babylon.furMaterial.min.js 30 KB

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  1. var BABYLON;!function(e){var n=4,i=function(e){function n(){e.call(this),this.DIFFUSE=!1,this.HEIGHTMAP=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.POINTSIZE=!1,this.FOG=!1,this.LIGHT0=!1,this.LIGHT1=!1,this.LIGHT2=!1,this.LIGHT3=!1,this.SPOTLIGHT0=!1,this.SPOTLIGHT1=!1,this.SPOTLIGHT2=!1,this.SPOTLIGHT3=!1,this.HEMILIGHT0=!1,this.HEMILIGHT1=!1,this.HEMILIGHT2=!1,this.HEMILIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.SHADOW0=!1,this.SHADOW1=!1,this.SHADOW2=!1,this.SHADOW3=!1,this.SHADOWS=!1,this.SHADOWVSM0=!1,this.SHADOWVSM1=!1,this.SHADOWVSM2=!1,this.SHADOWVSM3=!1,this.SHADOWPCF0=!1,this.SHADOWPCF1=!1,this.SHADOWPCF2=!1,this.SHADOWPCF3=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.BONES=!1,this.BONES4=!1,this.BonesPerMesh=0,this.INSTANCES=!1,this._keys=Object.keys(this)}return __extends(n,e),n}(e.MaterialDefines),t=function(t){function o(n,o){t.call(this,n,o),this.diffuseColor=new e.Color3(1,1,1),this.furLength=1,this.furAngle=0,this.furColor=new e.Color3(.44,.21,.02),this.disableLighting=!1,this._worldViewProjectionMatrix=e.Matrix.Zero(),this._scaledDiffuse=new e.Color3(1,1,1),this._defines=new i,this._cachedDefines=new i,this._cachedDefines.BonesPerMesh=-1}return __extends(o,t),o.prototype.needAlphaBlending=function(){return this.alpha<1},o.prototype.needAlphaTesting=function(){return!1},o.prototype.getAlphaTestTexture=function(){return null},o.prototype._checkCache=function(e,n,i){return n?this._defines.INSTANCES!==i?!1:n._materialDefines&&n._materialDefines.isEqual(this._defines)?!0:!1:!0},o.prototype.isReady=function(t,o){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var f=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===f.getRenderId()&&this._checkCache(f,t,o))return!0;var s=f.getEngine(),a=!1,r=!1;if(this._defines.reset(),f.texturesEnabled){if(this.diffuseTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.diffuseTexture.isReady())return!1;r=!0,this._defines.DIFFUSE=!0}if(this.heightTexture){if(!this.heightTexture.isReady())return!1;r=!0,this._defines.HEIGHTMAP=!0}}f.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||f.forcePointsCloud)&&(this._defines.POINTSIZE=!0),f.fogEnabled&&t&&t.applyFog&&f.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var d=0;if(f.lightsEnabled&&!this.disableLighting)for(var h=0;h<f.lights.length;h++){var l=f.lights[h];if(l.isEnabled()){if(l._excludedMeshesIds.length>0){for(var u=0;u<l._excludedMeshesIds.length;u++){var c=f.getMeshByID(l._excludedMeshesIds[u]);c&&l.excludedMeshes.push(c)}l._excludedMeshesIds=[]}if(l._includedOnlyMeshesIds.length>0){for(var g=0;g<l._includedOnlyMeshesIds.length;g++){var v=f.getMeshByID(l._includedOnlyMeshesIds[g]);v&&l.includedOnlyMeshes.push(v)}l._includedOnlyMeshesIds=[]}if(l.canAffectMesh(t)){a=!0,this._defines["LIGHT"+d]=!0;var m;if(m=l instanceof e.SpotLight?"SPOTLIGHT"+d:l instanceof e.HemisphericLight?"HEMILIGHT"+d:l instanceof e.PointLight?"POINTLIGHT"+d:"DIRLIGHT"+d,this._defines[m]=!0,f.shadowsEnabled){var p=l.getShadowGenerator();t&&t.receiveShadows&&p&&(this._defines["SHADOW"+d]=!0,this._defines.SHADOWS=!0,(p.useVarianceShadowMap||p.useBlurVarianceShadowMap)&&(this._defines["SHADOWVSM"+d]=!0),p.usePoissonSampling&&(this._defines["SHADOWPCF"+d]=!0))}if(d++,d===n)break}}}if(t&&(a&&t.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),r&&(t.isVerticesDataPresent(e.VertexBuffer.UVKind)&&(this._defines.UV1=!0),t.isVerticesDataPresent(e.VertexBuffer.UV2Kind)&&(this._defines.UV2=!0)),t.useVertexColors&&t.isVerticesDataPresent(e.VertexBuffer.ColorKind)&&(this._defines.VERTEXCOLOR=!0,t.hasVertexAlpha&&(this._defines.VERTEXALPHA=!0)),t.useBones&&t.computeBonesUsingShaders&&(this._defines.BONES=!0,this._defines.BonesPerMesh=t.skeleton.bones.length+1,this._defines.BONES4=!0),o&&(this._defines.INSTANCES=!0)),!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),f.resetCachedMaterial();var L=new e.EffectFallbacks;for(this._defines.FOG&&L.addFallback(1,"FOG"),d=0;n>d;d++)this._defines["LIGHT"+d]&&(d>0&&L.addFallback(d,"LIGHT"+d),this._defines["SHADOW"+d]&&L.addFallback(0,"SHADOW"+d),this._defines["SHADOWPCF"+d]&&L.addFallback(0,"SHADOWPCF"+d),this._defines["SHADOWVSM"+d]&&L.addFallback(0,"SHADOWVSM"+d));this._defines.BONES4&&L.addFallback(0,"BONES4");var I=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&I.push(e.VertexBuffer.NormalKind),this._defines.UV1&&I.push(e.VertexBuffer.UVKind),this._defines.UV2&&I.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&I.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(I.push(e.VertexBuffer.MatricesIndicesKind),I.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(I.push("world0"),I.push("world1"),I.push("world2"),I.push("world3"));var D="fur",T=this._defines.toString();this._effect=f.getEngine().createEffect(D,I,["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vLightData0","vLightDiffuse0","vLightSpecular0","vLightDirection0","vLightGround0","lightMatrix0","vLightData1","vLightDiffuse1","vLightSpecular1","vLightDirection1","vLightGround1","lightMatrix1","vLightData2","vLightDiffuse2","vLightSpecular2","vLightDirection2","vLightGround2","lightMatrix2","vLightData3","vLightDiffuse3","vLightSpecular3","vLightDirection3","vLightGround3","lightMatrix3","vFogInfos","vFogColor","pointSize","vDiffuseInfos","mBones","vClipPlane","diffuseMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","furLength","furAngle","furColor"],["diffuseSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3","heightTexture"],T,L,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=f.getRenderId(),this._wasPreviouslyReady=!0,t&&(t._materialDefines||(t._materialDefines=new i),this._defines.cloneTo(t._materialDefines)),!0):!1},o.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},o.prototype.bind=function(i,o){var f=this.getScene();if(this.bindOnlyWorldMatrix(i),this._effect.setMatrix("viewProjection",f.getTransformMatrix()),o&&o.useBones&&o.computeBonesUsingShaders&&this._effect.setMatrices("mBones",o.skeleton.getTransformMatrices()),f.getCachedMaterial()!==this){if(this.diffuseTexture&&e.StandardMaterial.DiffuseTextureEnabled&&(this._effect.setTexture("diffuseSampler",this.diffuseTexture),this._effect.setFloat2("vDiffuseInfos",this.diffuseTexture.coordinatesIndex,this.diffuseTexture.level),this._effect.setMatrix("diffuseMatrix",this.diffuseTexture.getTextureMatrix())),this.heightTexture&&this._effect.setTexture("heightTexture",this.heightTexture),f.clipPlane){var s=f.clipPlane;this._effect.setFloat4("vClipPlane",s.normal.x,s.normal.y,s.normal.z,s.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",f._mirroredCameraPosition?f._mirroredCameraPosition:f.activeCamera.position)}if(this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*o.visibility),f.lightsEnabled&&!this.disableLighting)for(var a=0,r=0;r<f.lights.length;r++){var d=f.lights[r];if(d.isEnabled()&&d.canAffectMesh(o)){if(d instanceof e.PointLight?d.transferToEffect(this._effect,"vLightData"+a):d instanceof e.DirectionalLight?d.transferToEffect(this._effect,"vLightData"+a):d instanceof e.SpotLight?d.transferToEffect(this._effect,"vLightData"+a,"vLightDirection"+a):d instanceof e.HemisphericLight&&d.transferToEffect(this._effect,"vLightData"+a,"vLightGround"+a),d.diffuse.scaleToRef(d.intensity,this._scaledDiffuse),this._effect.setColor4("vLightDiffuse"+a,this._scaledDiffuse,d.range),f.shadowsEnabled){var h=d.getShadowGenerator();o.receiveShadows&&h&&(this._effect.setMatrix("lightMatrix"+a,h.getTransformMatrix()),this._effect.setTexture("shadowSampler"+a,h.getShadowMapForRendering()),this._effect.setFloat3("shadowsInfo"+a,h.getDarkness(),h.getShadowMap().getSize().width,h.bias))}if(a++,a===n)break}}f.fogEnabled&&o.applyFog&&f.fogMode!==e.Scene.FOGMODE_NONE&&this._effect.setMatrix("view",f.getViewMatrix()),f.fogEnabled&&o.applyFog&&f.fogMode!==e.Scene.FOGMODE_NONE&&(this._effect.setFloat4("vFogInfos",f.fogMode,f.fogStart,f.fogEnd,f.fogDensity),this._effect.setColor3("vFogColor",f.fogColor)),this._effect.setFloat("furLength",this.furLength),this._effect.setFloat("furAngle",this.furAngle),this._effect.setColor4("furColor",this.furColor,1),t.prototype.bind.call(this,i,o)},o.prototype.getAnimatables=function(){var e=[];return this.diffuseTexture&&this.diffuseTexture.animations&&this.diffuseTexture.animations.length>0&&e.push(this.diffuseTexture),this.heightTexture&&this.heightTexture.animations&&this.heightTexture.animations.length>0&&e.push(this.heightTexture),e},o.prototype.dispose=function(e){this.diffuseTexture&&this.diffuseTexture.dispose(),t.prototype.dispose.call(this,e)},o.prototype.clone=function(e){var n=new o(e,this.getScene());return this.copyTo(n),this.diffuseTexture&&this.diffuseTexture.clone&&(n.diffuseTexture=this.diffuseTexture.clone()),this.heightTexture&&this.heightTexture.clone&&(n.heightTexture=this.heightTexture.clone()),this.diffuseColor&&this.diffuseColor.clone&&(n.diffuseColor=this.diffuseColor.clone()),n},o.prototype.serialize=function(){var e=t.prototype.serialize.call(this);return e.customType="BABYLON.FurMaterial",e.diffuseColor=this.diffuseColor.asArray(),e.disableLighting=this.disableLighting,e.furLength=this.furLength,e.furAngle=this.furAngle,e.furColor=this.furColor.asArray(),this.diffuseTexture&&(e.diffuseTexture=this.diffuseTexture.serialize()),this.heightTexture&&(e.heightTexture=this.heightTexture.serialize()),e},o.Parse=function(n,i,t){var f=new o(n.name,i);return f.diffuseColor=e.Color3.FromArray(n.diffuseColor),f.furLength=n.furLength,f.furAngle=n.furAngle,f.furColor=e.Color3.FromArray(n.furColor),f.disableLighting=n.disableLighting,f.alpha=n.alpha,f.id=n.id,e.Tags.AddTagsTo(f,n.tags),f.backFaceCulling=n.backFaceCulling,f.wireframe=n.wireframe,n.diffuseTexture&&(f.diffuseTexture=e.Texture.Parse(n.diffuseTexture,i,t)),n.heightTexture&&(f.heightTexture=e.Texture.Parse(n.heightTexture,i,t)),n.checkReadyOnlyOnce&&(f.checkReadyOnlyOnce=n.checkReadyOnlyOnce),f},o}(e.Material);e.FurMaterial=t}(BABYLON||(BABYLON={})),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 float x = dot(rv, vec3(12.9898,78.233, 24.65487));\n return fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n finalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n//FUR\nfloat r = Rand(position);\n#ifdef HEIGHTMAP \n vfur_length = furLength * texture2D(heightTexture, uv).rgb.x;\n#else \n vfur_length = (furLength * r);\n#endif\n vec3 tangent1 = vec3(normal.y, -normal.x, 0);\n vec3 tangent2 = vec3(-normal.z, 0, normal.x);\n r = Rand(tangent1*r);\n float J = (2.0 + 4.0* r);\n r = Rand(tangent2*r);\n float K = (2.0 + 2.0* r);\n tangent1 = tangent1*J + tangent2*K;\n tangent1 = normalize(tangent1);\n vec3 newPosition = position + normal * vfur_length*cos(furAngle) + tangent1*vfur_length*sin(furAngle);\n \n//END FUR\n gl_Position = viewProjection * finalWorld * vec4(newPosition, 1.0);\n\n vec4 worldPos = finalWorld * vec4(newPosition, 1.0);\n vPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}\n",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 const 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 return 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 vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n\n depth = clamp(depth, 0., 1.);\n\n directionToLight.y = 1.0 - directionToLight.y;\n\n float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n if (depth > shadow)\n {\n return darkness;\n }\n return 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float bias, float darkness)\n{\n vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n\n depth = clamp(depth, 0., 1.);\n\n directionToLight.y = 1.0 - directionToLight.y;\n\n float visibility = 1.;\n\n vec3 poissonDisk[4];\n poissonDisk[0] = vec3(-0.094201624, 0.04, -0.039906216);\n poissonDisk[1] = vec3(0.094558609, -0.04, -0.076890725);\n poissonDisk[2] = vec3(-0.094184101, 0.01, -0.092938870);\n poissonDisk[3] = vec3(0.034495938, -0.01, 0.029387760);\n\n // Poisson Sampling\n float biasedDepth = depth - bias;\n\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2])) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3])) < biasedDepth) visibility -= 0.25;\n\n return 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 vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n float biasedDepth = depth.z - bias;\n\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\n\n return min(1.0, visibility + darkness);\n}\n\n// Thanks to http://devmaster.net/\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat linstep(float low, float high, float v) {\n return clamp((v - low) / (high - low), 0.0, 1.0);\n}\n\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\n{\n float p = smoothstep(compare - bias, compare, moments.x);\n float variance = max(moments.y - moments.x * moments.x, 0.02);\n float d = compare - moments.x;\n float p_max = linstep(0.2, 1.0, variance / (variance + d * d));\n\n return clamp(max(p, p_max), 0.0, 1.0);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n depth = 0.5 * depth + vec3(0.5);\n vec2 uv = depth.xy;\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return 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 float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n result.diffuse = ndl * diffuseColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n\n return result;\n}\n\nfloat Rand(vec3 rv) {\n float x = dot(rv, vec3(12.9898,78.233, 24.65487));\n return fract(sin(x) * 43758.5453);\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = furColor;\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n // Bump\n#ifdef NORMAL\n vec3 normalW = normalize(vNormalW);\n#else\n vec3 normalW = vec3(1.0, 1.0, 1.0);\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightGround0);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n#else\n#ifdef SHADOWPCF0\n #if defined(POINTLIGHT0)\n shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\n #else\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\n #endif\n#else\n #if defined(POINTLIGHT0)\n shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\n #endif\n#endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightGround1.a);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n#ifdef SHADOWPCF1\n#if defined(POINTLIGHT1)\n shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\n#endif\n#else\n #if defined(POINTLIGHT1)\n shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\n #endif\n#endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightGround2);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n#ifdef SHADOWPCF2\n#if defined(POINTLIGHT2)\n shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\n#endif\n#else\n #if defined(POINTLIGHT2)\n shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\n #endif\n#endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n#ifdef SHADOWPCF3\n#if defined(POINTLIGHT3)\n shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\n#else\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\n#endif\n#else\n #if defined(POINTLIGHT3)\n shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\n #endif\n#endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\n\n // Composition\n //float r = Rand(vPositionW) * 0.5;\n float r = vfur_length * 0.5;\n vec4 color = vec4(finalDiffuse * (0.5 + r), alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}";