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- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
- import * as BABYLON from 'babylonjs/core/es6';
- var BABYLON;
- (function (BABYLON) {
- var Particle = /** @class */ (function () {
- function Particle(particleSystem) {
- this.particleSystem = particleSystem;
- this.position = BABYLON.Vector3.Zero();
- this.direction = BABYLON.Vector3.Zero();
- this.color = new BABYLON.Color4(0, 0, 0, 0);
- this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
- this.lifeTime = 1.0;
- this.age = 0;
- this.size = 0;
- this.angle = 0;
- this.angularSpeed = 0;
- this._currentFrameCounter = 0;
- this.cellIndex = 0;
- if (!this.particleSystem.isAnimationSheetEnabled) {
- return;
- }
- this.cellIndex = this.particleSystem.startSpriteCellID;
- if (this.particleSystem.spriteCellChangeSpeed == 0) {
- this.updateCellIndex = this.updateCellIndexWithSpeedCalculated;
- }
- else {
- this.updateCellIndex = this.updateCellIndexWithCustomSpeed;
- }
- }
- Particle.prototype.updateCellIndexWithSpeedCalculated = function (scaledUpdateSpeed) {
- // (ageOffset / scaledUpdateSpeed) / available cells
- var numberOfScaledUpdatesPerCell = ((this.lifeTime - this.age) / scaledUpdateSpeed) / (this.particleSystem.endSpriteCellID + 1 - this.cellIndex);
- this._currentFrameCounter += scaledUpdateSpeed;
- if (this._currentFrameCounter >= numberOfScaledUpdatesPerCell * scaledUpdateSpeed) {
- this._currentFrameCounter = 0;
- this.cellIndex++;
- if (this.cellIndex > this.particleSystem.endSpriteCellID) {
- this.cellIndex = this.particleSystem.endSpriteCellID;
- }
- }
- };
- Particle.prototype.updateCellIndexWithCustomSpeed = function () {
- if (this._currentFrameCounter >= this.particleSystem.spriteCellChangeSpeed) {
- this.cellIndex++;
- this._currentFrameCounter = 0;
- if (this.cellIndex > this.particleSystem.endSpriteCellID) {
- if (this.particleSystem.spriteCellLoop) {
- this.cellIndex = this.particleSystem.startSpriteCellID;
- }
- else {
- this.cellIndex = this.particleSystem.endSpriteCellID;
- }
- }
- }
- else {
- this._currentFrameCounter++;
- }
- };
- Particle.prototype.copyTo = function (other) {
- other.position.copyFrom(this.position);
- other.direction.copyFrom(this.direction);
- other.color.copyFrom(this.color);
- other.colorStep.copyFrom(this.colorStep);
- other.lifeTime = this.lifeTime;
- other.age = this.age;
- other.size = this.size;
- other.angle = this.angle;
- other.angularSpeed = this.angularSpeed;
- other.particleSystem = this.particleSystem;
- other.cellIndex = this.cellIndex;
- };
- return Particle;
- }());
- BABYLON.Particle = Particle;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.particle.js.map
- var BABYLON;
- (function (BABYLON) {
- var ParticleSystem = /** @class */ (function () {
- // end of sheet animation
- function ParticleSystem(name, capacity, scene, customEffect, _isAnimationSheetEnabled, epsilon) {
- if (customEffect === void 0) { customEffect = null; }
- if (_isAnimationSheetEnabled === void 0) { _isAnimationSheetEnabled = false; }
- if (epsilon === void 0) { epsilon = 0.01; }
- var _this = this;
- this.name = name;
- this._isAnimationSheetEnabled = _isAnimationSheetEnabled;
- // Members
- this.animations = [];
- this.renderingGroupId = 0;
- this.emitter = null;
- this.emitRate = 10;
- this.manualEmitCount = -1;
- this.updateSpeed = 0.01;
- this.targetStopDuration = 0;
- this.disposeOnStop = false;
- this.minEmitPower = 1;
- this.maxEmitPower = 1;
- this.minLifeTime = 1;
- this.maxLifeTime = 1;
- this.minSize = 1;
- this.maxSize = 1;
- this.minAngularSpeed = 0;
- this.maxAngularSpeed = 0;
- this.layerMask = 0x0FFFFFFF;
- this.customShader = null;
- this.preventAutoStart = false;
- /**
- * An event triggered when the system is disposed.
- * @type {BABYLON.Observable}
- */
- this.onDisposeObservable = new BABYLON.Observable();
- this.onAnimationEnd = null;
- this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
- this.forceDepthWrite = false;
- this.gravity = BABYLON.Vector3.Zero();
- this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
- this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
- this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
- this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
- this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
- this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
- this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
- this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
- this.particles = new Array();
- this._stockParticles = new Array();
- this._newPartsExcess = 0;
- this._vertexBuffers = {};
- this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
- this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
- this._scaledDirection = BABYLON.Vector3.Zero();
- this._scaledGravity = BABYLON.Vector3.Zero();
- this._currentRenderId = -1;
- this._started = false;
- this._stopped = false;
- this._actualFrame = 0;
- // sheet animation
- this.startSpriteCellID = 0;
- this.endSpriteCellID = 0;
- this.spriteCellLoop = true;
- this.spriteCellChangeSpeed = 0;
- this.spriteCellWidth = 0;
- this.spriteCellHeight = 0;
- this._vertexBufferSize = 11;
- this.appendParticleVertexes = null;
- this.id = name;
- this._capacity = capacity;
- this._epsilon = epsilon;
- if (_isAnimationSheetEnabled) {
- this._vertexBufferSize = 12;
- }
- this._scene = scene || BABYLON.Engine.LastCreatedScene;
- this._customEffect = customEffect;
- scene.particleSystems.push(this);
- this._createIndexBuffer();
- // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY) + 1 filler
- this._vertexData = new Float32Array(capacity * this._vertexBufferSize * 4);
- this._vertexBuffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, this._vertexBufferSize);
- var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 3);
- var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 3, 4);
- var options = this._vertexBuffer.createVertexBuffer("options", 7, 4);
- if (this._isAnimationSheetEnabled) {
- var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", 11, 1);
- this._vertexBuffers["cellIndex"] = cellIndexBuffer;
- }
- this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
- this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
- this._vertexBuffers["options"] = options;
- // Default behaviors
- this.particleEmitterType = new BABYLON.BoxParticleEmitter(this);
- this.updateFunction = function (particles) {
- for (var index = 0; index < particles.length; index++) {
- var particle = particles[index];
- particle.age += _this._scaledUpdateSpeed;
- if (particle.age >= particle.lifeTime) {
- _this.recycleParticle(particle);
- index--;
- continue;
- }
- else {
- particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
- particle.color.addInPlace(_this._scaledColorStep);
- if (particle.color.a < 0)
- particle.color.a = 0;
- particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
- particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
- particle.position.addInPlace(_this._scaledDirection);
- _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
- particle.direction.addInPlace(_this._scaledGravity);
- if (_this._isAnimationSheetEnabled) {
- particle.updateCellIndex(_this._scaledUpdateSpeed);
- }
- }
- }
- };
- }
- Object.defineProperty(ParticleSystem.prototype, "onDispose", {
- set: function (callback) {
- if (this._onDisposeObserver) {
- this.onDisposeObservable.remove(this._onDisposeObserver);
- }
- this._onDisposeObserver = this.onDisposeObservable.add(callback);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(ParticleSystem.prototype, "isAnimationSheetEnabled", {
- get: function () {
- return this._isAnimationSheetEnabled;
- },
- enumerable: true,
- configurable: true
- });
- ParticleSystem.prototype._createIndexBuffer = function () {
- var indices = [];
- var index = 0;
- for (var count = 0; count < this._capacity; count++) {
- indices.push(index);
- indices.push(index + 1);
- indices.push(index + 2);
- indices.push(index);
- indices.push(index + 2);
- indices.push(index + 3);
- index += 4;
- }
- this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
- };
- ParticleSystem.prototype.recycleParticle = function (particle) {
- var lastParticle = this.particles.pop();
- if (lastParticle !== particle) {
- lastParticle.copyTo(particle);
- this._stockParticles.push(lastParticle);
- }
- };
- ParticleSystem.prototype.getCapacity = function () {
- return this._capacity;
- };
- ParticleSystem.prototype.isAlive = function () {
- return this._alive;
- };
- ParticleSystem.prototype.isStarted = function () {
- return this._started;
- };
- ParticleSystem.prototype.start = function () {
- this._started = true;
- this._stopped = false;
- this._actualFrame = 0;
- };
- ParticleSystem.prototype.stop = function () {
- this._stopped = true;
- };
- // animation sheet
- ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
- var offset = index * this._vertexBufferSize;
- this._vertexData[offset] = particle.position.x;
- this._vertexData[offset + 1] = particle.position.y;
- this._vertexData[offset + 2] = particle.position.z;
- this._vertexData[offset + 3] = particle.color.r;
- this._vertexData[offset + 4] = particle.color.g;
- this._vertexData[offset + 5] = particle.color.b;
- this._vertexData[offset + 6] = particle.color.a;
- this._vertexData[offset + 7] = particle.angle;
- this._vertexData[offset + 8] = particle.size;
- this._vertexData[offset + 9] = offsetX;
- this._vertexData[offset + 10] = offsetY;
- };
- ParticleSystem.prototype._appendParticleVertexWithAnimation = function (index, particle, offsetX, offsetY) {
- if (offsetX === 0)
- offsetX = this._epsilon;
- else if (offsetX === 1)
- offsetX = 1 - this._epsilon;
- if (offsetY === 0)
- offsetY = this._epsilon;
- else if (offsetY === 1)
- offsetY = 1 - this._epsilon;
- var offset = index * this._vertexBufferSize;
- this._vertexData[offset] = particle.position.x;
- this._vertexData[offset + 1] = particle.position.y;
- this._vertexData[offset + 2] = particle.position.z;
- this._vertexData[offset + 3] = particle.color.r;
- this._vertexData[offset + 4] = particle.color.g;
- this._vertexData[offset + 5] = particle.color.b;
- this._vertexData[offset + 6] = particle.color.a;
- this._vertexData[offset + 7] = particle.angle;
- this._vertexData[offset + 8] = particle.size;
- this._vertexData[offset + 9] = offsetX;
- this._vertexData[offset + 10] = offsetY;
- this._vertexData[offset + 11] = particle.cellIndex;
- };
- ParticleSystem.prototype._update = function (newParticles) {
- // Update current
- this._alive = this.particles.length > 0;
- this.updateFunction(this.particles);
- // Add new ones
- var worldMatrix;
- if (this.emitter.position) {
- var emitterMesh = this.emitter;
- worldMatrix = emitterMesh.getWorldMatrix();
- }
- else {
- var emitterPosition = this.emitter;
- worldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
- }
- var particle;
- for (var index = 0; index < newParticles; index++) {
- if (this.particles.length === this._capacity) {
- break;
- }
- if (this._stockParticles.length !== 0) {
- particle = this._stockParticles.pop();
- particle.age = 0;
- particle.cellIndex = this.startSpriteCellID;
- }
- else {
- particle = new BABYLON.Particle(this);
- }
- this.particles.push(particle);
- var emitPower = ParticleSystem.randomNumber(this.minEmitPower, this.maxEmitPower);
- if (this.startDirectionFunction) {
- this.startDirectionFunction(emitPower, worldMatrix, particle.direction, particle);
- }
- else {
- this.particleEmitterType.startDirectionFunction(emitPower, worldMatrix, particle.direction, particle);
- }
- if (this.startPositionFunction) {
- this.startPositionFunction(worldMatrix, particle.position, particle);
- }
- else {
- this.particleEmitterType.startPositionFunction(worldMatrix, particle.position, particle);
- }
- particle.lifeTime = ParticleSystem.randomNumber(this.minLifeTime, this.maxLifeTime);
- particle.size = ParticleSystem.randomNumber(this.minSize, this.maxSize);
- particle.angularSpeed = ParticleSystem.randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
- var step = ParticleSystem.randomNumber(0, 1.0);
- BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
- this.colorDead.subtractToRef(particle.color, this._colorDiff);
- this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
- }
- };
- ParticleSystem.prototype._getEffect = function () {
- if (this._customEffect) {
- return this._customEffect;
- }
- ;
- var defines = [];
- if (this._scene.clipPlane) {
- defines.push("#define CLIPPLANE");
- }
- if (this._isAnimationSheetEnabled) {
- defines.push("#define ANIMATESHEET");
- }
- // Effect
- var join = defines.join("\n");
- if (this._cachedDefines !== join) {
- this._cachedDefines = join;
- var attributesNamesOrOptions;
- var effectCreationOption;
- if (this._isAnimationSheetEnabled) {
- attributesNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "options", "cellIndex"];
- effectCreationOption = ["invView", "view", "projection", "particlesInfos", "vClipPlane", "textureMask"];
- }
- else {
- attributesNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "options"];
- effectCreationOption = ["invView", "view", "projection", "vClipPlane", "textureMask"];
- }
- this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, ["diffuseSampler"], join);
- }
- return this._effect;
- };
- ParticleSystem.prototype.animate = function () {
- if (!this._started)
- return;
- var effect = this._getEffect();
- // Check
- if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
- return;
- if (this._currentRenderId === this._scene.getRenderId()) {
- return;
- }
- this._currentRenderId = this._scene.getRenderId();
- this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
- // determine the number of particles we need to create
- var newParticles;
- if (this.manualEmitCount > -1) {
- newParticles = this.manualEmitCount;
- this._newPartsExcess = 0;
- this.manualEmitCount = 0;
- }
- else {
- newParticles = ((this.emitRate * this._scaledUpdateSpeed) >> 0);
- this._newPartsExcess += this.emitRate * this._scaledUpdateSpeed - newParticles;
- }
- if (this._newPartsExcess > 1.0) {
- newParticles += this._newPartsExcess >> 0;
- this._newPartsExcess -= this._newPartsExcess >> 0;
- }
- this._alive = false;
- if (!this._stopped) {
- this._actualFrame += this._scaledUpdateSpeed;
- if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
- this.stop();
- }
- else {
- newParticles = 0;
- }
- this._update(newParticles);
- // Stopped?
- if (this._stopped) {
- if (!this._alive) {
- this._started = false;
- if (this.onAnimationEnd) {
- this.onAnimationEnd();
- }
- if (this.disposeOnStop) {
- this._scene._toBeDisposed.push(this);
- }
- }
- }
- // Animation sheet
- if (this._isAnimationSheetEnabled) {
- this.appendParticleVertexes = this.appenedParticleVertexesWithSheet;
- }
- else {
- this.appendParticleVertexes = this.appenedParticleVertexesNoSheet;
- }
- // Update VBO
- var offset = 0;
- for (var index = 0; index < this.particles.length; index++) {
- var particle = this.particles[index];
- this.appendParticleVertexes(offset, particle);
- offset += 4;
- }
- if (this._vertexBuffer) {
- this._vertexBuffer.update(this._vertexData);
- }
- };
- ParticleSystem.prototype.appenedParticleVertexesWithSheet = function (offset, particle) {
- this._appendParticleVertexWithAnimation(offset++, particle, 0, 0);
- this._appendParticleVertexWithAnimation(offset++, particle, 1, 0);
- this._appendParticleVertexWithAnimation(offset++, particle, 1, 1);
- this._appendParticleVertexWithAnimation(offset++, particle, 0, 1);
- };
- ParticleSystem.prototype.appenedParticleVertexesNoSheet = function (offset, particle) {
- this._appendParticleVertex(offset++, particle, 0, 0);
- this._appendParticleVertex(offset++, particle, 1, 0);
- this._appendParticleVertex(offset++, particle, 1, 1);
- this._appendParticleVertex(offset++, particle, 0, 1);
- };
- ParticleSystem.prototype.rebuild = function () {
- this._createIndexBuffer();
- if (this._vertexBuffer) {
- this._vertexBuffer._rebuild();
- }
- };
- ParticleSystem.prototype.render = function () {
- var effect = this._getEffect();
- // Check
- if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
- return 0;
- var engine = this._scene.getEngine();
- // Render
- engine.enableEffect(effect);
- engine.setState(false);
- var viewMatrix = this._scene.getViewMatrix();
- effect.setTexture("diffuseSampler", this.particleTexture);
- effect.setMatrix("view", viewMatrix);
- effect.setMatrix("projection", this._scene.getProjectionMatrix());
- if (this._isAnimationSheetEnabled) {
- var baseSize = this.particleTexture.getBaseSize();
- effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
- }
- effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
- if (this._scene.clipPlane) {
- var clipPlane = this._scene.clipPlane;
- var invView = viewMatrix.clone();
- invView.invert();
- effect.setMatrix("invView", invView);
- effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- // VBOs
- engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
- // Draw order
- if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
- engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
- }
- else {
- engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
- }
- if (this.forceDepthWrite) {
- engine.setDepthWrite(true);
- }
- engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this.particles.length * 6);
- engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
- return this.particles.length;
- };
- ParticleSystem.prototype.dispose = function () {
- if (this._vertexBuffer) {
- this._vertexBuffer.dispose();
- this._vertexBuffer = null;
- }
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- if (this.particleTexture) {
- this.particleTexture.dispose();
- this.particleTexture = null;
- }
- // Remove from scene
- var index = this._scene.particleSystems.indexOf(this);
- if (index > -1) {
- this._scene.particleSystems.splice(index, 1);
- }
- // Callback
- this.onDisposeObservable.notifyObservers(this);
- this.onDisposeObservable.clear();
- };
- ParticleSystem.prototype.createSphereEmitter = function (radius) {
- if (radius === void 0) { radius = 1; }
- var particleEmitter = new BABYLON.SphereParticleEmitter(radius);
- this.particleEmitterType = particleEmitter;
- return particleEmitter;
- };
- ParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
- if (radius === void 0) { radius = 1; }
- if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
- if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
- var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
- this.particleEmitterType = particleEmitter;
- return particleEmitter;
- };
- ParticleSystem.prototype.createConeEmitter = function (radius, angle) {
- if (radius === void 0) { radius = 1; }
- if (angle === void 0) { angle = Math.PI / 4; }
- var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
- this.particleEmitterType = particleEmitter;
- return particleEmitter;
- };
- // this method needs to be changed when breaking changes will be allowed to match the sphere and cone methods and properties direction1,2 and minEmitBox,maxEmitBox to be removed from the system.
- ParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
- var particleEmitter = new BABYLON.BoxParticleEmitter(this);
- this.direction1 = direction1;
- this.direction2 = direction2;
- this.minEmitBox = minEmitBox;
- this.maxEmitBox = maxEmitBox;
- this.particleEmitterType = particleEmitter;
- return particleEmitter;
- };
- ParticleSystem.randomNumber = function (min, max) {
- if (min === max) {
- return (min);
- }
- var random = Math.random();
- return ((random * (max - min)) + min);
- };
- // Clone
- ParticleSystem.prototype.clone = function (name, newEmitter) {
- var custom = null;
- var program = null;
- if (this.customShader != null) {
- program = this.customShader;
- var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
- custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
- }
- var result = new ParticleSystem(name, this._capacity, this._scene, custom);
- result.customShader = program;
- BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader"]);
- if (newEmitter === undefined) {
- newEmitter = this.emitter;
- }
- result.emitter = newEmitter;
- if (this.particleTexture) {
- result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
- }
- if (!this.preventAutoStart) {
- result.start();
- }
- return result;
- };
- ParticleSystem.prototype.serialize = function () {
- var serializationObject = {};
- serializationObject.name = this.name;
- serializationObject.id = this.id;
- // Emitter
- if (this.emitter.position) {
- var emitterMesh = this.emitter;
- serializationObject.emitterId = emitterMesh.id;
- }
- else {
- var emitterPosition = this.emitter;
- serializationObject.emitter = emitterPosition.asArray();
- }
- serializationObject.capacity = this.getCapacity();
- if (this.particleTexture) {
- serializationObject.textureName = this.particleTexture.name;
- }
- // Animations
- BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
- // Particle system
- serializationObject.minAngularSpeed = this.minAngularSpeed;
- serializationObject.maxAngularSpeed = this.maxAngularSpeed;
- serializationObject.minSize = this.minSize;
- serializationObject.maxSize = this.maxSize;
- serializationObject.minEmitPower = this.minEmitPower;
- serializationObject.maxEmitPower = this.maxEmitPower;
- serializationObject.minLifeTime = this.minLifeTime;
- serializationObject.maxLifeTime = this.maxLifeTime;
- serializationObject.emitRate = this.emitRate;
- serializationObject.minEmitBox = this.minEmitBox.asArray();
- serializationObject.maxEmitBox = this.maxEmitBox.asArray();
- serializationObject.gravity = this.gravity.asArray();
- serializationObject.direction1 = this.direction1.asArray();
- serializationObject.direction2 = this.direction2.asArray();
- serializationObject.color1 = this.color1.asArray();
- serializationObject.color2 = this.color2.asArray();
- serializationObject.colorDead = this.colorDead.asArray();
- serializationObject.updateSpeed = this.updateSpeed;
- serializationObject.targetStopDuration = this.targetStopDuration;
- serializationObject.textureMask = this.textureMask.asArray();
- serializationObject.blendMode = this.blendMode;
- serializationObject.customShader = this.customShader;
- serializationObject.preventAutoStart = this.preventAutoStart;
- serializationObject.startSpriteCellID = this.startSpriteCellID;
- serializationObject.endSpriteCellID = this.endSpriteCellID;
- serializationObject.spriteCellLoop = this.spriteCellLoop;
- serializationObject.spriteCellChangeSpeed = this.spriteCellChangeSpeed;
- serializationObject.spriteCellWidth = this.spriteCellWidth;
- serializationObject.spriteCellHeight = this.spriteCellHeight;
- serializationObject.isAnimationSheetEnabled = this._isAnimationSheetEnabled;
- return serializationObject;
- };
- ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl) {
- var name = parsedParticleSystem.name;
- var custom = null;
- var program = null;
- if (parsedParticleSystem.customShader) {
- program = parsedParticleSystem.customShader;
- var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
- custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
- }
- var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
- particleSystem.customShader = program;
- if (parsedParticleSystem.id) {
- particleSystem.id = parsedParticleSystem.id;
- }
- // Auto start
- if (parsedParticleSystem.preventAutoStart) {
- particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
- }
- // Texture
- if (parsedParticleSystem.textureName) {
- particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
- particleSystem.particleTexture.name = parsedParticleSystem.textureName;
- }
- // Emitter
- if (parsedParticleSystem.emitterId) {
- particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
- }
- else {
- particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
- }
- // Animations
- if (parsedParticleSystem.animations) {
- for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
- var parsedAnimation = parsedParticleSystem.animations[animationIndex];
- particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
- }
- }
- if (parsedParticleSystem.autoAnimate) {
- scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
- }
- // Particle system
- particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
- particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
- particleSystem.minSize = parsedParticleSystem.minSize;
- particleSystem.maxSize = parsedParticleSystem.maxSize;
- particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
- particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
- particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
- particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
- particleSystem.emitRate = parsedParticleSystem.emitRate;
- particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
- particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
- particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
- particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
- particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
- particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
- particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
- particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
- particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
- particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
- particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
- particleSystem.blendMode = parsedParticleSystem.blendMode;
- particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
- particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
- particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop;
- particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
- particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
- particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
- if (!particleSystem.preventAutoStart) {
- particleSystem.start();
- }
- return particleSystem;
- };
- // Statics
- ParticleSystem.BLENDMODE_ONEONE = 0;
- ParticleSystem.BLENDMODE_STANDARD = 1;
- return ParticleSystem;
- }());
- BABYLON.ParticleSystem = ParticleSystem;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.particleSystem.js.map
- var BABYLON;
- (function (BABYLON) {
- var BoxParticleEmitter = /** @class */ (function () {
- // to be updated like the rest of emitters when breaking changes.
- // all property should be come public variables and passed through constructor.
- function BoxParticleEmitter(_particleSystem) {
- this._particleSystem = _particleSystem;
- }
- Object.defineProperty(BoxParticleEmitter.prototype, "direction1", {
- get: function () {
- return this._particleSystem.direction1;
- },
- set: function (value) {
- this._particleSystem.direction1 = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(BoxParticleEmitter.prototype, "direction2", {
- get: function () {
- return this._particleSystem.direction2;
- },
- set: function (value) {
- this._particleSystem.direction2 = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(BoxParticleEmitter.prototype, "minEmitBox", {
- get: function () {
- return this._particleSystem.minEmitBox;
- },
- set: function (value) {
- this._particleSystem.minEmitBox = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(BoxParticleEmitter.prototype, "maxEmitBox", {
- get: function () {
- return this._particleSystem.maxEmitBox;
- },
- set: function (value) {
- this._particleSystem.maxEmitBox = value;
- },
- enumerable: true,
- configurable: true
- });
- BoxParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
- var randX = BABYLON.ParticleSystem.randomNumber(this.direction1.x, this.direction2.x);
- var randY = BABYLON.ParticleSystem.randomNumber(this.direction1.y, this.direction2.y);
- var randZ = BABYLON.ParticleSystem.randomNumber(this.direction1.z, this.direction2.z);
- BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
- };
- BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
- var randX = BABYLON.ParticleSystem.randomNumber(this.minEmitBox.x, this.maxEmitBox.x);
- var randY = BABYLON.ParticleSystem.randomNumber(this.minEmitBox.y, this.maxEmitBox.y);
- var randZ = BABYLON.ParticleSystem.randomNumber(this.minEmitBox.z, this.maxEmitBox.z);
- BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
- };
- return BoxParticleEmitter;
- }());
- BABYLON.BoxParticleEmitter = BoxParticleEmitter;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.boxParticleEmitter.js.map
- var BABYLON;
- (function (BABYLON) {
- var ConeParticleEmitter = /** @class */ (function () {
- function ConeParticleEmitter(radius, angle) {
- this.radius = radius;
- this.angle = angle;
- }
- ConeParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
- if (this.angle === 0) {
- BABYLON.Vector3.TransformNormalFromFloatsToRef(0, emitPower, 0, worldMatrix, directionToUpdate);
- }
- else {
- var phi = BABYLON.ParticleSystem.randomNumber(0, 2 * Math.PI);
- var theta = BABYLON.ParticleSystem.randomNumber(0, this.angle);
- var randX = Math.cos(phi) * Math.sin(theta);
- var randY = Math.cos(theta);
- var randZ = Math.sin(phi) * Math.sin(theta);
- BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
- }
- };
- ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
- var s = BABYLON.ParticleSystem.randomNumber(0, Math.PI * 2);
- var radius = BABYLON.ParticleSystem.randomNumber(0, this.radius);
- var randX = radius * Math.sin(s);
- var randZ = radius * Math.cos(s);
- BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, 0, randZ, worldMatrix, positionToUpdate);
- };
- return ConeParticleEmitter;
- }());
- BABYLON.ConeParticleEmitter = ConeParticleEmitter;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.coneParticleEmitter.js.map
- BABYLON.Effect.ShadersStore['defaultVertexShader'] = "#include<__decl__defaultVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n}";
- BABYLON.Effect.ShadersStore['defaultPixelShader'] = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0)\n{\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb*vRefractionInfos.x;\n#endif\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb*vReflectionInfos.x;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb*vReflectionInfos.x;\n#endif\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\ngl_FragColor=color;\n}";
- BABYLON.Effect.ShadersStore['particlesVertexShader'] = "\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\nattribute float cellIndex;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec3 particlesInfos; \n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\nvoid main(void) { \nvec3 viewPos=(view*vec4(position,1.0)).xyz; \nvec3 cornerPos;\nfloat size=options.y;\nfloat angle=options.x;\nvec2 offset=options.zw;\ncornerPos=vec3(offset.x-0.5,offset.y-0.5,0.)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#ifdef CLIPPLANE\nvec4 worldPos=invView*vec4(viewPos,1.0);\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n}";
- BABYLON.Effect.ShadersStore['particlesPixelShader'] = "\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif\nvec4 baseColor=texture2D(diffuseSampler,vUV);\ngl_FragColor=(baseColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n}";
- var BABYLON;
- (function (BABYLON) {
- var SphereParticleEmitter = /** @class */ (function () {
- function SphereParticleEmitter(radius) {
- this.radius = radius;
- }
- SphereParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
- // measure the direction Vector from the emitter to the particle.
- var direction = particle.position.subtract(worldMatrix.getTranslation());
- BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x * emitPower, direction.y * emitPower, direction.z * emitPower, worldMatrix, directionToUpdate);
- };
- SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
- var phi = BABYLON.ParticleSystem.randomNumber(0, 2 * Math.PI);
- var theta = BABYLON.ParticleSystem.randomNumber(0, Math.PI);
- var randX = this.radius * Math.cos(phi) * Math.sin(theta);
- var randY = this.radius * Math.cos(theta);
- var randZ = this.radius * Math.sin(phi) * Math.sin(theta);
- BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
- };
- return SphereParticleEmitter;
- }());
- BABYLON.SphereParticleEmitter = SphereParticleEmitter;
- var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
- __extends(SphereDirectedParticleEmitter, _super);
- function SphereDirectedParticleEmitter(radius, direction1, direction2) {
- var _this = _super.call(this, radius) || this;
- _this.direction1 = direction1;
- _this.direction2 = direction2;
- return _this;
- }
- SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
- var randX = BABYLON.ParticleSystem.randomNumber(this.direction1.x, this.direction2.x);
- var randY = BABYLON.ParticleSystem.randomNumber(this.direction1.y, this.direction2.y);
- var randZ = BABYLON.ParticleSystem.randomNumber(this.direction1.z, this.direction2.z);
- BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
- };
- return SphereDirectedParticleEmitter;
- }(SphereParticleEmitter));
- BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
- //# sourceMappingURL=babylon.iParticleEmitterType.js.map
- BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bonesDeclaration'] = "#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['instancesDeclaration'] = "#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
- BABYLON.Effect.IncludesShadersStore['morphTargetsVertexDeclaration'] = "#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
- BABYLON.Effect.IncludesShadersStore['morphTargetsVertex'] = "#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bonesVertex'] = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bumpVertex'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
- BABYLON.Effect.IncludesShadersStore['shadowsVertex'] = "#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
- BABYLON.Effect.IncludesShadersStore['helperFunctions'] = "const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nvec3 dither(vec2 seed,vec3 color) {\nfloat rand=getRand(seed);\ncolor+=mix(-0.5/255.0,0.5/255.0,rand);\ncolor=max(color,0.0);\nreturn color;\n}";
- BABYLON.Effect.IncludesShadersStore['lightFragmentDeclaration'] = "#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\n#endif\n#ifdef HEMILIGHT{X}\nuniform vec3 vLightGround{X};\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['lightsFragmentFunctions'] = "\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\n";
- BABYLON.Effect.IncludesShadersStore['lightUboDeclaration'] = "#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\n#endif\n#ifdef HEMILIGHT{X}\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['defaultVertexDeclaration'] = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['defaultFragmentDeclaration'] = "uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['defaultUboDeclaration'] = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};";
- BABYLON.Effect.IncludesShadersStore['shadowsFragmentFunctions'] = "#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPCFCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPCF(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['fresnelFunction'] = "#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif";
- BABYLON.Effect.IncludesShadersStore['reflectionFunction'] = "vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef INVERTCUBICMAP\ncoords.y=1.0-coords.y;\n#endif\nreturn vec3(reflectionMatrix*vec4(coords,0));\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}";
- BABYLON.Effect.IncludesShadersStore['imageProcessingDeclaration'] = "#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif";
- BABYLON.Effect.IncludesShadersStore['imageProcessingFunctions'] = "#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}";
- BABYLON.Effect.IncludesShadersStore['bumpFragmentFunctions'] = "#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogFragmentDeclaration'] = "#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
- BABYLON.Effect.IncludesShadersStore['bumpFragment'] = "vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif";
- BABYLON.Effect.IncludesShadersStore['lightFragment'] = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else\n#ifdef SHADOWESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#else \n#ifdef SHADOWPCF{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPCFCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
- var Particle = BABYLON.Particle;
- var ParticleSystem = BABYLON.ParticleSystem;
- var BoxParticleEmitter = BABYLON.BoxParticleEmitter;
- var ConeParticleEmitter = BABYLON.ConeParticleEmitter;
- var SphereParticleEmitter = BABYLON.SphereParticleEmitter;
- var SphereDirectedParticleEmitter = BABYLON.SphereDirectedParticleEmitter;
- export { Particle,ParticleSystem,BoxParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter };
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