@onerjs/materials 8.23.1

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.
Files changed (231) hide show
  1. package/cell/cell.fragment.d.ts +19 -0
  2. package/cell/cell.fragment.js +100 -0
  3. package/cell/cell.fragment.js.map +1 -0
  4. package/cell/cell.vertex.d.ts +21 -0
  5. package/cell/cell.vertex.js +96 -0
  6. package/cell/cell.vertex.js.map +1 -0
  7. package/cell/cellMaterial.d.ts +37 -0
  8. package/cell/cellMaterial.js +312 -0
  9. package/cell/cellMaterial.js.map +1 -0
  10. package/cell/index.d.ts +1 -0
  11. package/cell/index.js +2 -0
  12. package/cell/index.js.map +1 -0
  13. package/custom/customMaterial.d.ts +280 -0
  14. package/custom/customMaterial.js +355 -0
  15. package/custom/customMaterial.js.map +1 -0
  16. package/custom/index.d.ts +2 -0
  17. package/custom/index.js +3 -0
  18. package/custom/index.js.map +1 -0
  19. package/custom/pbrCustomMaterial.d.ts +299 -0
  20. package/custom/pbrCustomMaterial.js +397 -0
  21. package/custom/pbrCustomMaterial.js.map +1 -0
  22. package/fire/fire.fragment.d.ts +13 -0
  23. package/fire/fire.fragment.js +65 -0
  24. package/fire/fire.fragment.js.map +1 -0
  25. package/fire/fire.vertex.d.ts +18 -0
  26. package/fire/fire.vertex.js +80 -0
  27. package/fire/fire.vertex.js.map +1 -0
  28. package/fire/fireMaterial.d.ts +38 -0
  29. package/fire/fireMaterial.js +342 -0
  30. package/fire/fireMaterial.js.map +1 -0
  31. package/fire/index.d.ts +1 -0
  32. package/fire/index.js +2 -0
  33. package/fire/index.js.map +1 -0
  34. package/fur/fur.fragment.d.ts +19 -0
  35. package/fur/fur.fragment.js +94 -0
  36. package/fur/fur.fragment.js.map +1 -0
  37. package/fur/fur.vertex.d.ts +21 -0
  38. package/fur/fur.vertex.js +126 -0
  39. package/fur/fur.vertex.js.map +1 -0
  40. package/fur/furMaterial.d.ts +57 -0
  41. package/fur/furMaterial.js +505 -0
  42. package/fur/furMaterial.js.map +1 -0
  43. package/fur/index.d.ts +1 -0
  44. package/fur/index.js +2 -0
  45. package/fur/index.js.map +1 -0
  46. package/gradient/gradient.fragment.d.ts +19 -0
  47. package/gradient/gradient.fragment.js +80 -0
  48. package/gradient/gradient.fragment.js.map +1 -0
  49. package/gradient/gradient.vertex.d.ts +21 -0
  50. package/gradient/gradient.vertex.js +87 -0
  51. package/gradient/gradient.vertex.js.map +1 -0
  52. package/gradient/gradientMaterial.d.ts +37 -0
  53. package/gradient/gradientMaterial.js +283 -0
  54. package/gradient/gradientMaterial.js.map +1 -0
  55. package/gradient/index.d.ts +1 -0
  56. package/gradient/index.js +2 -0
  57. package/gradient/index.js.map +1 -0
  58. package/grid/grid.fragment.d.ts +12 -0
  59. package/grid/grid.fragment.js +79 -0
  60. package/grid/grid.fragment.js.map +1 -0
  61. package/grid/grid.vertex.d.ts +15 -0
  62. package/grid/grid.vertex.js +60 -0
  63. package/grid/grid.vertex.js.map +1 -0
  64. package/grid/gridMaterial.d.ts +85 -0
  65. package/grid/gridMaterial.js +308 -0
  66. package/grid/gridMaterial.js.map +1 -0
  67. package/grid/index.d.ts +1 -0
  68. package/grid/index.js +2 -0
  69. package/grid/index.js.map +1 -0
  70. package/index.d.ts +15 -0
  71. package/index.js +17 -0
  72. package/index.js.map +1 -0
  73. package/lava/index.d.ts +1 -0
  74. package/lava/index.js +2 -0
  75. package/lava/index.js.map +1 -0
  76. package/lava/lava.fragment.d.ts +19 -0
  77. package/lava/lava.fragment.js +89 -0
  78. package/lava/lava.fragment.js.map +1 -0
  79. package/lava/lava.vertex.d.ts +21 -0
  80. package/lava/lava.vertex.js +113 -0
  81. package/lava/lava.vertex.js.map +1 -0
  82. package/lava/lavaMaterial.d.ts +45 -0
  83. package/lava/lavaMaterial.js +402 -0
  84. package/lava/lavaMaterial.js.map +1 -0
  85. package/legacy/legacy-cell.d.ts +1 -0
  86. package/legacy/legacy-cell.js +14 -0
  87. package/legacy/legacy-cell.js.map +1 -0
  88. package/legacy/legacy-custom.d.ts +1 -0
  89. package/legacy/legacy-custom.js +14 -0
  90. package/legacy/legacy-custom.js.map +1 -0
  91. package/legacy/legacy-fire.d.ts +1 -0
  92. package/legacy/legacy-fire.js +14 -0
  93. package/legacy/legacy-fire.js.map +1 -0
  94. package/legacy/legacy-fur.d.ts +1 -0
  95. package/legacy/legacy-fur.js +14 -0
  96. package/legacy/legacy-fur.js.map +1 -0
  97. package/legacy/legacy-gradient.d.ts +1 -0
  98. package/legacy/legacy-gradient.js +14 -0
  99. package/legacy/legacy-gradient.js.map +1 -0
  100. package/legacy/legacy-grid.d.ts +1 -0
  101. package/legacy/legacy-grid.js +14 -0
  102. package/legacy/legacy-grid.js.map +1 -0
  103. package/legacy/legacy-lava.d.ts +1 -0
  104. package/legacy/legacy-lava.js +14 -0
  105. package/legacy/legacy-lava.js.map +1 -0
  106. package/legacy/legacy-mix.d.ts +1 -0
  107. package/legacy/legacy-mix.js +14 -0
  108. package/legacy/legacy-mix.js.map +1 -0
  109. package/legacy/legacy-normal.d.ts +1 -0
  110. package/legacy/legacy-normal.js +14 -0
  111. package/legacy/legacy-normal.js.map +1 -0
  112. package/legacy/legacy-shadowOnly.d.ts +1 -0
  113. package/legacy/legacy-shadowOnly.js +14 -0
  114. package/legacy/legacy-shadowOnly.js.map +1 -0
  115. package/legacy/legacy-simple.d.ts +1 -0
  116. package/legacy/legacy-simple.js +14 -0
  117. package/legacy/legacy-simple.js.map +1 -0
  118. package/legacy/legacy-sky.d.ts +1 -0
  119. package/legacy/legacy-sky.js +14 -0
  120. package/legacy/legacy-sky.js.map +1 -0
  121. package/legacy/legacy-terrain.d.ts +1 -0
  122. package/legacy/legacy-terrain.js +14 -0
  123. package/legacy/legacy-terrain.js.map +1 -0
  124. package/legacy/legacy-triPlanar.d.ts +1 -0
  125. package/legacy/legacy-triPlanar.js +14 -0
  126. package/legacy/legacy-triPlanar.js.map +1 -0
  127. package/legacy/legacy-water.d.ts +1 -0
  128. package/legacy/legacy-water.js +14 -0
  129. package/legacy/legacy-water.js.map +1 -0
  130. package/legacy/legacy.d.ts +1 -0
  131. package/legacy/legacy.js +17 -0
  132. package/legacy/legacy.js.map +1 -0
  133. package/license.md +71 -0
  134. package/mix/index.d.ts +1 -0
  135. package/mix/index.js +2 -0
  136. package/mix/index.js.map +1 -0
  137. package/mix/mix.fragment.d.ts +19 -0
  138. package/mix/mix.fragment.js +106 -0
  139. package/mix/mix.fragment.js.map +1 -0
  140. package/mix/mix.vertex.d.ts +21 -0
  141. package/mix/mix.vertex.js +96 -0
  142. package/mix/mix.vertex.js.map +1 -0
  143. package/mix/mixMaterial.d.ts +65 -0
  144. package/mix/mixMaterial.js +508 -0
  145. package/mix/mixMaterial.js.map +1 -0
  146. package/normal/index.d.ts +1 -0
  147. package/normal/index.js +2 -0
  148. package/normal/index.js.map +1 -0
  149. package/normal/normal.fragment.d.ts +19 -0
  150. package/normal/normal.fragment.js +85 -0
  151. package/normal/normal.fragment.js.map +1 -0
  152. package/normal/normal.vertex.d.ts +20 -0
  153. package/normal/normal.vertex.js +88 -0
  154. package/normal/normal.vertex.js.map +1 -0
  155. package/normal/normalMaterial.d.ts +36 -0
  156. package/normal/normalMaterial.js +345 -0
  157. package/normal/normalMaterial.js.map +1 -0
  158. package/package.json +47 -0
  159. package/readme.md +30 -0
  160. package/shadowOnly/index.d.ts +1 -0
  161. package/shadowOnly/index.js +2 -0
  162. package/shadowOnly/index.js.map +1 -0
  163. package/shadowOnly/shadowOnly.fragment.d.ts +20 -0
  164. package/shadowOnly/shadowOnly.fragment.js +60 -0
  165. package/shadowOnly/shadowOnly.fragment.js.map +1 -0
  166. package/shadowOnly/shadowOnly.vertex.d.ts +22 -0
  167. package/shadowOnly/shadowOnly.vertex.js +69 -0
  168. package/shadowOnly/shadowOnly.vertex.js.map +1 -0
  169. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
  170. package/shadowOnly/shadowOnlyMaterial.js +243 -0
  171. package/shadowOnly/shadowOnlyMaterial.js.map +1 -0
  172. package/simple/index.d.ts +1 -0
  173. package/simple/index.js +2 -0
  174. package/simple/index.js.map +1 -0
  175. package/simple/simple.fragment.d.ts +19 -0
  176. package/simple/simple.fragment.js +81 -0
  177. package/simple/simple.fragment.js.map +1 -0
  178. package/simple/simple.vertex.d.ts +21 -0
  179. package/simple/simple.vertex.js +96 -0
  180. package/simple/simple.vertex.js.map +1 -0
  181. package/simple/simpleMaterial.d.ts +35 -0
  182. package/simple/simpleMaterial.js +303 -0
  183. package/simple/simpleMaterial.js.map +1 -0
  184. package/sky/index.d.ts +1 -0
  185. package/sky/index.js +2 -0
  186. package/sky/index.js.map +1 -0
  187. package/sky/sky.fragment.d.ts +13 -0
  188. package/sky/sky.fragment.js +81 -0
  189. package/sky/sky.fragment.js.map +1 -0
  190. package/sky/sky.vertex.d.ts +11 -0
  191. package/sky/sky.vertex.js +47 -0
  192. package/sky/sky.vertex.js.map +1 -0
  193. package/sky/skyMaterial.d.ts +151 -0
  194. package/sky/skyMaterial.js +367 -0
  195. package/sky/skyMaterial.js.map +1 -0
  196. package/terrain/index.d.ts +1 -0
  197. package/terrain/index.js +2 -0
  198. package/terrain/index.js.map +1 -0
  199. package/terrain/terrain.fragment.d.ts +19 -0
  200. package/terrain/terrain.fragment.js +110 -0
  201. package/terrain/terrain.fragment.js.map +1 -0
  202. package/terrain/terrain.vertex.d.ts +21 -0
  203. package/terrain/terrain.vertex.js +96 -0
  204. package/terrain/terrain.vertex.js.map +1 -0
  205. package/terrain/terrainMaterial.d.ts +50 -0
  206. package/terrain/terrainMaterial.js +445 -0
  207. package/terrain/terrainMaterial.js.map +1 -0
  208. package/triPlanar/index.d.ts +1 -0
  209. package/triPlanar/index.js +2 -0
  210. package/triPlanar/index.js.map +1 -0
  211. package/triPlanar/triPlanarMaterial.d.ts +49 -0
  212. package/triPlanar/triPlanarMaterial.js +421 -0
  213. package/triPlanar/triPlanarMaterial.js.map +1 -0
  214. package/triPlanar/triplanar.fragment.d.ts +19 -0
  215. package/triPlanar/triplanar.fragment.js +126 -0
  216. package/triPlanar/triplanar.fragment.js.map +1 -0
  217. package/triPlanar/triplanar.vertex.d.ts +22 -0
  218. package/triPlanar/triplanar.vertex.js +101 -0
  219. package/triPlanar/triplanar.vertex.js.map +1 -0
  220. package/water/index.d.ts +1 -0
  221. package/water/index.js +2 -0
  222. package/water/index.js.map +1 -0
  223. package/water/water.fragment.d.ts +19 -0
  224. package/water/water.fragment.js +160 -0
  225. package/water/water.fragment.js.map +1 -0
  226. package/water/water.vertex.d.ts +21 -0
  227. package/water/water.vertex.js +125 -0
  228. package/water/water.vertex.js.map +1 -0
  229. package/water/waterMaterial.d.ts +141 -0
  230. package/water/waterMaterial.js +729 -0
  231. package/water/waterMaterial.js.map +1 -0
@@ -0,0 +1,126 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
17
+ const name = "triplanarPixelShader";
18
+ const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
19
+ #ifdef SPECULARTERM
20
+ uniform vec4 vSpecularColor;
21
+ #endif
22
+ varying vec3 vPositionW;
23
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
24
+ varying vec4 vColor;
25
+ #endif
26
+ #include<helperFunctions>
27
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
28
+ #ifdef DIFFUSEX
29
+ varying vec2 vTextureUVX;uniform sampler2D diffuseSamplerX;
30
+ #ifdef BUMPX
31
+ uniform sampler2D normalSamplerX;
32
+ #endif
33
+ #endif
34
+ #ifdef DIFFUSEY
35
+ varying vec2 vTextureUVY;uniform sampler2D diffuseSamplerY;
36
+ #ifdef BUMPY
37
+ uniform sampler2D normalSamplerY;
38
+ #endif
39
+ #endif
40
+ #ifdef DIFFUSEZ
41
+ varying vec2 vTextureUVZ;uniform sampler2D diffuseSamplerZ;
42
+ #ifdef BUMPZ
43
+ uniform sampler2D normalSamplerZ;
44
+ #endif
45
+ #endif
46
+ #ifdef NORMAL
47
+ varying mat3 tangentSpace;
48
+ #endif
49
+ #ifdef LOGARITHMICDEPTH
50
+ #extension GL_EXT_frag_depth : enable
51
+ #endif
52
+ #include<logDepthDeclaration>
53
+ #include<lightsFragmentFunctions>
54
+ #include<shadowsFragmentFunctions>
55
+ #include<clipPlaneFragmentDeclaration>
56
+ #include<fogFragmentDeclaration>
57
+ #define CUSTOM_FRAGMENT_DEFINITIONS
58
+ void main(void) {
59
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
60
+ #include<clipPlaneFragment>
61
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(0.,0.,0.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
62
+ #ifdef NORMAL
63
+ vec3 normalW=tangentSpace[2];
64
+ #else
65
+ vec3 normalW=vec3(1.0,1.0,1.0);
66
+ #endif
67
+ vec4 baseNormal=vec4(0.0,0.0,0.0,1.0);normalW*=normalW;
68
+ #ifdef DIFFUSEX
69
+ baseColor+=texture2D(diffuseSamplerX,vTextureUVX)*normalW.x;
70
+ #ifdef BUMPX
71
+ baseNormal+=texture2D(normalSamplerX,vTextureUVX)*normalW.x;
72
+ #endif
73
+ #endif
74
+ #ifdef DIFFUSEY
75
+ baseColor+=texture2D(diffuseSamplerY,vTextureUVY)*normalW.y;
76
+ #ifdef BUMPY
77
+ baseNormal+=texture2D(normalSamplerY,vTextureUVY)*normalW.y;
78
+ #endif
79
+ #endif
80
+ #ifdef DIFFUSEZ
81
+ baseColor+=texture2D(diffuseSamplerZ,vTextureUVZ)*normalW.z;
82
+ #ifdef BUMPZ
83
+ baseNormal+=texture2D(normalSamplerZ,vTextureUVZ)*normalW.z;
84
+ #endif
85
+ #endif
86
+ #ifdef NORMAL
87
+ normalW=normalize((2.0*baseNormal.xyz-1.0)*tangentSpace);
88
+ #endif
89
+ #ifdef ALPHATEST
90
+ if (baseColor.a<0.4)
91
+ discard;
92
+ #endif
93
+ #include<depthPrePass>
94
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
95
+ baseColor.rgb*=vColor.rgb;
96
+ #endif
97
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
98
+ #ifdef SPECULARTERM
99
+ float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
100
+ #else
101
+ float glossiness=0.;
102
+ #endif
103
+ #include<lightFragment>[0..maxSimultaneousLights]
104
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
105
+ alpha*=vColor.a;
106
+ #endif
107
+ #ifdef SPECULARTERM
108
+ vec3 finalSpecular=specularBase*specularColor;
109
+ #else
110
+ vec3 finalSpecular=vec3(0.0);
111
+ #endif
112
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
113
+ #include<logDepthFragment>
114
+ #include<fogFragment>
115
+ gl_FragColor=color;
116
+ #include<imageProcessingCompatibility>
117
+ #define CUSTOM_FRAGMENT_MAIN_END
118
+ }
119
+ `;
120
+ // Sideeffect
121
+ if (!ShaderStore.ShadersStore[name]) {
122
+ ShaderStore.ShadersStore[name] = shader;
123
+ }
124
+ /** @internal */
125
+ export const triplanarPixelShader = { name, shader };
126
+ //# sourceMappingURL=triplanar.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triplanar.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/triPlanar/triplanar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,4EAA8D;AAC9D,uEAAyD;AACzD,uEAAyD;AACzD,2EAA6D;AAC7D,4EAA8D;AAC9D,gFAAkE;AAClE,0EAA4D;AAC5D,qEAAuD;AACvD,gEAAkD;AAClD,iEAAmD;AACnD,oEAAsD;AACtD,+DAAiD;AACjD,gFAAkE;AAElE,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,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/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/shadowsFragmentFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/depthPrePass\";\nimport \"core/Shaders/ShadersInclude/lightFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"triplanarPixelShader\";\nconst shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSEX\nvarying vec2 vTextureUVX;uniform sampler2D diffuseSamplerX;\n#ifdef BUMPX\nuniform sampler2D normalSamplerX;\n#endif\n#endif\n#ifdef DIFFUSEY\nvarying vec2 vTextureUVY;uniform sampler2D diffuseSamplerY;\n#ifdef BUMPY\nuniform sampler2D normalSamplerY;\n#endif\n#endif\n#ifdef DIFFUSEZ\nvarying vec2 vTextureUVZ;uniform sampler2D diffuseSamplerZ;\n#ifdef BUMPZ\nuniform sampler2D normalSamplerZ;\n#endif\n#endif\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\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#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(0.,0.,0.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\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);normalW*=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) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\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]\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\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const triplanarPixelShader = { name, shader };\n"]}
@@ -0,0 +1,22 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
17
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
18
+ /** @internal */
19
+ export declare const triplanarVertexShader: {
20
+ name: string;
21
+ shader: string;
22
+ };
@@ -0,0 +1,101 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
17
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
18
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
19
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
20
+ const name = "triplanarVertexShader";
21
+ const shader = `precision highp float;attribute vec3 position;
22
+ #ifdef NORMAL
23
+ attribute vec3 normal;
24
+ #endif
25
+ #ifdef VERTEXCOLOR
26
+ attribute vec4 color;
27
+ #endif
28
+ #include<helperFunctions>
29
+ #include<bonesDeclaration>
30
+ #include<bakedVertexAnimationDeclaration>
31
+ #include<instancesDeclaration>
32
+ uniform mat4 view;uniform mat4 viewProjection;
33
+ #ifdef DIFFUSEX
34
+ varying vec2 vTextureUVX;
35
+ #endif
36
+ #ifdef DIFFUSEY
37
+ varying vec2 vTextureUVY;
38
+ #endif
39
+ #ifdef DIFFUSEZ
40
+ varying vec2 vTextureUVZ;
41
+ #endif
42
+ uniform float tileSize;
43
+ #ifdef POINTSIZE
44
+ uniform float pointSize;
45
+ #endif
46
+ varying vec3 vPositionW;
47
+ #ifdef NORMAL
48
+ varying mat3 tangentSpace;
49
+ #endif
50
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
51
+ varying vec4 vColor;
52
+ #endif
53
+ #include<clipPlaneVertexDeclaration>
54
+ #include<logDepthDeclaration>
55
+ #include<fogVertexDeclaration>
56
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
57
+ #define CUSTOM_VERTEX_DEFINITIONS
58
+ void main(void)
59
+ {
60
+ #define CUSTOM_VERTEX_MAIN_BEGIN
61
+ #ifdef VERTEXCOLOR
62
+ vec4 colorUpdated=color;
63
+ #endif
64
+ #include<instancesVertex>
65
+ #include<bonesVertex>
66
+ #include<bakedVertexAnimation>
67
+ vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);
68
+ #ifdef DIFFUSEX
69
+ vTextureUVX=worldPos.zy/tileSize;
70
+ #endif
71
+ #ifdef DIFFUSEY
72
+ vTextureUVY=worldPos.xz/tileSize;
73
+ #endif
74
+ #ifdef DIFFUSEZ
75
+ vTextureUVZ=worldPos.xy/tileSize;
76
+ #endif
77
+ #ifdef NORMAL
78
+ vec3 xtan=vec3(0,0,1);vec3 xbin=vec3(0,1,0);vec3 ytan=vec3(1,0,0);vec3 ybin=vec3(0,0,1);vec3 ztan=vec3(1,0,0);vec3 zbin=vec3(0,1,0);vec3 normalizedNormal=normalize(normal);normalizedNormal*=normalizedNormal;vec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);vec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);mat3 normalWorld=mat3(finalWorld);
79
+ #ifdef NONUNIFORMSCALING
80
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
81
+ #endif
82
+ worldTangent=normalize((normalWorld*worldTangent).xyz);worldBinormal=normalize((normalWorld*worldBinormal).xyz);vec3 worldNormal=normalize((normalWorld*normalize(normal)).xyz);tangentSpace[0]=worldTangent;tangentSpace[1]=worldBinormal;tangentSpace[2]=worldNormal;
83
+ #endif
84
+ #include<clipPlaneVertex>
85
+ #include<logDepthVertex>
86
+ #include<fogVertex>
87
+ #include<shadowsVertex>[0..maxSimultaneousLights]
88
+ #include<vertexColorMixing>
89
+ #if defined(POINTSIZE) && !defined(WEBGPU)
90
+ gl_PointSize=pointSize;
91
+ #endif
92
+ #define CUSTOM_VERTEX_MAIN_END
93
+ }
94
+ `;
95
+ // Sideeffect
96
+ if (!ShaderStore.ShadersStore[name]) {
97
+ ShaderStore.ShadersStore[name] = shader;
98
+ }
99
+ /** @internal */
100
+ export const triplanarVertexShader = { name, shader };
101
+ //# sourceMappingURL=triplanar.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triplanar.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/triPlanar/triplanar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,mEAAqD;AACrD,oEAAsD;AACtD,mFAAqE;AACrE,wEAA0D;AAC1D,8EAAgE;AAChE,uEAAyD;AACzD,wEAA0D;AAC1D,4EAA8D;AAC9D,uEAAyD;AACzD,mEAAqD;AACrD,+DAAiD;AACjD,wEAA0D;AAC1D,mEAAqD;AACrD,kEAAoD;AACpD,6DAA+C;AAC/C,iEAAmD;AACnD,qEAAuD;AAEvD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,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/bonesDeclaration\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/lightUboDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/bonesVertex\";\nimport \"core/Shaders/ShadersInclude/bakedVertexAnimation\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/shadowsVertex\";\nimport \"core/Shaders/ShadersInclude/vertexColorMixing\";\n\nconst name = \"triplanarVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform 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\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying mat3 tangentSpace;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\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#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=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\nvec3 xtan=vec3(0,0,1);vec3 xbin=vec3(0,1,0);vec3 ytan=vec3(1,0,0);vec3 ybin=vec3(0,0,1);vec3 ztan=vec3(1,0,0);vec3 zbin=vec3(0,1,0);vec3 normalizedNormal=normalize(normal);normalizedNormal*=normalizedNormal;vec3 worldBinormal=normalize(xbin*normalizedNormal.x+ybin*normalizedNormal.y+zbin*normalizedNormal.z);vec3 worldTangent=normalize(xtan*normalizedNormal.x+ytan*normalizedNormal.y+ztan*normalizedNormal.z);mat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nworldTangent=normalize((normalWorld*worldTangent).xyz);worldBinormal=normalize((normalWorld*worldBinormal).xyz);vec3 worldNormal=normalize((normalWorld*normalize(normal)).xyz);tangentSpace[0]=worldTangent;tangentSpace[1]=worldBinormal;tangentSpace[2]=worldNormal;\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const triplanarVertexShader = { name, shader };\n"]}
@@ -0,0 +1 @@
1
+ export * from "./waterMaterial.js";
package/water/index.js ADDED
@@ -0,0 +1,2 @@
1
+ export * from "./waterMaterial.js";
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/water/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC","sourcesContent":["export * from \"./waterMaterial\";\r\n"]}
@@ -0,0 +1,19 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingFunctions.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
15
+ /** @internal */
16
+ export declare const waterPixelShader: {
17
+ name: string;
18
+ shader: string;
19
+ };
@@ -0,0 +1,160 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingFunctions.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
17
+ const name = "waterPixelShader";
18
+ const shader = `#ifdef LOGARITHMICDEPTH
19
+ #extension GL_EXT_frag_depth : enable
20
+ #endif
21
+ precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
22
+ #ifdef SPECULARTERM
23
+ uniform vec4 vSpecularColor;
24
+ #endif
25
+ varying vec3 vPositionW;
26
+ #ifdef NORMAL
27
+ varying vec3 vNormalW;
28
+ #endif
29
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
30
+ varying vec4 vColor;
31
+ #endif
32
+ #include<helperFunctions>
33
+ #include<imageProcessingDeclaration>
34
+ #include<imageProcessingFunctions>
35
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
36
+ #include<lightsFragmentFunctions>
37
+ #include<shadowsFragmentFunctions>
38
+ #ifdef BUMP
39
+ varying vec2 vNormalUV;
40
+ #ifdef BUMPSUPERIMPOSE
41
+ varying vec2 vNormalUV2;
42
+ #endif
43
+ uniform sampler2D normalSampler;uniform vec2 vNormalInfos;
44
+ #endif
45
+ 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;
46
+ #include<clipPlaneFragmentDeclaration>
47
+ #include<logDepthDeclaration>
48
+ #include<fogFragmentDeclaration>
49
+ #define CUSTOM_FRAGMENT_DEFINITIONS
50
+ void main(void) {
51
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
52
+ #include<clipPlaneFragment>
53
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
54
+ #ifdef BUMP
55
+ #ifdef BUMPSUPERIMPOSE
56
+ baseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));
57
+ #else
58
+ baseColor=texture2D(normalSampler,vNormalUV);
59
+ #endif
60
+ vec3 bumpColor=baseColor.rgb;
61
+ #ifdef ALPHATEST
62
+ if (baseColor.a<0.4)
63
+ discard;
64
+ #endif
65
+ baseColor.rgb*=vNormalInfos.y;
66
+ #else
67
+ vec3 bumpColor=vec3(1.0);
68
+ #endif
69
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
70
+ baseColor.rgb*=vColor.rgb;
71
+ #endif
72
+ #ifdef NORMAL
73
+ vec2 perturbation=bumpHeight*(baseColor.rg-0.5);
74
+ #ifdef BUMPAFFECTSREFLECTION
75
+ vec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));if (normalW.y<0.0) {normalW.y=-normalW.y;}
76
+ #else
77
+ vec3 normalW=normalize(vNormalW);
78
+ #endif
79
+ #else
80
+ vec3 normalW=vec3(1.0,1.0,1.0);vec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);
81
+ #endif
82
+ #ifdef FRESNELSEPARATE
83
+ #ifdef REFLECTION
84
+ vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
85
+ #ifdef IS_REFRACTION_LINEAR
86
+ refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
87
+ #endif
88
+ vec2 projectedReflectionTexCoords=clamp(vec2(
89
+ vReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,
90
+ vReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y
91
+ ),0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
92
+ #ifdef IS_REFLECTION_LINEAR
93
+ reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
94
+ #endif
95
+ 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;
96
+ #endif
97
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
98
+ #ifdef SPECULARTERM
99
+ float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
100
+ #else
101
+ float glossiness=0.;
102
+ #endif
103
+ #include<lightFragment>[0..maxSimultaneousLights]
104
+ vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
105
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
106
+ alpha*=vColor.a;
107
+ #endif
108
+ #ifdef SPECULARTERM
109
+ vec3 finalSpecular=specularBase*specularColor;
110
+ #else
111
+ vec3 finalSpecular=vec3(0.0);
112
+ #endif
113
+ #else
114
+ #ifdef REFLECTION
115
+ vec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);vec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);
116
+ #ifdef IS_REFRACTION_LINEAR
117
+ refractiveColor.rgb=toGammaSpace(refractiveColor.rgb);
118
+ #endif
119
+ vec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);vec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);
120
+ #ifdef IS_REFLECTION_LINEAR
121
+ reflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);
122
+ #endif
123
+ 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;
124
+ #endif
125
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;
126
+ #ifdef SPECULARTERM
127
+ float glossiness=vSpecularColor.a;vec3 specularBase=vec3(0.,0.,0.);vec3 specularColor=vSpecularColor.rgb;
128
+ #else
129
+ float glossiness=0.;
130
+ #endif
131
+ #include<lightFragment>[0..maxSimultaneousLights]
132
+ vec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);
133
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
134
+ alpha*=vColor.a;
135
+ #endif
136
+ #ifdef SPECULARTERM
137
+ vec3 finalSpecular=specularBase*specularColor;
138
+ #else
139
+ vec3 finalSpecular=vec3(0.0);
140
+ #endif
141
+ #endif
142
+ vec4 color=vec4(finalDiffuse+finalSpecular,alpha);
143
+ #include<logDepthFragment>
144
+ #include<fogFragment>
145
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
146
+ color.rgb=toLinearSpace(color.rgb);
147
+ #elif defined(IMAGEPROCESSING)
148
+ color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
149
+ #endif
150
+ gl_FragColor=color;
151
+ #define CUSTOM_FRAGMENT_MAIN_END
152
+ }
153
+ `;
154
+ // Sideeffect
155
+ if (!ShaderStore.ShadersStore[name]) {
156
+ ShaderStore.ShadersStore[name] = shader;
157
+ }
158
+ /** @internal */
159
+ export const waterPixelShader = { name, shader };
160
+ //# sourceMappingURL=water.fragment.js.map
@@ -0,0 +1 @@
1
+ {"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,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,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.;float aggShadow=0.;float numLights=0.;\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.;float aggShadow=0.;float numLights=0.;\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\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const waterPixelShader = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
17
+ /** @internal */
18
+ export declare const waterVertexShader: {
19
+ name: string;
20
+ shader: string;
21
+ };
@@ -0,0 +1,125 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
8
+ import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
10
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
11
+ import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
12
+ import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex.js";
13
+ import "@babylonjs/core/Shaders/ShadersInclude/bakedVertexAnimation.js";
14
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
15
+ import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
16
+ import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex.js";
17
+ import "@babylonjs/core/Shaders/ShadersInclude/vertexColorMixing.js";
18
+ import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
19
+ const name = "waterVertexShader";
20
+ const shader = `precision highp float;attribute vec3 position;
21
+ #ifdef NORMAL
22
+ attribute vec3 normal;
23
+ #endif
24
+ #ifdef UV1
25
+ attribute vec2 uv;
26
+ #endif
27
+ #ifdef UV2
28
+ attribute vec2 uv2;
29
+ #endif
30
+ #ifdef VERTEXCOLOR
31
+ attribute vec4 color;
32
+ #endif
33
+ #include<bonesDeclaration>
34
+ #include<bakedVertexAnimationDeclaration>
35
+ #include<instancesDeclaration>
36
+ uniform mat4 view;uniform mat4 viewProjection;
37
+ #ifdef BUMP
38
+ varying vec2 vNormalUV;
39
+ #ifdef BUMPSUPERIMPOSE
40
+ varying vec2 vNormalUV2;
41
+ #endif
42
+ uniform mat4 normalMatrix;uniform vec2 vNormalInfos;
43
+ #endif
44
+ #ifdef POINTSIZE
45
+ uniform float pointSize;
46
+ #endif
47
+ varying vec3 vPositionW;
48
+ #ifdef NORMAL
49
+ varying vec3 vNormalW;
50
+ #endif
51
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
+ varying vec4 vColor;
53
+ #endif
54
+ #include<clipPlaneVertexDeclaration>
55
+ #include<fogVertexDeclaration>
56
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
57
+ #include<logDepthDeclaration>
58
+ 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;
59
+ #define CUSTOM_VERTEX_DEFINITIONS
60
+ void main(void) {
61
+ #define CUSTOM_VERTEX_MAIN_BEGIN
62
+ #ifdef VERTEXCOLOR
63
+ vec4 colorUpdated=color;
64
+ #endif
65
+ #include<instancesVertex>
66
+ #include<bonesVertex>
67
+ #include<bakedVertexAnimation>
68
+ vec4 worldPos=finalWorld*vec4(position,1.0);vPositionW=vec3(worldPos);
69
+ #ifdef NORMAL
70
+ vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
71
+ #endif
72
+ #ifndef UV1
73
+ vec2 uv=vec2(0.,0.);
74
+ #endif
75
+ #ifndef UV2
76
+ vec2 uv2=vec2(0.,0.);
77
+ #endif
78
+ #ifdef BUMP
79
+ if (vNormalInfos.x==0.)
80
+ {vNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));
81
+ #ifdef BUMPSUPERIMPOSE
82
+ vNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));
83
+ #endif
84
+ }
85
+ else
86
+ {vNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));
87
+ #ifdef BUMPSUPERIMPOSE
88
+ vNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));
89
+ #endif
90
+ }
91
+ #endif
92
+ #include<clipPlaneVertex>
93
+ #include<fogVertex>
94
+ #include<shadowsVertex>[0..maxSimultaneousLights]
95
+ #include<vertexColorMixing>
96
+ #if defined(POINTSIZE) && !defined(WEBGPU)
97
+ gl_PointSize=pointSize;
98
+ #endif
99
+ float finalWaveCount=1.0/(waveCount*0.5);
100
+ #ifdef USE_WORLD_COORDINATES
101
+ vec3 p=worldPos.xyz;
102
+ #else
103
+ vec3 p=position;
104
+ #endif
105
+ float newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)
106
+ + (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);p.y+=abs(newY);
107
+ #ifdef USE_WORLD_COORDINATES
108
+ gl_Position=viewProjection*vec4(p,1.0);
109
+ #else
110
+ gl_Position=viewProjection*finalWorld*vec4(p,1.0);
111
+ #endif
112
+ #ifdef REFLECTION
113
+ 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;
114
+ #endif
115
+ #include<logDepthVertex>
116
+ #define CUSTOM_VERTEX_MAIN_END
117
+ }
118
+ `;
119
+ // Sideeffect
120
+ if (!ShaderStore.ShadersStore[name]) {
121
+ ShaderStore.ShadersStore[name] = shader;
122
+ }
123
+ /** @internal */
124
+ export const waterVertexShader = { name, shader };
125
+ //# sourceMappingURL=water.vertex.js.map
@@ -0,0 +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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,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#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\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\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const waterVertexShader = { name, shader };\n"]}