index.js 77 KB

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  1. if(typeof require !== 'undefined'){
  2. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  3. var BABYLON = globalObject["BABYLON"] || {};
  4. var BABYLON0 = require('babylonjs/core');
  5. if(BABYLON !== BABYLON0) __extends(BABYLON, BABYLON0);
  6. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  7. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  8. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  9. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10. //# sourceMappingURL=babylon.webgl2.js.map
  11. var BABYLON;
  12. (function (BABYLON) {
  13. /**
  14. * This class can be used to get instrumentation data from a Babylon engine
  15. */
  16. var EngineInstrumentation = /** @class */ (function () {
  17. function EngineInstrumentation(engine) {
  18. this.engine = engine;
  19. this._captureGPUFrameTime = false;
  20. this._gpuFrameTime = new BABYLON.PerfCounter();
  21. this._captureShaderCompilationTime = false;
  22. this._shaderCompilationTime = new BABYLON.PerfCounter();
  23. // Observers
  24. this._onBeginFrameObserver = null;
  25. this._onEndFrameObserver = null;
  26. this._onBeforeShaderCompilationObserver = null;
  27. this._onAfterShaderCompilationObserver = null;
  28. }
  29. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  30. // Properties
  31. /**
  32. * Gets the perf counter used for GPU frame time
  33. */
  34. get: function () {
  35. return this._gpuFrameTime;
  36. },
  37. enumerable: true,
  38. configurable: true
  39. });
  40. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  41. /**
  42. * Gets the GPU frame time capture status
  43. */
  44. get: function () {
  45. return this._captureGPUFrameTime;
  46. },
  47. /**
  48. * Enable or disable the GPU frame time capture
  49. */
  50. set: function (value) {
  51. var _this = this;
  52. if (value === this._captureGPUFrameTime) {
  53. return;
  54. }
  55. this._captureGPUFrameTime = value;
  56. if (value) {
  57. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  58. if (!_this._gpuFrameTimeToken) {
  59. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  60. }
  61. });
  62. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  63. if (!_this._gpuFrameTimeToken) {
  64. return;
  65. }
  66. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  67. if (time > -1) {
  68. _this._gpuFrameTimeToken = null;
  69. _this._gpuFrameTime.fetchNewFrame();
  70. _this._gpuFrameTime.addCount(time, true);
  71. }
  72. });
  73. }
  74. else {
  75. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  76. this._onBeginFrameObserver = null;
  77. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  78. this._onEndFrameObserver = null;
  79. }
  80. },
  81. enumerable: true,
  82. configurable: true
  83. });
  84. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  85. /**
  86. * Gets the perf counter used for shader compilation time
  87. */
  88. get: function () {
  89. return this._shaderCompilationTime;
  90. },
  91. enumerable: true,
  92. configurable: true
  93. });
  94. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  95. /**
  96. * Gets the shader compilation time capture status
  97. */
  98. get: function () {
  99. return this._captureShaderCompilationTime;
  100. },
  101. /**
  102. * Enable or disable the shader compilation time capture
  103. */
  104. set: function (value) {
  105. var _this = this;
  106. if (value === this._captureShaderCompilationTime) {
  107. return;
  108. }
  109. this._captureShaderCompilationTime = value;
  110. if (value) {
  111. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  112. _this._shaderCompilationTime.fetchNewFrame();
  113. _this._shaderCompilationTime.beginMonitoring();
  114. });
  115. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116. _this._shaderCompilationTime.endMonitoring();
  117. });
  118. }
  119. else {
  120. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  121. this._onBeforeShaderCompilationObserver = null;
  122. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  123. this._onAfterShaderCompilationObserver = null;
  124. }
  125. },
  126. enumerable: true,
  127. configurable: true
  128. });
  129. EngineInstrumentation.prototype.dispose = function () {
  130. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  131. this._onBeginFrameObserver = null;
  132. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  133. this._onEndFrameObserver = null;
  134. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  135. this._onBeforeShaderCompilationObserver = null;
  136. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  137. this._onAfterShaderCompilationObserver = null;
  138. this.engine = null;
  139. };
  140. return EngineInstrumentation;
  141. }());
  142. BABYLON.EngineInstrumentation = EngineInstrumentation;
  143. })(BABYLON || (BABYLON = {}));
  144. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  145. 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}";
  146. 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}";
  147. var BABYLON;
  148. (function (BABYLON) {
  149. /**
  150. * This class can be used to get instrumentation data from a Babylon engine
  151. */
  152. var SceneInstrumentation = /** @class */ (function () {
  153. function SceneInstrumentation(scene) {
  154. var _this = this;
  155. this.scene = scene;
  156. this._captureActiveMeshesEvaluationTime = false;
  157. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  158. this._captureRenderTargetsRenderTime = false;
  159. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  160. this._captureFrameTime = false;
  161. this._frameTime = new BABYLON.PerfCounter();
  162. this._captureRenderTime = false;
  163. this._renderTime = new BABYLON.PerfCounter();
  164. this._captureInterFrameTime = false;
  165. this._interFrameTime = new BABYLON.PerfCounter();
  166. this._captureParticlesRenderTime = false;
  167. this._particlesRenderTime = new BABYLON.PerfCounter();
  168. this._captureSpritesRenderTime = false;
  169. this._spritesRenderTime = new BABYLON.PerfCounter();
  170. this._capturePhysicsTime = false;
  171. this._physicsTime = new BABYLON.PerfCounter();
  172. this._captureAnimationsTime = false;
  173. this._animationsTime = new BABYLON.PerfCounter();
  174. // Observers
  175. this._onBeforeActiveMeshesEvaluationObserver = null;
  176. this._onAfterActiveMeshesEvaluationObserver = null;
  177. this._onBeforeRenderTargetsRenderObserver = null;
  178. this._onAfterRenderTargetsRenderObserver = null;
  179. this._onAfterRenderObserver = null;
  180. this._onBeforeDrawPhaseObserver = null;
  181. this._onAfterDrawPhaseObserver = null;
  182. this._onBeforeAnimationsObserver = null;
  183. this._onBeforeParticlesRenderingObserver = null;
  184. this._onAfterParticlesRenderingObserver = null;
  185. this._onBeforeSpritesRenderingObserver = null;
  186. this._onAfterSpritesRenderingObserver = null;
  187. this._onBeforePhysicsObserver = null;
  188. this._onAfterPhysicsObserver = null;
  189. this._onAfterAnimationsObserver = null;
  190. // Before render
  191. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  192. if (_this._captureActiveMeshesEvaluationTime) {
  193. _this._activeMeshesEvaluationTime.fetchNewFrame();
  194. }
  195. if (_this._captureRenderTargetsRenderTime) {
  196. _this._renderTargetsRenderTime.fetchNewFrame();
  197. }
  198. if (_this._captureFrameTime) {
  199. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  200. _this._frameTime.beginMonitoring();
  201. }
  202. if (_this._captureInterFrameTime) {
  203. _this._interFrameTime.endMonitoring();
  204. }
  205. if (_this._captureParticlesRenderTime) {
  206. _this._particlesRenderTime.fetchNewFrame();
  207. }
  208. if (_this._captureSpritesRenderTime) {
  209. _this._spritesRenderTime.fetchNewFrame();
  210. }
  211. if (_this._captureAnimationsTime) {
  212. _this._animationsTime.beginMonitoring();
  213. }
  214. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  215. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  216. });
  217. // After render
  218. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  219. if (_this._captureFrameTime) {
  220. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  221. _this._frameTime.endMonitoring();
  222. }
  223. if (_this._captureRenderTime) {
  224. _this._renderTime.endMonitoring(false);
  225. }
  226. if (_this._captureInterFrameTime) {
  227. _this._interFrameTime.beginMonitoring();
  228. }
  229. });
  230. }
  231. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  232. // Properties
  233. /**
  234. * Gets the perf counter used for active meshes evaluation time
  235. */
  236. get: function () {
  237. return this._activeMeshesEvaluationTime;
  238. },
  239. enumerable: true,
  240. configurable: true
  241. });
  242. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  243. /**
  244. * Gets the active meshes evaluation time capture status
  245. */
  246. get: function () {
  247. return this._captureActiveMeshesEvaluationTime;
  248. },
  249. /**
  250. * Enable or disable the active meshes evaluation time capture
  251. */
  252. set: function (value) {
  253. var _this = this;
  254. if (value === this._captureActiveMeshesEvaluationTime) {
  255. return;
  256. }
  257. this._captureActiveMeshesEvaluationTime = value;
  258. if (value) {
  259. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  260. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  261. _this._activeMeshesEvaluationTime.beginMonitoring();
  262. });
  263. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  264. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  265. _this._activeMeshesEvaluationTime.endMonitoring();
  266. });
  267. }
  268. else {
  269. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  270. this._onBeforeActiveMeshesEvaluationObserver = null;
  271. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  272. this._onAfterActiveMeshesEvaluationObserver = null;
  273. }
  274. },
  275. enumerable: true,
  276. configurable: true
  277. });
  278. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  279. /**
  280. * Gets the perf counter used for render targets render time
  281. */
  282. get: function () {
  283. return this._renderTargetsRenderTime;
  284. },
  285. enumerable: true,
  286. configurable: true
  287. });
  288. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  289. /**
  290. * Gets the render targets render time capture status
  291. */
  292. get: function () {
  293. return this._captureRenderTargetsRenderTime;
  294. },
  295. /**
  296. * Enable or disable the render targets render time capture
  297. */
  298. set: function (value) {
  299. var _this = this;
  300. if (value === this._captureRenderTargetsRenderTime) {
  301. return;
  302. }
  303. this._captureRenderTargetsRenderTime = value;
  304. if (value) {
  305. this._onBeforeRenderTargetsRenderObserver = this.scene.OnBeforeRenderTargetsRenderObservable.add(function () {
  306. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  307. _this._renderTargetsRenderTime.beginMonitoring();
  308. });
  309. this._onAfterRenderTargetsRenderObserver = this.scene.OnAfterRenderTargetsRenderObservable.add(function () {
  310. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  311. _this._renderTargetsRenderTime.endMonitoring(false);
  312. });
  313. }
  314. else {
  315. this.scene.OnBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  316. this._onBeforeRenderTargetsRenderObserver = null;
  317. this.scene.OnAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  318. this._onAfterRenderTargetsRenderObserver = null;
  319. }
  320. },
  321. enumerable: true,
  322. configurable: true
  323. });
  324. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  325. /**
  326. * Gets the perf counter used for particles render time
  327. */
  328. get: function () {
  329. return this._particlesRenderTime;
  330. },
  331. enumerable: true,
  332. configurable: true
  333. });
  334. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  335. /**
  336. * Gets the particles render time capture status
  337. */
  338. get: function () {
  339. return this._captureParticlesRenderTime;
  340. },
  341. /**
  342. * Enable or disable the particles render time capture
  343. */
  344. set: function (value) {
  345. var _this = this;
  346. if (value === this._captureParticlesRenderTime) {
  347. return;
  348. }
  349. this._captureParticlesRenderTime = value;
  350. if (value) {
  351. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  352. BABYLON.Tools.StartPerformanceCounter("Particles");
  353. _this._particlesRenderTime.beginMonitoring();
  354. });
  355. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  356. BABYLON.Tools.EndPerformanceCounter("Particles");
  357. _this._particlesRenderTime.endMonitoring(false);
  358. });
  359. }
  360. else {
  361. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  362. this._onBeforeParticlesRenderingObserver = null;
  363. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  364. this._onAfterParticlesRenderingObserver = null;
  365. }
  366. },
  367. enumerable: true,
  368. configurable: true
  369. });
  370. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  371. /**
  372. * Gets the perf counter used for sprites render time
  373. */
  374. get: function () {
  375. return this._spritesRenderTime;
  376. },
  377. enumerable: true,
  378. configurable: true
  379. });
  380. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  381. /**
  382. * Gets the sprites render time capture status
  383. */
  384. get: function () {
  385. return this._captureSpritesRenderTime;
  386. },
  387. /**
  388. * Enable or disable the sprites render time capture
  389. */
  390. set: function (value) {
  391. var _this = this;
  392. if (value === this._captureSpritesRenderTime) {
  393. return;
  394. }
  395. this._captureSpritesRenderTime = value;
  396. if (value) {
  397. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  398. BABYLON.Tools.StartPerformanceCounter("Sprites");
  399. _this._spritesRenderTime.beginMonitoring();
  400. });
  401. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  402. BABYLON.Tools.EndPerformanceCounter("Sprites");
  403. _this._spritesRenderTime.endMonitoring(false);
  404. });
  405. }
  406. else {
  407. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  408. this._onBeforeSpritesRenderingObserver = null;
  409. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  410. this._onAfterSpritesRenderingObserver = null;
  411. }
  412. },
  413. enumerable: true,
  414. configurable: true
  415. });
  416. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  417. /**
  418. * Gets the perf counter used for physics time
  419. */
  420. get: function () {
  421. return this._physicsTime;
  422. },
  423. enumerable: true,
  424. configurable: true
  425. });
  426. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  427. /**
  428. * Gets the physics time capture status
  429. */
  430. get: function () {
  431. return this._capturePhysicsTime;
  432. },
  433. /**
  434. * Enable or disable the physics time capture
  435. */
  436. set: function (value) {
  437. var _this = this;
  438. if (value === this._capturePhysicsTime) {
  439. return;
  440. }
  441. this._capturePhysicsTime = value;
  442. if (value) {
  443. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  444. BABYLON.Tools.StartPerformanceCounter("Physics");
  445. _this._physicsTime.beginMonitoring();
  446. });
  447. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  448. BABYLON.Tools.EndPerformanceCounter("Physics");
  449. _this._physicsTime.endMonitoring();
  450. });
  451. }
  452. else {
  453. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  454. this._onBeforePhysicsObserver = null;
  455. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  456. this._onAfterPhysicsObserver = null;
  457. }
  458. },
  459. enumerable: true,
  460. configurable: true
  461. });
  462. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  463. /**
  464. * Gets the perf counter used for animations time
  465. */
  466. get: function () {
  467. return this._animationsTime;
  468. },
  469. enumerable: true,
  470. configurable: true
  471. });
  472. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  473. /**
  474. * Gets the animations time capture status
  475. */
  476. get: function () {
  477. return this._captureAnimationsTime;
  478. },
  479. /**
  480. * Enable or disable the animations time capture
  481. */
  482. set: function (value) {
  483. var _this = this;
  484. if (value === this._captureAnimationsTime) {
  485. return;
  486. }
  487. this._captureAnimationsTime = value;
  488. if (value) {
  489. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  490. _this._animationsTime.endMonitoring();
  491. });
  492. }
  493. else {
  494. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  495. this._onAfterAnimationsObserver = null;
  496. }
  497. },
  498. enumerable: true,
  499. configurable: true
  500. });
  501. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  502. /**
  503. * Gets the perf counter used for frame time capture
  504. */
  505. get: function () {
  506. return this._frameTime;
  507. },
  508. enumerable: true,
  509. configurable: true
  510. });
  511. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  512. /**
  513. * Gets the frame time capture status
  514. */
  515. get: function () {
  516. return this._captureFrameTime;
  517. },
  518. /**
  519. * Enable or disable the frame time capture
  520. */
  521. set: function (value) {
  522. this._captureFrameTime = value;
  523. },
  524. enumerable: true,
  525. configurable: true
  526. });
  527. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  528. /**
  529. * Gets the perf counter used for inter-frames time capture
  530. */
  531. get: function () {
  532. return this._interFrameTime;
  533. },
  534. enumerable: true,
  535. configurable: true
  536. });
  537. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  538. /**
  539. * Gets the inter-frames time capture status
  540. */
  541. get: function () {
  542. return this._captureInterFrameTime;
  543. },
  544. /**
  545. * Enable or disable the inter-frames time capture
  546. */
  547. set: function (value) {
  548. this._captureInterFrameTime = value;
  549. },
  550. enumerable: true,
  551. configurable: true
  552. });
  553. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  554. /**
  555. * Gets the perf counter used for render time capture
  556. */
  557. get: function () {
  558. return this._renderTime;
  559. },
  560. enumerable: true,
  561. configurable: true
  562. });
  563. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  564. /**
  565. * Gets the render time capture status
  566. */
  567. get: function () {
  568. return this._captureRenderTime;
  569. },
  570. /**
  571. * Enable or disable the render time capture
  572. */
  573. set: function (value) {
  574. var _this = this;
  575. if (value === this._captureRenderTime) {
  576. return;
  577. }
  578. this._captureRenderTime = value;
  579. if (value) {
  580. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  581. _this._renderTime.beginMonitoring();
  582. BABYLON.Tools.StartPerformanceCounter("Main render");
  583. });
  584. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  585. _this._renderTime.endMonitoring(false);
  586. BABYLON.Tools.EndPerformanceCounter("Main render");
  587. });
  588. }
  589. else {
  590. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  591. this._onBeforeDrawPhaseObserver = null;
  592. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  593. this._onAfterDrawPhaseObserver = null;
  594. }
  595. },
  596. enumerable: true,
  597. configurable: true
  598. });
  599. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  600. /**
  601. * Gets the perf counter used for draw calls
  602. */
  603. get: function () {
  604. return this.scene.getEngine()._drawCalls;
  605. },
  606. enumerable: true,
  607. configurable: true
  608. });
  609. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  610. /**
  611. * Gets the perf counter used for texture collisions
  612. */
  613. get: function () {
  614. return this.scene.getEngine()._textureCollisions;
  615. },
  616. enumerable: true,
  617. configurable: true
  618. });
  619. SceneInstrumentation.prototype.dispose = function () {
  620. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  621. this._onAfterRenderObserver = null;
  622. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  623. this._onBeforeActiveMeshesEvaluationObserver = null;
  624. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  625. this._onAfterActiveMeshesEvaluationObserver = null;
  626. this.scene.OnBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  627. this._onBeforeRenderTargetsRenderObserver = null;
  628. this.scene.OnAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  629. this._onAfterRenderTargetsRenderObserver = null;
  630. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  631. this._onBeforeAnimationsObserver = null;
  632. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  633. this._onBeforeParticlesRenderingObserver = null;
  634. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  635. this._onAfterParticlesRenderingObserver = null;
  636. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  637. this._onBeforeSpritesRenderingObserver = null;
  638. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  639. this._onAfterSpritesRenderingObserver = null;
  640. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  641. this._onBeforeDrawPhaseObserver = null;
  642. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  643. this._onAfterDrawPhaseObserver = null;
  644. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  645. this._onBeforePhysicsObserver = null;
  646. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  647. this._onAfterPhysicsObserver = null;
  648. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  649. this._onAfterAnimationsObserver = null;
  650. this.scene = null;
  651. };
  652. return SceneInstrumentation;
  653. }());
  654. BABYLON.SceneInstrumentation = SceneInstrumentation;
  655. })(BABYLON || (BABYLON = {}));
  656. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  657. var BABYLON;
  658. (function (BABYLON) {
  659. var _TimeToken = /** @class */ (function () {
  660. function _TimeToken() {
  661. this._timeElapsedQueryEnded = false;
  662. }
  663. return _TimeToken;
  664. }());
  665. BABYLON._TimeToken = _TimeToken;
  666. })(BABYLON || (BABYLON = {}));
  667. //# sourceMappingURL=babylon.timeToken.js.map
  668. BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
  669. 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";
  670. 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";
  671. BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
  672. BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
  673. BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
  674. BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
  675. BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
  676. 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";
  677. BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
  678. 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";
  679. BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
  680. 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";
  681. 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";
  682. BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
  683. BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
  684. 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";
  685. BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
  686. BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
  687. 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}";
  688. 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";
  689. 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";
  690. 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";
  691. 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";
  692. 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";
  693. 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};";
  694. 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";
  695. 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";
  696. 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}";
  697. 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";
  698. 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}";
  699. 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";
  700. BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
  701. 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";
  702. BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
  703. 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";
  704. 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";
  705. BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
  706. BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
  707. (function() {
  708. var EXPORTS = {};EXPORTS['EngineInstrumentation'] = BABYLON['EngineInstrumentation'];EXPORTS['SceneInstrumentation'] = BABYLON['SceneInstrumentation'];EXPORTS['_TimeToken'] = BABYLON['_TimeToken'];
  709. globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON;
  710. module.exports = EXPORTS;
  711. })();
  712. }