babylon.terrainMaterial.js 51 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 TerrainMaterialDefines = (function (_super) {
  6. __extends(TerrainMaterialDefines, _super);
  7. function TerrainMaterialDefines() {
  8. _super.call(this);
  9. this.DIFFUSE = false;
  10. this.BUMP = false;
  11. this.CLIPPLANE = false;
  12. this.ALPHATEST = false;
  13. this.POINTSIZE = false;
  14. this.FOG = false;
  15. this.LIGHT0 = false;
  16. this.LIGHT1 = false;
  17. this.LIGHT2 = false;
  18. this.LIGHT3 = false;
  19. this.SPOTLIGHT0 = false;
  20. this.SPOTLIGHT1 = false;
  21. this.SPOTLIGHT2 = false;
  22. this.SPOTLIGHT3 = false;
  23. this.HEMILIGHT0 = false;
  24. this.HEMILIGHT1 = false;
  25. this.HEMILIGHT2 = false;
  26. this.HEMILIGHT3 = false;
  27. this.DIRLIGHT0 = false;
  28. this.DIRLIGHT1 = false;
  29. this.DIRLIGHT2 = false;
  30. this.DIRLIGHT3 = false;
  31. this.POINTLIGHT0 = false;
  32. this.POINTLIGHT1 = false;
  33. this.POINTLIGHT2 = false;
  34. this.POINTLIGHT3 = false;
  35. this.SHADOW0 = false;
  36. this.SHADOW1 = false;
  37. this.SHADOW2 = false;
  38. this.SHADOW3 = false;
  39. this.SHADOWS = false;
  40. this.SHADOWVSM0 = false;
  41. this.SHADOWVSM1 = false;
  42. this.SHADOWVSM2 = false;
  43. this.SHADOWVSM3 = false;
  44. this.SHADOWPCF0 = false;
  45. this.SHADOWPCF1 = false;
  46. this.SHADOWPCF2 = false;
  47. this.SHADOWPCF3 = false;
  48. this.SPECULARTERM = false;
  49. this.NORMAL = false;
  50. this.UV1 = false;
  51. this.UV2 = false;
  52. this.VERTEXCOLOR = false;
  53. this.VERTEXALPHA = false;
  54. this.BONES = false;
  55. this.BONES4 = false;
  56. this.BonesPerMesh = 0;
  57. this.INSTANCES = false;
  58. this._keys = Object.keys(this);
  59. }
  60. return TerrainMaterialDefines;
  61. })(BABYLON.MaterialDefines);
  62. var TerrainMaterial = (function (_super) {
  63. __extends(TerrainMaterial, _super);
  64. function TerrainMaterial(name, scene) {
  65. _super.call(this, name, scene);
  66. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  67. this.specularColor = new BABYLON.Color3(0, 0, 0);
  68. this.specularPower = 64;
  69. this.disableLighting = false;
  70. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  71. this._scaledDiffuse = new BABYLON.Color3();
  72. this._scaledSpecular = new BABYLON.Color3();
  73. this._defines = new TerrainMaterialDefines();
  74. this._cachedDefines = new TerrainMaterialDefines();
  75. this._cachedDefines.BonesPerMesh = -1;
  76. }
  77. TerrainMaterial.prototype.needAlphaBlending = function () {
  78. return (this.alpha < 1.0);
  79. };
  80. TerrainMaterial.prototype.needAlphaTesting = function () {
  81. return false;
  82. };
  83. TerrainMaterial.prototype.getAlphaTestTexture = function () {
  84. return null;
  85. };
  86. // Methods
  87. TerrainMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  88. if (!mesh) {
  89. return true;
  90. }
  91. if (this._defines.INSTANCES !== useInstances) {
  92. return false;
  93. }
  94. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  95. return true;
  96. }
  97. return false;
  98. };
  99. TerrainMaterial.prototype.isReady = function (mesh, useInstances) {
  100. if (this.checkReadyOnlyOnce) {
  101. if (this._wasPreviouslyReady) {
  102. return true;
  103. }
  104. }
  105. var scene = this.getScene();
  106. if (!this.checkReadyOnEveryCall) {
  107. if (this._renderId === scene.getRenderId()) {
  108. if (this._checkCache(scene, mesh, useInstances)) {
  109. return true;
  110. }
  111. }
  112. }
  113. var engine = scene.getEngine();
  114. var needNormals = false;
  115. var needUVs = false;
  116. this._defines.reset();
  117. // Textures
  118. if (scene.texturesEnabled) {
  119. if (this.mixTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  120. if (!this.mixTexture.isReady()) {
  121. return false;
  122. }
  123. else {
  124. needUVs = true;
  125. this._defines.DIFFUSE = true;
  126. }
  127. }
  128. if ((this.bumpTexture1 || this.bumpTexture2 || this.bumpTexture3) && BABYLON.StandardMaterial.BumpTextureEnabled) {
  129. needUVs = true;
  130. needNormals = true;
  131. this._defines.BUMP = true;
  132. }
  133. }
  134. // Effect
  135. if (scene.clipPlane) {
  136. this._defines.CLIPPLANE = true;
  137. }
  138. if (engine.getAlphaTesting()) {
  139. this._defines.ALPHATEST = true;
  140. }
  141. // Point size
  142. if (this.pointsCloud || scene.forcePointsCloud) {
  143. this._defines.POINTSIZE = true;
  144. }
  145. // Fog
  146. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  147. this._defines.FOG = true;
  148. }
  149. var lightIndex = 0;
  150. if (scene.lightsEnabled && !this.disableLighting) {
  151. for (var index = 0; index < scene.lights.length; index++) {
  152. var light = scene.lights[index];
  153. if (!light.isEnabled()) {
  154. continue;
  155. }
  156. // Excluded check
  157. if (light._excludedMeshesIds.length > 0) {
  158. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  159. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  160. if (excludedMesh) {
  161. light.excludedMeshes.push(excludedMesh);
  162. }
  163. }
  164. light._excludedMeshesIds = [];
  165. }
  166. // Included check
  167. if (light._includedOnlyMeshesIds.length > 0) {
  168. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  169. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  170. if (includedOnlyMesh) {
  171. light.includedOnlyMeshes.push(includedOnlyMesh);
  172. }
  173. }
  174. light._includedOnlyMeshesIds = [];
  175. }
  176. if (!light.canAffectMesh(mesh)) {
  177. continue;
  178. }
  179. needNormals = true;
  180. this._defines["LIGHT" + lightIndex] = true;
  181. var type;
  182. if (light instanceof BABYLON.SpotLight) {
  183. type = "SPOTLIGHT" + lightIndex;
  184. }
  185. else if (light instanceof BABYLON.HemisphericLight) {
  186. type = "HEMILIGHT" + lightIndex;
  187. }
  188. else if (light instanceof BABYLON.PointLight) {
  189. type = "POINTLIGHT" + lightIndex;
  190. }
  191. else {
  192. type = "DIRLIGHT" + lightIndex;
  193. }
  194. this._defines[type] = true;
  195. // Specular
  196. if (!light.specular.equalsFloats(0, 0, 0)) {
  197. this._defines.SPECULARTERM = true;
  198. }
  199. // Shadows
  200. if (scene.shadowsEnabled) {
  201. var shadowGenerator = light.getShadowGenerator();
  202. if (mesh && mesh.receiveShadows && shadowGenerator) {
  203. this._defines["SHADOW" + lightIndex] = true;
  204. this._defines.SHADOWS = true;
  205. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  206. this._defines["SHADOWVSM" + lightIndex] = true;
  207. }
  208. if (shadowGenerator.usePoissonSampling) {
  209. this._defines["SHADOWPCF" + lightIndex] = true;
  210. }
  211. }
  212. }
  213. lightIndex++;
  214. if (lightIndex === maxSimultaneousLights)
  215. break;
  216. }
  217. }
  218. // Attribs
  219. if (mesh) {
  220. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  221. this._defines.NORMAL = true;
  222. }
  223. if (needUVs) {
  224. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  225. this._defines.UV1 = true;
  226. }
  227. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  228. this._defines.UV2 = true;
  229. }
  230. }
  231. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  232. this._defines.VERTEXCOLOR = true;
  233. if (mesh.hasVertexAlpha) {
  234. this._defines.VERTEXALPHA = true;
  235. }
  236. }
  237. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  238. this._defines.BONES = true;
  239. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  240. this._defines.BONES4 = true;
  241. }
  242. // Instances
  243. if (useInstances) {
  244. this._defines.INSTANCES = true;
  245. }
  246. }
  247. // Get correct effect
  248. if (!this._defines.isEqual(this._cachedDefines)) {
  249. this._defines.cloneTo(this._cachedDefines);
  250. scene.resetCachedMaterial();
  251. // Fallbacks
  252. var fallbacks = new BABYLON.EffectFallbacks();
  253. if (this._defines.FOG) {
  254. fallbacks.addFallback(1, "FOG");
  255. }
  256. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  257. if (!this._defines["LIGHT" + lightIndex]) {
  258. continue;
  259. }
  260. if (lightIndex > 0) {
  261. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  262. }
  263. if (this._defines["SHADOW" + lightIndex]) {
  264. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  265. }
  266. if (this._defines["SHADOWPCF" + lightIndex]) {
  267. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  268. }
  269. if (this._defines["SHADOWVSM" + lightIndex]) {
  270. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  271. }
  272. }
  273. if (this._defines.BONES4) {
  274. fallbacks.addFallback(0, "BONES4");
  275. }
  276. //Attributes
  277. var attribs = [BABYLON.VertexBuffer.PositionKind];
  278. if (this._defines.NORMAL) {
  279. attribs.push(BABYLON.VertexBuffer.NormalKind);
  280. }
  281. if (this._defines.UV1) {
  282. attribs.push(BABYLON.VertexBuffer.UVKind);
  283. }
  284. if (this._defines.UV2) {
  285. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  286. }
  287. if (this._defines.VERTEXCOLOR) {
  288. attribs.push(BABYLON.VertexBuffer.ColorKind);
  289. }
  290. if (this._defines.BONES) {
  291. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  292. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  293. }
  294. if (this._defines.INSTANCES) {
  295. attribs.push("world0");
  296. attribs.push("world1");
  297. attribs.push("world2");
  298. attribs.push("world3");
  299. }
  300. // Legacy browser patch
  301. var shaderName = "terrain";
  302. var join = this._defines.toString();
  303. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  304. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  305. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  306. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  307. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  308. "vFogInfos", "vFogColor", "pointSize",
  309. "vTextureInfos",
  310. "mBones",
  311. "vClipPlane", "textureMatrix",
  312. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  313. "diffuse1Infos", "diffuse2Infos", "diffuse3Infos"
  314. ], ["textureSampler", "diffuse1Sampler", "diffuse2Sampler", "diffuse3Sampler",
  315. "bump1Sampler", "bump2Sampler", "bump3Sampler",
  316. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  317. ], join, fallbacks, this.onCompiled, this.onError);
  318. }
  319. if (!this._effect.isReady()) {
  320. return false;
  321. }
  322. this._renderId = scene.getRenderId();
  323. this._wasPreviouslyReady = true;
  324. if (mesh) {
  325. if (!mesh._materialDefines) {
  326. mesh._materialDefines = new TerrainMaterialDefines();
  327. }
  328. this._defines.cloneTo(mesh._materialDefines);
  329. }
  330. return true;
  331. };
  332. TerrainMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  333. this._effect.setMatrix("world", world);
  334. };
  335. TerrainMaterial.prototype.bind = function (world, mesh) {
  336. var scene = this.getScene();
  337. // Matrices
  338. this.bindOnlyWorldMatrix(world);
  339. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  340. // Bones
  341. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  342. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  343. }
  344. if (scene.getCachedMaterial() !== this) {
  345. // Textures
  346. if (this.mixTexture) {
  347. this._effect.setTexture("textureSampler", this.mixTexture);
  348. this._effect.setFloat2("vTextureInfos", this.mixTexture.coordinatesIndex, this.mixTexture.level);
  349. this._effect.setMatrix("textureMatrix", this.mixTexture.getTextureMatrix());
  350. if (BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  351. if (this.diffuseTexture1) {
  352. this._effect.setTexture("diffuse1Sampler", this.diffuseTexture1);
  353. this._effect.setFloat2("diffuse1Infos", this.diffuseTexture1.uScale, this.diffuseTexture1.vScale);
  354. }
  355. if (this.diffuseTexture2) {
  356. this._effect.setTexture("diffuse2Sampler", this.diffuseTexture2);
  357. this._effect.setFloat2("diffuse2Infos", this.diffuseTexture2.uScale, this.diffuseTexture2.vScale);
  358. }
  359. if (this.diffuseTexture3) {
  360. this._effect.setTexture("diffuse3Sampler", this.diffuseTexture3);
  361. this._effect.setFloat2("diffuse3Infos", this.diffuseTexture3.uScale, this.diffuseTexture3.vScale);
  362. }
  363. }
  364. if (BABYLON.StandardMaterial.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {
  365. if (this.bumpTexture1) {
  366. this._effect.setTexture("bump1Sampler", this.bumpTexture1);
  367. }
  368. if (this.bumpTexture2) {
  369. this._effect.setTexture("bump2Sampler", this.bumpTexture2);
  370. }
  371. if (this.bumpTexture3) {
  372. this._effect.setTexture("bump3Sampler", this.bumpTexture3);
  373. }
  374. }
  375. }
  376. // Clip plane
  377. if (scene.clipPlane) {
  378. var clipPlane = scene.clipPlane;
  379. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  380. }
  381. // Point size
  382. if (this.pointsCloud) {
  383. this._effect.setFloat("pointSize", this.pointSize);
  384. }
  385. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  386. }
  387. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  388. if (this._defines.SPECULARTERM) {
  389. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  390. }
  391. if (scene.lightsEnabled && !this.disableLighting) {
  392. var lightIndex = 0;
  393. for (var index = 0; index < scene.lights.length; index++) {
  394. var light = scene.lights[index];
  395. if (!light.isEnabled()) {
  396. continue;
  397. }
  398. if (!light.canAffectMesh(mesh)) {
  399. continue;
  400. }
  401. if (light instanceof BABYLON.PointLight) {
  402. // Point Light
  403. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  404. }
  405. else if (light instanceof BABYLON.DirectionalLight) {
  406. // Directional Light
  407. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  408. }
  409. else if (light instanceof BABYLON.SpotLight) {
  410. // Spot Light
  411. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  412. }
  413. else if (light instanceof BABYLON.HemisphericLight) {
  414. // Hemispheric Light
  415. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  416. }
  417. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  418. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  419. if (this._defines.SPECULARTERM) {
  420. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  421. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  422. }
  423. // Shadows
  424. if (scene.shadowsEnabled) {
  425. var shadowGenerator = light.getShadowGenerator();
  426. if (mesh.receiveShadows && shadowGenerator) {
  427. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  428. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  429. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  430. }
  431. }
  432. lightIndex++;
  433. if (lightIndex === maxSimultaneousLights)
  434. break;
  435. }
  436. }
  437. // View
  438. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  439. this._effect.setMatrix("view", scene.getViewMatrix());
  440. }
  441. // Fog
  442. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  443. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  444. this._effect.setColor3("vFogColor", scene.fogColor);
  445. }
  446. _super.prototype.bind.call(this, world, mesh);
  447. };
  448. TerrainMaterial.prototype.getAnimatables = function () {
  449. var results = [];
  450. if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {
  451. results.push(this.mixTexture);
  452. }
  453. return results;
  454. };
  455. TerrainMaterial.prototype.dispose = function (forceDisposeEffect) {
  456. if (this.mixTexture) {
  457. this.mixTexture.dispose();
  458. }
  459. _super.prototype.dispose.call(this, forceDisposeEffect);
  460. };
  461. TerrainMaterial.prototype.clone = function (name) {
  462. var newMaterial = new TerrainMaterial(name, this.getScene());
  463. // Base material
  464. this.copyTo(newMaterial);
  465. // Simple material
  466. if (this.mixTexture && this.mixTexture.clone) {
  467. newMaterial.mixTexture = this.mixTexture.clone();
  468. }
  469. newMaterial.diffuseColor = this.diffuseColor.clone();
  470. return newMaterial;
  471. };
  472. TerrainMaterial.prototype.serialize = function () {
  473. var serializationObject = _super.prototype.serialize.call(this);
  474. serializationObject.customType = "BABYLON.TerrainMaterial";
  475. serializationObject.diffuseColor = this.diffuseColor.asArray();
  476. serializationObject.specularColor = this.specularColor.asArray();
  477. serializationObject.specularPower = this.specularPower;
  478. serializationObject.disableLighting = this.disableLighting;
  479. if (this.diffuseTexture1) {
  480. serializationObject.diffuseTexture1 = this.diffuseTexture1.serialize();
  481. }
  482. if (this.diffuseTexture2) {
  483. serializationObject.diffuseTexture2 = this.diffuseTexture2.serialize();
  484. }
  485. if (this.diffuseTexture3) {
  486. serializationObject.diffuseTexture3 = this.diffuseTexture3.serialize();
  487. }
  488. if (this.bumpTexture1) {
  489. serializationObject.bumpTexture1 = this.bumpTexture1.serialize();
  490. }
  491. if (this.bumpTexture2) {
  492. serializationObject.bumpTexture2 = this.bumpTexture2.serialize();
  493. }
  494. if (this.bumpTexture3) {
  495. serializationObject.bumpTexture3 = this.bumpTexture3.serialize();
  496. }
  497. if (this.mixTexture) {
  498. serializationObject.mixTexture = this.mixTexture.serialize();
  499. }
  500. return serializationObject;
  501. };
  502. TerrainMaterial.Parse = function (source, scene, rootUrl) {
  503. var material = new TerrainMaterial(source.name, scene);
  504. material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
  505. material.specularColor = BABYLON.Color3.FromArray(source.specularColor);
  506. material.specularPower = source.specularPower;
  507. material.disableLighting = source.disableLighting;
  508. material.alpha = source.alpha;
  509. material.id = source.id;
  510. BABYLON.Tags.AddTagsTo(material, source.tags);
  511. material.backFaceCulling = source.backFaceCulling;
  512. material.wireframe = source.wireframe;
  513. if (source.diffuseTexture1) {
  514. material.diffuseTexture1 = BABYLON.Texture.Parse(source.diffuseTexture1, scene, rootUrl);
  515. }
  516. if (source.diffuseTexture2) {
  517. material.diffuseTexture2 = BABYLON.Texture.Parse(source.diffuseTexture2, scene, rootUrl);
  518. }
  519. if (source.diffuseTexture3) {
  520. material.diffuseTexture3 = BABYLON.Texture.Parse(source.diffuseTexture3, scene, rootUrl);
  521. }
  522. if (source.bumpTexture1) {
  523. material.bumpTexture1 = BABYLON.Texture.Parse(source.bumpTexture1, scene, rootUrl);
  524. }
  525. if (source.bumpTexture2) {
  526. material.bumpTexture2 = BABYLON.Texture.Parse(source.bumpTexture2, scene, rootUrl);
  527. }
  528. if (source.bumpTexture3) {
  529. material.bumpTexture3 = BABYLON.Texture.Parse(source.bumpTexture3, scene, rootUrl);
  530. }
  531. if (source.mixTexture) {
  532. material.mixTexture = BABYLON.Texture.Parse(source.mixTexture, scene, rootUrl);
  533. }
  534. return material;
  535. };
  536. return TerrainMaterial;
  537. })(BABYLON.Material);
  538. BABYLON.TerrainMaterial = TerrainMaterial;
  539. })(BABYLON || (BABYLON = {}));
  540. 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\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 (vTextureInfos.x == 0.)\r\n\t{\r\n\t\tvTextureUV = vec2(textureMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvTextureUV = vec2(textureMatrix * 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";
  541. 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\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\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 mapSize, float bias, float darkness)\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(-1.0, 1.0, -1.0);\r\n\tpoissonDisk[1] = vec3(1.0, -1.0, -1.0);\r\n\tpoissonDisk[2] = vec3(-1.0, -1.0, -1.0);\r\n\tpoissonDisk[3] = vec3(1.0, -1.0, 1.0);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth - bias;\r\n\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[0] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[1] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[2] * diskScale)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(textureCube(shadowSampler, directionToLight + poissonDisk[3] * diskScale)) < 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// 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\t// get edge vectors of the pixel triangle\r\n\tvec3 dp1 = dFdx(p);\r\n\tvec3 dp2 = dFdy(p);\r\n\tvec2 duv1 = dFdx(uv);\r\n\tvec2 duv2 = dFdy(uv);\r\n\r\n\t// solve the linear system\r\n\tvec3 dp2perp = cross(dp2, normal);\r\n\tvec3 dp1perp = cross(normal, dp1);\r\n\tvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n\tvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n\t// construct a scale-invariant frame \r\n\tfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n\treturn mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir, vec3 mixColor)\r\n{\t\r\n\tvec3 bump1Color = texture2D(bump1Sampler, vTextureUV * diffuse1Infos).xyz;\r\n\tvec3 bump2Color = texture2D(bump2Sampler, vTextureUV * diffuse2Infos).xyz;\r\n\tvec3 bump3Color = texture2D(bump3Sampler, vTextureUV * diffuse3Infos).xyz;\r\n\t\r\n\tbump1Color.rgb *= mixColor.r;\r\n \tbump2Color.rgb = mix(bump1Color.rgb, bump2Color.rgb, mixColor.g);\r\n \tvec3 map = mix(bump2Color.rgb, bump3Color.rgb, mixColor.b);\r\n\t\r\n\tmap = map * 255. / 127. - 128. / 127.;\r\n\tmat3 TBN = cotangent_frame(vNormalW * vTextureInfos.y, -viewDir, vTextureUV);\r\n\treturn normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n#ifdef SPECULARTERM\r\n\tvec3 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\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#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor * attenuation;\r\n#endif\r\n\treturn 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\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#ifdef SPECULARTERM\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\t\tresult.specular = specComp * specularColor * spotAtten * attenuation;\r\n#endif\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n\tresult.specular = vec3(0.);\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\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#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor;\r\n#endif\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\t\r\n#ifdef SPECULARTERM\r\n\tfloat glossiness = vSpecularColor.a;\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#else\r\n\tfloat glossiness = 0.;\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\t\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#ifdef DIFFUSE\r\n\tbaseColor = texture2D(textureSampler, vTextureUV);\r\n\r\n#if defined(BUMP) && defined(DIFFUSE)\r\n\tnormalW = perturbNormal(viewDirectionW, baseColor.rgb);\r\n#endif\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 *= vTextureInfos.y;\r\n\t\r\n\tvec4 diffuse1Color = texture2D(diffuse1Sampler, vTextureUV * diffuse1Infos);\r\n\tvec4 diffuse2Color = texture2D(diffuse2Sampler, vTextureUV * diffuse2Infos);\r\n\tvec4 diffuse3Color = texture2D(diffuse3Sampler, vTextureUV * diffuse3Infos);\r\n\t\r\n\tdiffuse1Color.rgb *= baseColor.r;\r\n \tdiffuse2Color.rgb = mix(diffuse1Color.rgb, diffuse2Color.rgb, baseColor.g);\r\n \tbaseColor.rgb = mix(diffuse2Color.rgb, diffuse3Color.rgb, baseColor.b);\r\n\t\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT0) || defined(DIRLIGHT0)\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\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#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowWithPCFCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT0)\r\n\tshadow = computeShadowCube(vLightData0.xyz, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#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#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT1) || defined(DIRLIGHT1)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\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.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT1)\r\n\tshadow = computeShadowCube(vLightData1.xyz, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#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#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT2) || defined(DIRLIGHT2)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\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.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT2)\r\n\tshadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#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#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\r\n#endif\r\n#if defined(POINTLIGHT3) || defined(DIRLIGHT3)\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\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.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#endif\r\n#else\r\n#if defined(POINTLIGHT3)\r\n\tshadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#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#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\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 + finalSpecular, 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}\r\n";