es6.js 89 KB

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  1. import * as BABYLON from 'babylonjs/core/es6';
  2. var BABYLON;
  3. (function (BABYLON) {
  4. /*
  5. * Based on jsTGALoader - Javascript loader for TGA file
  6. * By Vincent Thibault
  7. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  8. */
  9. var TGATools = /** @class */ (function () {
  10. function TGATools() {
  11. }
  12. TGATools.GetTGAHeader = function (data) {
  13. var offset = 0;
  14. var header = {
  15. id_length: data[offset++],
  16. colormap_type: data[offset++],
  17. image_type: data[offset++],
  18. colormap_index: data[offset++] | data[offset++] << 8,
  19. colormap_length: data[offset++] | data[offset++] << 8,
  20. colormap_size: data[offset++],
  21. origin: [
  22. data[offset++] | data[offset++] << 8,
  23. data[offset++] | data[offset++] << 8
  24. ],
  25. width: data[offset++] | data[offset++] << 8,
  26. height: data[offset++] | data[offset++] << 8,
  27. pixel_size: data[offset++],
  28. flags: data[offset++]
  29. };
  30. return header;
  31. };
  32. TGATools.UploadContent = function (gl, data) {
  33. // Not enough data to contain header ?
  34. if (data.length < 19) {
  35. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  36. return;
  37. }
  38. // Read Header
  39. var offset = 18;
  40. var header = TGATools.GetTGAHeader(data);
  41. // Assume it's a valid Targa file.
  42. if (header.id_length + offset > data.length) {
  43. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  44. return;
  45. }
  46. // Skip not needed data
  47. offset += header.id_length;
  48. var use_rle = false;
  49. var use_pal = false;
  50. var use_grey = false;
  51. // Get some informations.
  52. switch (header.image_type) {
  53. case TGATools._TYPE_RLE_INDEXED:
  54. use_rle = true;
  55. case TGATools._TYPE_INDEXED:
  56. use_pal = true;
  57. break;
  58. case TGATools._TYPE_RLE_RGB:
  59. use_rle = true;
  60. case TGATools._TYPE_RGB:
  61. // use_rgb = true;
  62. break;
  63. case TGATools._TYPE_RLE_GREY:
  64. use_rle = true;
  65. case TGATools._TYPE_GREY:
  66. use_grey = true;
  67. break;
  68. }
  69. var pixel_data;
  70. // var numAlphaBits = header.flags & 0xf;
  71. var pixel_size = header.pixel_size >> 3;
  72. var pixel_total = header.width * header.height * pixel_size;
  73. // Read palettes
  74. var palettes;
  75. if (use_pal) {
  76. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  77. }
  78. // Read LRE
  79. if (use_rle) {
  80. pixel_data = new Uint8Array(pixel_total);
  81. var c, count, i;
  82. var localOffset = 0;
  83. var pixels = new Uint8Array(pixel_size);
  84. while (offset < pixel_total && localOffset < pixel_total) {
  85. c = data[offset++];
  86. count = (c & 0x7f) + 1;
  87. // RLE pixels
  88. if (c & 0x80) {
  89. // Bind pixel tmp array
  90. for (i = 0; i < pixel_size; ++i) {
  91. pixels[i] = data[offset++];
  92. }
  93. // Copy pixel array
  94. for (i = 0; i < count; ++i) {
  95. pixel_data.set(pixels, localOffset + i * pixel_size);
  96. }
  97. localOffset += pixel_size * count;
  98. }
  99. else {
  100. count *= pixel_size;
  101. for (i = 0; i < count; ++i) {
  102. pixel_data[localOffset + i] = data[offset++];
  103. }
  104. localOffset += count;
  105. }
  106. }
  107. }
  108. else {
  109. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  110. }
  111. // Load to texture
  112. var x_start, y_start, x_step, y_step, y_end, x_end;
  113. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  114. default:
  115. case TGATools._ORIGIN_UL:
  116. x_start = 0;
  117. x_step = 1;
  118. x_end = header.width;
  119. y_start = 0;
  120. y_step = 1;
  121. y_end = header.height;
  122. break;
  123. case TGATools._ORIGIN_BL:
  124. x_start = 0;
  125. x_step = 1;
  126. x_end = header.width;
  127. y_start = header.height - 1;
  128. y_step = -1;
  129. y_end = -1;
  130. break;
  131. case TGATools._ORIGIN_UR:
  132. x_start = header.width - 1;
  133. x_step = -1;
  134. x_end = -1;
  135. y_start = 0;
  136. y_step = 1;
  137. y_end = header.height;
  138. break;
  139. case TGATools._ORIGIN_BR:
  140. x_start = header.width - 1;
  141. x_step = -1;
  142. x_end = -1;
  143. y_start = header.height - 1;
  144. y_step = -1;
  145. y_end = -1;
  146. break;
  147. }
  148. // Load the specify method
  149. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  150. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  151. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  152. };
  153. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  154. var image = pixel_data, colormap = palettes;
  155. var width = header.width, height = header.height;
  156. var color, i = 0, x, y;
  157. var imageData = new Uint8Array(width * height * 4);
  158. for (y = y_start; y !== y_end; y += y_step) {
  159. for (x = x_start; x !== x_end; x += x_step, i++) {
  160. color = image[i];
  161. imageData[(x + width * y) * 4 + 3] = 255;
  162. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  163. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  164. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  165. }
  166. }
  167. return imageData;
  168. };
  169. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  170. var image = pixel_data;
  171. var width = header.width, height = header.height;
  172. var color, i = 0, x, y;
  173. var imageData = new Uint8Array(width * height * 4);
  174. for (y = y_start; y !== y_end; y += y_step) {
  175. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  176. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  177. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  178. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  179. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  180. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  181. }
  182. }
  183. return imageData;
  184. };
  185. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  186. var image = pixel_data;
  187. var width = header.width, height = header.height;
  188. var i = 0, x, y;
  189. var imageData = new Uint8Array(width * height * 4);
  190. for (y = y_start; y !== y_end; y += y_step) {
  191. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  192. imageData[(x + width * y) * 4 + 3] = 255;
  193. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  194. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  195. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  196. }
  197. }
  198. return imageData;
  199. };
  200. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  201. var image = pixel_data;
  202. var width = header.width, height = header.height;
  203. var i = 0, x, y;
  204. var imageData = new Uint8Array(width * height * 4);
  205. for (y = y_start; y !== y_end; y += y_step) {
  206. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  207. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  208. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  209. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  210. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  211. }
  212. }
  213. return imageData;
  214. };
  215. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  216. var image = pixel_data;
  217. var width = header.width, height = header.height;
  218. var color, i = 0, x, y;
  219. var imageData = new Uint8Array(width * height * 4);
  220. for (y = y_start; y !== y_end; y += y_step) {
  221. for (x = x_start; x !== x_end; x += x_step, i++) {
  222. color = image[i];
  223. imageData[(x + width * y) * 4 + 0] = color;
  224. imageData[(x + width * y) * 4 + 1] = color;
  225. imageData[(x + width * y) * 4 + 2] = color;
  226. imageData[(x + width * y) * 4 + 3] = 255;
  227. }
  228. }
  229. return imageData;
  230. };
  231. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  232. var image = pixel_data;
  233. var width = header.width, height = header.height;
  234. var i = 0, x, y;
  235. var imageData = new Uint8Array(width * height * 4);
  236. for (y = y_start; y !== y_end; y += y_step) {
  237. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  238. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  239. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  240. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  241. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  242. }
  243. }
  244. return imageData;
  245. };
  246. //private static _TYPE_NO_DATA = 0;
  247. TGATools._TYPE_INDEXED = 1;
  248. TGATools._TYPE_RGB = 2;
  249. TGATools._TYPE_GREY = 3;
  250. TGATools._TYPE_RLE_INDEXED = 9;
  251. TGATools._TYPE_RLE_RGB = 10;
  252. TGATools._TYPE_RLE_GREY = 11;
  253. TGATools._ORIGIN_MASK = 0x30;
  254. TGATools._ORIGIN_SHIFT = 0x04;
  255. TGATools._ORIGIN_BL = 0x00;
  256. TGATools._ORIGIN_BR = 0x01;
  257. TGATools._ORIGIN_UL = 0x02;
  258. TGATools._ORIGIN_UR = 0x03;
  259. return TGATools;
  260. }());
  261. BABYLON.TGATools = TGATools;
  262. })(BABYLON || (BABYLON = {}));
  263. //# sourceMappingURL=babylon.tga.js.map
  264. var BABYLON;
  265. (function (BABYLON) {
  266. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  267. // All values and structures referenced from:
  268. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  269. var DDS_MAGIC = 0x20534444;
  270. var
  271. //DDSD_CAPS = 0x1,
  272. //DDSD_HEIGHT = 0x2,
  273. //DDSD_WIDTH = 0x4,
  274. //DDSD_PITCH = 0x8,
  275. //DDSD_PIXELFORMAT = 0x1000,
  276. DDSD_MIPMAPCOUNT = 0x20000;
  277. //DDSD_LINEARSIZE = 0x80000,
  278. //DDSD_DEPTH = 0x800000;
  279. // var DDSCAPS_COMPLEX = 0x8,
  280. // DDSCAPS_MIPMAP = 0x400000,
  281. // DDSCAPS_TEXTURE = 0x1000;
  282. var DDSCAPS2_CUBEMAP = 0x200;
  283. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  284. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  285. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  286. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  287. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  288. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  289. // DDSCAPS2_VOLUME = 0x200000;
  290. var
  291. //DDPF_ALPHAPIXELS = 0x1,
  292. //DDPF_ALPHA = 0x2,
  293. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  294. //DDPF_YUV = 0x200,
  295. DDPF_LUMINANCE = 0x20000;
  296. function FourCCToInt32(value) {
  297. return value.charCodeAt(0) +
  298. (value.charCodeAt(1) << 8) +
  299. (value.charCodeAt(2) << 16) +
  300. (value.charCodeAt(3) << 24);
  301. }
  302. function Int32ToFourCC(value) {
  303. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  304. }
  305. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  306. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  307. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  308. var FOURCC_DX10 = FourCCToInt32("DX10");
  309. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  310. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  311. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  312. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  313. var headerLengthInt = 31; // The header length in 32 bit ints
  314. // Offsets into the header array
  315. var off_magic = 0;
  316. var off_size = 1;
  317. var off_flags = 2;
  318. var off_height = 3;
  319. var off_width = 4;
  320. var off_mipmapCount = 7;
  321. var off_pfFlags = 20;
  322. var off_pfFourCC = 21;
  323. var off_RGBbpp = 22;
  324. // var off_RMask = 23;
  325. // var off_GMask = 24;
  326. // var off_BMask = 25;
  327. // var off_AMask = 26;
  328. // var off_caps1 = 27;
  329. var off_caps2 = 28;
  330. // var off_caps3 = 29;
  331. // var off_caps4 = 30;
  332. var off_dxgiFormat = 32;
  333. ;
  334. var DDSTools = /** @class */ (function () {
  335. function DDSTools() {
  336. }
  337. DDSTools.GetDDSInfo = function (arrayBuffer) {
  338. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  339. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  340. var mipmapCount = 1;
  341. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  342. mipmapCount = Math.max(1, header[off_mipmapCount]);
  343. }
  344. var fourCC = header[off_pfFourCC];
  345. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  346. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  347. switch (fourCC) {
  348. case FOURCC_D3DFMT_R16G16B16A16F:
  349. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  350. break;
  351. case FOURCC_D3DFMT_R32G32B32A32F:
  352. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  353. break;
  354. case FOURCC_DX10:
  355. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  356. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  357. break;
  358. }
  359. }
  360. return {
  361. width: header[off_width],
  362. height: header[off_height],
  363. mipmapCount: mipmapCount,
  364. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  365. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  366. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  367. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  368. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  369. dxgiFormat: dxgiFormat,
  370. textureType: textureType
  371. };
  372. };
  373. DDSTools._ToHalfFloat = function (value) {
  374. if (!DDSTools._FloatView) {
  375. DDSTools._FloatView = new Float32Array(1);
  376. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  377. }
  378. DDSTools._FloatView[0] = value;
  379. var x = DDSTools._Int32View[0];
  380. var bits = (x >> 16) & 0x8000; /* Get the sign */
  381. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  382. var e = (x >> 23) & 0xff; /* Using int is faster here */
  383. /* If zero, or denormal, or exponent underflows too much for a denormal
  384. * half, return signed zero. */
  385. if (e < 103) {
  386. return bits;
  387. }
  388. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  389. if (e > 142) {
  390. bits |= 0x7c00;
  391. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  392. * not Inf, so make sure we set one mantissa bit too. */
  393. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  394. return bits;
  395. }
  396. /* If exponent underflows but not too much, return a denormal */
  397. if (e < 113) {
  398. m |= 0x0800;
  399. /* Extra rounding may overflow and set mantissa to 0 and exponent
  400. * to 1, which is OK. */
  401. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  402. return bits;
  403. }
  404. bits |= ((e - 112) << 10) | (m >> 1);
  405. bits += m & 1;
  406. return bits;
  407. };
  408. DDSTools._FromHalfFloat = function (value) {
  409. var s = (value & 0x8000) >> 15;
  410. var e = (value & 0x7C00) >> 10;
  411. var f = value & 0x03FF;
  412. if (e === 0) {
  413. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  414. }
  415. else if (e == 0x1F) {
  416. return f ? NaN : ((s ? -1 : 1) * Infinity);
  417. }
  418. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  419. };
  420. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  421. var destArray = new Float32Array(dataLength);
  422. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  423. var index = 0;
  424. for (var y = 0; y < height; y++) {
  425. for (var x = 0; x < width; x++) {
  426. var srcPos = (x + y * width) * 4;
  427. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  428. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  429. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  430. if (DDSTools.StoreLODInAlphaChannel) {
  431. destArray[index + 3] = lod;
  432. }
  433. else {
  434. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  435. }
  436. index += 4;
  437. }
  438. }
  439. return destArray;
  440. };
  441. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  442. if (DDSTools.StoreLODInAlphaChannel) {
  443. var destArray = new Uint16Array(dataLength);
  444. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  445. var index = 0;
  446. for (var y = 0; y < height; y++) {
  447. for (var x = 0; x < width; x++) {
  448. var srcPos = (x + y * width) * 4;
  449. destArray[index] = srcData[srcPos];
  450. destArray[index + 1] = srcData[srcPos + 1];
  451. destArray[index + 2] = srcData[srcPos + 2];
  452. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  453. index += 4;
  454. }
  455. }
  456. return destArray;
  457. }
  458. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  459. };
  460. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  461. if (DDSTools.StoreLODInAlphaChannel) {
  462. var destArray = new Float32Array(dataLength);
  463. var srcData = new Float32Array(arrayBuffer, dataOffset);
  464. var index = 0;
  465. for (var y = 0; y < height; y++) {
  466. for (var x = 0; x < width; x++) {
  467. var srcPos = (x + y * width) * 4;
  468. destArray[index] = srcData[srcPos];
  469. destArray[index + 1] = srcData[srcPos + 1];
  470. destArray[index + 2] = srcData[srcPos + 2];
  471. destArray[index + 3] = lod;
  472. index += 4;
  473. }
  474. }
  475. return destArray;
  476. }
  477. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  478. };
  479. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  480. var destArray = new Uint8Array(dataLength);
  481. var srcData = new Float32Array(arrayBuffer, dataOffset);
  482. var index = 0;
  483. for (var y = 0; y < height; y++) {
  484. for (var x = 0; x < width; x++) {
  485. var srcPos = (x + y * width) * 4;
  486. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  487. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  488. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  489. if (DDSTools.StoreLODInAlphaChannel) {
  490. destArray[index + 3] = lod;
  491. }
  492. else {
  493. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  494. }
  495. index += 4;
  496. }
  497. }
  498. return destArray;
  499. };
  500. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  501. var destArray = new Uint8Array(dataLength);
  502. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  503. var index = 0;
  504. for (var y = 0; y < height; y++) {
  505. for (var x = 0; x < width; x++) {
  506. var srcPos = (x + y * width) * 4;
  507. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  508. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  509. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  510. if (DDSTools.StoreLODInAlphaChannel) {
  511. destArray[index + 3] = lod;
  512. }
  513. else {
  514. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  515. }
  516. index += 4;
  517. }
  518. }
  519. return destArray;
  520. };
  521. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  522. var byteArray = new Uint8Array(dataLength);
  523. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  524. var index = 0;
  525. for (var y = 0; y < height; y++) {
  526. for (var x = 0; x < width; x++) {
  527. var srcPos = (x + y * width) * 4;
  528. byteArray[index] = srcData[srcPos + 2];
  529. byteArray[index + 1] = srcData[srcPos + 1];
  530. byteArray[index + 2] = srcData[srcPos];
  531. byteArray[index + 3] = srcData[srcPos + 3];
  532. index += 4;
  533. }
  534. }
  535. return byteArray;
  536. };
  537. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  538. var byteArray = new Uint8Array(dataLength);
  539. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  540. var index = 0;
  541. for (var y = 0; y < height; y++) {
  542. for (var x = 0; x < width; x++) {
  543. var srcPos = (x + y * width) * 3;
  544. byteArray[index] = srcData[srcPos + 2];
  545. byteArray[index + 1] = srcData[srcPos + 1];
  546. byteArray[index + 2] = srcData[srcPos];
  547. index += 3;
  548. }
  549. }
  550. return byteArray;
  551. };
  552. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  553. var byteArray = new Uint8Array(dataLength);
  554. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  555. var index = 0;
  556. for (var y = 0; y < height; y++) {
  557. for (var x = 0; x < width; x++) {
  558. var srcPos = (x + y * width);
  559. byteArray[index] = srcData[srcPos];
  560. index++;
  561. }
  562. }
  563. return byteArray;
  564. };
  565. DDSTools.UploadDDSLevels = function (engine, gl, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  566. if (lodIndex === void 0) { lodIndex = -1; }
  567. var ext = engine.getCaps().s3tc;
  568. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  569. var fourCC, width, height, dataLength = 0, dataOffset;
  570. var byteArray, mipmapCount, mip;
  571. var internalFormat = 0;
  572. var format = 0;
  573. var blockBytes = 1;
  574. if (header[off_magic] !== DDS_MAGIC) {
  575. BABYLON.Tools.Error("Invalid magic number in DDS header");
  576. return;
  577. }
  578. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  579. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  580. return;
  581. }
  582. if (info.isCompressed && !ext) {
  583. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  584. return;
  585. }
  586. var bpp = header[off_RGBbpp];
  587. dataOffset = header[off_size] + 4;
  588. var computeFormats = false;
  589. if (info.isFourCC) {
  590. fourCC = header[off_pfFourCC];
  591. switch (fourCC) {
  592. case FOURCC_DXT1:
  593. blockBytes = 8;
  594. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  595. break;
  596. case FOURCC_DXT3:
  597. blockBytes = 16;
  598. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  599. break;
  600. case FOURCC_DXT5:
  601. blockBytes = 16;
  602. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  603. break;
  604. case FOURCC_D3DFMT_R16G16B16A16F:
  605. computeFormats = true;
  606. break;
  607. case FOURCC_D3DFMT_R32G32B32A32F:
  608. computeFormats = true;
  609. break;
  610. case FOURCC_DX10:
  611. // There is an additionnal header so dataOffset need to be changed
  612. dataOffset += 5 * 4; // 5 uints
  613. var supported = false;
  614. switch (info.dxgiFormat) {
  615. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  616. computeFormats = true;
  617. supported = true;
  618. break;
  619. case DXGI_FORMAT_B8G8R8X8_UNORM:
  620. info.isRGB = true;
  621. info.isFourCC = false;
  622. bpp = 32;
  623. supported = true;
  624. break;
  625. }
  626. if (supported) {
  627. break;
  628. }
  629. default:
  630. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  631. return;
  632. }
  633. }
  634. if (computeFormats) {
  635. format = engine._getWebGLTextureType(info.textureType);
  636. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  637. }
  638. mipmapCount = 1;
  639. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  640. mipmapCount = Math.max(1, header[off_mipmapCount]);
  641. }
  642. for (var face = 0; face < faces; face++) {
  643. var sampler = faces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face + (currentFace ? currentFace : 0));
  644. width = header[off_width];
  645. height = header[off_height];
  646. for (mip = 0; mip < mipmapCount; ++mip) {
  647. if (lodIndex === -1 || lodIndex === mip) {
  648. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  649. var i = (lodIndex === -1) ? mip : 0;
  650. if (!info.isCompressed && info.isFourCC) {
  651. dataLength = width * height * 4;
  652. var floatArray = null;
  653. if (engine.badOS || engine.badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) {
  654. if (bpp === 128) {
  655. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  656. }
  657. else if (bpp === 64) {
  658. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  659. }
  660. info.textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  661. format = engine._getWebGLTextureType(info.textureType);
  662. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  663. }
  664. else {
  665. if (bpp === 128) {
  666. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  667. }
  668. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  669. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  670. info.textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  671. format = engine._getWebGLTextureType(info.textureType);
  672. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  673. }
  674. else {
  675. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  676. }
  677. }
  678. if (floatArray) {
  679. engine._uploadDataToTexture(sampler, i, internalFormat, width, height, gl.RGBA, format, floatArray);
  680. }
  681. }
  682. else if (info.isRGB) {
  683. if (bpp === 24) {
  684. dataLength = width * height * 3;
  685. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  686. engine._uploadDataToTexture(sampler, i, gl.RGB, width, height, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  687. }
  688. else {
  689. dataLength = width * height * 4;
  690. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  691. engine._uploadDataToTexture(sampler, i, gl.RGBA, width, height, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  692. }
  693. }
  694. else if (info.isLuminance) {
  695. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  696. var unpaddedRowSize = width;
  697. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  698. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  699. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  700. engine._uploadDataToTexture(sampler, i, gl.LUMINANCE, width, height, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  701. }
  702. else {
  703. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  704. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  705. engine._uploadCompressedDataToTexture(sampler, i, internalFormat, width, height, byteArray);
  706. }
  707. }
  708. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  709. width *= 0.5;
  710. height *= 0.5;
  711. width = Math.max(1.0, width);
  712. height = Math.max(1.0, height);
  713. }
  714. if (currentFace !== undefined) {
  715. // Loading a single face
  716. break;
  717. }
  718. }
  719. };
  720. DDSTools.StoreLODInAlphaChannel = false;
  721. return DDSTools;
  722. }());
  723. BABYLON.DDSTools = DDSTools;
  724. })(BABYLON || (BABYLON = {}));
  725. //# sourceMappingURL=babylon.dds.js.map
  726. 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}";
  727. 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}";
  728. var BABYLON;
  729. (function (BABYLON) {
  730. /**
  731. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  732. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  733. */
  734. var KhronosTextureContainer = /** @class */ (function () {
  735. /**
  736. * @param {ArrayBuffer} arrayBuffer- contents of the KTX container file
  737. * @param {number} facesExpected- should be either 1 or 6, based whether a cube texture or or
  738. * @param {boolean} threeDExpected- provision for indicating that data should be a 3D texture, not implemented
  739. * @param {boolean} textureArrayExpected- provision for indicating that data should be a texture array, not implemented
  740. */
  741. function KhronosTextureContainer(arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  742. this.arrayBuffer = arrayBuffer;
  743. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  744. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  745. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  746. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  747. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  748. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  749. BABYLON.Tools.Error("texture missing KTX identifier");
  750. return;
  751. }
  752. // load the reset of the header in native 32 bit int
  753. var header = new Int32Array(this.arrayBuffer, 12, 13);
  754. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  755. var oppositeEndianess = header[0] === 0x01020304;
  756. // read all the header elements in order they exist in the file, without modification (sans endainness)
  757. this.glType = oppositeEndianess ? this.switchEndainness(header[1]) : header[1]; // must be 0 for compressed textures
  758. this.glTypeSize = oppositeEndianess ? this.switchEndainness(header[2]) : header[2]; // must be 1 for compressed textures
  759. this.glFormat = oppositeEndianess ? this.switchEndainness(header[3]) : header[3]; // must be 0 for compressed textures
  760. this.glInternalFormat = oppositeEndianess ? this.switchEndainness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  761. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndainness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  762. this.pixelWidth = oppositeEndianess ? this.switchEndainness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  763. this.pixelHeight = oppositeEndianess ? this.switchEndainness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  764. this.pixelDepth = oppositeEndianess ? this.switchEndainness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  765. this.numberOfArrayElements = oppositeEndianess ? this.switchEndainness(header[9]) : header[9]; // used for texture arrays
  766. this.numberOfFaces = oppositeEndianess ? this.switchEndainness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  767. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndainness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  768. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndainness(header[12]) : header[12]; // the amount of space after the header for meta-data
  769. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  770. if (this.glType !== 0) {
  771. BABYLON.Tools.Error("only compressed formats currently supported");
  772. return;
  773. }
  774. else {
  775. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  776. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  777. }
  778. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  779. BABYLON.Tools.Error("only 2D textures currently supported");
  780. return;
  781. }
  782. if (this.numberOfArrayElements !== 0) {
  783. BABYLON.Tools.Error("texture arrays not currently supported");
  784. return;
  785. }
  786. if (this.numberOfFaces !== facesExpected) {
  787. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  788. return;
  789. }
  790. // we now have a completely validated file, so could use existence of loadType as success
  791. // would need to make this more elaborate & adjust checks above to support more than one load type
  792. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  793. }
  794. // not as fast hardware based, but will probably never need to use
  795. KhronosTextureContainer.prototype.switchEndainness = function (val) {
  796. return ((val & 0xFF) << 24)
  797. | ((val & 0xFF00) << 8)
  798. | ((val >> 8) & 0xFF00)
  799. | ((val >> 24) & 0xFF);
  800. };
  801. /**
  802. * It is assumed that the texture has already been created & is currently bound
  803. */
  804. KhronosTextureContainer.prototype.uploadLevels = function (gl, loadMipmaps) {
  805. switch (this.loadType) {
  806. case KhronosTextureContainer.COMPRESSED_2D:
  807. this._upload2DCompressedLevels(gl, loadMipmaps);
  808. break;
  809. case KhronosTextureContainer.TEX_2D:
  810. case KhronosTextureContainer.COMPRESSED_3D:
  811. case KhronosTextureContainer.TEX_3D:
  812. }
  813. };
  814. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (gl, loadMipmaps) {
  815. // initialize width & height for level 1
  816. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  817. var width = this.pixelWidth;
  818. var height = this.pixelHeight;
  819. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  820. for (var level = 0; level < mipmapCount; level++) {
  821. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  822. for (var face = 0; face < this.numberOfFaces; face++) {
  823. var sampler = this.numberOfFaces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  824. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset + 4, imageSize);
  825. gl.compressedTexImage2D(sampler, level, this.glInternalFormat, width, height, 0, byteArray);
  826. dataOffset += imageSize + 4; // size of the image + 4 for the imageSize field
  827. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  828. }
  829. width = Math.max(1.0, width * 0.5);
  830. height = Math.max(1.0, height * 0.5);
  831. }
  832. };
  833. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  834. // load types
  835. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  836. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  837. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  838. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  839. return KhronosTextureContainer;
  840. }());
  841. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  842. })(BABYLON || (BABYLON = {}));
  843. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  844. BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
  845. 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";
  846. 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";
  847. BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
  848. BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
  849. BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
  850. BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
  851. BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
  852. 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";
  853. BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
  854. 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";
  855. BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
  856. 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";
  857. 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";
  858. BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
  859. BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
  860. 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";
  861. BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
  862. BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
  863. 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}";
  864. 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";
  865. 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";
  866. 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";
  867. 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";
  868. 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";
  869. 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};";
  870. 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";
  871. 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";
  872. 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}";
  873. 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";
  874. 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}";
  875. 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";
  876. BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
  877. 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";
  878. BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
  879. 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";
  880. 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";
  881. BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
  882. BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
  883. var TGATools = BABYLON.TGATools;
  884. var DDSTools = BABYLON.DDSTools;
  885. var KhronosTextureContainer = BABYLON.KhronosTextureContainer;
  886. export { TGATools,DDSTools,KhronosTextureContainer };