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- var BABYLON;!function(e){var n=4,i=function(e){function n(){e.call(this),this.ALBEDO=!1,this.AMBIENT=!1,this.OPACITY=!1,this.OPACITYRGB=!1,this.REFLECTION=!1,this.EMISSIVE=!1,this.REFLECTIVITY=!1,this.BUMP=!1,this.SPECULAROVERALPHA=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.ALPHAFROMALBEDO=!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.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.SPECULARTERM=!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.OPACITYFRESNEL=!1,this.EMISSIVEFRESNEL=!1,this.FRESNEL=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.NUM_BONE_INFLUENCERS=0,this.BonesPerMesh=0,this.INSTANCES=!1,this.MICROSURFACEFROMREFLECTIVITYMAP=!1,this.EMISSIVEASILLUMINATION=!1,this.LINKEMISSIVEWITHALBEDO=!1,this.LIGHTMAP=!1,this.USELIGHTMAPASSHADOWMAP=!1,this.REFLECTIONMAP_3D=!1,this.REFLECTIONMAP_SPHERICAL=!1,this.REFLECTIONMAP_PLANAR=!1,this.REFLECTIONMAP_CUBIC=!1,this.REFLECTIONMAP_PROJECTION=!1,this.REFLECTIONMAP_SKYBOX=!1,this.REFLECTIONMAP_EXPLICIT=!1,this.REFLECTIONMAP_EQUIRECTANGULAR=!1,this.INVERTCUBICMAP=!1,this.LOGARITHMICDEPTH=!1,this.CAMERATONEMAP=!1,this.CAMERACONTRAST=!1,this.OVERLOADEDVALUES=!1,this.OVERLOADEDSHADOWVALUES=!1,this._keys=Object.keys(this)}return __extends(n,e),n}(e.MaterialDefines),t=function(t){function o(n,o){var r=this;t.call(this,n,o),this.directIntensity=1,this.emissiveIntensity=1,this.environmentIntensity=1,this.specularIntensity=1,this._lightingInfos=new e.Vector4(this.directIntensity,this.emissiveIntensity,this.environmentIntensity,this.specularIntensity),this.overloadedShadowIntensity=1,this.overloadedShadeIntensity=1,this._overloadedShadowInfos=new e.Vector4(this.overloadedShadowIntensity,this.overloadedShadeIntensity,0,0),this.cameraExposure=1,this.cameraContrast=1,this._cameraInfos=new e.Vector4(1,1,0,0),this.overloadedAmbientIntensity=0,this.overloadedAlbedoIntensity=0,this.overloadedReflectivityIntensity=0,this.overloadedEmissiveIntensity=0,this._overloadedIntensity=new e.Vector4(this.overloadedAmbientIntensity,this.overloadedAlbedoIntensity,this.overloadedReflectivityIntensity,this.overloadedEmissiveIntensity),this.overloadedAmbient=e.Color3.White(),this.overloadedAlbedo=e.Color3.White(),this.overloadedReflectivity=e.Color3.White(),this.overloadedEmissive=e.Color3.White(),this.overloadedReflection=e.Color3.White(),this.overloadedMicroSurface=0,this.overloadedMicroSurfaceIntensity=0,this.overloadedReflectionIntensity=0,this._overloadedMicroSurface=new e.Vector3(this.overloadedMicroSurface,this.overloadedMicroSurfaceIntensity,this.overloadedReflectionIntensity),this.disableBumpMap=!1,this.ambientColor=new e.Color3(0,0,0),this.albedoColor=new e.Color3(1,1,1),this.reflectivityColor=new e.Color3(1,1,1),this.reflectionColor=new e.Color3(.5,.5,.5),this.microSurface=.5,this.emissiveColor=new e.Color3(0,0,0),this.useAlphaFromAlbedoTexture=!1,this.useEmissiveAsIllumination=!1,this.linkEmissiveWithAlbedo=!1,this.useSpecularOverAlpha=!0,this.disableLighting=!1,this.useLightmapAsShadowmap=!1,this.useMicroSurfaceFromReflectivityMapAlpha=!1,this._renderTargets=new e.SmartArray(16),this._worldViewProjectionMatrix=e.Matrix.Zero(),this._globalAmbientColor=new e.Color3(0,0,0),this._tempColor=new e.Color3,this._defines=new i,this._cachedDefines=new i,this._myScene=null,this._myShadowGenerator=null,this._cachedDefines.BonesPerMesh=-1,this.getRenderTargetTextures=function(){return r._renderTargets.reset(),r.reflectionTexture&&r.reflectionTexture.isRenderTarget&&r._renderTargets.push(r.reflectionTexture),r._renderTargets}}return __extends(o,t),Object.defineProperty(o.prototype,"useLogarithmicDepth",{get:function(){return this._useLogarithmicDepth},set:function(e){this._useLogarithmicDepth=e&&this.getScene().getEngine().getCaps().fragmentDepthSupported},enumerable:!0,configurable:!0}),o.prototype.needAlphaBlending=function(){return this.alpha<1||null!=this.opacityTexture||this._shouldUseAlphaFromAlbedoTexture()||this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled},o.prototype.needAlphaTesting=function(){return null!=this.albedoTexture&&this.albedoTexture.hasAlpha},o.prototype._shouldUseAlphaFromAlbedoTexture=function(){return null!=this.albedoTexture&&this.albedoTexture.hasAlpha&&this.useAlphaFromAlbedoTexture},o.prototype.getAlphaTestTexture=function(){return this.albedoTexture},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.PrepareDefinesForLights=function(i,t,o){for(var r=0,a=!1,s=0;s<i.lights.length;s++){var f=i.lights[s];if(f.isEnabled()){if(f._excludedMeshesIds.length>0){for(var l=0;l<f._excludedMeshesIds.length;l++){var d=i.getMeshByID(f._excludedMeshesIds[l]);d&&f.excludedMeshes.push(d)}f._excludedMeshesIds=[]}if(f._includedOnlyMeshesIds.length>0){for(var c=0;c<f._includedOnlyMeshesIds.length;c++){var v=i.getMeshByID(f._includedOnlyMeshesIds[c]);v&&f.includedOnlyMeshes.push(v)}f._includedOnlyMeshesIds=[]}if(f.canAffectMesh(t)){a=!0,o["LIGHT"+r]=!0;var h;if(h=f instanceof e.SpotLight?"SPOTLIGHT"+r:f instanceof e.HemisphericLight?"HEMILIGHT"+r:f instanceof e.PointLight?"POINTLIGHT"+r:"DIRLIGHT"+r,o[h]=!0,f.specular.equalsFloats(0,0,0)||(o.SPECULARTERM=!0),i.shadowsEnabled){var m=f.getShadowGenerator();t&&t.receiveShadows&&m&&(o["SHADOW"+r]=!0,o.SHADOWS=!0,(m.useVarianceShadowMap||m.useBlurVarianceShadowMap)&&(o["SHADOWVSM"+r]=!0),m.usePoissonSampling&&(o["SHADOWPCF"+r]=!0))}if(r++,r===n)break}}}return a},o.BindLights=function(i,t,r,a){for(var s=0,f=!1,l=0;l<i.lights.length;l++){var d=i.lights[l];if(d.isEnabled()&&d.canAffectMesh(t)){if(d instanceof e.PointLight?d.transferToEffect(r,"vLightData"+s):d instanceof e.DirectionalLight?d.transferToEffect(r,"vLightData"+s):d instanceof e.SpotLight?d.transferToEffect(r,"vLightData"+s,"vLightDirection"+s):d instanceof e.HemisphericLight&&d.transferToEffect(r,"vLightData"+s,"vLightGround"+s),d.diffuse.toLinearSpaceToRef(o._scaledAlbedo),o._scaledAlbedo.scaleToRef(d.intensity,o._scaledAlbedo),d.diffuse.scaleToRef(d.intensity,o._scaledAlbedo),r.setColor4("vLightDiffuse"+s,o._scaledAlbedo,d.range),a.SPECULARTERM&&(d.specular.toLinearSpaceToRef(o._scaledReflectivity),o._scaledReflectivity.scaleToRef(d.intensity,o._scaledReflectivity),r.setColor3("vLightSpecular"+s,o._scaledReflectivity)),i.shadowsEnabled){var c=d.getShadowGenerator();t.receiveShadows&&c&&(d.needCube()?f||(f=!0,r.setFloat2("depthValues",i.activeCamera.minZ,i.activeCamera.maxZ)):r.setMatrix("lightMatrix"+s,c.getTransformMatrix()),r.setTexture("shadowSampler"+s,c.getShadowMapForRendering()),r.setFloat3("shadowsInfo"+s,c.getDarkness(),c.getShadowMap().getSize().width,c.bias))}if(s++,s===n)break}}},o.prototype.isReady=function(t,r){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var a=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===a.getRenderId()&&this._checkCache(a,t,r))return!0;var s=a.getEngine(),f=!1,l=!1;if(this._defines.reset(),a.texturesEnabled){if(this.albedoTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.albedoTexture.isReady())return!1;l=!0,this._defines.ALBEDO=!0}if(this.ambientTexture&&e.StandardMaterial.AmbientTextureEnabled){if(!this.ambientTexture.isReady())return!1;l=!0,this._defines.AMBIENT=!0}if(this.opacityTexture&&e.StandardMaterial.OpacityTextureEnabled){if(!this.opacityTexture.isReady())return!1;l=!0,this._defines.OPACITY=!0,this.opacityTexture.getAlphaFromRGB&&(this._defines.OPACITYRGB=!0)}if(this.reflectionTexture&&e.StandardMaterial.ReflectionTextureEnabled){if(!this.reflectionTexture.isReady())return!1;switch(f=!0,this._defines.REFLECTION=!0,this.reflectionTexture.coordinatesMode===e.Texture.INVCUBIC_MODE&&(this._defines.INVERTCUBICMAP=!0),this._defines.REFLECTIONMAP_3D=this.reflectionTexture.isCube,this.reflectionTexture.coordinatesMode){case e.Texture.CUBIC_MODE:case e.Texture.INVCUBIC_MODE:this._defines.REFLECTIONMAP_CUBIC=!0;break;case e.Texture.EXPLICIT_MODE:this._defines.REFLECTIONMAP_EXPLICIT=!0;break;case e.Texture.PLANAR_MODE:this._defines.REFLECTIONMAP_PLANAR=!0;break;case e.Texture.PROJECTION_MODE:this._defines.REFLECTIONMAP_PROJECTION=!0;break;case e.Texture.SKYBOX_MODE:this._defines.REFLECTIONMAP_SKYBOX=!0;break;case e.Texture.SPHERICAL_MODE:this._defines.REFLECTIONMAP_SPHERICAL=!0;break;case e.Texture.EQUIRECTANGULAR_MODE:this._defines.REFLECTIONMAP_EQUIRECTANGULAR=!0}}if(this.lightmapTexture&&e.StandardMaterial.LightmapEnabled){if(!this.lightmapTexture.isReady())return!1;l=!0,this._defines.LIGHTMAP=!0,this._defines.USELIGHTMAPASSHADOWMAP=this.useLightmapAsShadowmap}if(this.emissiveTexture&&e.StandardMaterial.EmissiveTextureEnabled){if(!this.emissiveTexture.isReady())return!1;l=!0,this._defines.EMISSIVE=!0}if(this.reflectivityTexture&&e.StandardMaterial.SpecularTextureEnabled){if(!this.reflectivityTexture.isReady())return!1;l=!0,this._defines.REFLECTIVITY=!0,this._defines.MICROSURFACEFROMREFLECTIVITYMAP=this.useMicroSurfaceFromReflectivityMapAlpha}}if(a.getEngine().getCaps().standardDerivatives&&this.bumpTexture&&e.StandardMaterial.BumpTextureEnabled&&!this.disableBumpMap){if(!this.bumpTexture.isReady())return!1;l=!0,this._defines.BUMP=!0}if(a.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),this._shouldUseAlphaFromAlbedoTexture()&&(this._defines.ALPHAFROMALBEDO=!0),this.useEmissiveAsIllumination&&(this._defines.EMISSIVEASILLUMINATION=!0),this.linkEmissiveWithAlbedo&&(this._defines.LINKEMISSIVEWITHALBEDO=!0),this.useLogarithmicDepth&&(this._defines.LOGARITHMICDEPTH=!0),1!=this.cameraContrast&&(this._defines.CAMERACONTRAST=!0),1!=this.cameraExposure&&(this._defines.CAMERATONEMAP=!0),(1!=this.overloadedShadeIntensity||1!=this.overloadedShadowIntensity)&&(this._defines.OVERLOADEDSHADOWVALUES=!0),(this.overloadedMicroSurfaceIntensity>0||this.overloadedEmissiveIntensity>0||this.overloadedReflectivityIntensity>0||this.overloadedAlbedoIntensity>0||this.overloadedAmbientIntensity>0||this.overloadedReflectionIntensity>0)&&(this._defines.OVERLOADEDVALUES=!0),(this.pointsCloud||a.forcePointsCloud)&&(this._defines.POINTSIZE=!0),a.fogEnabled&&t&&t.applyFog&&a.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0),a.lightsEnabled&&!this.disableLighting&&(f=o.PrepareDefinesForLights(a,t,this._defines)),e.StandardMaterial.FresnelEnabled&&(this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled||this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled)&&(this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&(this._defines.OPACITYFRESNEL=!0),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled&&(this._defines.EMISSIVEFRESNEL=!0),f=!0,this._defines.FRESNEL=!0),this._defines.SPECULARTERM&&this.useSpecularOverAlpha&&(this._defines.SPECULAROVERALPHA=!0),t&&(f&&t.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),l&&(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.NUM_BONE_INFLUENCERS=t.numBoneInfluencers,this._defines.BonesPerMesh=t.skeleton.bones.length+1),r&&(this._defines.INSTANCES=!0)),!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),a.resetCachedMaterial();var d=new e.EffectFallbacks;this._defines.REFLECTION&&d.addFallback(0,"REFLECTION"),this._defines.REFLECTIVITY&&d.addFallback(0,"REFLECTIVITY"),this._defines.BUMP&&d.addFallback(0,"BUMP"),this._defines.SPECULAROVERALPHA&&d.addFallback(0,"SPECULAROVERALPHA"),this._defines.FOG&&d.addFallback(1,"FOG"),this._defines.POINTSIZE&&d.addFallback(0,"POINTSIZE"),this._defines.LOGARITHMICDEPTH&&d.addFallback(0,"LOGARITHMICDEPTH");for(var c=0;n>c;c++)this._defines["LIGHT"+c]&&(c>0&&d.addFallback(c,"LIGHT"+c),this._defines["SHADOW"+c]&&d.addFallback(0,"SHADOW"+c),this._defines["SHADOWPCF"+c]&&d.addFallback(0,"SHADOWPCF"+c),this._defines["SHADOWVSM"+c]&&d.addFallback(0,"SHADOWVSM"+c));this._defines.SPECULARTERM&&d.addFallback(0,"SPECULARTERM"),this._defines.OPACITYFRESNEL&&d.addFallback(1,"OPACITYFRESNEL"),this._defines.EMISSIVEFRESNEL&&d.addFallback(2,"EMISSIVEFRESNEL"),this._defines.FRESNEL&&d.addFallback(3,"FRESNEL"),this._defines.NUM_BONE_INFLUENCERS>0&&d.addCPUSkinningFallback(0,t);var v=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&v.push(e.VertexBuffer.NormalKind),this._defines.UV1&&v.push(e.VertexBuffer.UVKind),this._defines.UV2&&v.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&v.push(e.VertexBuffer.ColorKind),this._defines.NUM_BONE_INFLUENCERS>0&&(v.push(e.VertexBuffer.MatricesIndicesKind),v.push(e.VertexBuffer.MatricesWeightsKind),this._defines.NUM_BONE_INFLUENCERS>4&&(v.push(e.VertexBuffer.MatricesIndicesExtraKind),v.push(e.VertexBuffer.MatricesWeightsExtraKind))),this._defines.INSTANCES&&(v.push("world0"),v.push("world1"),v.push("world2"),v.push("world3"));var h="pbr";a.getEngine().getCaps().standardDerivatives||(h="legacypbr");var m=this._defines.toString();this._effect=a.getEngine().createEffect(h,v,["world","view","viewProjection","vEyePosition","vLightsType","vAmbientColor","vAlbedoColor","vReflectivityColor","vEmissiveColor","vReflectionColor","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","vAlbedoInfos","vAmbientInfos","vOpacityInfos","vReflectionInfos","vEmissiveInfos","vReflectivityInfos","vBumpInfos","vLightmapInfos","mBones","vClipPlane","albedoMatrix","ambientMatrix","opacityMatrix","reflectionMatrix","emissiveMatrix","reflectivityMatrix","bumpMatrix","lightmapMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","depthValues","opacityParts","emissiveLeftColor","emissiveRightColor","vLightingIntensity","vOverloadedShadowIntensity","vOverloadedIntensity","vCameraInfos","vOverloadedAlbedo","vOverloadedReflection","vOverloadedReflectivity","vOverloadedEmissive","vOverloadedMicroSurface","logarithmicDepthConstant"],["albedoSampler","ambientSampler","opacitySampler","reflectionCubeSampler","reflection2DSampler","emissiveSampler","reflectivitySampler","bumpSampler","lightmapSampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],m,d,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=a.getRenderId(),this._wasPreviouslyReady=!0,t&&(t._materialDefines||(t._materialDefines=new i),this._defines.cloneTo(t._materialDefines)),!0):!1},o.prototype.unbind=function(){this.reflectionTexture&&this.reflectionTexture.isRenderTarget&&this._effect.setTexture("reflection2DSampler",null),t.prototype.unbind.call(this)},o.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},o.prototype.bind=function(n,i){this._myScene=this.getScene(),this.bindOnlyWorldMatrix(n),this._effect.setMatrix("viewProjection",this._myScene.getTransformMatrix()),i&&i.useBones&&i.computeBonesUsingShaders&&this._effect.setMatrices("mBones",i.skeleton.getTransformMatrices()),this._myScene.getCachedMaterial()!==this&&(e.StandardMaterial.FresnelEnabled&&(this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&this._effect.setColor4("opacityParts",new e.Color3(this.opacityFresnelParameters.leftColor.toLuminance(),this.opacityFresnelParameters.rightColor.toLuminance(),this.opacityFresnelParameters.bias),this.opacityFresnelParameters.power),this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled&&(this._effect.setColor4("emissiveLeftColor",this.emissiveFresnelParameters.leftColor,this.emissiveFresnelParameters.power),this._effect.setColor4("emissiveRightColor",this.emissiveFresnelParameters.rightColor,this.emissiveFresnelParameters.bias))),this.albedoTexture&&e.StandardMaterial.DiffuseTextureEnabled&&(this._effect.setTexture("albedoSampler",this.albedoTexture),this._effect.setFloat2("vAlbedoInfos",this.albedoTexture.coordinatesIndex,this.albedoTexture.level),this._effect.setMatrix("albedoMatrix",this.albedoTexture.getTextureMatrix())),this.ambientTexture&&e.StandardMaterial.AmbientTextureEnabled&&(this._effect.setTexture("ambientSampler",this.ambientTexture),this._effect.setFloat2("vAmbientInfos",this.ambientTexture.coordinatesIndex,this.ambientTexture.level),this._effect.setMatrix("ambientMatrix",this.ambientTexture.getTextureMatrix())),this.opacityTexture&&e.StandardMaterial.OpacityTextureEnabled&&(this._effect.setTexture("opacitySampler",this.opacityTexture),this._effect.setFloat2("vOpacityInfos",this.opacityTexture.coordinatesIndex,this.opacityTexture.level),this._effect.setMatrix("opacityMatrix",this.opacityTexture.getTextureMatrix())),this.reflectionTexture&&e.StandardMaterial.ReflectionTextureEnabled&&(this.reflectionTexture.isCube?this._effect.setTexture("reflectionCubeSampler",this.reflectionTexture):this._effect.setTexture("reflection2DSampler",this.reflectionTexture),this._effect.setMatrix("reflectionMatrix",this.reflectionTexture.getReflectionTextureMatrix()),this._effect.setFloat2("vReflectionInfos",this.reflectionTexture.level,0)),this.emissiveTexture&&e.StandardMaterial.EmissiveTextureEnabled&&(this._effect.setTexture("emissiveSampler",this.emissiveTexture),this._effect.setFloat2("vEmissiveInfos",this.emissiveTexture.coordinatesIndex,this.emissiveTexture.level),this._effect.setMatrix("emissiveMatrix",this.emissiveTexture.getTextureMatrix())),this.lightmapTexture&&e.StandardMaterial.LightmapEnabled&&(this._effect.setTexture("lightmapSampler",this.lightmapTexture),this._effect.setFloat2("vLightmapInfos",this.lightmapTexture.coordinatesIndex,this.lightmapTexture.level),this._effect.setMatrix("lightmapMatrix",this.lightmapTexture.getTextureMatrix())),this.reflectivityTexture&&e.StandardMaterial.SpecularTextureEnabled&&(this._effect.setTexture("reflectivitySampler",this.reflectivityTexture),this._effect.setFloat2("vReflectivityInfos",this.reflectivityTexture.coordinatesIndex,this.reflectivityTexture.level),this._effect.setMatrix("reflectivityMatrix",this.reflectivityTexture.getTextureMatrix())),this.bumpTexture&&this._myScene.getEngine().getCaps().standardDerivatives&&e.StandardMaterial.BumpTextureEnabled&&!this.disableBumpMap&&(this._effect.setTexture("bumpSampler",this.bumpTexture),this._effect.setFloat2("vBumpInfos",this.bumpTexture.coordinatesIndex,1/this.bumpTexture.level),this._effect.setMatrix("bumpMatrix",this.bumpTexture.getTextureMatrix())),this._myScene.clipPlane&&this._effect.setFloat4("vClipPlane",this._myScene.clipPlane.normal.x,this._myScene.clipPlane.normal.y,this._myScene.clipPlane.normal.z,this._myScene.clipPlane.d),this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._myScene.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor),this.reflectivityColor.toLinearSpaceToRef(o._scaledReflectivity),this._effect.setVector3("vEyePosition",this._myScene._mirroredCameraPosition?this._myScene._mirroredCameraPosition:this._myScene.activeCamera.position),this._effect.setColor3("vAmbientColor",this._globalAmbientColor),this._effect.setColor4("vReflectivityColor",o._scaledReflectivity,this.microSurface),this.emissiveColor.toLinearSpaceToRef(o._scaledEmissive),this._effect.setColor3("vEmissiveColor",o._scaledEmissive),this.reflectionColor.toLinearSpaceToRef(o._scaledReflection),this._effect.setColor3("vReflectionColor",o._scaledReflection)),this.albedoColor.toLinearSpaceToRef(o._scaledAlbedo),this._effect.setColor4("vAlbedoColor",o._scaledAlbedo,this.alpha*i.visibility),this._myScene.lightsEnabled&&!this.disableLighting&&o.BindLights(this._myScene,i,this._effect,this._defines),(this._myScene.fogEnabled&&i.applyFog&&this._myScene.fogMode!==e.Scene.FOGMODE_NONE||this.reflectionTexture)&&this._effect.setMatrix("view",this._myScene.getViewMatrix()),this._myScene.fogEnabled&&i.applyFog&&this._myScene.fogMode!==e.Scene.FOGMODE_NONE&&(this._effect.setFloat4("vFogInfos",this._myScene.fogMode,this._myScene.fogStart,this._myScene.fogEnd,this._myScene.fogDensity),this._effect.setColor3("vFogColor",this._myScene.fogColor)),this._lightingInfos.x=this.directIntensity,this._lightingInfos.y=this.emissiveIntensity,this._lightingInfos.z=this.environmentIntensity,this._lightingInfos.w=this.specularIntensity,this._effect.setVector4("vLightingIntensity",this._lightingInfos),this._overloadedShadowInfos.x=this.overloadedShadowIntensity,this._overloadedShadowInfos.y=this.overloadedShadeIntensity,this._effect.setVector4("vOverloadedShadowIntensity",this._overloadedShadowInfos),this._cameraInfos.x=this.cameraExposure,this._cameraInfos.y=this.cameraContrast,this._effect.setVector4("vCameraInfos",this._cameraInfos),this._overloadedIntensity.x=this.overloadedAmbientIntensity,this._overloadedIntensity.y=this.overloadedAlbedoIntensity,this._overloadedIntensity.z=this.overloadedReflectivityIntensity,this._overloadedIntensity.w=this.overloadedEmissiveIntensity,this._effect.setVector4("vOverloadedIntensity",this._overloadedIntensity),this.overloadedAmbient.toLinearSpaceToRef(this._tempColor),this._effect.setColor3("vOverloadedAmbient",this._tempColor),this.overloadedAlbedo.toLinearSpaceToRef(this._tempColor),this._effect.setColor3("vOverloadedAlbedo",this._tempColor),this.overloadedReflectivity.toLinearSpaceToRef(this._tempColor),this._effect.setColor3("vOverloadedReflectivity",this._tempColor),this.overloadedEmissive.toLinearSpaceToRef(this._tempColor),this._effect.setColor3("vOverloadedEmissive",this._tempColor),this.overloadedReflection.toLinearSpaceToRef(this._tempColor),this._effect.setColor3("vOverloadedReflection",this._tempColor),this._overloadedMicroSurface.x=this.overloadedMicroSurface,this._overloadedMicroSurface.y=this.overloadedMicroSurfaceIntensity,this._overloadedMicroSurface.z=this.overloadedReflectionIntensity,this._effect.setVector3("vOverloadedMicroSurface",this._overloadedMicroSurface),this._defines.LOGARITHMICDEPTH&&this._effect.setFloat("logarithmicDepthConstant",2/(Math.log(this._myScene.activeCamera.maxZ+1)/Math.LN2)),t.prototype.bind.call(this,n,i),this._myScene=null},o.prototype.getAnimatables=function(){var e=[];return this.albedoTexture&&this.albedoTexture.animations&&this.albedoTexture.animations.length>0&&e.push(this.albedoTexture),this.ambientTexture&&this.ambientTexture.animations&&this.ambientTexture.animations.length>0&&e.push(this.ambientTexture),this.opacityTexture&&this.opacityTexture.animations&&this.opacityTexture.animations.length>0&&e.push(this.opacityTexture),this.reflectionTexture&&this.reflectionTexture.animations&&this.reflectionTexture.animations.length>0&&e.push(this.reflectionTexture),this.emissiveTexture&&this.emissiveTexture.animations&&this.emissiveTexture.animations.length>0&&e.push(this.emissiveTexture),this.reflectivityTexture&&this.reflectivityTexture.animations&&this.reflectivityTexture.animations.length>0&&e.push(this.reflectivityTexture),this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0&&e.push(this.bumpTexture),e},o.prototype.dispose=function(e){this.albedoTexture&&this.albedoTexture.dispose(),this.ambientTexture&&this.ambientTexture.dispose(),this.opacityTexture&&this.opacityTexture.dispose(),this.reflectionTexture&&this.reflectionTexture.dispose(),this.emissiveTexture&&this.emissiveTexture.dispose(),this.reflectivityTexture&&this.reflectivityTexture.dispose(),this.bumpTexture&&this.bumpTexture.dispose(),t.prototype.dispose.call(this,e)},o.prototype.clone=function(e){var n=new o(e,this.getScene());return this.copyTo(n),n.directIntensity=this.directIntensity,n.emissiveIntensity=this.emissiveIntensity,n.environmentIntensity=this.environmentIntensity,n.specularIntensity=this.specularIntensity,n.cameraExposure=this.cameraExposure,n.cameraContrast=this.cameraContrast,n.overloadedShadowIntensity=this.overloadedShadowIntensity,n.overloadedShadeIntensity=this.overloadedShadeIntensity,n.overloadedAmbientIntensity=this.overloadedAmbientIntensity,n.overloadedAlbedoIntensity=this.overloadedAlbedoIntensity,n.overloadedReflectivityIntensity=this.overloadedReflectivityIntensity,n.overloadedEmissiveIntensity=this.overloadedEmissiveIntensity,n.overloadedAmbient=this.overloadedAmbient,n.overloadedAlbedo=this.overloadedAlbedo,n.overloadedReflectivity=this.overloadedReflectivity,n.overloadedEmissive=this.overloadedEmissive,n.overloadedReflection=this.overloadedReflection,n.overloadedMicroSurface=this.overloadedMicroSurface,n.overloadedMicroSurfaceIntensity=this.overloadedMicroSurfaceIntensity,n.overloadedReflectionIntensity=this.overloadedReflectionIntensity,n.disableBumpMap=this.disableBumpMap,this.albedoTexture&&this.albedoTexture.clone&&(n.albedoTexture=this.albedoTexture.clone()),this.ambientTexture&&this.ambientTexture.clone&&(n.ambientTexture=this.ambientTexture.clone()),this.opacityTexture&&this.opacityTexture.clone&&(n.opacityTexture=this.opacityTexture.clone()),this.reflectionTexture&&this.reflectionTexture.clone&&(n.reflectionTexture=this.reflectionTexture.clone()),this.emissiveTexture&&this.emissiveTexture.clone&&(n.emissiveTexture=this.emissiveTexture.clone()),this.reflectivityTexture&&this.reflectivityTexture.clone&&(n.reflectivityTexture=this.reflectivityTexture.clone()),this.bumpTexture&&this.bumpTexture.clone&&(n.bumpTexture=this.bumpTexture.clone()),this.lightmapTexture&&this.lightmapTexture.clone&&(n.lightmapTexture=this.lightmapTexture.clone(),n.useLightmapAsShadowmap=this.useLightmapAsShadowmap),n.ambientColor=this.ambientColor.clone(),n.albedoColor=this.albedoColor.clone(),n.reflectivityColor=this.reflectivityColor.clone(),n.reflectionColor=this.reflectionColor.clone(),n.microSurface=this.microSurface,n.emissiveColor=this.emissiveColor.clone(),n.useAlphaFromAlbedoTexture=this.useAlphaFromAlbedoTexture,n.useEmissiveAsIllumination=this.useEmissiveAsIllumination,n.useMicroSurfaceFromReflectivityMapAlpha=this.useMicroSurfaceFromReflectivityMapAlpha,n.useSpecularOverAlpha=this.useSpecularOverAlpha,n.emissiveFresnelParameters=this.emissiveFresnelParameters.clone(),n.opacityFresnelParameters=this.opacityFresnelParameters.clone(),n},o.prototype.serialize=function(){var e=t.prototype.serialize.call(this);return e.customType="BABYLON.PBRMaterial",e.directIntensity=this.directIntensity,e.emissiveIntensity=this.emissiveIntensity,e.environmentIntensity=this.environmentIntensity,e.specularIntensity=this.specularIntensity,e.cameraExposure=this.cameraExposure,e.cameraContrast=this.cameraContrast,e.overloadedShadowIntensity=this.overloadedShadowIntensity,e.overloadedShadeIntensity=this.overloadedShadeIntensity,e.overloadedAmbientIntensity=this.overloadedAmbientIntensity,e.overloadedAlbedoIntensity=this.overloadedAlbedoIntensity,e.overloadedReflectivityIntensity=this.overloadedReflectivityIntensity,e.overloadedEmissiveIntensity=this.overloadedEmissiveIntensity,e.overloadedAmbient=this.overloadedAmbient.asArray(),e.overloadedAlbedo=this.overloadedAlbedo.asArray(),e.overloadedReflectivity=this.overloadedReflectivity.asArray(),e.overloadedEmissive=this.overloadedEmissive.asArray(),e.overloadedReflection=this.overloadedReflection.asArray(),e.overloadedMicroSurface=this.overloadedMicroSurface,e.overloadedMicroSurfaceIntensity=this.overloadedMicroSurfaceIntensity,e.overloadedReflectionIntensity=this.overloadedReflectionIntensity,e.disableBumpMap=this.disableBumpMap,this.albedoTexture&&(e.albedoTexture=this.albedoTexture.serialize()),this.ambientTexture&&(e.ambientTexture=this.ambientTexture.serialize()),this.opacityTexture&&(e.opacityTexture=this.opacityTexture.serialize()),this.reflectionTexture&&(e.reflectionTexture=this.reflectionTexture.serialize()),this.emissiveTexture&&(e.emissiveTexture=this.emissiveTexture.serialize()),this.reflectivityTexture&&(e.reflectivityTexture=this.reflectivityTexture.serialize()),this.bumpTexture&&(e.bumpTexture=this.bumpTexture.serialize()),this.lightmapTexture&&(e.lightmapTexture=this.lightmapTexture.serialize(),e.useLightmapAsShadowmap=this.useLightmapAsShadowmap),e.ambientColor=this.ambientColor.asArray(),e.albedoColor=this.albedoColor.asArray(),e.reflectivityColor=this.reflectivityColor.asArray(),e.reflectionColor=this.reflectionColor.asArray(),e.microSurface=this.microSurface,e.emissiveColor=this.emissiveColor.asArray(),e.useAlphaFromAlbedoTexture=this.useAlphaFromAlbedoTexture,e.useEmissiveAsIllumination=this.useEmissiveAsIllumination,e.useMicroSurfaceFromReflectivityMapAlpha=this.useMicroSurfaceFromReflectivityMapAlpha,e.useSpecularOverAlpha=this.useSpecularOverAlpha,e.emissiveFresnelParameters=this.emissiveFresnelParameters.serialize(),e.opacityFresnelParameters=this.opacityFresnelParameters.serialize(),e},o.Parse=function(n,i,t){var r=new o(n.name,i);return r.alpha=n.alpha,r.id=n.id,n.disableDepthWrite&&(r.disableDepthWrite=n.disableDepthWrite),n.checkReadyOnlyOnce&&(r.checkReadyOnlyOnce=n.checkReadyOnlyOnce),e.Tags.AddTagsTo(r,n.tags),r.backFaceCulling=n.backFaceCulling,r.wireframe=n.wireframe,r.directIntensity=n.directIntensity,r.emissiveIntensity=n.emissiveIntensity,r.environmentIntensity=n.environmentIntensity,r.specularIntensity=n.specularIntensity,r.cameraExposure=n.cameraExposure,r.cameraContrast=n.cameraContrast,r.overloadedShadowIntensity=n.overloadedShadowIntensity,r.overloadedShadeIntensity=n.overloadedShadeIntensity,r.overloadedAmbientIntensity=n.overloadedAmbientIntensity,r.overloadedAlbedoIntensity=n.overloadedAlbedoIntensity,r.overloadedReflectivityIntensity=n.overloadedReflectivityIntensity,r.overloadedEmissiveIntensity=n.overloadedEmissiveIntensity,r.overloadedAmbient=e.Color3.FromArray(n.overloadedAmbient),r.overloadedAlbedo=e.Color3.FromArray(n.overloadedAlbedo),r.overloadedReflectivity=e.Color3.FromArray(n.overloadedReflectivity),r.overloadedEmissive=e.Color3.FromArray(n.overloadedEmissive),r.overloadedReflection=e.Color3.FromArray(n.overloadedReflection),r.overloadedMicroSurface=n.overloadedMicroSurface,r.overloadedMicroSurfaceIntensity=n.overloadedMicroSurfaceIntensity,r.overloadedReflectionIntensity=n.overloadedReflectionIntensity,r.disableBumpMap=n.disableBumpMap,n.albedoTexture&&(r.albedoTexture=e.Texture.Parse(n.albedoTexture,i,t)),n.ambientTexture&&(r.ambientTexture=e.Texture.Parse(n.ambientTexture,i,t)),n.opacityTexture&&(r.opacityTexture=e.Texture.Parse(n.opacityTexture,i,t)),n.reflectionTexture&&(r.reflectionTexture=e.Texture.Parse(n.reflectionTexture,i,t)),n.emissiveTexture&&(r.emissiveTexture=e.Texture.Parse(n.emissiveTexture,i,t)),n.reflectivityTexture&&(r.reflectivityTexture=e.Texture.Parse(n.reflectivityTexture,i,t)),n.bumpTexture&&(r.bumpTexture=e.Texture.Parse(n.bumpTexture,i,t)),n.lightmapTexture&&(r.lightmapTexture=e.Texture.Parse(n.lightmapTexture,i,t),r.useLightmapAsShadowmap=n.useLightmapAsShadowmap),r.ambientColor=e.Color3.FromArray(n.ambient),r.albedoColor=e.Color3.FromArray(n.albedo),r.reflectivityColor=e.Color3.FromArray(n.reflectivity),r.reflectionColor=e.Color3.FromArray(n.reflectionColor),r.microSurface=n.microSurface,r.emissiveColor=e.Color3.FromArray(n.emissive),r.useAlphaFromAlbedoTexture=n.useAlphaFromAlbedoTexture,r.useEmissiveAsIllumination=n.useEmissiveAsIllumination,r.useMicroSurfaceFromReflectivityMapAlpha=n.useMicroSurfaceFromReflectivityMapAlpha,
- r.useSpecularOverAlpha=n.useSpecularOverAlpha,r.emissiveFresnelParameters=e.FresnelParameters.Parse(n.emissiveFresnelParameters),r.opacityFresnelParameters=e.FresnelParameters.Parse(n.opacityFresnelParameters),r},o._scaledAlbedo=new e.Color3,o._scaledReflectivity=new e.Color3,o._scaledEmissive=new e.Color3,o._scaledReflection=new e.Color3,o}(e.Material);e.PBRMaterial=t}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.pbrVertexShader="precision highp float;\n\n// Attributes\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\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#if NUM_BONE_INFLUENCERS > 0\nuniform mat4 mBones[BonesPerMesh];\n\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS > 4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif\n\n// Uniforms\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 ALBEDO\nvarying vec2 vAlbedoUV;\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\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\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\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvarying vec3 vDirectionW;\n#endif\n\n#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif\n\nvoid main(void) {\n\n#ifdef REFLECTIONMAP_SKYBOX\n vPositionUVW = position;\n#endif \n\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#if NUM_BONE_INFLUENCERS > 0\n mat4 influence;\n influence = mBones[int(matricesIndices[0])] * matricesWeights[0];\n\n#if NUM_BONE_INFLUENCERS > 1\n influence += mBones[int(matricesIndices[1])] * matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 2\n influence += mBones[int(matricesIndices[2])] * matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS > 3\n influence += mBones[int(matricesIndices[3])] * matricesWeights[3];\n#endif \n\n#if NUM_BONE_INFLUENCERS > 4\n influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS > 5\n influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 6\n influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS > 7\n influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\n#endif \n\n finalWorld = finalWorld * influence;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n\n#ifdef NORMAL\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n#endif\n\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\n vDirectionW = normalize(vec3(finalWorld * vec4(position, 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 ALBEDO\n if (vAlbedoInfos.x == 0.)\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef LIGHTMAP\n if (vLightmapInfos.x == 0.)\n {\n vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#if defined(REFLECTIVITY)\n if (vReflectivityInfos.x == 0.)\n {\n vReflectivityUV = vec2(reflectivityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * 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 // Log. depth\n#ifdef LOGARITHMICDEPTH\n vFragmentDepth = 1.0 + gl_Position.w;\n gl_Position.z = log2(max(0.000001, vFragmentDepth)) * logarithmicDepthConstant;\n#endif\n}",BABYLON.Effect.ShadersStore.pbrPixelShader="#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\n#endif\n\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\nprecision highp float;\n\n// Constants\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\n// CUSTOM CONTROLS\nuniform vec4 vLightingIntensity;\nuniform vec4 vCameraInfos;\n\n#ifdef OVERLOADEDVALUES\n uniform vec4 vOverloadedIntensity;\n uniform vec3 vOverloadedAmbient;\n uniform vec3 vOverloadedAlbedo;\n uniform vec3 vOverloadedReflectivity;\n uniform vec3 vOverloadedEmissive;\n uniform vec3 vOverloadedReflection;\n uniform vec3 vOverloadedMicroSurface;\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n uniform vec4 vOverloadedShadowIntensity;\n#endif\n\n// PBR CUSTOM CONSTANTS\nconst float kPi = 3.1415926535897932384626433832795;\n\n// PBR HELPER METHODS\nfloat Square(float value)\n{\n return value * value;\n}\n\nfloat getLuminance(vec3 color)\n{\n return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);\n}\n\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues\n const float kMinimumVariance = 0.0005;\n float alphaG = Square(roughness) + kMinimumVariance;\n return alphaG;\n}\n\n// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)\n{\n float tanSquared = (1.0 - dot * dot) / (dot * dot);\n return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));\n}\n\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)\n{\n return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);\n}\n\n// Trowbridge-Reitz (GGX)\n// Generalised Trowbridge-Reitz with gamma power=2.0\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)\n{\n // Note: alphaG is average slope (gradient) of the normals in slope-space.\n // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have\n // a tangent (gradient) closer to the macrosurface than this slope.\n float a2 = Square(alphaG);\n float d = NdotH * NdotH * (a2 - 1.0) + 1.0;\n return a2 / (kPi * d * d);\n}\n\nvec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)\n{\n return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);\n}\n\nvec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)\n{\n // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle\n float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);\n return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);\n}\n\n// Cook Torance Specular computation.\nvec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)\n{\n float alphaG = convertRoughnessToAverageSlope(roughness);\n float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);\n float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);\n visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.\n\n vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));\n\n float specTerm = max(0., visibility * distribution) * NdotL;\n return fresnel * specTerm * kPi; // TODO: audit pi constants\n}\n\nfloat computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)\n{\n // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of\n // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.\n float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);\n float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);\n float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;\n float diffuseFresnelTerm =\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);\n\n\n return diffuseFresnelTerm * NdotL;\n // PI Test\n // diffuseFresnelTerm /= kPi;\n}\n\nfloat computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)\n{\n float kReflectivityNoAlphaWorkflow_SmoothnessMax = 0.95;\n\n float reflectivityLuminance = getLuminance(reflectivityColor);\n float reflectivityLuma = sqrt(reflectivityLuminance);\n microSurface = reflectivityLuma * kReflectivityNoAlphaWorkflow_SmoothnessMax;\n\n return microSurface;\n}\n\nvec3 toLinearSpace(vec3 color)\n{\n return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));\n}\n\nvec3 toGammaSpace(vec3 color)\n{\n return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));\n}\n\n#ifdef CAMERATONEMAP\n vec3 toneMaps(vec3 color)\n {\n color = max(color, 0.0);\n\n // TONE MAPPING / EXPOSURE\n color.rgb = color.rgb * vCameraInfos.x;\n\n float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately\n // PI Test\n // tuning *= kPi;\n vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper\n color.rgb = mix(color.rgb, tonemapped, 1.0);\n return color;\n }\n#endif\n\n#ifdef CAMERACONTRAST\n vec4 contrasts(vec4 color)\n {\n color = clamp(color, 0.0, 1.0);\n\n vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);\n float contrast = vCameraInfos.y;\n if (contrast < 1.0)\n {\n // Decrease contrast: interpolate towards zero-contrast image (flat grey)\n color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);\n }\n else\n {\n // Increase contrast: apply simple shoulder-toe high contrast curve\n color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);\n }\n\n return color;\n }\n#endif\n// END PBR HELPER METHODS\n\n uniform vec4 vReflectivityColor;\n uniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\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 SPECULARTERM\nuniform vec3 vLightSpecular0;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular1;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular2;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular3;\n#endif\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 ALBEDO\nvarying vec2 vAlbedoUV;\nuniform sampler2D albedoSampler;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform sampler2D lightmapSampler;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform sampler2D reflectivitySampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvarying vec3 vDirectionW;\n#endif\n\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 view;\n#endif\n#endif\n\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\n{\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\n vec3 direction = normalize(vDirectionW);\n\n float t = clamp(direction.y * -0.5 + 0.5, 0., 1.0);\n float s = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;\n\n return vec3(s, t, 0);\n#endif\n\n#ifdef REFLECTIONMAP_SPHERICAL\n vec3 viewDir = normalize(vec3(view * worldPos));\n vec3 viewNormal = normalize(vec3(view * vec4(worldNormal, 0.0)));\n\n vec3 r = reflect(viewDir, viewNormal);\n r.z = r.z - 1.0;\n\n float m = 2.0 * length(r);\n\n return vec3(r.x / m + 0.5, 1.0 - r.y / m - 0.5, 0);\n#endif\n\n#ifdef REFLECTIONMAP_PLANAR\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n#endif\n\n#ifdef REFLECTIONMAP_CUBIC\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n#ifdef INVERTCUBICMAP\n coords.y = 1.0 - coords.y;\n#endif\n return vec3(reflectionMatrix * vec4(coords, 0));\n#endif\n\n#ifdef REFLECTIONMAP_PROJECTION\n return vec3(reflectionMatrix * (view * worldPos));\n#endif\n\n#ifdef REFLECTIONMAP_SKYBOX\n return vPositionUVW;\n#endif\n\n#ifdef REFLECTIONMAP_EXPLICIT\n return vec3(0, 0, 0);\n#endif\n}\n\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)\nuniform vec2 depthValues;\n\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\n{\n vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n depth = clamp(depth, 0., 1.0);\n\n directionToLight = normalize(directionToLight);\n directionToLight.y = - directionToLight.y;\n\n float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\n\n if (depth > shadow)\n {\n#ifdef OVERLOADEDSHADOWVALUES\n return mix(1.0, darkness, vOverloadedShadowIntensity.x);\n#else\n return darkness;\n#endif\n }\n return 1.0;\n}\n\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)\n{\n vec3 directionToLight = vPositionW - lightPosition;\n float depth = length(directionToLight);\n\n depth = clamp(depth, 0., 1.0);\n float diskScale = 2.0 / mapSize;\n\n directionToLight = normalize(directionToLight);\n directionToLight.y = -directionToLight.y;\n\n float visibility = 1.;\n\n vec3 poissonDisk[4];\n poissonDisk[0] = vec3(-1.0, 1.0, -1.0);\n poissonDisk[1] = vec3(1.0, -1.0, -1.0);\n poissonDisk[2] = vec3(-1.0, -1.0, -1.0);\n poissonDisk[3] = vec3(1.0, -1.0, 1.0);\n\n // Poisson Sampling\n float biasedDepth = depth - bias;\n\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < biasedDepth) visibility -= 0.25;\n\n#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, visibility + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, visibility + darkness);\n#endif\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#ifdef OVERLOADEDSHADOWVALUES\n return mix(1.0, darkness, vOverloadedShadowIntensity.x);\n#else\n return darkness;\n#endif\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#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, visibility + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, visibility + darkness);\n#endif\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#ifdef OVERLOADEDSHADOWVALUES\n return min(1.0, mix(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness, vOverloadedShadowIntensity.x));\n#else\n return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\n#endif\n}\n#endif\n\n#endif\n\n// Bump\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\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#ifdef SPECULARTERM\n vec3 specular;\n#endif\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\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 vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * attenuation;\n#endif\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\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(0.0000001, 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 vec3 H = normalize(viewDirectionW - lightDirection.xyz);\n float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));\n float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * attenuation * spotAtten;\n#endif\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n#ifdef SPECULARTERM\n result.specular = vec3(0.);\n#endif\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW = normalize(lightData.xyz);\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n\n#ifdef SPECULARTERM\n // Specular\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotH = max(0.00000000001, dot(vNormal, H));\n float NdotL = max(0.00000000001, ndl);\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm;\n#endif\n\n return result;\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 = vec4(1., 1., 1., 1.);\n vec3 albedoColor = vAlbedoColor.rgb;\n \n // Alpha\n float alpha = vAlbedoColor.a;\n\n#ifdef ALBEDO\n baseColor = texture2D(albedoSampler, vAlbedoUV);\n baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMALBEDO\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vAlbedoInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef OVERLOADEDVALUES\n baseColor.rgb = mix(baseColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\n albedoColor.rgb = mix(albedoColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\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\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n \n #ifdef OVERLOADEDVALUES\n baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);\n #endif\n#endif\n\n // Specular map\n float microSurface = vReflectivityColor.a;\n vec3 reflectivityColor = vReflectivityColor.rgb;\n \n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef REFLECTIVITY\n vec4 reflectivityMapColor = texture2D(reflectivitySampler, vReflectivityUV);\n reflectivityColor = toLinearSpace(reflectivityMapColor.rgb);\n\n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef MICROSURFACEFROMREFLECTIVITYMAP\n microSurface = reflectivityMapColor.a;\n #else\n microSurface = computeDefaultMicroSurface(microSurface, reflectivityColor);\n #endif\n #endif\n\n #ifdef OVERLOADEDVALUES\n microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);\n #endif\n\n // Apply Energy Conservation taking in account the environment level only if the environment is present.\n float reflectance = max(max(reflectivityColor.r, reflectivityColor.g), reflectivityColor.b);\n baseColor.rgb = (1. - reflectance) * baseColor.rgb;\n\n // Compute Specular Fresnel + Reflectance.\n float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));\n\n // Adapt microSurface.\n microSurface = clamp(microSurface, 0., 1.) * 0.98;\n\n // Call rough to not conflict with previous one.\n float rough = clamp(1. - microSurface, 0.000001, 1.0);\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n \n#ifdef OVERLOADEDSHADOWVALUES\n vec3 shadowedOnlyDiffuseBase = vec3(1., 1., 1.);\n#endif\n\n#ifdef SPECULARTERM\n vec3 specularBase = vec3(0., 0., 0.);\n#endif\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifndef SPECULARTERM\n vec3 vLightSpecular0 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\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.y, 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#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT1\n#ifndef SPECULARTERM\n vec3 vLightSpecular1 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\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.y, 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\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT2\n#ifndef SPECULARTERM\n vec3 vLightSpecular2 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\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.y, 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\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT3\n#ifndef SPECULARTERM\n vec3 vLightSpecular3 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\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.y, 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\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n// Reflection\nvec3 reflectionColor = vReflectionColor.rgb;\nvec3 ambientReflectionColor = vReflectionColor.rgb;\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);\n\n #ifdef REFLECTIONMAP_3D\n // Go mat -> blurry reflexion according to microSurface\n float bias = 20. * (1.0 - microSurface);\n\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x;\n reflectionColor = toLinearSpace(reflectionColor.rgb);\n\n ambientReflectionColor = textureCube(reflectionCubeSampler, normalW, 20.).rgb * vReflectionInfos.x;\n ambientReflectionColor = toLinearSpace(ambientReflectionColor.rgb);\n #else\n vec2 coords = vReflectionUVW.xy;\n\n #ifdef REFLECTIONMAP_PROJECTION\n coords /= vReflectionUVW.z;\n #endif\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\n reflectionColor = toLinearSpace(reflectionColor.rgb);\n\n ambientReflectionColor = texture2D(reflection2DSampler, coords, 20.).rgb * vReflectionInfos.x;\n ambientReflectionColor = toLinearSpace(ambientReflectionColor.rgb);\n #endif\n#endif\n\n#ifdef OVERLOADEDVALUES\n ambientReflectionColor = mix(ambientReflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n reflectionColor = mix(reflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n#endif\n\nreflectionColor *= vLightingIntensity.z;\nambientReflectionColor *= vLightingIntensity.z;\n\n// Compute reflection specular fresnel\nvec3 specularEnvironmentR0 = reflectivityColor.rgb;\nvec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0);\nvec3 specularEnvironmentReflectanceViewer = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), specularEnvironmentR0, specularEnvironmentR90, sqrt(microSurface));\nreflectionColor *= specularEnvironmentReflectanceViewer;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n #ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n #else\n alpha *= opacityMap.a * vOpacityInfos.y;\n #endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;\n emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;\n#endif\n\n#ifdef OVERLOADEDVALUES\n emissiveColor = mix(emissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Composition\n#ifdef EMISSIVEASILLUMINATION\n vec3 finalDiffuse = max(diffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n \n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n#else\n #ifdef LINKEMISSIVEWITHALBEDO\n vec3 finalDiffuse = max((diffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max((shadowedOnlyDiffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #else\n vec3 finalDiffuse = max(diffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #endif\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalDiffuse = mix(finalDiffuse, shadowedOnlyDiffuseBase, (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n// diffuse lighting from environment 0.2 replaces Harmonic...\n// Ambient Reflection already includes the environment intensity.\nfinalDiffuse += baseColor.rgb * ambientReflectionColor * 0.2;\n\n#ifdef SPECULARTERM\n vec3 finalSpecular = specularBase * reflectivityColor * vLightingIntensity.w;\n#else\n vec3 finalSpecular = vec3(0.0);\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalSpecular = mix(finalSpecular, vec3(0.0), (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n// Composition\n// Reflection already includes the environment intensity.\n#ifdef EMISSIVEASILLUMINATION\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor + emissiveColor * vLightingIntensity.y, alpha);\n#else\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor, alpha);\n#endif\n\n#ifdef LIGHTMAP\n vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;\n\n #ifdef USELIGHTMAPASSHADOWMAP\n color.rgb *= lightmapColor;\n #else\n color.rgb += lightmapColor;\n #endif\n#endif\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n color = max(color, 0.0);\n\n#ifdef CAMERATONEMAP\n color.rgb = toneMaps(color.rgb);\n#endif\n\n color.rgb = toGammaSpace(color.rgb);\n\n#ifdef CAMERACONTRAST\n color = contrasts(color);\n#endif\n\n // Normal Display.\n // gl_FragColor = vec4(normalW * 0.5 + 0.5, 1.0);\n\n // Ambient reflection color.\n // gl_FragColor = vec4(ambientReflectionColor, 1.0);\n\n // Reflection color.\n // gl_FragColor = vec4(reflectionColor, 1.0);\n\n // Base color.\n // gl_FragColor = vec4(baseColor.rgb, 1.0);\n\n // Specular color.\n // gl_FragColor = vec4(reflectivityColor.rgb, 1.0);\n\n // MicroSurface color.\n // gl_FragColor = vec4(microSurface, microSurface, microSurface, 1.0);\n\n // Specular Map\n // gl_FragColor = vec4(reflectivityMapColor.rgb, 1.0);\n\n //// Emissive Color\n //vec2 test = vEmissiveUV * 0.5 + 0.5;\n //gl_FragColor = vec4(test.x, test.y, 1.0, 1.0);\n\n gl_FragColor = color;\n}",
- BABYLON.Effect.ShadersStore.legacypbrVertexShader="precision mediump float;\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\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\n#if NUM_BONE_INFLUENCERS > 0\nuniform mat4 mBones[BonesPerMesh];\n\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS > 4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef ALBEDO\nvarying vec2 vAlbedoUV;\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n mat4 finalWorld = world;\n\n#if NUM_BONE_INFLUENCERS > 0\n mat4 influence;\n influence = mBones[int(matricesIndices[0])] * matricesWeights[0];\n\n#if NUM_BONE_INFLUENCERS > 1\n influence += mBones[int(matricesIndices[1])] * matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 2\n influence += mBones[int(matricesIndices[2])] * matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS > 3\n influence += mBones[int(matricesIndices[3])] * matricesWeights[3];\n#endif \n\n#if NUM_BONE_INFLUENCERS > 4\n influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS > 5\n influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS > 6\n influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS > 7\n influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];\n#endif \n\n finalWorld = finalWorld * influence;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\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 ALBEDO\n if (vAlbedoInfos.x == 0.)\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#if defined(REFLECTIVITY)\n if (vReflectivityInfos.x == 0.)\n {\n vReflectivityUV = vec2(reflectivityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vReflectivityUV = vec2(reflectivityMatrix * 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 // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",BABYLON.Effect.ShadersStore.legacypbrPixelShader="precision mediump float;\n\n// Constants\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vAlbedoColor;\nuniform vec3 vReflectionColor;\n\n// CUSTOM CONTROLS\nuniform vec4 vLightingIntensity;\nuniform vec4 vCameraInfos;\n\n#ifdef OVERLOADEDVALUES\nuniform vec4 vOverloadedIntensity;\nuniform vec3 vOverloadedAmbient;\nuniform vec3 vOverloadedAlbedo;\nuniform vec3 vOverloadedReflectivity;\nuniform vec3 vOverloadedEmissive;\nuniform vec3 vOverloadedReflection;\nuniform vec3 vOverloadedMicroSurface;\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\nuniform vec4 vOverloadedShadowIntensity;\n#endif\n\n// PBR CUSTOM CONSTANTS\nconst float kPi = 3.1415926535897932384626433832795;\n\n// PBR HELPER METHODS\nfloat Square(float value)\n{\n return value * value;\n}\n\nfloat getLuminance(vec3 color)\n{\n return clamp(dot(color, vec3(0.2126, 0.7152, 0.0722)), 0., 1.);\n}\n\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n // Calculate AlphaG as square of roughness; add epsilon to avoid numerical issues\n const float kMinimumVariance = 0.0005;\n float alphaG = Square(roughness) + kMinimumVariance;\n return alphaG;\n}\n\n// From Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot, float alphaG)\n{\n float tanSquared = (1.0 - dot * dot) / (dot * dot);\n return 2.0 / (1.0 + sqrt(1.0 + alphaG * alphaG * tanSquared));\n}\n\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL, float NdotV, float alphaG)\n{\n return smithVisibilityG1_TrowbridgeReitzGGX(NdotL, alphaG) * smithVisibilityG1_TrowbridgeReitzGGX(NdotV, alphaG);\n}\n\n// Trowbridge-Reitz (GGX)\n// Generalised Trowbridge-Reitz with gamma power=2.0\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH, float alphaG)\n{\n // Note: alphaG is average slope (gradient) of the normals in slope-space.\n // It is also the (trigonometric) tangent of the median distribution value, i.e. 50% of normals have\n // a tangent (gradient) closer to the macrosurface than this slope.\n float a2 = Square(alphaG);\n float d = NdotH * NdotH * (a2 - 1.0) + 1.0;\n return a2 / (kPi * d * d);\n}\n\nvec3 fresnelSchlickGGX(float VdotH, vec3 reflectance0, vec3 reflectance90)\n{\n return reflectance0 + (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotH, 0., 1.), 5.0);\n}\n\nvec3 FresnelSchlickEnvironmentGGX(float VdotN, vec3 reflectance0, vec3 reflectance90, float smoothness)\n{\n // Schlick fresnel approximation, extended with basic smoothness term so that rough surfaces do not approach reflectance90 at grazing angle\n float weight = mix(FRESNEL_MAXIMUM_ON_ROUGH, 1.0, smoothness);\n return reflectance0 + weight * (reflectance90 - reflectance0) * pow(clamp(1.0 - VdotN, 0., 1.), 5.0);\n}\n\n// Cook Torance Specular computation.\nvec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, float roughness, vec3 specularColor)\n{\n float alphaG = convertRoughnessToAverageSlope(roughness);\n float distribution = normalDistributionFunction_TrowbridgeReitzGGX(NdotH, alphaG);\n float visibility = smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL, NdotV, alphaG);\n visibility /= (4.0 * NdotL * NdotV); // Cook Torance Denominator integated in viibility to avoid issues when visibility function changes.\n\n vec3 fresnel = fresnelSchlickGGX(VdotH, specularColor, vec3(1., 1., 1.));\n\n float specTerm = max(0., visibility * distribution) * NdotL;\n return fresnel * specTerm;\n}\n\nfloat computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)\n{\n // Diffuse fresnel falloff as per Disney principled BRDF, and in the spirit of\n // of general coupled diffuse/specular models e.g. Ashikhmin Shirley.\n float diffuseFresnelNV = pow(clamp(1.0 - NdotL, 0.000001, 1.), 5.0);\n float diffuseFresnelNL = pow(clamp(1.0 - NdotV, 0.000001, 1.), 5.0);\n float diffuseFresnel90 = 0.5 + 2.0 * VdotH * VdotH * roughness;\n float diffuseFresnelTerm =\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNL) *\n (1.0 + (diffuseFresnel90 - 1.0) * diffuseFresnelNV);\n\n return diffuseFresnelTerm * NdotL;\n}\n\nfloat computeDefaultMicroSurface(float microSurface, vec3 reflectivityColor)\n{\n if (microSurface == 0.)\n {\n float kReflectivityNoAlphaWorkflow_SmoothnessMax = 0.95;\n\n float reflectivityLuminance = getLuminance(reflectivityColor);\n float reflectivityLuma = sqrt(reflectivityLuminance);\n microSurface = reflectivityLuma * kReflectivityNoAlphaWorkflow_SmoothnessMax;\n }\n return microSurface;\n}\n\nvec3 toLinearSpace(vec3 color)\n{\n return vec3(pow(color.r, 2.2), pow(color.g, 2.2), pow(color.b, 2.2));\n}\n\nvec3 toGammaSpace(vec3 color)\n{\n return vec3(pow(color.r, 1.0 / 2.2), pow(color.g, 1.0 / 2.2), pow(color.b, 1.0 / 2.2));\n}\n\n#ifdef CAMERATONEMAP\n vec3 toneMaps(vec3 color)\n {\n color = max(color, 0.0);\n\n // TONE MAPPING / EXPOSURE\n color.rgb = color.rgb * vCameraInfos.x;\n\n float tuning = 1.5; // TODO: sync up so e.g. 18% greys are matched to exposure appropriately\n vec3 tonemapped = 1.0 - exp2(-color.rgb * tuning); // simple local photographic tonemapper\n color.rgb = mix(color.rgb, tonemapped, 1.0);\n return color;\n }\n#endif\n\n#ifdef CAMERACONTRAST\n vec4 contrasts(vec4 color)\n {\n color = clamp(color, 0.0, 1.0);\n\n vec3 resultHighContrast = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);\n float contrast = vCameraInfos.y;\n if (contrast < 1.0)\n {\n // Decrease contrast: interpolate towards zero-contrast image (flat grey)\n color.rgb = mix(vec3(0.5, 0.5, 0.5), color.rgb, contrast);\n }\n else\n {\n // Increase contrast: apply simple shoulder-toe high contrast curve\n color.rgb = mix(color.rgb, resultHighContrast, contrast - 1.0);\n }\n\n return color;\n }\n#endif\n// END PBR HELPER METHODS\n\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\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 SPECULARTERM\nuniform vec3 vLightSpecular0;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular1;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular2;\n#endif\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 SPECULARTERM\nuniform vec3 vLightSpecular3;\n#endif\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 ALBEDO\nvarying vec2 vAlbedoUV;\nuniform sampler2D albedoSampler;\nuniform vec2 vAlbedoInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef LIGHTMAP\nvarying vec2 vLightmapUV;\nuniform vec2 vLightmapInfos;\nuniform sampler2D lightmapSampler;\n#endif\n\n#if defined(REFLECTIVITY)\nvarying vec2 vReflectivityUV;\nuniform vec2 vReflectivityInfos;\nuniform sampler2D reflectivitySampler;\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n#ifdef SPECULARTERM\n vec3 specular;\n#endif\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\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 vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotL = max(0.00000000001, dot(vNormal, lightVectorW));\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor * attenuation;\n#endif\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float roughness, float NdotV) {\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(0.0000001, 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 vec3 H = normalize(viewDirectionW - lightDirection.xyz);\n float NdotL = max(0.00000000001, dot(vNormal, -lightDirection.xyz));\n float VdotH = clamp(dot(viewDirectionW, H), 0.00000000001, 1.0);\n\n float diffuseTerm = computeDiffuseTerm(NdotL, NdotV, VdotH, roughness);\n result.diffuse = diffuseTerm * diffuseColor * attenuation * spotAtten;\n\n#ifdef SPECULARTERM\n // Specular\n float NdotH = max(0.00000000001, dot(vNormal, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor * attenuation * spotAtten;\n#endif\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n#ifdef SPECULARTERM\n result.specular = vec3(0.);\n#endif\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {\n lightingInfo result;\n\n vec3 lightVectorW = normalize(lightData.xyz);\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n\n#ifdef SPECULARTERM\n // Specular\n vec3 H = normalize(viewDirectionW + lightVectorW);\n float NdotH = max(0.00000000001, dot(vNormal, H));\n float NdotL = max(0.00000000001, ndl);\n float VdotH = clamp(0.00000000001, 1.0, dot(viewDirectionW, H));\n\n vec3 specTerm = computeSpecularTerm(NdotH, NdotL, NdotV, VdotH, roughness, specularColor);\n result.specular = specTerm * specularColor;\n#endif\n\n return result;\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 = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vAlbedoColor.rgb;\n \n // Alpha\n float alpha = vAlbedoColor.a;\n\n#ifdef ALBEDO\n baseColor = texture2D(diffuseSampler, vAlbedoUV);\n baseColor = vec4(toLinearSpace(baseColor.rgb), baseColor.a);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMALBEDO\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vAlbedoInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef OVERLOADEDVALUES\n baseColor.rgb = mix(baseColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\n albedoColor.rgb = mix(albedoColor.rgb, vOverloadedAlbedo, vOverloadedIntensity.y);\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 // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n #ifdef OVERLOADEDVALUES\n baseAmbientColor.rgb = mix(baseAmbientColor.rgb, vOverloadedAmbient, vOverloadedIntensity.x);\n #endif\n#endif\n\n // Reflectivity map\n float microSurface = vReflectivityColor.a;\n vec3 reflectivityColor = vReflectivityColor.rgb;\n\n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef REFLECTIVITY\n vec4 reflectivityMapColor = texture2D(reflectivitySampler, vReflectivityUV);\n reflectivityColor = toLinearSpace(reflectivityMapColor.rgb);\n\n #ifdef OVERLOADEDVALUES\n reflectivityColor.rgb = mix(reflectivityColor.rgb, vOverloadedReflectivity, vOverloadedIntensity.z);\n #endif\n\n #ifdef MICROSURFACEFROMREFLECTIVITYMAP\n microSurface = reflectivityMapColor.a;\n #else\n microSurface = computeDefaultMicroSurface(microSurface, reflectivityColor);\n #endif\n #endif\n\n #ifdef OVERLOADEDVALUES\n microSurface = mix(microSurface, vOverloadedMicroSurface.x, vOverloadedMicroSurface.y);\n #endif\n\n // Apply Energy Conservation taking in account the environment level only if the environment is present.\n float reflectance = max(max(reflectivityColor.r, reflectivityColor.g), reflectivityColor.b);\n baseColor.rgb = (1. - reflectance) * baseColor.rgb;\n\n // Compute Specular Fresnel + Reflectance.\n float NdotV = max(0.00000000001, dot(normalW, viewDirectionW));\n\n // Adapt microSurface.\n microSurface = clamp(microSurface, 0., 1.) * 0.98;\n\n // Call rough to not conflict with previous one.\n float rough = clamp(1. - microSurface, 0.000001, 1.0);\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n\n#ifdef OVERLOADEDSHADOWVALUES\n vec3 shadowedOnlyDiffuseBase = vec3(1., 1., 1.);\n#endif\n\n#ifdef SPECULARTERM\n vec3 specularBase = vec3(0., 0., 0.);\n#endif\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifndef SPECULARTERM\n vec3 vLightSpecular0 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, rough, NdotV);\n#endif\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT1\n#ifndef SPECULARTERM\n vec3 vLightSpecular1 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, rough, NdotV);\n#endif\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT2\n#ifndef SPECULARTERM\n vec3 vLightSpecular2 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, rough, NdotV);\n#endif\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n#ifdef LIGHT3\n#ifndef SPECULARTERM\n vec3 vLightSpecular3 = vec3(0.0);\n#endif\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, rough, NdotV);\n#endif\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, rough, NdotV);\n#endif\n\n shadow = 1.;\n diffuseBase += info.diffuse * shadow;\n#ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase *= shadow;\n#endif\n\n#ifdef SPECULARTERM\n specularBase += info.specular * shadow;\n#endif\n#endif\n\n// Reflection\nvec3 reflectionColor = vReflectionColor.rgb;\nvec3 ambientReflectionColor = vReflectionColor.rgb;\n\nreflectionColor *= vLightingIntensity.z;\nambientReflectionColor *= vLightingIntensity.z;\n\n// Compute reflection reflectivity fresnel\nvec3 reflectivityEnvironmentR0 = reflectivityColor.rgb;\nvec3 reflectivityEnvironmentR90 = vec3(1.0, 1.0, 1.0);\nvec3 reflectivityEnvironmentReflectanceViewer = FresnelSchlickEnvironmentGGX(clamp(NdotV, 0., 1.), reflectivityEnvironmentR0, reflectivityEnvironmentR90, sqrt(microSurface));\nreflectionColor *= reflectivityEnvironmentReflectanceViewer;\n\n#ifdef OVERLOADEDVALUES\n ambientReflectionColor = mix(ambientReflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n reflectionColor = mix(reflectionColor, vOverloadedReflection, vOverloadedMicroSurface.z);\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;\n emissiveColor = toLinearSpace(emissiveColorTex.rgb) * emissiveColor * vEmissiveInfos.y;\n#endif\n\n#ifdef OVERLOADEDVALUES\n emissiveColor = mix(emissiveColor, vOverloadedEmissive, vOverloadedIntensity.w);\n#endif\n\n // Composition\n#ifdef EMISSIVEASILLUMINATION\n vec3 finalDiffuse = max(diffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n#else\n #ifdef LINKEMISSIVEWITHALBEDO\n vec3 finalDiffuse = max((diffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max((shadowedOnlyDiffuseBase + emissiveColor) * albedoColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #else\n vec3 finalDiffuse = max(diffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n #ifdef OVERLOADEDSHADOWVALUES\n shadowedOnlyDiffuseBase = max(shadowedOnlyDiffuseBase * albedoColor + emissiveColor + vAmbientColor, 0.0) * baseColor.rgb;\n #endif\n #endif\n#endif\n\n#ifdef OVERLOADEDSHADOWVALUES\n finalDiffuse = mix(finalDiffuse, shadowedOnlyDiffuseBase, (1.0 - vOverloadedShadowIntensity.y));\n#endif\n\n// diffuse lighting from environment 0.2 replaces Harmonic...\n// Ambient Reflection already includes the environment intensity.\nfinalDiffuse += baseColor.rgb * ambientReflectionColor * 0.2;\n\n#ifdef SPECULARTERM\n vec3 finalSpecular = specularBase * reflectivityColor * vLightingIntensity.w;\n#else\n vec3 finalSpecular = vec3(0.0);\n#endif\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n// Composition\n// Reflection already includes the environment intensity.\n#ifdef EMISSIVEASILLUMINATION\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor + emissiveColor * vLightingIntensity.y, alpha);\n#else\n vec4 color = vec4(finalDiffuse * baseAmbientColor * vLightingIntensity.x + finalSpecular * vLightingIntensity.x + reflectionColor, alpha);\n#endif\n\n color = max(color, 0.0);\n\n#ifdef CAMERATONEMAP\n color.rgb = toneMaps(color.rgb);\n#endif\n\n color.rgb = toGammaSpace(color.rgb);\n\n#ifdef CAMERACONTRAST\n color = contrasts(color);\n#endif\n\n gl_FragColor = color;\n}";
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