lind = this.depthSortedParticles[sorted].indicesLength;
- sind = this.depthSortedParticles[sorted].ind;
- for (var i = 0; i < lind; i++) {
- this._indices32[sid] = this._indices[sind + i];
- sid++;
- }
- }
- this.mesh.updateIndices(this._indices32);
- }
- }
- if (this._computeBoundingBox) {
- this.mesh._boundingInfo = new BABYLON.BoundingInfo(this._minimum, this._maximum);
- this.mesh._boundingInfo.update(this.mesh._worldMatrix);
- }
- this.afterUpdateParticles(start, end, update);
- return this;
- };
- SolidParticleSystem.prototype._quaternionRotationYPR = function () {
- this._halfroll = this._roll * 0.5;
- this._halfpitch = this._pitch * 0.5;
- this._halfyaw = this._yaw * 0.5;
- this._sinRoll = Math.sin(this._halfroll);
- this._cosRoll = Math.cos(this._halfroll);
- this._sinPitch = Math.sin(this._halfpitch);
- this._cosPitch = Math.cos(this._halfpitch);
- this._sinYaw = Math.sin(this._halfyaw);
- this._cosYaw = Math.cos(this._halfyaw);
- this._quaternion.x = this._cosYaw * this._sinPitch * this._cosRoll + this._sinYaw * this._cosPitch * this._sinRoll;
- this._quaternion.y = this._sinYaw * this._cosPitch * this._cosRoll - this._cosYaw * this._sinPitch * this._sinRoll;
- this._quaternion.z = this._cosYaw * this._cosPitch * this._sinRoll - this._sinYaw * this._sinPitch * this._cosRoll;
- this._quaternion.w = this._cosYaw * this._cosPitch * this._cosRoll + this._sinYaw * this._sinPitch * this._sinRoll;
- };
- SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
- this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
- this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
- this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
- this._rotMatrix.m[3] = 0;
- this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
- this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
- this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
- this._rotMatrix.m[7] = 0;
- this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
- this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
- this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
- this._rotMatrix.m[11] = 0;
- this._rotMatrix.m[12] = 0;
- this._rotMatrix.m[13] = 0;
- this._rotMatrix.m[14] = 0;
- this._rotMatrix.m[15] = 1.0;
- };
- /**
- * Disposes the SPS.
- * Returns nothing.
- */
- SolidParticleSystem.prototype.dispose = function () {
- this.mesh.dispose();
- this.vars = null;
- // drop references to internal big arrays for the GC
- this._positions = null;
- this._indices = null;
- this._normals = null;
- this._uvs = null;
- this._colors = null;
- this._indices32 = null;
- this._positions32 = null;
- this._normals32 = null;
- this._fixedNormal32 = null;
- this._uvs32 = null;
- this._colors32 = null;
- this.pickedParticles = null;
- };
- /**
- * Visibilty helper : Recomputes the visible size according to the mesh bounding box
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- * Returns the SPS.
- */
- SolidParticleSystem.prototype.refreshVisibleSize = function () {
- if (!this._isVisibilityBoxLocked) {
- this.mesh.refreshBoundingInfo();
- }
- return this;
- };
- /**
- * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
- * @param size the size (float) of the visibility box
- * note : this doesn't lock the SPS mesh bounding box.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- SolidParticleSystem.prototype.setVisibilityBox = function (size) {
- var vis = size / 2;
- this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
- };
- Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
- // getter and setter
- get: function () {
- return this._alwaysVisible;
- },
- /**
- * Sets the SPS as always visible or not
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- set: function (val) {
- this._alwaysVisible = val;
- this.mesh.alwaysSelectAsActiveMesh = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
- get: function () {
- return this._isVisibilityBoxLocked;
- },
- /**
- * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- set: function (val) {
- this._isVisibilityBoxLocked = val;
- var boundingInfo = this.mesh.getBoundingInfo();
- boundingInfo.isLocked = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
- // getters
- get: function () {
- return this._computeParticleRotation;
- },
- // Optimizer setters
- /**
- * Tells to `setParticles()` to compute the particle rotations or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
- */
- set: function (val) {
- this._computeParticleRotation = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
- get: function () {
- return this._computeParticleColor;
- },
- /**
- * Tells to `setParticles()` to compute the particle colors or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
- */
- set: function (val) {
- this._computeParticleColor = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
- get: function () {
- return this._computeParticleTexture;
- },
- /**
- * Tells to `setParticles()` to compute the particle textures or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
- */
- set: function (val) {
- this._computeParticleTexture = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
- get: function () {
- return this._computeParticleVertex;
- },
- /**
- * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
- * Default value : false. The SPS is faster when it's set to false.
- * Note : the particle custom vertex positions aren't stored values.
- */
- set: function (val) {
- this._computeParticleVertex = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
- get: function () {
- return this._computeBoundingBox;
- },
- /**
- * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
- */
- set: function (val) {
- this._computeBoundingBox = val;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
- get: function () {
- return this._depthSortParticles;
- },
- /**
- * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
- * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
- * Default : `true`
- */
- set: function (val) {
- this._depthSortParticles = val;
- },
- enumerable: true,
- configurable: true
- });
- // =======================================================================
- // Particle behavior logic
- // these following methods may be overwritten by the user to fit his needs
- /**
- * This function does nothing. It may be overwritten to set all the particle first values.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- */
- SolidParticleSystem.prototype.initParticles = function () {
- };
- /**
- * This function does nothing. It may be overwritten to recycle a particle.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- */
- SolidParticleSystem.prototype.recycleParticle = function (particle) {
- return particle;
- };
- /**
- * Updates a particle : this function should be overwritten by the user.
- * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- * ex : just set a particle position or velocity and recycle conditions
- */
- SolidParticleSystem.prototype.updateParticle = function (particle) {
- return particle;
- };
- /**
- * Updates a vertex of a particle : it can be overwritten by the user.
- * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
- * @param particle the current particle
- * @param vertex the current index of the current particle
- * @param pt the index of the current vertex in the particle shape
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
- * ex : just set a vertex particle position
- */
- SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
- return vertex;
- };
- /**
- * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
- };
- /**
- * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
- * This will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
- };
- return SolidParticleSystem;
- }());
- BABYLON.SolidParticleSystem = SolidParticleSystem;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.solidParticleSystem.js.map
- 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}";
- 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}";
- BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
- 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";
- 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";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
- 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";
- BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
- 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";
- BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
- 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";
- 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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
- 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";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
- 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}";
- 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";
- 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";
- 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";
- 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";
- 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";
- 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};";
- 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";
- 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";
- 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}";
- 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";
- 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}";
- 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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
- 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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
- 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";
- 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";
- BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
- var SolidParticle = BABYLON.SolidParticle;
- var ModelShape = BABYLON.ModelShape;
- var DepthSortedParticle = BABYLON.DepthSortedParticle;
- var SolidParticleSystem = BABYLON.SolidParticleSystem;
- export { SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem };
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