@babylonjs/materials 6.15.0 → 6.16.1
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.fragment.js +8 -5
- package/cell/cell.fragment.js.map +1 -1
- package/cell/cell.vertex.js +41 -19
- package/cell/cell.vertex.js.map +1 -1
- package/gradient/gradient.fragment.js +33 -16
- package/gradient/gradient.fragment.js.map +1 -1
- package/gradient/gradient.vertex.js +34 -17
- package/gradient/gradient.vertex.js.map +1 -1
- package/grid/grid.fragment.js +2 -3
- package/grid/grid.fragment.js.map +1 -1
- package/grid/grid.vertex.js +27 -12
- package/grid/grid.vertex.js.map +1 -1
- package/mix/mix.fragment.js +34 -19
- package/mix/mix.fragment.js.map +1 -1
- package/normal/normal.fragment.js +33 -16
- package/normal/normal.fragment.js.map +1 -1
- package/normal/normal.vertex.js +39 -18
- package/normal/normal.vertex.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnly.fragment.js +18 -9
- package/shadowOnly/shadowOnly.fragment.js.map +1 -1
- package/shadowOnly/shadowOnly.vertex.js +24 -12
- package/shadowOnly/shadowOnly.vertex.js.map +1 -1
- package/simple/simple.fragment.js +35 -17
- package/simple/simple.fragment.js.map +1 -1
- package/simple/simple.vertex.js +41 -19
- package/simple/simple.vertex.js.map +1 -1
- package/sky/sky.fragment.js +50 -12
- package/sky/sky.fragment.js.map +1 -1
- package/sky/sky.vertex.js +22 -11
- package/sky/sky.vertex.js.map +1 -1
- package/terrain/terrain.fragment.js +40 -19
- package/terrain/terrain.fragment.js.map +1 -1
- package/triPlanar/triplanar.fragment.js +69 -34
- package/triPlanar/triplanar.fragment.js.map +1 -1
- package/triPlanar/triplanar.vertex.js +45 -22
- package/triPlanar/triplanar.vertex.js.map +1 -1
- package/water/water.fragment.js +106 -51
- package/water/water.fragment.js.map +1 -1
- package/water/water.vertex.js +71 -33
- package/water/water.vertex.js.map +1 -1
package/water/water.fragment.js
CHANGED
@@ -18,12 +18,17 @@ const name = "waterPixelShader";
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const shader = `#ifdef LOGARITHMICDEPTH
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#extension GL_EXT_frag_depth : enable
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#endif
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-
precision highp float;
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precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
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#ifdef SPECULARTERM
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uniform vec4 vSpecularColor;
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#endif
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varying vec3 vPositionW;
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#ifdef NORMAL
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varying vec3 vNormalW;
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vec4 vColor;
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varying vec4 vColor;
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#endif
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#include<helperFunctions>
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#include<imageProcessingDeclaration>
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#include<imageProcessingFunctions>
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@@ -31,71 +36,121 @@ varying vec4 vColor;
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#include<lightsFragmentFunctions>
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#include<shadowsFragmentFunctions>
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#ifdef BUMP
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varying vec2 vNormalUV;
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varying vec2 vNormalUV;
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#ifdef BUMPSUPERIMPOSE
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varying vec2 vNormalUV2;
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#endif
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uniform sampler2D normalSampler;uniform vec2 vNormalInfos;
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#endif
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uniform sampler2D refractionSampler;uniform sampler2D reflectionSampler;const float LOG2=1.442695;uniform vec3 cameraPosition;uniform vec4 waterColor;uniform float colorBlendFactor;uniform vec4 waterColor2;uniform float colorBlendFactor2;uniform float bumpHeight;uniform float time;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;
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#include<clipPlaneFragmentDeclaration>
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#include<logDepthDeclaration>
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#include<fogFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void) {
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void main(void) {
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
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vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
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#ifdef BUMP
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#ifdef BUMPSUPERIMPOSE
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baseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));
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baseColor.rgb
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baseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));
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#else
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baseColor=texture2D(normalSampler,vNormalUV);
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#endif
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vec3 bumpColor=baseColor.rgb;
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#ifdef ALPHATEST
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if (baseColor.a<0.4)
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discard;
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#endif
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baseColor.rgb*=vNormalInfos.y;
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#else
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vec3 bumpColor=vec3(1.0);
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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baseColor.rgb*=vColor.rgb;
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baseColor.rgb*=vColor.rgb;
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#endif
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#ifdef NORMAL
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vec2 perturbation=bumpHeight*(baseColor.rg-0.5);
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vec3 normalW=normalize(vNormalW);
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vec2 perturbation=bumpHeight*(baseColor.rg-0.5);
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#ifdef BUMPAFFECTSREFLECTION
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vec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}
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#else
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vec3 normalW=
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vec3 normalW=normalize(vNormalW);
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#endif
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#else
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vec3 normalW=vec3(1.0,1.0,1.0);vec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);
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#endif
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#ifdef FRESNELSEPARATE
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#ifdef REFLECTION
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vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);
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vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
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#ifdef IS_REFRACTION_LINEAR
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refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
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#endif
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vec2 projectedReflectionTexCoords=clamp(vec2(
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vReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,
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vReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y
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),0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
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#ifdef IS_REFLECTION_LINEAR
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reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
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#endif
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vec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);float IfresnelTerm=1.0-fresnelTerm;refractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;
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#endif
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vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;
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#ifdef SPECULARTERM
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float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
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#else
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float glossiness=0.;
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#endif
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#include<lightFragment>[0..maxSimultaneousLights]
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vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
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vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=vColor.a;
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#endif
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#ifdef SPECULARTERM
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vec3 finalSpecular=specularBase*specularColor;
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vec3 finalSpecular=specularBase*specularColor;
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#else
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vec3 finalSpecular=vec3(0.0);
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#endif
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#else
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#ifdef REFLECTION
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vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);
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vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
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#ifdef IS_REFRACTION_LINEAR
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refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
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#endif
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vec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
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#ifdef IS_REFLECTION_LINEAR
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reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
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#endif
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vec3 upVector=vec3(0.0,1.0,0.0);float fresnelTerm=max(dot(viewDirectionW,upVector),0.0);vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;
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#endif
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vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;
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#ifdef SPECULARTERM
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float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
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#else
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float glossiness=0.;
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#endif
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#include<lightFragment>[0..maxSimultaneousLights]
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vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
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vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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alpha*=vColor.a;
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#endif
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#ifdef SPECULARTERM
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vec3 finalSpecular=specularBase*specularColor;
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vec3 finalSpecular=specularBase*specularColor;
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#else
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vec3 finalSpecular=vec3(0.0);
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#endif
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#endif
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vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
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#include<logDepthFragment>
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#include<fogFragment>
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#ifdef IMAGEPROCESSINGPOSTPROCESS
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color.rgb=toLinearSpace(color.rgb);
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color.rgb=toLinearSpace(color.rgb);
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#elif defined(IMAGEPROCESSING)
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color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
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#endif
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gl_FragColor=color;
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#define CUSTOM_FRAGMENT_MAIN_END
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}
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`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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@@ -1 +1 @@
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-
{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,8EAAgE;AAChE,4EAA8D;AAC9D,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AAEjD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG
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{"version":3,"file":"water.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,8EAAgE;AAChE,4EAA8D;AAC9D,4EAA8D;AAC9D,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AAEjD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/imageProcessingDeclaration\";\nimport \"core/Shaders/ShadersInclude/imageProcessingFunctions\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\n\nconst name = \"waterPixelShader\";\nconst shader = `#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform sampler2D normalSampler;uniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;uniform sampler2D reflectionSampler;const float LOG2=1.442695;uniform vec3 cameraPosition;uniform vec4 waterColor;uniform float colorBlendFactor;uniform vec4 waterColor2;uniform float colorBlendFactor2;uniform float bumpHeight;uniform float time;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float 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) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\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));if (normalW.y<0.0) {normalW.y=-normalW.y;}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);vec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);vec4 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);vec4 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);float fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);float IfresnelTerm=1.0-fresnelTerm;refractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;reflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;baseColor=combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\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\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);vec4 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);vec4 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);float fresnelTerm=max(dot(viewDirectionW,upVector),0.0);vec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);baseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 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#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterPixelShader = { name, shader };\n"]}
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package/water/water.vertex.js
CHANGED
@@ -17,65 +17,102 @@ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
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import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
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import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
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const name = "waterVertexShader";
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const shader = `precision highp float;
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const shader = `precision highp float;attribute vec3 position;
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#ifdef NORMAL
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attribute vec3 normal;
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#endif
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#ifdef UV1
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attribute vec2 uv;
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attribute vec2 uv;
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#endif
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#ifdef UV2
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attribute vec2 uv2;
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attribute vec2 uv2;
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#endif
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#ifdef VERTEXCOLOR
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attribute vec4 color;
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attribute vec4 color;
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#endif
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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uniform mat4 view;
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varying vec2
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uniform mat4 view;uniform mat4 viewProjection;
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#ifdef BUMP
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varying vec2 vNormalUV;
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#ifdef BUMPSUPERIMPOSE
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varying vec2 vNormalUV2;
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#endif
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uniform mat4 normalMatrix;uniform vec2 vNormalInfos;
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#endif
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#ifdef POINTSIZE
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uniform float pointSize;
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varying vec3
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uniform float pointSize;
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#endif
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varying vec3 vPositionW;
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#ifdef NORMAL
|
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varying vec3 vNormalW;
|
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+
#endif
|
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|
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
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-
varying vec4 vColor;
|
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+
varying vec4 vColor;
|
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+
#endif
|
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#include<clipPlaneVertexDeclaration>
|
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#include<fogVertexDeclaration>
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#include<__decl__lightFragment>[0..maxSimultaneousLights]
|
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#include<logDepthDeclaration>
|
45
|
-
uniform mat4 reflectionViewProjection;
|
46
|
-
|
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uniform mat4 reflectionViewProjection;uniform vec2 windDirection;uniform float waveLength;uniform float time;uniform float windForce;uniform float waveHeight;uniform float waveSpeed;uniform float waveCount;varying vec3 vRefractionMapTexCoord;varying vec3 vReflectionMapTexCoord;
|
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|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
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+
void main(void) {
|
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+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
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#include<instancesVertex>
|
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|
#include<bonesVertex>
|
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#include<bakedVertexAnimation>
|
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|
-
vec4 worldPos=finalWorld*vec4(position,1.0);
|
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-
|
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|
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vec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);
|
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|
+
#ifdef NORMAL
|
67
|
+
vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
|
68
|
+
#endif
|
52
69
|
#ifndef UV1
|
53
|
-
vec2 uv=vec2(0.,0.);
|
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|
+
vec2 uv=vec2(0.,0.);
|
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|
+
#endif
|
54
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|
#ifndef UV2
|
55
|
-
vec2 uv2=vec2(0.,0.);
|
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|
+
vec2 uv2=vec2(0.,0.);
|
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|
+
#endif
|
56
75
|
#ifdef BUMP
|
57
|
-
if (vNormalInfos.x==0.)
|
58
|
-
|
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|
-
|
60
|
-
vNormalUV2=vec2(normalMatrix*vec4((
|
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|
-
|
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|
+
if (vNormalInfos.x==0.)
|
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|
+
{vNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));
|
78
|
+
#ifdef BUMPSUPERIMPOSE
|
79
|
+
vNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));
|
80
|
+
#endif
|
81
|
+
}
|
82
|
+
else
|
83
|
+
{vNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));
|
84
|
+
#ifdef BUMPSUPERIMPOSE
|
85
|
+
vNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));
|
86
|
+
#endif
|
87
|
+
}
|
88
|
+
#endif
|
62
89
|
#include<clipPlaneVertex>
|
63
90
|
#include<fogVertex>
|
64
91
|
#include<shadowsVertex>[0..maxSimultaneousLights]
|
65
92
|
#include<vertexColorMixing>
|
66
93
|
#if defined(POINTSIZE) && !defined(WEBGPU)
|
67
|
-
|
68
|
-
float finalWaveCount=1.0/(waveCount*0.5);
|
69
|
-
vec3 p=worldPos.xyz;
|
70
|
-
vec3 p=position;
|
71
|
-
float newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)
|
94
|
+
(cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);
|
72
|
-
|
73
|
-
|
95
|
+
gl_PointSize=pointSize;
|
96
|
+
#endif
|
97
|
+
float finalWaveCount=1.0/(waveCount*0.5);
|
98
|
+
#ifdef USE_WORLD_COORDINATES
|
99
|
+
vec3 p=worldPos.xyz;
|
100
|
+
#else
|
101
|
+
vec3 p=position;
|
102
|
+
#endif
|
103
|
+
float newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)
|
104
|
+
+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);p.y+=abs(newY);
|
105
|
+
#ifdef USE_WORLD_COORDINATES
|
106
|
+
gl_Position=viewProjection*vec4(p,1.0);
|
107
|
+
#else
|
108
|
+
gl_Position=viewProjection*finalWorld*vec4(p,1.0);
|
109
|
+
#endif
|
74
110
|
#ifdef REFLECTION
|
75
|
-
vRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);
|
111
|
+
vRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);vRefractionMapTexCoord.y=0.5*(gl_Position.w+gl_Position.y);vRefractionMapTexCoord.z=gl_Position.w;worldPos=reflectionViewProjection*finalWorld*vec4(position,1.0);vReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);vReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);vReflectionMapTexCoord.z=worldPos.w;
|
112
|
+
#endif
|
76
113
|
#include<logDepthVertex>
|
77
114
|
#define CUSTOM_VERTEX_MAIN_END
|
78
|
-
}
|
115
|
+
}
|
116
|
+
`;
|
79
117
|
// Sideeffect
|
80
118
|
ShaderStore.ShadersStore[name] = shader;
|
81
119
|
/** @internal */
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
|
1
|
+
{"version":3,"file":"water.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/water.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AACvD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"waterVertexShader\";\nconst shader = `precision highp float;attribute 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#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;uniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 reflectionViewProjection;uniform vec2 windDirection;uniform float waveLength;uniform float time;uniform float windForce;uniform float waveHeight;uniform float waveSpeed;uniform float waveCount;varying vec3 vRefractionMapTexCoord;varying 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);vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\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{vNormalUV=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{vNormalUV=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#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\n#ifdef USE_WORLD_COORDINATES\nvec3 p=worldPos.xyz;\n#else\nvec3 p=position;\n#endif\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);p.y+=abs(newY);\n#ifdef USE_WORLD_COORDINATES\ngl_Position=viewProjection*vec4(p,1.0);\n#else\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#endif\n#ifdef REFLECTION\nvRefractionMapTexCoord.x=0.5*(gl_Position.w+gl_Position.x);vRefractionMapTexCoord.y=0.5*(gl_Position.w+gl_Position.y);vRefractionMapTexCoord.z=gl_Position.w;worldPos=reflectionViewProjection*finalWorld*vec4(position,1.0);vReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);vReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);vReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterVertexShader = { name, shader };\n"]}
|