babylon.normalMaterial.js 42 KB

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