@babylonjs/materials 5.0.0-beta.1 → 5.0.0-beta.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cell/cell.vertex.js +1 -1
- package/cell/cell.vertex.js.map +1 -1
- package/cell/cellMaterial.d.ts +1 -1
- package/cell/cellMaterial.js +2 -1
- package/cell/cellMaterial.js.map +1 -1
- package/custom/customMaterial.d.ts +1 -1
- package/custom/customMaterial.js.map +1 -1
- package/custom/pbrCustomMaterial.d.ts +1 -1
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fire.vertex.js +1 -1
- package/fire/fire.vertex.js.map +1 -1
- package/fire/fireMaterial.d.ts +1 -1
- package/fire/fireMaterial.js +1 -0
- package/fire/fireMaterial.js.map +1 -1
- package/fur/fur.vertex.js +1 -1
- package/fur/fur.vertex.js.map +1 -1
- package/fur/furMaterial.d.ts +1 -1
- package/fur/furMaterial.js +2 -1
- package/fur/furMaterial.js.map +1 -1
- package/gradient/gradient.vertex.js +1 -1
- package/gradient/gradient.vertex.js.map +1 -1
- package/gradient/gradientMaterial.d.ts +1 -1
- package/gradient/gradientMaterial.js +2 -1
- package/gradient/gradientMaterial.js.map +1 -1
- package/grid/gridMaterial.d.ts +1 -1
- package/grid/gridMaterial.js.map +1 -1
- package/lava/lava.vertex.js +1 -1
- package/lava/lava.vertex.js.map +1 -1
- package/lava/lavaMaterial.d.ts +1 -1
- package/lava/lavaMaterial.js +2 -1
- package/lava/lavaMaterial.js.map +1 -1
- package/mix/mix.vertex.js +1 -1
- package/mix/mix.vertex.js.map +1 -1
- package/mix/mixMaterial.d.ts +1 -1
- package/mix/mixMaterial.js +2 -1
- package/mix/mixMaterial.js.map +1 -1
- package/normal/normal.vertex.js +1 -1
- package/normal/normal.vertex.js.map +1 -1
- package/normal/normalMaterial.d.ts +1 -1
- package/normal/normalMaterial.js +1 -1
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.vertex.js +1 -1
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/shadowOnly/shadowOnlyMaterial.d.ts +1 -1
- package/shadowOnly/shadowOnlyMaterial.js +1 -1
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/simple.fragment.js +1 -1
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.js +1 -1
- package/simple/simple.vertex.js.map +1 -1
- package/simple/simpleMaterial.d.ts +1 -1
- package/simple/simpleMaterial.js +2 -1
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/sky.vertex.js +1 -1
- package/sky/sky.vertex.js.map +1 -1
- package/sky/skyMaterial.d.ts +1 -1
- package/sky/skyMaterial.js +1 -1
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrain.fragment.js +1 -1
- package/terrain/terrain.fragment.js.map +1 -1
- package/terrain/terrain.vertex.js +1 -1
- package/terrain/terrain.vertex.js.map +1 -1
- package/terrain/terrainMaterial.d.ts +1 -1
- package/terrain/terrainMaterial.js +2 -1
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/triPlanarMaterial.d.ts +1 -1
- package/triPlanar/triPlanarMaterial.js +2 -1
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/triPlanar/triplanar.fragment.js +1 -1
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.js +1 -1
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.js +1 -1
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.js +1 -1
- package/water/water.vertex.js.map +1 -1
- package/water/waterMaterial.d.ts +1 -1
- package/water/waterMaterial.js +3 -2
- package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
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-
{"version":3,"file":"triplanar.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/triPlanar/triplanar.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,
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{"version":3,"file":"triplanar.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/triPlanar/triplanar.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qEAAqE,CAAC;AAE7E,IAAI,IAAI,GAAG,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,80FAyHZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,oBAAoB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/helperFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/depthPrePass\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nlet name = 'triplanarPixelShader';\nlet shader = `precision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\nuniform sampler2D diffuseSamplerX;\n#ifdef BUMPX\nuniform sampler2D normalSamplerX;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\nuniform sampler2D diffuseSamplerY;\n#ifdef BUMPY\nuniform sampler2D normalSamplerY;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\nuniform sampler2D diffuseSamplerZ;\n#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\n#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(0.,0.,0.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=tangentSpace[2];\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\nvec4 baseNormal=vec4(0.0,0.0,0.0,1.0);\nnormalW*=normalW;\n#ifdef DIFFUSEX\nbaseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;\n#ifdef BUMPX\nbaseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;\n#endif\n#endif\n#ifdef DIFFUSEY\nbaseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;\n#ifdef BUMPY\nbaseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;\n#endif\n#endif\n#ifdef DIFFUSEZ\nbaseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;\n#ifdef BUMPZ\nbaseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;\n#endif\n#endif\n#ifdef NORMAL\nnormalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var triplanarPixelShader = { name, shader };\n"]}
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@@ -13,7 +13,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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var name = 'triplanarVertexShader';
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var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#
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var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\n#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\n#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\n#endif\n#ifdef NORMAL\n\nvec3 xtan=vec3(0,0,1);\nvec3 xbin=vec3(0,1,0);\nvec3 ytan=vec3(1,0,0);\nvec3 ybin=vec3(0,0,1);\nvec3 ztan=vec3(1,0,0);\nvec3 zbin=vec3(0,1,0);\nvec3 normalizedNormal=normalize(normal);\nnormalizedNormal*=normalizedNormal;\nvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\nvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\nworldTangent=(world*vec4(worldTangent,0.0)).xyz;\nworldBinormal=(world*vec4(worldBinormal,0.0)).xyz;\nvec3 worldNormal=(world*vec4(normalize(normal),0.0)).xyz;\ntangentSpace[0]=worldTangent;\ntangentSpace[1]=worldBinormal;\ntangentSpace[2]=worldNormal;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var triplanarVertexShader = { name: name, shader: shader };
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@@ -1 +1 @@
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{"version":3,"file":"triplanar.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/triPlanar/triplanar.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,
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{"version":3,"file":"triplanar.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/triPlanar/triplanar.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAE9D,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,wwEA+FZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,qBAAqB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\n\nlet name = 'triplanarVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;\n#endif\nuniform float tileSize;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef DIFFUSEX\nvTextureUVX=worldPos.zy/tileSize;\n#endif\n#ifdef DIFFUSEY\nvTextureUVY=worldPos.xz/tileSize;\n#endif\n#ifdef DIFFUSEZ\nvTextureUVZ=worldPos.xy/tileSize;\n#endif\n#ifdef NORMAL\n\nvec3 xtan=vec3(0,0,1);\nvec3 xbin=vec3(0,1,0);\nvec3 ytan=vec3(1,0,0);\nvec3 ybin=vec3(0,0,1);\nvec3 ztan=vec3(1,0,0);\nvec3 zbin=vec3(0,1,0);\nvec3 normalizedNormal=normalize(normal);\nnormalizedNormal*=normalizedNormal;\nvec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);\nvec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);\nworldTangent=(world*vec4(worldTangent,0.0)).xyz;\nworldBinormal=(world*vec4(worldBinormal,0.0)).xyz;\nvec3 worldNormal=(world*vec4(normalize(normal),0.0)).xyz;\ntangentSpace[0]=worldTangent;\ntangentSpace[1]=worldBinormal;\ntangentSpace[2]=worldNormal;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var triplanarVertexShader = { name, shader };\n"]}
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package/water/water.fragment.js
CHANGED
@@ -14,7 +14,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
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import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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var shader = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#
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var shader = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\n\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else\n#ifdef REFLECTION\n\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var waterPixelShader = { name: name, shader: shader };
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{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/water/water.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,iEAAiE,CAAC;AACzE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,4DAA4D,CAAC;AACpE,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,
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{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/water/water.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,wDAAwD,CAAC;AAChE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,iEAAiE,CAAC;AACzE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,gEAAgE,CAAC;AACxE,OAAO,iEAAiE,CAAC;AACzE,OAAO,qEAAqE,CAAC;AAC7E,OAAO,4DAA4D,CAAC;AACpE,OAAO,+DAA+D,CAAC;AACvE,OAAO,0DAA0D,CAAC;AAClE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,yDAAyD,CAAC;AACjE,OAAO,oDAAoD,CAAC;AAE5D,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,ksLAsMZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/helperFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/imageProcessingFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogFragment\";\n\nlet name = 'waterPixelShader';\nlet shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\nuniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\n\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else\n#ifdef REFLECTION\n\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var waterPixelShader = { name, shader };\n"]}
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package/water/water.vertex.js
CHANGED
@@ -15,7 +15,7 @@ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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var name = 'waterVertexShader';
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-
var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#
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var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\nuniform float waveCount;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x == 0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\nvec3 p=position;\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+(cos(((p.z/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\n\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";
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ShaderStore.ShadersStore[name] = shader;
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/** @hidden */
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export var waterVertexShader = { name: name, shader: shader };
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,uDAAuD,CAAC;AAE/D,IAAI,IAAI,GAAG,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,
|
1
|
+
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../sourceES6/materialsLibrary/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,yDAAyD,CAAC;AACjE,OAAO,wEAAwE,CAAC;AAChF,OAAO,6DAA6D,CAAC;AACrE,OAAO,mEAAmE,CAAC;AAC3E,OAAO,6DAA6D,CAAC;AACrE,OAAO,iEAAiE,CAAC;AACzE,OAAO,4DAA4D,CAAC;AACpE,OAAO,4DAA4D,CAAC;AACpE,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6DAA6D,CAAC;AACrE,OAAO,wDAAwD,CAAC;AAChE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,uDAAuD,CAAC;AAE/D,IAAI,IAAI,GAAG,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,ysGAgIZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/instancesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bonesVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/fogVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"@babylonjs/core/Shaders/ShadersInclude/logDepthVertex\";\n\nlet name = 'waterVertexShader';\nlet shader = `precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\nuniform float waveCount;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x == 0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#elif INSTANCESCOLOR\nvColor=instanceColor;\n#endif\n\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\nvec3 p=position;\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+(cos(((p.z/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\n\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var waterVertexShader = { name, shader };\n"]}
|
package/water/waterMaterial.d.ts
CHANGED
@@ -105,7 +105,7 @@ export declare class WaterMaterial extends PushMaterial {
|
|
105
105
|
/**
|
106
106
|
* Constructor
|
107
107
|
*/
|
108
|
-
constructor(name: string, scene
|
108
|
+
constructor(name: string, scene?: Scene, renderTargetSize?: Vector2);
|
109
109
|
get useLogarithmicDepth(): boolean;
|
110
110
|
set useLogarithmicDepth(value: boolean);
|
111
111
|
get refractionTexture(): Nullable<RenderTargetTexture>;
|
package/water/waterMaterial.js
CHANGED
@@ -42,6 +42,7 @@ var WaterMaterialDefines = /** @class */ (function (_super) {
|
|
42
42
|
_this.NUM_BONE_INFLUENCERS = 0;
|
43
43
|
_this.BonesPerMesh = 0;
|
44
44
|
_this.INSTANCES = false;
|
45
|
+
_this.INSTANCESCOLOR = false;
|
45
46
|
_this.SPECULARTERM = false;
|
46
47
|
_this.LOGARITHMICDEPTH = false;
|
47
48
|
_this.USE_REVERSE_DEPTHBUFFER = false;
|
@@ -151,7 +152,7 @@ var WaterMaterial = /** @class */ (function (_super) {
|
|
151
152
|
_this._reflectionTransform = Matrix.Zero();
|
152
153
|
_this._lastTime = 0;
|
153
154
|
_this._lastDeltaTime = 0;
|
154
|
-
_this._createRenderTargets(
|
155
|
+
_this._createRenderTargets(_this.getScene(), renderTargetSize);
|
155
156
|
// Create render targets
|
156
157
|
_this.getRenderTargetTextures = function () {
|
157
158
|
_this._renderTargets.reset();
|
@@ -591,7 +592,7 @@ var WaterMaterial = /** @class */ (function (_super) {
|
|
591
592
|
return SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
|
592
593
|
};
|
593
594
|
WaterMaterial.prototype.serialize = function () {
|
594
|
-
var serializationObject =
|
595
|
+
var serializationObject = _super.prototype.serialize.call(this);
|
595
596
|
serializationObject.customType = "BABYLON.WaterMaterial";
|
596
597
|
serializationObject.renderList = [];
|
597
598
|
if (this._refractionRTT && this._refractionRTT.renderList) {
|
@@ -1 +1 @@
|
|
1
|
-
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{ Nullable } from \"@babylonjs/core/types\";\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\nimport { Matrix, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\nimport { Plane } from '@babylonjs/core/Maths/math.plane';\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\nimport { SmartArray } from \"@babylonjs/core/Misc/smartArray\";\nimport { Observer } from '@babylonjs/core/Misc/observable';\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\nimport { RenderTargetTexture } from \"@babylonjs/core/Materials/Textures/renderTargetTexture\";\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { IImageProcessingConfigurationDefines, ImageProcessingConfiguration } from \"@babylonjs/core/Materials/imageProcessingConfiguration\";\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Camera } from \"@babylonjs/core/Cameras/camera\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\n\nimport \"./water.fragment\";\nimport \"./water.vertex\";\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\nimport { CreateGround } from \"@babylonjs/core/Meshes/Builders/groundBuilder\";\n\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\n public BUMP = false;\n public REFLECTION = false;\n public CLIPPLANE = false;\n public CLIPPLANE2 = false;\n public CLIPPLANE3 = false;\n public CLIPPLANE4 = false;\n public CLIPPLANE5 = false;\n public CLIPPLANE6 = false;\n public ALPHATEST = false;\n public DEPTHPREPASS = false;\n public POINTSIZE = false;\n public FOG = false;\n public NORMAL = false;\n public UV1 = false;\n public UV2 = false;\n public VERTEXCOLOR = false;\n public VERTEXALPHA = false;\n public NUM_BONE_INFLUENCERS = 0;\n public BonesPerMesh = 0;\n public INSTANCES = false;\n public SPECULARTERM = false;\n public LOGARITHMICDEPTH = false;\n public USE_REVERSE_DEPTHBUFFER = false;\n public FRESNELSEPARATE = false;\n public BUMPSUPERIMPOSE = false;\n public BUMPAFFECTSREFLECTION = false;\n\n public IMAGEPROCESSING = false;\n public VIGNETTE = false;\n public VIGNETTEBLENDMODEMULTIPLY = false;\n public VIGNETTEBLENDMODEOPAQUE = false;\n public TONEMAPPING = false;\n public TONEMAPPING_ACES = false;\n public CONTRAST = false;\n public EXPOSURE = false;\n public COLORCURVES = false;\n public COLORGRADING = false;\n public COLORGRADING3D = false;\n public SAMPLER3DGREENDEPTH = false;\n public SAMPLER3DBGRMAP = false;\n public IMAGEPROCESSINGPOSTPROCESS = false;\n public SKIPFINALCOLORCLAMP = false;\n\n constructor() {\n super();\n this.rebuild();\n }\n}\n\nexport class WaterMaterial extends PushMaterial {\n /*\n * Public members\n */\n @serializeAsTexture(\"bumpTexture\")\n private _bumpTexture: BaseTexture;\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\n public bumpTexture: BaseTexture;\n\n @serializeAsColor3()\n public diffuseColor = new Color3(1, 1, 1);\n\n @serializeAsColor3()\n public specularColor = new Color3(0, 0, 0);\n\n @serialize()\n public specularPower = 64;\n\n @serialize(\"disableLighting\")\n private _disableLighting = false;\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\n public disableLighting: boolean;\n\n @serialize(\"maxSimultaneousLights\")\n private _maxSimultaneousLights = 4;\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\n public maxSimultaneousLights: number;\n\n /**\n * Defines the wind force.\n */\n @serialize()\n public windForce: number = 6;\n /**\n * Defines the direction of the wind in the plane (X, Z).\n */\n @serializeAsVector2()\n public windDirection: Vector2 = new Vector2(0, 1);\n /**\n * Defines the height of the waves.\n */\n @serialize()\n public waveHeight: number = 0.4;\n /**\n * Defines the bump height related to the bump map.\n */\n @serialize()\n public bumpHeight: number = 0.4;\n /**\n * Defines wether or not: to add a smaller moving bump to less steady waves.\n */\n @serialize(\"bumpSuperimpose\")\n private _bumpSuperimpose = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public bumpSuperimpose: boolean;\n\n /**\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\n */\n @serialize(\"fresnelSeparate\")\n private _fresnelSeparate = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public fresnelSeparate: boolean;\n\n /**\n * Defines wether or not bump Wwves modify the reflection.\n */\n @serialize(\"bumpAffectsReflection\")\n private _bumpAffectsReflection = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public bumpAffectsReflection: boolean;\n\n /**\n * Defines the water color blended with the refraction (near).\n */\n @serializeAsColor3()\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\n /**\n * Defines the blend factor related to the water color.\n */\n @serialize()\n public colorBlendFactor: number = 0.2;\n /**\n * Defines the water color blended with the reflection (far).\n */\n @serializeAsColor3()\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\n /**\n * Defines the blend factor related to the water color (reflection, far).\n */\n @serialize()\n public colorBlendFactor2: number = 0.2;\n /**\n * Defines the maximum length of a wave.\n */\n @serialize()\n public waveLength: number = 0.1;\n\n /**\n * Defines the waves speed.\n */\n @serialize()\n public waveSpeed: number = 1.0;\n\n /**\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\n */\n @serialize()\n public waveCount: number = 20;\n /**\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\n * will avoid calculating useless pixels in the pixel shader of the water material.\n */\n @serialize()\n public disableClipPlane: boolean = false;\n\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\n\n /*\n * Private members\n */\n private _mesh: Nullable<AbstractMesh> = null;\n\n private _refractionRTT: Nullable<RenderTargetTexture>;\n private _reflectionRTT: Nullable<RenderTargetTexture>;\n\n private _reflectionTransform: Matrix = Matrix.Zero();\n private _lastTime: number = 0;\n private _lastDeltaTime: number = 0;\n\n private _useLogarithmicDepth: boolean;\n\n private _waitingRenderList: Nullable<string[]>;\n\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\n\n /**\n * Gets a boolean indicating that current material needs to register RTT\n */\n public get hasRenderTargetTextures(): boolean {\n return true;\n }\n\n /**\n * Constructor\n */\n constructor(name: string, scene: Scene, public renderTargetSize: Vector2 = new Vector2(512, 512)) {\n super(name, scene);\n\n this._createRenderTargets(scene, renderTargetSize);\n\n // Create render targets\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\n this._renderTargets.reset();\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\n\n return this._renderTargets;\n };\n\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\n if (this._imageProcessingConfiguration) {\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\n this._markAllSubMeshesAsImageProcessingDirty();\n });\n }\n }\n\n @serialize()\n public get useLogarithmicDepth(): boolean {\n return this._useLogarithmicDepth;\n }\n\n public set useLogarithmicDepth(value: boolean) {\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\n this._markAllSubMeshesAsMiscDirty();\n }\n\n // Get / Set\n public get refractionTexture(): Nullable<RenderTargetTexture> {\n return this._refractionRTT;\n }\n\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\n return this._reflectionRTT;\n }\n\n // Methods\n public addToRenderList(node: any): void {\n if (this._refractionRTT && this._refractionRTT.renderList) {\n this._refractionRTT.renderList.push(node);\n }\n\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\n this._reflectionRTT.renderList.push(node);\n }\n }\n\n public enableRenderTargets(enable: boolean): void {\n var refreshRate = enable ? 1 : 0;\n\n if (this._refractionRTT) {\n this._refractionRTT.refreshRate = refreshRate;\n }\n\n if (this._reflectionRTT) {\n this._reflectionRTT.refreshRate = refreshRate;\n }\n }\n\n public getRenderList(): Nullable<AbstractMesh[]> {\n return this._refractionRTT ? this._refractionRTT.renderList : [];\n }\n\n public get renderTargetsEnabled(): boolean {\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\n }\n\n public needAlphaBlending(): boolean {\n return (this.alpha < 1.0);\n }\n\n public needAlphaTesting(): boolean {\n return false;\n }\n\n public getAlphaTestTexture(): Nullable<BaseTexture> {\n return null;\n }\n\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\n if (this.isFrozen) {\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\n return true;\n }\n }\n\n if (!subMesh.materialDefines) {\n subMesh.materialDefines = new WaterMaterialDefines();\n }\n\n var defines = <WaterMaterialDefines>subMesh.materialDefines;\n var scene = this.getScene();\n\n if (this._isReadyForSubMesh(subMesh)) {\n return true;\n }\n\n var engine = scene.getEngine();\n\n // Textures\n if (defines._areTexturesDirty) {\n defines._needUVs = false;\n if (scene.texturesEnabled) {\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\n if (!this.bumpTexture.isReady()) {\n return false;\n } else {\n defines._needUVs = true;\n defines.BUMP = true;\n }\n }\n\n if (MaterialFlags.ReflectionTextureEnabled) {\n defines.REFLECTION = true;\n }\n }\n }\n\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\n\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\n\n if (defines._areMiscDirty) {\n if (this._fresnelSeparate) {\n defines.FRESNELSEPARATE = true;\n }\n\n if (this._bumpSuperimpose) {\n defines.BUMPSUPERIMPOSE = true;\n }\n\n if (this._bumpAffectsReflection) {\n defines.BUMPAFFECTSREFLECTION = true;\n }\n }\n\n // Lights\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\n\n // Image processing\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\n if (!this._imageProcessingConfiguration.isReady()) {\n return false;\n }\n\n this._imageProcessingConfiguration.prepareDefines(defines);\n\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\n }\n\n // Attribs\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\n\n // Configure this\n this._mesh = mesh;\n\n if (this._waitingRenderList) {\n for (var i = 0; i < this._waitingRenderList.length; i++) {\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\n }\n\n this._waitingRenderList = null;\n }\n\n // Get correct effect\n if (defines.isDirty) {\n defines.markAsProcessed();\n scene.resetCachedMaterial();\n\n // Fallbacks\n var fallbacks = new EffectFallbacks();\n if (defines.FOG) {\n fallbacks.addFallback(1, \"FOG\");\n }\n\n if (defines.LOGARITHMICDEPTH) {\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\n }\n\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\n\n if (defines.NUM_BONE_INFLUENCERS > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n\n //Attributes\n var attribs = [VertexBuffer.PositionKind];\n\n if (defines.NORMAL) {\n attribs.push(VertexBuffer.NormalKind);\n }\n\n if (defines.UV1) {\n attribs.push(VertexBuffer.UVKind);\n }\n\n if (defines.UV2) {\n attribs.push(VertexBuffer.UV2Kind);\n }\n\n if (defines.VERTEXCOLOR) {\n attribs.push(VertexBuffer.ColorKind);\n }\n\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\n\n // Legacy browser patch\n var shaderName = \"water\";\n var join = defines.toString();\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\", \"vSpecularColor\",\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\n \"vNormalInfos\",\n \"mBones\",\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"normalMatrix\",\n \"logarithmicDepthConstant\",\n\n // Water\n \"worldReflectionViewProjection\", \"windDirection\", \"waveLength\", \"time\", \"windForce\",\n \"cameraPosition\", \"bumpHeight\", \"waveHeight\", \"waterColor\", \"waterColor2\", \"colorBlendFactor\", \"colorBlendFactor2\", \"waveSpeed\",\n \"waveCount\"\n ];\n var samplers = [\"normalSampler\",\n // Water\n \"refractionSampler\", \"reflectionSampler\"\n ];\n var uniformBuffers = new Array<string>();\n\n if (ImageProcessingConfiguration) {\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\n }\n\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\n uniformsNames: uniforms,\n uniformBuffersNames: uniformBuffers,\n samplers: samplers,\n defines: defines,\n maxSimultaneousLights: this.maxSimultaneousLights\n });\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: uniformBuffers,\n samplers: samplers,\n defines: join,\n fallbacks: fallbacks,\n onCompiled: this.onCompiled,\n onError: this.onError,\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }\n }, engine), defines, this._materialContext);\n\n }\n if (!subMesh.effect || !subMesh.effect.isReady()) {\n return false;\n }\n\n defines._renderId = scene.getRenderId();\n subMesh.effect._wasPreviouslyReady = true;\n\n return true;\n }\n\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\n var scene = this.getScene();\n\n var defines = <WaterMaterialDefines>subMesh.materialDefines;\n if (!defines) {\n return;\n }\n\n var effect = subMesh.effect;\n if (!effect || !this._mesh) {\n return;\n }\n this._activeEffect = effect;\n\n // Matrices\n this.bindOnlyWorldMatrix(world);\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n\n // Bones\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\n\n if (this._mustRebind(scene, effect)) {\n // Textures\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\n\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\n }\n // Clip plane\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\n\n // Point size\n if (this.pointsCloud) {\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\n }\n\n scene.bindEyePosition(effect);\n }\n\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\n\n if (defines.SPECULARTERM) {\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\n }\n\n if (scene.lightsEnabled && !this.disableLighting) {\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\n }\n\n // View\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\n }\n\n // Fog\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\n\n // Log. depth\n MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);\n\n // Water\n if (MaterialFlags.ReflectionTextureEnabled) {\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\n }\n\n var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());\n\n // Add delta time. Prevent adding delta time if it hasn't changed.\n let deltaTime = scene.getEngine().getDeltaTime();\n if (deltaTime !== this._lastDeltaTime) {\n this._lastDeltaTime = deltaTime;\n this._lastTime += this._lastDeltaTime;\n }\n\n this._activeEffect.setMatrix(\"worldReflectionViewProjection\", wrvp);\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\n this._activeEffect.setFloat(\"windForce\", this.windForce);\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\n\n // image processing\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\n this._imageProcessingConfiguration.bind(this._activeEffect);\n }\n\n this._afterBind(mesh, this._activeEffect);\n }\n\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\n // Render targets\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._refractionRTT.ignoreCameraViewport = true;\n\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._reflectionRTT.ignoreCameraViewport = true;\n\n var isVisible: boolean;\n var clipPlane: Nullable<Plane> = null;\n var savedViewMatrix: Matrix;\n var mirrorMatrix = Matrix.Zero();\n\n this._refractionRTT.onBeforeRender = () => {\n if (this._mesh) {\n isVisible = this._mesh.isVisible;\n this._mesh.isVisible = false;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n clipPlane = scene.clipPlane;\n\n var positiony = this._mesh ? this._mesh.position.y : 0.0;\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\n }\n };\n\n this._refractionRTT.onAfterRender = () => {\n if (this._mesh) {\n this._mesh.isVisible = isVisible;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n scene.clipPlane = clipPlane;\n }\n };\n\n this._reflectionRTT.onBeforeRender = () => {\n if (this._mesh) {\n isVisible = this._mesh.isVisible;\n this._mesh.isVisible = false;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n clipPlane = scene.clipPlane;\n\n var positiony = this._mesh ? this._mesh.position.y : 0.0;\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\n\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\n }\n\n // Transform\n savedViewMatrix = scene.getViewMatrix();\n\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\n scene.getEngine().cullBackFaces = false;\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\n };\n\n this._reflectionRTT.onAfterRender = () => {\n if (this._mesh) {\n this._mesh.isVisible = isVisible;\n }\n\n // Clip plane\n scene.clipPlane = clipPlane;\n\n // Transform\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\n scene.getEngine().cullBackFaces = null;\n scene._mirroredCameraPosition = null;\n };\n }\n\n public getAnimatables(): IAnimatable[] {\n var results = [];\n\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\n results.push(this.bumpTexture);\n }\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\n results.push(this._reflectionRTT);\n }\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\n results.push(this._refractionRTT);\n }\n\n return results;\n }\n\n public getActiveTextures(): BaseTexture[] {\n var activeTextures = super.getActiveTextures();\n\n if (this._bumpTexture) {\n activeTextures.push(this._bumpTexture);\n }\n\n return activeTextures;\n }\n\n public hasTexture(texture: BaseTexture): boolean {\n if (super.hasTexture(texture)) {\n return true;\n }\n\n if (this._bumpTexture === texture) {\n return true;\n }\n\n return false;\n }\n\n public dispose(forceDisposeEffect?: boolean): void {\n if (this.bumpTexture) {\n this.bumpTexture.dispose();\n }\n\n var index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\n if (index != -1) {\n this.getScene().customRenderTargets.splice(index, 1);\n }\n index = -1;\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\n if (index != -1) {\n this.getScene().customRenderTargets.splice(index, 1);\n }\n\n if (this._reflectionRTT) {\n this._reflectionRTT.dispose();\n }\n if (this._refractionRTT) {\n this._refractionRTT.dispose();\n }\n\n // Remove image-processing observer\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\n }\n\n super.dispose(forceDisposeEffect);\n }\n\n public clone(name: string): WaterMaterial {\n return SerializationHelper.Clone(() => new WaterMaterial(name, this.getScene()), this);\n }\n\n public serialize(): any {\n var serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"BABYLON.WaterMaterial\";\n\n serializationObject.renderList = [];\n if (this._refractionRTT && this._refractionRTT.renderList) {\n for (var i = 0; i < this._refractionRTT.renderList.length; i++) {\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\n }\n }\n\n return serializationObject;\n }\n\n public getClassName(): string {\n return \"WaterMaterial\";\n }\n\n // Statics\n public static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\n var mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\n mat._waitingRenderList = source.renderList;\n\n return mat;\n }\n\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\n var mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\n return mesh;\n }\n}\n\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);"]}
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+
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{ Nullable } from \"@babylonjs/core/types\";\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\nimport { Matrix, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\nimport { Plane } from '@babylonjs/core/Maths/math.plane';\nimport { IAnimatable } from '@babylonjs/core/Animations/animatable.interface';\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\nimport { SmartArray } from \"@babylonjs/core/Misc/smartArray\";\nimport { Observer } from '@babylonjs/core/Misc/observable';\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\nimport { RenderTargetTexture } from \"@babylonjs/core/Materials/Textures/renderTargetTexture\";\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\nimport { IImageProcessingConfigurationDefines, ImageProcessingConfiguration } from \"@babylonjs/core/Materials/imageProcessingConfiguration\";\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\nimport { MaterialFlags } from \"@babylonjs/core/Materials/materialFlags\";\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { Camera } from \"@babylonjs/core/Cameras/camera\";\nimport { Scene } from \"@babylonjs/core/scene\";\nimport { RegisterClass } from '@babylonjs/core/Misc/typeStore';\n\nimport \"./water.fragment\";\nimport \"./water.vertex\";\nimport { EffectFallbacks } from '@babylonjs/core/Materials/effectFallbacks';\nimport { CreateGround } from \"@babylonjs/core/Meshes/Builders/groundBuilder\";\n\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\n public BUMP = false;\n public REFLECTION = false;\n public CLIPPLANE = false;\n public CLIPPLANE2 = false;\n public CLIPPLANE3 = false;\n public CLIPPLANE4 = false;\n public CLIPPLANE5 = false;\n public CLIPPLANE6 = false;\n public ALPHATEST = false;\n public DEPTHPREPASS = false;\n public POINTSIZE = false;\n public FOG = false;\n public NORMAL = false;\n public UV1 = false;\n public UV2 = false;\n public VERTEXCOLOR = false;\n public VERTEXALPHA = false;\n public NUM_BONE_INFLUENCERS = 0;\n public BonesPerMesh = 0;\n public INSTANCES = false;\n public INSTANCESCOLOR = false;\n public SPECULARTERM = false;\n public LOGARITHMICDEPTH = false;\n public USE_REVERSE_DEPTHBUFFER = false;\n public FRESNELSEPARATE = false;\n public BUMPSUPERIMPOSE = false;\n public BUMPAFFECTSREFLECTION = false;\n\n public IMAGEPROCESSING = false;\n public VIGNETTE = false;\n public VIGNETTEBLENDMODEMULTIPLY = false;\n public VIGNETTEBLENDMODEOPAQUE = false;\n public TONEMAPPING = false;\n public TONEMAPPING_ACES = false;\n public CONTRAST = false;\n public EXPOSURE = false;\n public COLORCURVES = false;\n public COLORGRADING = false;\n public COLORGRADING3D = false;\n public SAMPLER3DGREENDEPTH = false;\n public SAMPLER3DBGRMAP = false;\n public IMAGEPROCESSINGPOSTPROCESS = false;\n public SKIPFINALCOLORCLAMP = false;\n\n constructor() {\n super();\n this.rebuild();\n }\n}\n\nexport class WaterMaterial extends PushMaterial {\n /*\n * Public members\n */\n @serializeAsTexture(\"bumpTexture\")\n private _bumpTexture: BaseTexture;\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\n public bumpTexture: BaseTexture;\n\n @serializeAsColor3()\n public diffuseColor = new Color3(1, 1, 1);\n\n @serializeAsColor3()\n public specularColor = new Color3(0, 0, 0);\n\n @serialize()\n public specularPower = 64;\n\n @serialize(\"disableLighting\")\n private _disableLighting = false;\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\n public disableLighting: boolean;\n\n @serialize(\"maxSimultaneousLights\")\n private _maxSimultaneousLights = 4;\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\n public maxSimultaneousLights: number;\n\n /**\n * Defines the wind force.\n */\n @serialize()\n public windForce: number = 6;\n /**\n * Defines the direction of the wind in the plane (X, Z).\n */\n @serializeAsVector2()\n public windDirection: Vector2 = new Vector2(0, 1);\n /**\n * Defines the height of the waves.\n */\n @serialize()\n public waveHeight: number = 0.4;\n /**\n * Defines the bump height related to the bump map.\n */\n @serialize()\n public bumpHeight: number = 0.4;\n /**\n * Defines wether or not: to add a smaller moving bump to less steady waves.\n */\n @serialize(\"bumpSuperimpose\")\n private _bumpSuperimpose = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public bumpSuperimpose: boolean;\n\n /**\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\n */\n @serialize(\"fresnelSeparate\")\n private _fresnelSeparate = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public fresnelSeparate: boolean;\n\n /**\n * Defines wether or not bump Wwves modify the reflection.\n */\n @serialize(\"bumpAffectsReflection\")\n private _bumpAffectsReflection = false;\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\n public bumpAffectsReflection: boolean;\n\n /**\n * Defines the water color blended with the refraction (near).\n */\n @serializeAsColor3()\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\n /**\n * Defines the blend factor related to the water color.\n */\n @serialize()\n public colorBlendFactor: number = 0.2;\n /**\n * Defines the water color blended with the reflection (far).\n */\n @serializeAsColor3()\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\n /**\n * Defines the blend factor related to the water color (reflection, far).\n */\n @serialize()\n public colorBlendFactor2: number = 0.2;\n /**\n * Defines the maximum length of a wave.\n */\n @serialize()\n public waveLength: number = 0.1;\n\n /**\n * Defines the waves speed.\n */\n @serialize()\n public waveSpeed: number = 1.0;\n\n /**\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\n */\n @serialize()\n public waveCount: number = 20;\n /**\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\n * will avoid calculating useless pixels in the pixel shader of the water material.\n */\n @serialize()\n public disableClipPlane: boolean = false;\n\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\n\n /*\n * Private members\n */\n private _mesh: Nullable<AbstractMesh> = null;\n\n private _refractionRTT: Nullable<RenderTargetTexture>;\n private _reflectionRTT: Nullable<RenderTargetTexture>;\n\n private _reflectionTransform: Matrix = Matrix.Zero();\n private _lastTime: number = 0;\n private _lastDeltaTime: number = 0;\n\n private _useLogarithmicDepth: boolean;\n\n private _waitingRenderList: Nullable<string[]>;\n\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\n\n /**\n * Gets a boolean indicating that current material needs to register RTT\n */\n public get hasRenderTargetTextures(): boolean {\n return true;\n }\n\n /**\n * Constructor\n */\n constructor(name: string, scene?: Scene, public renderTargetSize: Vector2 = new Vector2(512, 512)) {\n super(name, scene);\n\n this._createRenderTargets(this.getScene(), renderTargetSize);\n\n // Create render targets\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\n this._renderTargets.reset();\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\n\n return this._renderTargets;\n };\n\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\n if (this._imageProcessingConfiguration) {\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\n this._markAllSubMeshesAsImageProcessingDirty();\n });\n }\n }\n\n @serialize()\n public get useLogarithmicDepth(): boolean {\n return this._useLogarithmicDepth;\n }\n\n public set useLogarithmicDepth(value: boolean) {\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\n this._markAllSubMeshesAsMiscDirty();\n }\n\n // Get / Set\n public get refractionTexture(): Nullable<RenderTargetTexture> {\n return this._refractionRTT;\n }\n\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\n return this._reflectionRTT;\n }\n\n // Methods\n public addToRenderList(node: any): void {\n if (this._refractionRTT && this._refractionRTT.renderList) {\n this._refractionRTT.renderList.push(node);\n }\n\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\n this._reflectionRTT.renderList.push(node);\n }\n }\n\n public enableRenderTargets(enable: boolean): void {\n var refreshRate = enable ? 1 : 0;\n\n if (this._refractionRTT) {\n this._refractionRTT.refreshRate = refreshRate;\n }\n\n if (this._reflectionRTT) {\n this._reflectionRTT.refreshRate = refreshRate;\n }\n }\n\n public getRenderList(): Nullable<AbstractMesh[]> {\n return this._refractionRTT ? this._refractionRTT.renderList : [];\n }\n\n public get renderTargetsEnabled(): boolean {\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\n }\n\n public needAlphaBlending(): boolean {\n return (this.alpha < 1.0);\n }\n\n public needAlphaTesting(): boolean {\n return false;\n }\n\n public getAlphaTestTexture(): Nullable<BaseTexture> {\n return null;\n }\n\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\n if (this.isFrozen) {\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\n return true;\n }\n }\n\n if (!subMesh.materialDefines) {\n subMesh.materialDefines = new WaterMaterialDefines();\n }\n\n var defines = <WaterMaterialDefines>subMesh.materialDefines;\n var scene = this.getScene();\n\n if (this._isReadyForSubMesh(subMesh)) {\n return true;\n }\n\n var engine = scene.getEngine();\n\n // Textures\n if (defines._areTexturesDirty) {\n defines._needUVs = false;\n if (scene.texturesEnabled) {\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\n if (!this.bumpTexture.isReady()) {\n return false;\n } else {\n defines._needUVs = true;\n defines.BUMP = true;\n }\n }\n\n if (MaterialFlags.ReflectionTextureEnabled) {\n defines.REFLECTION = true;\n }\n }\n }\n\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\n\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\n\n if (defines._areMiscDirty) {\n if (this._fresnelSeparate) {\n defines.FRESNELSEPARATE = true;\n }\n\n if (this._bumpSuperimpose) {\n defines.BUMPSUPERIMPOSE = true;\n }\n\n if (this._bumpAffectsReflection) {\n defines.BUMPAFFECTSREFLECTION = true;\n }\n }\n\n // Lights\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\n\n // Image processing\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\n if (!this._imageProcessingConfiguration.isReady()) {\n return false;\n }\n\n this._imageProcessingConfiguration.prepareDefines(defines);\n\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\n }\n\n // Attribs\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\n\n // Configure this\n this._mesh = mesh;\n\n if (this._waitingRenderList) {\n for (var i = 0; i < this._waitingRenderList.length; i++) {\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\n }\n\n this._waitingRenderList = null;\n }\n\n // Get correct effect\n if (defines.isDirty) {\n defines.markAsProcessed();\n scene.resetCachedMaterial();\n\n // Fallbacks\n var fallbacks = new EffectFallbacks();\n if (defines.FOG) {\n fallbacks.addFallback(1, \"FOG\");\n }\n\n if (defines.LOGARITHMICDEPTH) {\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\n }\n\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\n\n if (defines.NUM_BONE_INFLUENCERS > 0) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n\n //Attributes\n var attribs = [VertexBuffer.PositionKind];\n\n if (defines.NORMAL) {\n attribs.push(VertexBuffer.NormalKind);\n }\n\n if (defines.UV1) {\n attribs.push(VertexBuffer.UVKind);\n }\n\n if (defines.UV2) {\n attribs.push(VertexBuffer.UV2Kind);\n }\n\n if (defines.VERTEXCOLOR) {\n attribs.push(VertexBuffer.ColorKind);\n }\n\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\n\n // Legacy browser patch\n var shaderName = \"water\";\n var join = defines.toString();\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vDiffuseColor\", \"vSpecularColor\",\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\n \"vNormalInfos\",\n \"mBones\",\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"vClipPlane5\", \"vClipPlane6\", \"normalMatrix\",\n \"logarithmicDepthConstant\",\n\n // Water\n \"worldReflectionViewProjection\", \"windDirection\", \"waveLength\", \"time\", \"windForce\",\n \"cameraPosition\", \"bumpHeight\", \"waveHeight\", \"waterColor\", \"waterColor2\", \"colorBlendFactor\", \"colorBlendFactor2\", \"waveSpeed\",\n \"waveCount\"\n ];\n var samplers = [\"normalSampler\",\n // Water\n \"refractionSampler\", \"reflectionSampler\"\n ];\n var uniformBuffers = new Array<string>();\n\n if (ImageProcessingConfiguration) {\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\n }\n\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\n uniformsNames: uniforms,\n uniformBuffersNames: uniformBuffers,\n samplers: samplers,\n defines: defines,\n maxSimultaneousLights: this.maxSimultaneousLights\n });\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\n <IEffectCreationOptions>{\n attributes: attribs,\n uniformsNames: uniforms,\n uniformBuffersNames: uniformBuffers,\n samplers: samplers,\n defines: join,\n fallbacks: fallbacks,\n onCompiled: this.onCompiled,\n onError: this.onError,\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }\n }, engine), defines, this._materialContext);\n\n }\n if (!subMesh.effect || !subMesh.effect.isReady()) {\n return false;\n }\n\n defines._renderId = scene.getRenderId();\n subMesh.effect._wasPreviouslyReady = true;\n\n return true;\n }\n\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\n var scene = this.getScene();\n\n var defines = <WaterMaterialDefines>subMesh.materialDefines;\n if (!defines) {\n return;\n }\n\n var effect = subMesh.effect;\n if (!effect || !this._mesh) {\n return;\n }\n this._activeEffect = effect;\n\n // Matrices\n this.bindOnlyWorldMatrix(world);\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\n\n // Bones\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\n\n if (this._mustRebind(scene, effect)) {\n // Textures\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\n\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\n }\n // Clip plane\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\n\n // Point size\n if (this.pointsCloud) {\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\n }\n\n scene.bindEyePosition(effect);\n }\n\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\n\n if (defines.SPECULARTERM) {\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\n }\n\n if (scene.lightsEnabled && !this.disableLighting) {\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\n }\n\n // View\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\n }\n\n // Fog\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\n\n // Log. depth\n MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);\n\n // Water\n if (MaterialFlags.ReflectionTextureEnabled) {\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\n }\n\n var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());\n\n // Add delta time. Prevent adding delta time if it hasn't changed.\n let deltaTime = scene.getEngine().getDeltaTime();\n if (deltaTime !== this._lastDeltaTime) {\n this._lastDeltaTime = deltaTime;\n this._lastTime += this._lastDeltaTime;\n }\n\n this._activeEffect.setMatrix(\"worldReflectionViewProjection\", wrvp);\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\n this._activeEffect.setFloat(\"windForce\", this.windForce);\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\n\n // image processing\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\n this._imageProcessingConfiguration.bind(this._activeEffect);\n }\n\n this._afterBind(mesh, this._activeEffect);\n }\n\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\n // Render targets\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._refractionRTT.ignoreCameraViewport = true;\n\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\n this._reflectionRTT.ignoreCameraViewport = true;\n\n var isVisible: boolean;\n var clipPlane: Nullable<Plane> = null;\n var savedViewMatrix: Matrix;\n var mirrorMatrix = Matrix.Zero();\n\n this._refractionRTT.onBeforeRender = () => {\n if (this._mesh) {\n isVisible = this._mesh.isVisible;\n this._mesh.isVisible = false;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n clipPlane = scene.clipPlane;\n\n var positiony = this._mesh ? this._mesh.position.y : 0.0;\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\n }\n };\n\n this._refractionRTT.onAfterRender = () => {\n if (this._mesh) {\n this._mesh.isVisible = isVisible;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n scene.clipPlane = clipPlane;\n }\n };\n\n this._reflectionRTT.onBeforeRender = () => {\n if (this._mesh) {\n isVisible = this._mesh.isVisible;\n this._mesh.isVisible = false;\n }\n\n // Clip plane\n if (!this.disableClipPlane) {\n clipPlane = scene.clipPlane;\n\n var positiony = this._mesh ? this._mesh.position.y : 0.0;\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\n\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\n }\n\n // Transform\n savedViewMatrix = scene.getViewMatrix();\n\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\n scene.getEngine().cullBackFaces = false;\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\n };\n\n this._reflectionRTT.onAfterRender = () => {\n if (this._mesh) {\n this._mesh.isVisible = isVisible;\n }\n\n // Clip plane\n scene.clipPlane = clipPlane;\n\n // Transform\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\n scene.getEngine().cullBackFaces = null;\n scene._mirroredCameraPosition = null;\n };\n }\n\n public getAnimatables(): IAnimatable[] {\n var results = [];\n\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\n results.push(this.bumpTexture);\n }\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\n results.push(this._reflectionRTT);\n }\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\n results.push(this._refractionRTT);\n }\n\n return results;\n }\n\n public getActiveTextures(): BaseTexture[] {\n var activeTextures = super.getActiveTextures();\n\n if (this._bumpTexture) {\n activeTextures.push(this._bumpTexture);\n }\n\n return activeTextures;\n }\n\n public hasTexture(texture: BaseTexture): boolean {\n if (super.hasTexture(texture)) {\n return true;\n }\n\n if (this._bumpTexture === texture) {\n return true;\n }\n\n return false;\n }\n\n public dispose(forceDisposeEffect?: boolean): void {\n if (this.bumpTexture) {\n this.bumpTexture.dispose();\n }\n\n var index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\n if (index != -1) {\n this.getScene().customRenderTargets.splice(index, 1);\n }\n index = -1;\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\n if (index != -1) {\n this.getScene().customRenderTargets.splice(index, 1);\n }\n\n if (this._reflectionRTT) {\n this._reflectionRTT.dispose();\n }\n if (this._refractionRTT) {\n this._refractionRTT.dispose();\n }\n\n // Remove image-processing observer\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\n }\n\n super.dispose(forceDisposeEffect);\n }\n\n public clone(name: string): WaterMaterial {\n return SerializationHelper.Clone(() => new WaterMaterial(name, this.getScene()), this);\n }\n\n public serialize(): any {\n var serializationObject = super.serialize();\n serializationObject.customType = \"BABYLON.WaterMaterial\";\n\n serializationObject.renderList = [];\n if (this._refractionRTT && this._refractionRTT.renderList) {\n for (var i = 0; i < this._refractionRTT.renderList.length; i++) {\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\n }\n }\n\n return serializationObject;\n }\n\n public getClassName(): string {\n return \"WaterMaterial\";\n }\n\n // Statics\n public static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\n var mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\n mat._waitingRenderList = source.renderList;\n\n return mat;\n }\n\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\n var mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\n return mesh;\n }\n}\n\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);"]}
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