babylon.furMaterial.js 43 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var maxSimultaneousLights = 4;
  5. var FurMaterialDefines = (function (_super) {
  6. __extends(FurMaterialDefines, _super);
  7. function FurMaterialDefines() {
  8. _super.call(this);
  9. this.DIFFUSE = false;
  10. this.HEIGHTMAP = false;
  11. this.CLIPPLANE = false;
  12. this.ALPHATEST = false;
  13. this.POINTSIZE = false;
  14. this.FOG = false;
  15. this.LIGHT0 = false;
  16. this.LIGHT1 = false;
  17. this.LIGHT2 = false;
  18. this.LIGHT3 = false;
  19. this.SPOTLIGHT0 = false;
  20. this.SPOTLIGHT1 = false;
  21. this.SPOTLIGHT2 = false;
  22. this.SPOTLIGHT3 = false;
  23. this.HEMILIGHT0 = false;
  24. this.HEMILIGHT1 = false;
  25. this.HEMILIGHT2 = false;
  26. this.HEMILIGHT3 = false;
  27. this.DIRLIGHT0 = false;
  28. this.DIRLIGHT1 = false;
  29. this.DIRLIGHT2 = false;
  30. this.DIRLIGHT3 = false;
  31. this.POINTLIGHT0 = false;
  32. this.POINTLIGHT1 = false;
  33. this.POINTLIGHT2 = false;
  34. this.POINTLIGHT3 = false;
  35. this.SHADOW0 = false;
  36. this.SHADOW1 = false;
  37. this.SHADOW2 = false;
  38. this.SHADOW3 = false;
  39. this.SHADOWS = false;
  40. this.SHADOWVSM0 = false;
  41. this.SHADOWVSM1 = false;
  42. this.SHADOWVSM2 = false;
  43. this.SHADOWVSM3 = false;
  44. this.SHADOWPCF0 = false;
  45. this.SHADOWPCF1 = false;
  46. this.SHADOWPCF2 = false;
  47. this.SHADOWPCF3 = false;
  48. this.NORMAL = false;
  49. this.UV1 = false;
  50. this.UV2 = false;
  51. this.VERTEXCOLOR = false;
  52. this.VERTEXALPHA = false;
  53. this.BONES = false;
  54. this.BONES4 = false;
  55. this.BonesPerMesh = 0;
  56. this.INSTANCES = false;
  57. this._keys = Object.keys(this);
  58. }
  59. return FurMaterialDefines;
  60. })(BABYLON.MaterialDefines);
  61. var FurMaterial = (function (_super) {
  62. __extends(FurMaterial, _super);
  63. function FurMaterial(name, scene) {
  64. _super.call(this, name, scene);
  65. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  66. this.furLength = 1;
  67. this.furAngle = 0;
  68. this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02);
  69. this.disableLighting = false;
  70. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  71. this._scaledDiffuse = new BABYLON.Color3(1., 1., 1.);
  72. this._defines = new FurMaterialDefines();
  73. this._cachedDefines = new FurMaterialDefines();
  74. this._cachedDefines.BonesPerMesh = -1;
  75. }
  76. FurMaterial.prototype.needAlphaBlending = function () {
  77. return (this.alpha < 1.0);
  78. };
  79. FurMaterial.prototype.needAlphaTesting = function () {
  80. return false;
  81. };
  82. FurMaterial.prototype.getAlphaTestTexture = function () {
  83. return null;
  84. };
  85. // Methods
  86. FurMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  87. if (!mesh) {
  88. return true;
  89. }
  90. if (this._defines.INSTANCES !== useInstances) {
  91. return false;
  92. }
  93. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  94. return true;
  95. }
  96. return false;
  97. };
  98. FurMaterial.prototype.isReady = function (mesh, useInstances) {
  99. if (this.checkReadyOnlyOnce) {
  100. if (this._wasPreviouslyReady) {
  101. return true;
  102. }
  103. }
  104. var scene = this.getScene();
  105. if (!this.checkReadyOnEveryCall) {
  106. if (this._renderId === scene.getRenderId()) {
  107. if (this._checkCache(scene, mesh, useInstances)) {
  108. return true;
  109. }
  110. }
  111. }
  112. var engine = scene.getEngine();
  113. var needNormals = false;
  114. var needUVs = false;
  115. this._defines.reset();
  116. // Textures
  117. if (scene.texturesEnabled) {
  118. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119. if (!this.diffuseTexture.isReady()) {
  120. return false;
  121. }
  122. else {
  123. needUVs = true;
  124. this._defines.DIFFUSE = true;
  125. }
  126. }
  127. if (this.heightTexture) {
  128. if (!this.heightTexture.isReady()) {
  129. return false;
  130. }
  131. else {
  132. needUVs = true;
  133. this._defines.HEIGHTMAP = true;
  134. }
  135. }
  136. }
  137. // Effect
  138. if (scene.clipPlane) {
  139. this._defines.CLIPPLANE = true;
  140. }
  141. if (engine.getAlphaTesting()) {
  142. this._defines.ALPHATEST = true;
  143. }
  144. // Point size
  145. if (this.pointsCloud || scene.forcePointsCloud) {
  146. this._defines.POINTSIZE = true;
  147. }
  148. // Fog
  149. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  150. this._defines.FOG = true;
  151. }
  152. var lightIndex = 0;
  153. if (scene.lightsEnabled && !this.disableLighting) {
  154. for (var index = 0; index < scene.lights.length; index++) {
  155. var light = scene.lights[index];
  156. if (!light.isEnabled()) {
  157. continue;
  158. }
  159. // Excluded check
  160. if (light._excludedMeshesIds.length > 0) {
  161. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  162. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  163. if (excludedMesh) {
  164. light.excludedMeshes.push(excludedMesh);
  165. }
  166. }
  167. light._excludedMeshesIds = [];
  168. }
  169. // Included check
  170. if (light._includedOnlyMeshesIds.length > 0) {
  171. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  172. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  173. if (includedOnlyMesh) {
  174. light.includedOnlyMeshes.push(includedOnlyMesh);
  175. }
  176. }
  177. light._includedOnlyMeshesIds = [];
  178. }
  179. if (!light.canAffectMesh(mesh)) {
  180. continue;
  181. }
  182. needNormals = true;
  183. this._defines["LIGHT" + lightIndex] = true;
  184. var type;
  185. if (light instanceof BABYLON.SpotLight) {
  186. type = "SPOTLIGHT" + lightIndex;
  187. }
  188. else if (light instanceof BABYLON.HemisphericLight) {
  189. type = "HEMILIGHT" + lightIndex;
  190. }
  191. else if (light instanceof BABYLON.PointLight) {
  192. type = "POINTLIGHT" + lightIndex;
  193. }
  194. else {
  195. type = "DIRLIGHT" + lightIndex;
  196. }
  197. this._defines[type] = true;
  198. // Shadows
  199. if (scene.shadowsEnabled) {
  200. var shadowGenerator = light.getShadowGenerator();
  201. if (mesh && mesh.receiveShadows && shadowGenerator) {
  202. this._defines["SHADOW" + lightIndex] = true;
  203. this._defines.SHADOWS = true;
  204. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  205. this._defines["SHADOWVSM" + lightIndex] = true;
  206. }
  207. if (shadowGenerator.usePoissonSampling) {
  208. this._defines["SHADOWPCF" + lightIndex] = true;
  209. }
  210. }
  211. }
  212. lightIndex++;
  213. if (lightIndex === maxSimultaneousLights)
  214. break;
  215. }
  216. }
  217. // Attribs
  218. if (mesh) {
  219. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  220. this._defines.NORMAL = true;
  221. }
  222. if (needUVs) {
  223. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  224. this._defines.UV1 = true;
  225. }
  226. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  227. this._defines.UV2 = true;
  228. }
  229. }
  230. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  231. this._defines.VERTEXCOLOR = true;
  232. if (mesh.hasVertexAlpha) {
  233. this._defines.VERTEXALPHA = true;
  234. }
  235. }
  236. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  237. this._defines.BONES = true;
  238. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  239. this._defines.BONES4 = true;
  240. }
  241. // Instances
  242. if (useInstances) {
  243. this._defines.INSTANCES = true;
  244. }
  245. }
  246. // Get correct effect
  247. if (!this._defines.isEqual(this._cachedDefines)) {
  248. this._defines.cloneTo(this._cachedDefines);
  249. scene.resetCachedMaterial();
  250. // Fallbacks
  251. var fallbacks = new BABYLON.EffectFallbacks();
  252. if (this._defines.FOG) {
  253. fallbacks.addFallback(1, "FOG");
  254. }
  255. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  256. if (!this._defines["LIGHT" + lightIndex]) {
  257. continue;
  258. }
  259. if (lightIndex > 0) {
  260. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  261. }
  262. if (this._defines["SHADOW" + lightIndex]) {
  263. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  264. }
  265. if (this._defines["SHADOWPCF" + lightIndex]) {
  266. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  267. }
  268. if (this._defines["SHADOWVSM" + lightIndex]) {
  269. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  270. }
  271. }
  272. if (this._defines.BONES4) {
  273. fallbacks.addFallback(0, "BONES4");
  274. }
  275. //Attributes
  276. var attribs = [BABYLON.VertexBuffer.PositionKind];
  277. if (this._defines.NORMAL) {
  278. attribs.push(BABYLON.VertexBuffer.NormalKind);
  279. }
  280. if (this._defines.UV1) {
  281. attribs.push(BABYLON.VertexBuffer.UVKind);
  282. }
  283. if (this._defines.UV2) {
  284. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  285. }
  286. if (this._defines.VERTEXCOLOR) {
  287. attribs.push(BABYLON.VertexBuffer.ColorKind);
  288. }
  289. if (this._defines.BONES) {
  290. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  291. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  292. }
  293. if (this._defines.INSTANCES) {
  294. attribs.push("world0");
  295. attribs.push("world1");
  296. attribs.push("world2");
  297. attribs.push("world3");
  298. }
  299. // Legacy browser patch
  300. var shaderName = "fur";
  301. var join = this._defines.toString();
  302. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  303. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  304. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  305. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  306. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  307. "vFogInfos", "vFogColor", "pointSize",
  308. "vDiffuseInfos",
  309. "mBones",
  310. "vClipPlane", "diffuseMatrix",
  311. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  312. "furLength", "furAngle", "furColor"
  313. ], ["diffuseSampler",
  314. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3",
  315. "heightTexture"
  316. ], join, fallbacks, this.onCompiled, this.onError);
  317. }
  318. if (!this._effect.isReady()) {
  319. return false;
  320. }
  321. this._renderId = scene.getRenderId();
  322. this._wasPreviouslyReady = true;
  323. if (mesh) {
  324. if (!mesh._materialDefines) {
  325. mesh._materialDefines = new FurMaterialDefines();
  326. }
  327. this._defines.cloneTo(mesh._materialDefines);
  328. }
  329. return true;
  330. };
  331. FurMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  332. this._effect.setMatrix("world", world);
  333. };
  334. FurMaterial.prototype.bind = function (world, mesh) {
  335. var scene = this.getScene();
  336. // Matrices
  337. this.bindOnlyWorldMatrix(world);
  338. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  339. // Bones
  340. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  341. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  342. }
  343. if (scene.getCachedMaterial() !== this) {
  344. // Textures
  345. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  346. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  347. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  348. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  349. }
  350. if (this.heightTexture) {
  351. this._effect.setTexture("heightTexture", this.heightTexture);
  352. }
  353. // Clip plane
  354. if (scene.clipPlane) {
  355. var clipPlane = scene.clipPlane;
  356. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  357. }
  358. // Point size
  359. if (this.pointsCloud) {
  360. this._effect.setFloat("pointSize", this.pointSize);
  361. }
  362. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  363. }
  364. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  365. if (scene.lightsEnabled && !this.disableLighting) {
  366. var lightIndex = 0;
  367. for (var index = 0; index < scene.lights.length; index++) {
  368. var light = scene.lights[index];
  369. if (!light.isEnabled()) {
  370. continue;
  371. }
  372. if (!light.canAffectMesh(mesh)) {
  373. continue;
  374. }
  375. if (light instanceof BABYLON.PointLight) {
  376. // Point Light
  377. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  378. }
  379. else if (light instanceof BABYLON.DirectionalLight) {
  380. // Directional Light
  381. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  382. }
  383. else if (light instanceof BABYLON.SpotLight) {
  384. // Spot Light
  385. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  386. }
  387. else if (light instanceof BABYLON.HemisphericLight) {
  388. // Hemispheric Light
  389. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  390. }
  391. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  392. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  393. // Shadows
  394. if (scene.shadowsEnabled) {
  395. var shadowGenerator = light.getShadowGenerator();
  396. if (mesh.receiveShadows && shadowGenerator) {
  397. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  398. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  399. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  400. }
  401. }
  402. lightIndex++;
  403. if (lightIndex === maxSimultaneousLights)
  404. break;
  405. }
  406. }
  407. // View
  408. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  409. this._effect.setMatrix("view", scene.getViewMatrix());
  410. }
  411. // Fog
  412. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  413. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  414. this._effect.setColor3("vFogColor", scene.fogColor);
  415. }
  416. this._effect.setFloat("furLength", this.furLength);
  417. this._effect.setFloat("furAngle", this.furAngle);
  418. this._effect.setColor4("furColor", this.furColor, 1.0);
  419. _super.prototype.bind.call(this, world, mesh);
  420. };
  421. FurMaterial.prototype.getAnimatables = function () {
  422. var results = [];
  423. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  424. results.push(this.diffuseTexture);
  425. }
  426. if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {
  427. results.push(this.heightTexture);
  428. }
  429. return results;
  430. };
  431. FurMaterial.prototype.dispose = function (forceDisposeEffect) {
  432. if (this.diffuseTexture) {
  433. this.diffuseTexture.dispose();
  434. }
  435. _super.prototype.dispose.call(this, forceDisposeEffect);
  436. };
  437. FurMaterial.prototype.clone = function (name) {
  438. var newMaterial = new FurMaterial(name, this.getScene());
  439. // Base material
  440. this.copyTo(newMaterial);
  441. // Fur material
  442. if (this.diffuseTexture && this.diffuseTexture.clone) {
  443. newMaterial.diffuseTexture = this.diffuseTexture.clone();
  444. }
  445. if (this.heightTexture && this.heightTexture.clone) {
  446. newMaterial.heightTexture = this.heightTexture.clone();
  447. }
  448. if (this.diffuseColor && this.diffuseColor.clone) {
  449. newMaterial.diffuseColor = this.diffuseColor.clone();
  450. }
  451. return newMaterial;
  452. };
  453. FurMaterial.prototype.serialize = function () {
  454. var serializationObject = _super.prototype.serialize.call(this);
  455. serializationObject.customType = "BABYLON.FurMaterial";
  456. serializationObject.diffuseColor = this.diffuseColor.asArray();
  457. serializationObject.disableLighting = this.disableLighting;
  458. serializationObject.furLength = this.furLength;
  459. serializationObject.furAngle = this.furAngle;
  460. serializationObject.furColor = this.furColor.asArray();
  461. if (this.diffuseTexture) {
  462. serializationObject.diffuseTexture = this.diffuseTexture.serialize();
  463. }
  464. if (this.heightTexture) {
  465. serializationObject.heightTexture = this.heightTexture.serialize();
  466. }
  467. return serializationObject;
  468. };
  469. FurMaterial.Parse = function (source, scene, rootUrl) {
  470. var material = new FurMaterial(source.name, scene);
  471. material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
  472. material.furLength = source.furLength;
  473. material.furAngle = source.furAngle;
  474. material.furColor = BABYLON.Color3.FromArray(source.furColor);
  475. material.disableLighting = source.disableLighting;
  476. material.alpha = source.alpha;
  477. material.id = source.id;
  478. BABYLON.Tags.AddTagsTo(material, source.tags);
  479. material.backFaceCulling = source.backFaceCulling;
  480. material.wireframe = source.wireframe;
  481. if (source.diffuseTexture) {
  482. material.diffuseTexture = BABYLON.Texture.Parse(source.diffuseTexture, scene, rootUrl);
  483. }
  484. if (source.heightTexture) {
  485. material.heightTexture = BABYLON.Texture.Parse(source.heightTexture, scene, rootUrl);
  486. }
  487. if (source.checkReadyOnlyOnce) {
  488. material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
  489. }
  490. return material;
  491. };
  492. return FurMaterial;
  493. })(BABYLON.Material);
  494. BABYLON.FurMaterial = FurMaterial;
  495. })(BABYLON || (BABYLON = {}));
  496. BABYLON.Effect.ShadersStore['furVertexShader'] = "precision highp float;\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n\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#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n\n// Uniforms\nuniform float furLength;\nuniform float furAngle;\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\nfloat Rand(vec3 rv) {\n\tfloat x = dot(rv, vec3(12.9898,78.233, 24.65487));\n\treturn fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n\tmat4 finalWorld;\n\n#ifdef INSTANCES\n\tfinalWorld = mat4(world0, world1, world2, world3);\n#else\n\tfinalWorld = world;\n#endif\n\n#ifdef BONES\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n//FUR\nfloat r = Rand(position);\n#ifdef HEIGHTMAP\t\n\tvfur_length = furLength * texture2D(heightTexture, uv).rgb.x;\n#else\t\n\tvfur_length = (furLength * r);\n#endif\n\tvec3 tangent1 = vec3(normal.y, -normal.x, 0);\n\tvec3 tangent2 = vec3(-normal.z, 0, normal.x);\n\tr = Rand(tangent1*r);\n\tfloat J = (2.0 + 4.0* r);\n\tr = Rand(tangent2*r);\n\tfloat K = (2.0 + 2.0* r);\n\ttangent1 = tangent1*J + tangent2*K;\n\ttangent1 = normalize(tangent1);\n vec3 newPosition = position + normal * vfur_length*cos(furAngle) + tangent1*vfur_length*sin(furAngle);\n\t\n//END FUR\n\tgl_Position = viewProjection * finalWorld * vec4(newPosition, 1.0);\n\n\tvec4 worldPos = finalWorld * vec4(newPosition, 1.0);\n\tvPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n\t// Texture coordinates\n#ifndef UV1\n\tvec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n\tvec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n\tif (vDiffuseInfos.x == 0.)\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n\t}\n\telse\n\t{\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n\t}\n#endif\n\n\t// Clip plane\n#ifdef CLIPPLANE\n\tfClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n\t// Fog\n#ifdef FOG\n\tfFogDistance = (view * worldPos).z;\n#endif\n\n\t// Shadows\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n\n\t// Point size\n#ifdef POINTSIZE\n\tgl_PointSize = pointSize;\n#endif\n}\n";
  497. BABYLON.Effect.ShadersStore['furPixelShader'] = "precision highp float;\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\n// Input\nuniform vec4 furColor;\nvarying vec3 vPositionW;\nvarying float vfur_length;\n\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\n#ifdef SHADOW0\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#else\nuniform samplerCube shadowSampler0;\n#endif\nuniform vec3 shadowsInfo0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\n#ifdef SHADOW1\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#else\nuniform samplerCube shadowSampler1;\n#endif\nuniform vec3 shadowsInfo1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\n#ifdef SHADOW2\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#else\nuniform samplerCube shadowSampler2;\n#endif\nuniform vec3 shadowsInfo2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\n#ifdef SHADOW3\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#else\nuniform samplerCube shadowSampler3;\n#endif\nuniform vec3 shadowsInfo3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n\treturn dot(color, bit_shift);\n}\n\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n\tif (depth > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\n{\n\tvec3 directionToLight = vPositionW - lightPosition;\n\tfloat depth = length(directionToLight);\n\n\tdepth = clamp(depth, 0., 1.);\n\n\tdirectionToLight.y = 1.0 - directionToLight.y;\n\n\tfloat visibility = 1.;\n\n\tvec3 poissonDisk[4];\n\tpoissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\n\tpoissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\n\tpoissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\n\tpoissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth - bias;\n\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n#endif\n\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n\tif (depth.z > shadow)\n\t{\n\t\treturn darkness;\n\t}\n\treturn 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tfloat visibility = 1.;\n\n\tvec2 poissonDisk[4];\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n\t// Poisson Sampling\n\tfloat biasedDepth = depth.z - bias;\n\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\n\treturn min(1.0, visibility + darkness);\n}\n\n// Thanks to http://devmaster.net/\nfloat unpackHalf(vec2 color)\n{\n\treturn color.x + (color.y / 255.0);\n}\n\nfloat linstep(float low, float high, float v) {\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\n\tfloat d = compare - moments.x;\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\n\treturn clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\n{\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n\tdepth = 0.5 * depth + vec3(0.5);\n\tvec2 uv = depth.xy;\n\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n\t{\n\t\treturn 1.0;\n\t}\n\n\tvec4 texel = texture2D(shadowSampler, uv);\n\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n}\n#endif\n#endif\n\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\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\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n\tfloat fogCoeff = 1.0;\n\tfloat fogStart = vFogInfos.y;\n\tfloat fogEnd = vFogInfos.z;\n\tfloat fogDensity = vFogInfos.w;\n\n\tif (FOGMODE_LINEAR == vFogInfos.x)\n\t{\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n\t}\n\telse if (FOGMODE_EXP == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n\t}\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\n\t{\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n\t}\n\n\treturn clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n\tvec3 diffuse;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 lightVectorW;\n\tfloat attenuation = 1.0;\n\tif (lightData.w == 0.)\n\t{\n\t\tvec3 direction = lightData.xyz - vPositionW;\n\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\n\t\tlightVectorW = normalize(direction);\n\t}\n\telse\n\t{\n\t\tlightVectorW = normalize(-lightData.xyz);\n\t}\n\n\t// diffuse\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\n\tresult.diffuse = ndl * diffuseColor * attenuation;\n\n\treturn result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\n\tlightingInfo result;\n\n\tvec3 direction = lightData.xyz - vPositionW;\n\tvec3 lightVectorW = normalize(direction);\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\n\n\t// diffuse\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n\tfloat spotAtten = 0.0;\n\n\tif (cosAngle >= lightDirection.w)\n\t{\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n\t\t// Diffuse\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n\n\t\treturn result;\n\t}\n\n\tresult.diffuse = vec3(0.);\n\n\treturn result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\n\tlightingInfo result;\n\n\t// Diffuse\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\n\n\treturn result;\n}\n\nfloat Rand(vec3 rv) {\n\tfloat x = dot(rv, vec3(12.9898,78.233, 24.65487));\n\treturn fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n\t// Clip plane\n#ifdef CLIPPLANE\n\tif (fClipDistance > 0.0)\n\t\tdiscard;\n#endif\n\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n\t// Base color\n\tvec4 baseColor = furColor;\n\tvec3 diffuseColor = vDiffuseColor.rgb;\n\n\t// Alpha\n\tfloat alpha = vDiffuseColor.a;\n\n#ifdef DIFFUSE\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n\tif (baseColor.a < 0.4)\n\t\tdiscard;\n#endif\n\n\tbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n\tbaseColor.rgb *= vColor.rgb;\n#endif\n\n\t// Bump\n#ifdef NORMAL\n\tvec3 normalW = normalize(vNormalW);\n#else\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n\t// Lighting\n\tvec3 diffuseBase = vec3(0., 0., 0.);\n\tfloat shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n\t#else\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n\t#endif\n#else\n\t#if defined(POINTLIGHT0)\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n\tshadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n\t#if defined(POINTLIGHT1)\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n\t#endif\n#endif\n#endif\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n\tshadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n\t#if defined(POINTLIGHT2)\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n\t\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n\tshadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n\t#if defined(POINTLIGHT3)\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#else\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n\t#endif\n#endif\t\n#endif\t\n#else\n\tshadow = 1.;\n#endif\n\tdiffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef VERTEXALPHA\n\talpha *= vColor.a;\n#endif\n\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\n\n\t// Composition\n\t//float r = Rand(vPositionW) * 0.5;\n\tfloat r = vfur_length * 0.5;\n\tvec4 color = vec4(finalDiffuse * (0.5 + r), alpha);\n\n#ifdef FOG\n\tfloat fog = CalcFogFactor();\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n\tgl_FragColor = color;\n}";