1 |
- var BABYLON;!function(e){var r=4,n=function(e){function r(){e.call(this),this.DIFFUSE=!1,this.BUMP=!1,this.CLIPPLANE=!1,this.ALPHATEST=!1,this.POINTSIZE=!1,this.FOG=!1,this.LIGHT0=!1,this.LIGHT1=!1,this.LIGHT2=!1,this.LIGHT3=!1,this.SPOTLIGHT0=!1,this.SPOTLIGHT1=!1,this.SPOTLIGHT2=!1,this.SPOTLIGHT3=!1,this.HEMILIGHT0=!1,this.HEMILIGHT1=!1,this.HEMILIGHT2=!1,this.HEMILIGHT3=!1,this.DIRLIGHT0=!1,this.DIRLIGHT1=!1,this.DIRLIGHT2=!1,this.DIRLIGHT3=!1,this.POINTLIGHT0=!1,this.POINTLIGHT1=!1,this.POINTLIGHT2=!1,this.POINTLIGHT3=!1,this.SHADOW0=!1,this.SHADOW1=!1,this.SHADOW2=!1,this.SHADOW3=!1,this.SHADOWS=!1,this.SHADOWVSM0=!1,this.SHADOWVSM1=!1,this.SHADOWVSM2=!1,this.SHADOWVSM3=!1,this.SHADOWPCF0=!1,this.SHADOWPCF1=!1,this.SHADOWPCF2=!1,this.SHADOWPCF3=!1,this.SPECULARTERM=!1,this.NORMAL=!1,this.UV1=!1,this.UV2=!1,this.VERTEXCOLOR=!1,this.VERTEXALPHA=!1,this.BONES=!1,this.BONES4=!1,this.BonesPerMesh=0,this.INSTANCES=!1,this._keys=Object.keys(this)}return __extends(r,e),r}(e.MaterialDefines),i=function(i){function t(r,t){i.call(this,r,t),this.diffuseColor=new e.Color3(1,1,1),this.specularColor=new e.Color3(0,0,0),this.specularPower=64,this.disableLighting=!1,this._worldViewProjectionMatrix=e.Matrix.Zero(),this._scaledDiffuse=new e.Color3,this._scaledSpecular=new e.Color3,this._defines=new n,this._cachedDefines=new n,this._cachedDefines.BonesPerMesh=-1}return __extends(t,i),t.prototype.needAlphaBlending=function(){return this.alpha<1},t.prototype.needAlphaTesting=function(){return!1},t.prototype.getAlphaTestTexture=function(){return null},t.prototype._checkCache=function(e,r,n){return r?this._defines.INSTANCES!==n?!1:r._materialDefines&&r._materialDefines.isEqual(this._defines)?!0:!1:!0},t.prototype.isReady=function(i,t){if(this.checkReadyOnlyOnce&&this._wasPreviouslyReady)return!0;var o=this.getScene();if(!this.checkReadyOnEveryCall&&this._renderId===o.getRenderId()&&this._checkCache(o,i,t))return!0;var s=o.getEngine(),f=!1,a=!1;if(this._defines.reset(),o.texturesEnabled){if(this.mixTexture&&e.StandardMaterial.DiffuseTextureEnabled){if(!this.mixTexture.isReady())return!1;a=!0,this._defines.DIFFUSE=!0}(this.bumpTexture1||this.bumpTexture2||this.bumpTexture3)&&e.StandardMaterial.BumpTextureEnabled&&(a=!0,f=!0,this._defines.BUMP=!0)}o.clipPlane&&(this._defines.CLIPPLANE=!0),s.getAlphaTesting()&&(this._defines.ALPHATEST=!0),(this.pointsCloud||o.forcePointsCloud)&&(this._defines.POINTSIZE=!0),o.fogEnabled&&i&&i.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&this.fogEnabled&&(this._defines.FOG=!0);var d=0;if(o.lightsEnabled&&!this.disableLighting)for(var l=0;l<o.lights.length;l++){var h=o.lights[l];if(h.isEnabled()){if(h._excludedMeshesIds.length>0){for(var u=0;u<h._excludedMeshesIds.length;u++){var c=o.getMeshByID(h._excludedMeshesIds[u]);c&&h.excludedMeshes.push(c)}h._excludedMeshesIds=[]}if(h._includedOnlyMeshesIds.length>0){for(var v=0;v<h._includedOnlyMeshesIds.length;v++){var p=o.getMeshByID(h._includedOnlyMeshesIds[v]);p&&h.includedOnlyMeshes.push(p)}h._includedOnlyMeshesIds=[]}if(h.canAffectMesh(i)){f=!0,this._defines["LIGHT"+d]=!0;var m;if(m=h instanceof e.SpotLight?"SPOTLIGHT"+d:h instanceof e.HemisphericLight?"HEMILIGHT"+d:h instanceof e.PointLight?"POINTLIGHT"+d:"DIRLIGHT"+d,this._defines[m]=!0,h.specular.equalsFloats(0,0,0)||(this._defines.SPECULARTERM=!0),o.shadowsEnabled){var g=h.getShadowGenerator();i&&i.receiveShadows&&g&&(this._defines["SHADOW"+d]=!0,this._defines.SHADOWS=!0,(g.useVarianceShadowMap||g.useBlurVarianceShadowMap)&&(this._defines["SHADOWVSM"+d]=!0),g.usePoissonSampling&&(this._defines["SHADOWPCF"+d]=!0))}if(d++,d===r)break}}}if(i&&(f&&i.isVerticesDataPresent(e.VertexBuffer.NormalKind)&&(this._defines.NORMAL=!0),a&&(i.isVerticesDataPresent(e.VertexBuffer.UVKind)&&(this._defines.UV1=!0),i.isVerticesDataPresent(e.VertexBuffer.UV2Kind)&&(this._defines.UV2=!0)),i.useVertexColors&&i.isVerticesDataPresent(e.VertexBuffer.ColorKind)&&(this._defines.VERTEXCOLOR=!0,i.hasVertexAlpha&&(this._defines.VERTEXALPHA=!0)),i.useBones&&i.computeBonesUsingShaders&&(this._defines.BONES=!0,this._defines.BonesPerMesh=i.skeleton.bones.length+1,this._defines.BONES4=!0),t&&(this._defines.INSTANCES=!0)),!this._defines.isEqual(this._cachedDefines)){this._defines.cloneTo(this._cachedDefines),o.resetCachedMaterial();var T=new e.EffectFallbacks;for(this._defines.FOG&&T.addFallback(1,"FOG"),d=0;r>d;d++)this._defines["LIGHT"+d]&&(d>0&&T.addFallback(d,"LIGHT"+d),this._defines["SHADOW"+d]&&T.addFallback(0,"SHADOW"+d),this._defines["SHADOWPCF"+d]&&T.addFallback(0,"SHADOWPCF"+d),this._defines["SHADOWVSM"+d]&&T.addFallback(0,"SHADOWVSM"+d));this._defines.BONES4&&T.addFallback(0,"BONES4");var L=[e.VertexBuffer.PositionKind];this._defines.NORMAL&&L.push(e.VertexBuffer.NormalKind),this._defines.UV1&&L.push(e.VertexBuffer.UVKind),this._defines.UV2&&L.push(e.VertexBuffer.UV2Kind),this._defines.VERTEXCOLOR&&L.push(e.VertexBuffer.ColorKind),this._defines.BONES&&(L.push(e.VertexBuffer.MatricesIndicesKind),L.push(e.VertexBuffer.MatricesWeightsKind)),this._defines.INSTANCES&&(L.push("world0"),L.push("world1"),L.push("world2"),L.push("world3"));var S="terrain",x=this._defines.toString();this._effect=o.getEngine().createEffect(S,L,["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","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","vTextureInfos","mBones","vClipPlane","textureMatrix","shadowsInfo0","shadowsInfo1","shadowsInfo2","shadowsInfo3","diffuse1Infos","diffuse2Infos","diffuse3Infos"],["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler","shadowSampler0","shadowSampler1","shadowSampler2","shadowSampler3"],x,T,this.onCompiled,this.onError)}return this._effect.isReady()?(this._renderId=o.getRenderId(),this._wasPreviouslyReady=!0,i&&(i._materialDefines||(i._materialDefines=new n),this._defines.cloneTo(i._materialDefines)),!0):!1},t.prototype.bindOnlyWorldMatrix=function(e){this._effect.setMatrix("world",e)},t.prototype.bind=function(n,t){var o=this.getScene();if(this.bindOnlyWorldMatrix(n),this._effect.setMatrix("viewProjection",o.getTransformMatrix()),t&&t.useBones&&t.computeBonesUsingShaders&&this._effect.setMatrices("mBones",t.skeleton.getTransformMatrices()),o.getCachedMaterial()!==this){if(this.mixTexture&&(this._effect.setTexture("textureSampler",this.mixTexture),this._effect.setFloat2("vTextureInfos",this.mixTexture.coordinatesIndex,this.mixTexture.level),this._effect.setMatrix("textureMatrix",this.mixTexture.getTextureMatrix()),e.StandardMaterial.DiffuseTextureEnabled&&(this.diffuseTexture1&&(this._effect.setTexture("diffuse1Sampler",this.diffuseTexture1),this._effect.setFloat2("diffuse1Infos",this.diffuseTexture1.uScale,this.diffuseTexture1.vScale)),this.diffuseTexture2&&(this._effect.setTexture("diffuse2Sampler",this.diffuseTexture2),this._effect.setFloat2("diffuse2Infos",this.diffuseTexture2.uScale,this.diffuseTexture2.vScale)),this.diffuseTexture3&&(this._effect.setTexture("diffuse3Sampler",this.diffuseTexture3),this._effect.setFloat2("diffuse3Infos",this.diffuseTexture3.uScale,this.diffuseTexture3.vScale))),e.StandardMaterial.BumpTextureEnabled&&o.getEngine().getCaps().standardDerivatives&&(this.bumpTexture1&&this._effect.setTexture("bump1Sampler",this.bumpTexture1),this.bumpTexture2&&this._effect.setTexture("bump2Sampler",this.bumpTexture2),this.bumpTexture3&&this._effect.setTexture("bump3Sampler",this.bumpTexture3))),o.clipPlane){var s=o.clipPlane;this._effect.setFloat4("vClipPlane",s.normal.x,s.normal.y,s.normal.z,s.d)}this.pointsCloud&&this._effect.setFloat("pointSize",this.pointSize),this._effect.setVector3("vEyePosition",o._mirroredCameraPosition?o._mirroredCameraPosition:o.activeCamera.position)}if(this._effect.setColor4("vDiffuseColor",this._scaledDiffuse,this.alpha*t.visibility),this._defines.SPECULARTERM&&this._effect.setColor4("vSpecularColor",this.specularColor,this.specularPower),o.lightsEnabled&&!this.disableLighting)for(var f=0,a=0;a<o.lights.length;a++){var d=o.lights[a];if(d.isEnabled()&&d.canAffectMesh(t)){if(d instanceof e.PointLight?d.transferToEffect(this._effect,"vLightData"+f):d instanceof e.DirectionalLight?d.transferToEffect(this._effect,"vLightData"+f):d instanceof e.SpotLight?d.transferToEffect(this._effect,"vLightData"+f,"vLightDirection"+f):d instanceof e.HemisphericLight&&d.transferToEffect(this._effect,"vLightData"+f,"vLightGround"+f),d.diffuse.scaleToRef(d.intensity,this._scaledDiffuse),this._effect.setColor4("vLightDiffuse"+f,this._scaledDiffuse,d.range),this._defines.SPECULARTERM&&(d.specular.scaleToRef(d.intensity,this._scaledSpecular),this._effect.setColor3("vLightSpecular"+f,this._scaledSpecular)),o.shadowsEnabled){var l=d.getShadowGenerator();t.receiveShadows&&l&&(this._effect.setMatrix("lightMatrix"+f,l.getTransformMatrix()),this._effect.setTexture("shadowSampler"+f,l.getShadowMapForRendering()),this._effect.setFloat3("shadowsInfo"+f,l.getDarkness(),l.getShadowMap().getSize().width,l.bias))}if(f++,f===r)break}}o.fogEnabled&&t.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&this._effect.setMatrix("view",o.getViewMatrix()),o.fogEnabled&&t.applyFog&&o.fogMode!==e.Scene.FOGMODE_NONE&&(this._effect.setFloat4("vFogInfos",o.fogMode,o.fogStart,o.fogEnd,o.fogDensity),this._effect.setColor3("vFogColor",o.fogColor)),i.prototype.bind.call(this,n,t)},t.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},t.prototype.dispose=function(e){this.mixTexture&&this.mixTexture.dispose(),i.prototype.dispose.call(this,e)},t.prototype.clone=function(e){var r=new t(e,this.getScene());return this.copyTo(r),this.mixTexture&&this.mixTexture.clone&&(r.mixTexture=this.mixTexture.clone()),r.diffuseColor=this.diffuseColor.clone(),r},t.prototype.serialize=function(){var e=i.prototype.serialize.call(this);return e.customType="BABYLON.TerrainMaterial",e.diffuseColor=this.diffuseColor.asArray(),e.specularColor=this.specularColor.asArray(),e.specularPower=this.specularPower,e.disableLighting=this.disableLighting,this.diffuseTexture1&&(e.diffuseTexture1=this.diffuseTexture1.serialize()),this.diffuseTexture2&&(e.diffuseTexture2=this.diffuseTexture2.serialize()),this.diffuseTexture3&&(e.diffuseTexture3=this.diffuseTexture3.serialize()),this.bumpTexture1&&(e.bumpTexture1=this.bumpTexture1.serialize()),this.bumpTexture2&&(e.bumpTexture2=this.bumpTexture2.serialize()),this.bumpTexture3&&(e.bumpTexture3=this.bumpTexture3.serialize()),this.mixTexture&&(e.mixTexture=this.mixTexture.serialize()),e},t.Parse=function(r,n,i){var o=new t(r.name,n);return o.diffuseColor=e.Color3.FromArray(r.diffuseColor),o.specularColor=e.Color3.FromArray(r.specularColor),o.specularPower=r.specularPower,o.disableLighting=r.disableLighting,o.alpha=r.alpha,o.id=r.id,e.Tags.AddTagsTo(o,r.tags),o.backFaceCulling=r.backFaceCulling,o.wireframe=r.wireframe,r.diffuseTexture1&&(o.diffuseTexture1=e.Texture.Parse(r.diffuseTexture1,n,i)),r.diffuseTexture2&&(o.diffuseTexture2=e.Texture.Parse(r.diffuseTexture2,n,i)),r.diffuseTexture3&&(o.diffuseTexture3=e.Texture.Parse(r.diffuseTexture3,n,i)),r.bumpTexture1&&(o.bumpTexture1=e.Texture.Parse(r.bumpTexture1,n,i)),r.bumpTexture2&&(o.bumpTexture2=e.Texture.Parse(r.bumpTexture2,n,i)),r.bumpTexture3&&(o.bumpTexture3=e.Texture.Parse(r.bumpTexture3,n,i)),r.mixTexture&&(o.mixTexture=e.Texture.Parse(r.mixTexture,n,i)),o},t}(e.Material);e.TerrainMaterial=i}(BABYLON||(BABYLON={})),BABYLON.Effect.ShadersStore.terrainVertexShader="precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vTextureUV;\r\nuniform mat4 textureMatrix;\r\nuniform vec2 vTextureInfos;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\nvoid main(void) {\r\n mat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n finalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n vec4 worldPos = finalWorld * vec4(position, 1.0);\r\n vPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n // Texture coordinates\r\n#ifndef UV1\r\n vec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n vec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n if (vTextureInfos.x == 0.)\r\n {\r\n vTextureUV = vec2(textureMatrix * vec4(uv, 1.0, 0.0));\r\n }\r\n else\r\n {\r\n vTextureUV = vec2(textureMatrix * vec4(uv2, 1.0, 0.0));\r\n }\r\n#endif\r\n\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n fClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n // Fog\r\n#ifdef FOG\r\n fFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n // Shadows\r\n#ifdef SHADOWS\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\n vPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\n vPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\n vPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\n vPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n // Vertex color\r\n#ifdef VERTEXCOLOR\r\n vColor = color;\r\n#endif\r\n\r\n // Point size\r\n#ifdef POINTSIZE\r\n gl_PointSize = pointSize;\r\n#endif\r\n}\r\n",BABYLON.Effect.ShadersStore.terrainPixelShader="precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\n#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#else\r\nuniform samplerCube shadowSampler0;\r\n#endif\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\n#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#else\r\nuniform samplerCube shadowSampler1;\r\n#endif\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\n#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#else\r\nuniform samplerCube shadowSampler2;\r\n#endif\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\n#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#else\r\nuniform samplerCube shadowSampler3;\r\n#endif\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vTextureUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 vTextureInfos;\r\n\r\nuniform sampler2D diffuse1Sampler;\r\nuniform sampler2D diffuse2Sampler;\r\nuniform sampler2D diffuse3Sampler;\r\n\r\nuniform vec2 diffuse1Infos;\r\nuniform vec2 diffuse2Infos;\r\nuniform vec2 diffuse3Infos;\r\n\r\n#endif\r\n\r\n#ifdef BUMP\r\nuniform sampler2D bump1Sampler;\r\nuniform sampler2D bump2Sampler;\r\nuniform sampler2D bump3Sampler;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\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);\r\n return dot(color, bit_shift);\r\n}\r\n\r\n#if defined(POINTLIGHT0) || defined(POINTLIGHT1) || defined(POINTLIGHT2) || defined(POINTLIGHT3)\r\nfloat computeShadowCube(vec3 lightPosition, samplerCube shadowSampler, float darkness, float bias)\r\n{\r\n vec3 directionToLight = vPositionW - lightPosition;\r\n float depth = length(directionToLight);\r\n depth = clamp(depth, 0., 1.0);\r\n\r\n directionToLight = normalize(directionToLight);\r\n directionToLight.y = - directionToLight.y;\r\n\r\n float shadow = unpack(textureCube(shadowSampler, directionToLight)) + bias;\r\n\r\n if (depth > shadow)\r\n {\r\n return darkness;\r\n }\r\n return 1.0;\r\n}\r\n\r\nfloat computeShadowWithPCFCube(vec3 lightPosition, samplerCube shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n vec3 directionToLight = vPositionW - lightPosition;\r\n float depth = length(directionToLight);\r\n\r\n depth = clamp(depth, 0., 1.0);\r\n float diskScale = 2.0 / mapSize;\r\n\r\n directionToLight = normalize(directionToLight);\r\n directionToLight.y = -directionToLight.y;\r\n\r\n float visibility = 1.;\r\n\r\n vec3 poissonDisk[4];\r\n poissonDisk[0] = vec3(-1.0, 1.0, -1.0);\r\n poissonDisk[1] = vec3(1.0, -1.0, -1.0);\r\n poissonDisk[2] = vec3(-1.0, -1.0, -1.0);\r\n poissonDisk[3] = vec3(1.0, -1.0, 1.0);\r\n\r\n // Poisson Sampling\r\n float biasedDepth = depth - bias;\r\n\r\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\r\n return min(1.0, visibility + darkness);\r\n}\r\n#endif\r\n\r\n#if defined(SPOTLIGHT0) || defined(SPOTLIGHT1) || defined(SPOTLIGHT2) || defined(SPOTLIGHT3) || defined(DIRLIGHT0) || defined(DIRLIGHT1) || defined(DIRLIGHT2) || defined(DIRLIGHT3)\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n if (depth.z > shadow)\r\n {\r\n return darkness;\r\n }\r\n return 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n float visibility = 1.;\r\n\r\n vec2 poissonDisk[4];\r\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n // Poisson Sampling\r\n float biasedDepth = depth.z - bias;\r\n\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n return min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat unpackHalf(vec2 color)\r\n{\r\n return color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat linstep(float low, float high, float v) {\r\n return clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n float p = smoothstep(compare - bias, compare, moments.x);\r\n float variance = max(moments.y - moments.x * moments.x, 0.02);\r\n float d = compare - moments.x;\r\n float p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n return clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n depth = 0.5 * depth + vec3(0.5);\r\n vec2 uv = depth.xy;\r\n\r\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n {\r\n return 1.0;\r\n }\r\n\r\n vec4 texel = texture2D(shadowSampler, uv);\r\n\r\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n return min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n#endif\r\n\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n float fogCoeff = 1.0;\r\n float fogStart = vFogInfos.y;\r\n float fogEnd = vFogInfos.z;\r\n float fogDensity = vFogInfos.w;\r\n\r\n if (FOGMODE_LINEAR == vFogInfos.x)\r\n {\r\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n }\r\n else if (FOGMODE_EXP == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n }\r\n else if (FOGMODE_EXP2 == vFogInfos.x)\r\n {\r\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n }\r\n\r\n return clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Bump\r\n#ifdef BUMP\r\n#extension GL_OES_standard_derivatives : enable\r\n// Thanks to http://www.thetenthplanet.de/archives/1180\r\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\r\n{\r\n // get edge vectors of the pixel triangle\r\n vec3 dp1 = dFdx(p);\r\n vec3 dp2 = dFdy(p);\r\n vec2 duv1 = dFdx(uv);\r\n vec2 duv2 = dFdy(uv);\r\n\r\n // solve the linear system\r\n vec3 dp2perp = cross(dp2, normal);\r\n vec3 dp1perp = cross(normal, dp1);\r\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n // construct a scale-invariant frame \r\n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n return mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir, vec3 mixColor)\r\n{ \r\n vec3 bump1Color = texture2D(bump1Sampler, vTextureUV * diffuse1Infos).xyz;\r\n vec3 bump2Color = texture2D(bump2Sampler, vTextureUV * diffuse2Infos).xyz;\r\n vec3 bump3Color = texture2D(bump3Sampler, vTextureUV * diffuse3Infos).xyz;\r\n \r\n bump1Color.rgb *= mixColor.r;\r\n bump2Color.rgb = mix(bump1Color.rgb, bump2Color.rgb, mixColor.g);\r\n vec3 map = mix(bump2Color.rgb, bump3Color.rgb, mixColor.b);\r\n \r\n map = map * 255. / 127. - 128. / 127.;\r\n mat3 TBN = cotangent_frame(vNormalW * vTextureInfos.y, -viewDir, vTextureUV);\r\n return normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n vec3 diffuse;\r\n#ifdef SPECULARTERM\r\n vec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n lightingInfo result;\r\n\r\n vec3 lightVectorW;\r\n float attenuation = 1.0;\r\n if (lightData.w == 0.)\r\n {\r\n vec3 direction = lightData.xyz - vPositionW;\r\n\r\n attenuation = max(0., 1.0 - length(direction) / range);\r\n lightVectorW = normalize(direction);\r\n }\r\n else\r\n {\r\n lightVectorW = normalize(-lightData.xyz);\r\n }\r\n\r\n // diffuse\r\n float ndl = max(0., dot(vNormal, lightVectorW));\r\n result.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor * attenuation;\r\n#endif\r\n return result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n lightingInfo result;\r\n\r\n vec3 direction = lightData.xyz - vPositionW;\r\n vec3 lightVectorW = normalize(direction);\r\n float attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n // diffuse\r\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n float spotAtten = 0.0;\r\n\r\n if (cosAngle >= lightDirection.w)\r\n {\r\n cosAngle = max(0., pow(cosAngle, lightData.w));\r\n spotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n // Diffuse\r\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor * spotAtten * attenuation;\r\n#endif\r\n\r\n return result;\r\n }\r\n\r\n result.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n result.specular = vec3(0.);\r\n#endif\r\n\r\n return result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\r\n lightingInfo result;\r\n\r\n // Diffuse\r\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n result.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n // Specular\r\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n float specComp = max(0., dot(vNormal, angleW));\r\n specComp = pow(specComp, max(1., glossiness));\r\n\r\n result.specular = specComp * specularColor;\r\n#endif\r\n\r\n return result;\r\n}\r\n\r\nvoid main(void) {\r\n // Clip plane\r\n#ifdef CLIPPLANE\r\n if (fClipDistance > 0.0)\r\n discard;\r\n#endif\r\n\r\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n // Base color\r\n vec4 baseColor = vec4(1., 1., 1., 1.);\r\n vec3 diffuseColor = vDiffuseColor.rgb;\r\n \r\n#ifdef SPECULARTERM\r\n float glossiness = vSpecularColor.a;\r\n vec3 specularColor = vSpecularColor.rgb;\r\n#else\r\n float glossiness = 0.;\r\n#endif\r\n\r\n // Alpha\r\n float alpha = vDiffuseColor.a;\r\n \r\n // Bump\r\n#ifdef NORMAL\r\n vec3 normalW = normalize(vNormalW);\r\n#else\r\n vec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n baseColor = texture2D(textureSampler, vTextureUV);\r\n\r\n#if defined(BUMP) && defined(DIFFUSE)\r\n normalW = perturbNormal(viewDirectionW, baseColor.rgb);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n if (baseColor.a < 0.4)\r\n discard;\r\n#endif\r\n\r\n baseColor.rgb *= vTextureInfos.y;\r\n \r\n vec4 diffuse1Color = texture2D(diffuse1Sampler, vTextureUV * diffuse1Infos);\r\n vec4 diffuse2Color = texture2D(diffuse2Sampler, vTextureUV * diffuse2Infos);\r\n vec4 diffuse3Color = texture2D(diffuse3Sampler, vTextureUV * diffuse3Infos);\r\n \r\n diffuse1Color.rgb *= baseColor.r;\r\n diffuse2Color.rgb = mix(diffuse1Color.rgb, diffuse2Color.rgb, baseColor.g);\r\n baseColor.rgb = mix(diffuse2Color.rgb, diffuse3Color.rgb, baseColor.b);\r\n \r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n baseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n // Lighting\r\n vec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n vec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n float shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n#if defined(POINTLIGHT0)\r\n shadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT0)\r\n shadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#else\r\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#endif\r\n#endif\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n#if defined(POINTLIGHT1)\r\n shadow = computeShadowWithPCFCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT1)\r\n shadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#else\r\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#endif\r\n#endif\r\n#endif\r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n#if defined(POINTLIGHT2)\r\n shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT2)\r\n shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#else\r\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#endif\r\n#endif \r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n vec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n#if defined(POINTLIGHT3)\r\n shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT3)\r\n shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#else\r\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#endif\r\n#endif \r\n#endif \r\n#else\r\n shadow = 1.;\r\n#endif\r\n diffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n specularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n alpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n vec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n vec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n // Composition\r\n vec4 color = vec4(finalDiffuse + finalSpecular, alpha);\r\n\r\n#ifdef FOG\r\n float fog = CalcFogFactor();\r\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n gl_FragColor = color;\r\n}\r\n";
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