babylonjs-materials 5.27.0 → 5.28.0
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/babylon.waterMaterial.js +2 -2
- package/babylon.waterMaterial.js.map +1 -1
- package/babylon.waterMaterial.min.js +1 -1
- package/babylon.waterMaterial.min.js.map +1 -1
- package/babylonjs.materials.js +2 -2
- package/babylonjs.materials.js.map +1 -1
- package/babylonjs.materials.min.js +1 -1
- package/babylonjs.materials.min.js.map +1 -1
- package/package.json +2 -2
package/babylon.waterMaterial.js
CHANGED
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@@ -959,7 +959,7 @@ var WaterMaterial = /** @class */ (function (_super) {
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959
959
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// Clip plane
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960
960
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if (!_this.disableClipPlane) {
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961
961
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clipPlane = scene.clipPlane;
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962
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-
var positiony = _this._mesh ? _this._mesh.
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962
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+
var positiony = _this._mesh ? _this._mesh.absolutePosition.y : 0.0;
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963
963
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scene.clipPlane = core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Plane.FromPositionAndNormal(new core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Vector3(0, positiony + 0.05, 0), new core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Vector3(0, 1, 0));
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}
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};
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@@ -980,7 +980,7 @@ var WaterMaterial = /** @class */ (function (_super) {
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980
980
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// Clip plane
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if (!_this.disableClipPlane) {
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clipPlane = scene.clipPlane;
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983
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-
var positiony = _this._mesh ? _this._mesh.
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983
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+
var positiony = _this._mesh ? _this._mesh.absolutePosition.y : 0.0;
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scene.clipPlane = core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Plane.FromPositionAndNormal(new core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Vector3(0, positiony - 0.05, 0), new core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Vector3(0, -1, 0));
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985
985
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core_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
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986
986
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}
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@@ -1 +1 @@
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1
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-
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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n var desc = Object.getOwnPropertyDescriptor(m, k);\r\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n desc = { enumerable: true, get: function() { return m[k]; } };\r\n }\r\n Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n if (ar || !(i in from)) {\r\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n ar[i] = from[i];\r\n }\r\n }\r\n return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n","/* eslint-disable import/no-internal-modules */\nimport * as MatLib from \"../water/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in MatLib) {\n (<any>globalObject).BABYLON[key] = (<any>MatLib)[key];\n }\n}\nexport * from \"../water/index\";\n","export * from \"./waterMaterial\";\r\n","// 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;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#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;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform sampler2D normalSampler;\runiform vec2 vNormalInfos;\r#endif\nuniform sampler2D refractionSampler;\runiform sampler2D reflectionSampler;\rconst float LOG2=1.442695;\runiform vec3 cameraPosition;\runiform vec4 waterColor;\runiform float colorBlendFactor;\runiform vec4 waterColor2;\runiform float colorBlendFactor2;\runiform float bumpHeight;\runiform float time;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\rvarying vec3 vPosition;\r#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\r#else\nbaseColor=texture2D(normalSampler,vNormalUV);\r#endif\nvec3 bumpColor=baseColor.rgb;\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\nbaseColor.rgb*=vNormalInfos.y;\r#else\nvec3 bumpColor=vec3(1.0);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\r#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\rif (normalW.y<0.0) {\rnormalW.y=-normalW.y;\r}\r#else\nvec3 normalW=normalize(vNormalW);\r#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\rvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\r#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\rvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\rvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\r),0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\rfloat IfresnelTerm=1.0-fresnelTerm;\rrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\rreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\rbaseColor=combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\rbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterPixelShader = { name, shader };\n","// 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;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform mat4 normalMatrix;\runiform vec2 vNormalInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 worldReflectionViewProjection;\runiform vec2 windDirection;\runiform float waveLength;\runiform float time;\runiform float windForce;\runiform float waveHeight;\runiform float waveSpeed;\runiform float waveCount;\rvarying vec3 vPosition;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\r{\rvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\r#endif\n}\relse\r{\rvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\r#endif\n}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\rvec3 p=position;\rfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\r+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\rp.y+=abs(newY);\rgl_Position=viewProjection*finalWorld*vec4(p,1.0);\r#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\rvPosition=position;\rvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvRefractionMapTexCoord.z=worldPos.w;\rworldPos=worldReflectionViewProjection*vec4(position,1.0);\rvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvReflectionMapTexCoord.z=worldPos.w;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterVertexShader = { name, shader };\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Plane } from \"core/Maths/math.plane\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { SmartArray } from \"core/Misc/smartArray\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IImageProcessingConfigurationDefines } from \"core/Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"core/Materials/imageProcessingConfiguration\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./water.fragment\";\r\nimport \"./water.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { CreateGround } from \"core/Meshes/Builders/groundBuilder\";\r\n\r\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public BUMP = false;\r\n public REFLECTION = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public SPECULARTERM = false;\r\n public LOGARITHMICDEPTH = false;\r\n public USE_REVERSE_DEPTHBUFFER = false;\r\n public FRESNELSEPARATE = false;\r\n public BUMPSUPERIMPOSE = false;\r\n public BUMPAFFECTSREFLECTION = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public EXPOSURE = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class WaterMaterial extends PushMaterial {\r\n /*\r\n * Public members\r\n */\r\n @serializeAsTexture(\"bumpTexture\")\r\n private _bumpTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n /**\r\n * Defines the wind force.\r\n */\r\n @serialize()\r\n public windForce: number = 6;\r\n /**\r\n * Defines the direction of the wind in the plane (X, Z).\r\n */\r\n @serializeAsVector2()\r\n public windDirection: Vector2 = new Vector2(0, 1);\r\n /**\r\n * Defines the height of the waves.\r\n */\r\n @serialize()\r\n public waveHeight: number = 0.4;\r\n /**\r\n * Defines the bump height related to the bump map.\r\n */\r\n @serialize()\r\n public bumpHeight: number = 0.4;\r\n /**\r\n * Defines wether or not: to add a smaller moving bump to less steady waves.\r\n */\r\n @serialize(\"bumpSuperimpose\")\r\n private _bumpSuperimpose = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpSuperimpose: boolean;\r\n\r\n /**\r\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\r\n */\r\n @serialize(\"fresnelSeparate\")\r\n private _fresnelSeparate = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public fresnelSeparate: boolean;\r\n\r\n /**\r\n * Defines wether or not bump Wwves modify the reflection.\r\n */\r\n @serialize(\"bumpAffectsReflection\")\r\n private _bumpAffectsReflection = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpAffectsReflection: boolean;\r\n\r\n /**\r\n * Defines the water color blended with the refraction (near).\r\n */\r\n @serializeAsColor3()\r\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color.\r\n */\r\n @serialize()\r\n public colorBlendFactor: number = 0.2;\r\n /**\r\n * Defines the water color blended with the reflection (far).\r\n */\r\n @serializeAsColor3()\r\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color (reflection, far).\r\n */\r\n @serialize()\r\n public colorBlendFactor2: number = 0.2;\r\n /**\r\n * Defines the maximum length of a wave.\r\n */\r\n @serialize()\r\n public waveLength: number = 0.1;\r\n\r\n /**\r\n * Defines the waves speed.\r\n */\r\n @serialize()\r\n public waveSpeed: number = 1.0;\r\n\r\n /**\r\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\r\n */\r\n @serialize()\r\n public waveCount: number = 20;\r\n /**\r\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\r\n * will avoid calculating useless pixels in the pixel shader of the water material.\r\n */\r\n @serialize()\r\n public disableClipPlane: boolean = false;\r\n\r\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n\r\n /*\r\n * Private members\r\n */\r\n private _mesh: Nullable<AbstractMesh> = null;\r\n\r\n private _refractionRTT: Nullable<RenderTargetTexture>;\r\n private _reflectionRTT: Nullable<RenderTargetTexture>;\r\n\r\n private _reflectionTransform: Matrix = Matrix.Zero();\r\n private _lastTime: number = 0;\r\n private _lastDeltaTime: number = 0;\r\n\r\n private _useLogarithmicDepth: boolean;\r\n\r\n private _waitingRenderList: Nullable<string[]>;\r\n\r\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param name\r\n * @param scene\r\n * @param renderTargetSize\r\n */\r\n constructor(name: string, scene?: Scene, public renderTargetSize: Vector2 = new Vector2(512, 512)) {\r\n super(name, scene);\r\n\r\n this._createRenderTargets(this.getScene(), renderTargetSize);\r\n\r\n // Create render targets\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\r\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\r\n\r\n return this._renderTargets;\r\n };\r\n\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n @serialize()\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n this._markAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n // Get / Set\r\n public get refractionTexture(): Nullable<RenderTargetTexture> {\r\n return this._refractionRTT;\r\n }\r\n\r\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\r\n return this._reflectionRTT;\r\n }\r\n\r\n // Methods\r\n public addToRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n this._refractionRTT.renderList.push(node);\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n this._reflectionRTT.renderList.push(node);\r\n }\r\n }\r\n\r\n public enableRenderTargets(enable: boolean): void {\r\n const refreshRate = enable ? 1 : 0;\r\n\r\n if (this._refractionRTT) {\r\n this._refractionRTT.refreshRate = refreshRate;\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.refreshRate = refreshRate;\r\n }\r\n }\r\n\r\n public getRenderList(): Nullable<AbstractMesh[]> {\r\n return this._refractionRTT ? this._refractionRTT.renderList : [];\r\n }\r\n\r\n public get renderTargetsEnabled(): boolean {\r\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new WaterMaterialDefines();\r\n }\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n defines.REFLECTION = true;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n if (defines._areMiscDirty) {\r\n if (this._fresnelSeparate) {\r\n defines.FRESNELSEPARATE = true;\r\n }\r\n\r\n if (this._bumpSuperimpose) {\r\n defines.BUMPSUPERIMPOSE = true;\r\n }\r\n\r\n if (this._bumpAffectsReflection) {\r\n defines.BUMPAFFECTSREFLECTION = true;\r\n }\r\n }\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Image processing\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n\r\n defines.IS_REFLECTION_LINEAR = this.reflectionTexture != null && !this.reflectionTexture.gammaSpace;\r\n defines.IS_REFRACTION_LINEAR = this.refractionTexture != null && !this.refractionTexture.gammaSpace;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Configure this\r\n this._mesh = mesh;\r\n\r\n if (this._waitingRenderList) {\r\n for (let i = 0; i < this._waitingRenderList.length; i++) {\r\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\r\n }\r\n\r\n this._waitingRenderList = null;\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"water\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vNormalInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"normalMatrix\",\r\n \"logarithmicDepthConstant\",\r\n\r\n // Water\r\n \"worldReflectionViewProjection\",\r\n \"windDirection\",\r\n \"waveLength\",\r\n \"time\",\r\n \"windForce\",\r\n \"cameraPosition\",\r\n \"bumpHeight\",\r\n \"waveHeight\",\r\n \"waterColor\",\r\n \"waterColor2\",\r\n \"colorBlendFactor\",\r\n \"colorBlendFactor2\",\r\n \"waveSpeed\",\r\n \"waveCount\",\r\n ];\r\n const samplers = [\r\n \"normalSampler\",\r\n // Water\r\n \"refractionSampler\",\r\n \"reflectionSampler\",\r\n ];\r\n const uniformBuffers = new Array<string>();\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect || !this._mesh) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\r\n\r\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\r\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Log. depth\r\n MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);\r\n\r\n // Water\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\r\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\r\n }\r\n\r\n const wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());\r\n\r\n // Add delta time. Prevent adding delta time if it hasn't changed.\r\n const deltaTime = scene.getEngine().getDeltaTime();\r\n if (deltaTime !== this._lastDeltaTime) {\r\n this._lastDeltaTime = deltaTime;\r\n this._lastTime += this._lastDeltaTime;\r\n }\r\n\r\n this._activeEffect.setMatrix(\"worldReflectionViewProjection\", wrvp);\r\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\r\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\r\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\r\n this._activeEffect.setFloat(\"windForce\", this.windForce);\r\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\r\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\r\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\r\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\r\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\r\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\r\n // Render targets\r\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.ignoreCameraViewport = true;\r\n\r\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.ignoreCameraViewport = true;\r\n\r\n let isVisible: boolean;\r\n let clipPlane: Nullable<Plane> = null;\r\n let savedViewMatrix: Matrix;\r\n const mirrorMatrix = Matrix.Zero();\r\n\r\n this._refractionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.position.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\r\n }\r\n };\r\n\r\n this._refractionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n scene.clipPlane = clipPlane;\r\n }\r\n };\r\n\r\n this._reflectionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.position.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\r\n\r\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\r\n }\r\n\r\n // Transform\r\n savedViewMatrix = scene.getViewMatrix();\r\n\r\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\r\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\r\n scene.getEngine().cullBackFaces = false;\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\r\n };\r\n\r\n this._reflectionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n scene.clipPlane = clipPlane;\r\n\r\n // Transform\r\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\r\n scene.getEngine().cullBackFaces = null;\r\n scene._mirroredCameraPosition = null;\r\n };\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\r\n results.push(this.bumpTexture);\r\n }\r\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\r\n results.push(this._reflectionRTT);\r\n }\r\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\r\n results.push(this._refractionRTT);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.bumpTexture) {\r\n this.bumpTexture.dispose();\r\n }\r\n\r\n let index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n index = -1;\r\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.dispose();\r\n }\r\n if (this._refractionRTT) {\r\n this._refractionRTT.dispose();\r\n }\r\n\r\n // Remove image-processing observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): WaterMaterial {\r\n return SerializationHelper.Clone(() => new WaterMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.WaterMaterial\";\r\n\r\n serializationObject.renderList = [];\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n for (let i = 0; i < this._refractionRTT.renderList.length; i++) {\r\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"WaterMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\r\n const mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\r\n mat._waitingRenderList = source.renderList;\r\n\r\n return mat;\r\n }\r\n\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);\r\n","module.exports = __WEBPACK_EXTERNAL_MODULE_core_Misc_decorators__;","// The module cache\nvar __webpack_module_cache__ = {};\n\n// The require function\nfunction __webpack_require__(moduleId) {\n\t// Check if module is in cache\n\tvar cachedModule = __webpack_module_cache__[moduleId];\n\tif (cachedModule !== undefined) {\n\t\treturn cachedModule.exports;\n\t}\n\t// Create a new module (and put it into the cache)\n\tvar module = __webpack_module_cache__[moduleId] = {\n\t\t// no module.id needed\n\t\t// no module.loaded needed\n\t\texports: {}\n\t};\n\n\t// Execute the module function\n\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n\n\t// Return the exports of the module\n\treturn module.exports;\n}\n\n","// getDefaultExport function for compatibility with non-harmony modules\n__webpack_require__.n = (module) => {\n\tvar getter = module && module.__esModule ?\n\t\t() => (module['default']) :\n\t\t() => (module);\n\t__webpack_require__.d(getter, { a: getter });\n\treturn getter;\n};","// define getter functions for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import * as materials from \"materials/legacy/legacy-water\";\r\nexport { materials };\r\nexport default materials;\r\n"],"names":[],"sourceRoot":""}
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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport var __createBinding = Object.create ? (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n var desc = Object.getOwnPropertyDescriptor(m, k);\r\n if (!desc || (\"get\" in desc ? !m.__esModule : desc.writable || desc.configurable)) {\r\n desc = { enumerable: true, get: function() { return m[k]; } };\r\n }\r\n Object.defineProperty(o, k2, desc);\r\n}) : (function(o, m, k, k2) {\r\n if (k2 === undefined) k2 = k;\r\n o[k2] = m[k];\r\n});\r\n\r\nexport function __exportStar(m, o) {\r\n for (var p in m) if (p !== \"default\" && !Object.prototype.hasOwnProperty.call(o, p)) __createBinding(o, m, p);\r\n}\r\n\r\nexport function __values(o) {\r\n var s = typeof Symbol === \"function\" && Symbol.iterator, m = s && o[s], i = 0;\r\n if (m) return m.call(o);\r\n if (o && typeof o.length === \"number\") return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n throw new TypeError(s ? \"Object is not iterable.\" : \"Symbol.iterator is not defined.\");\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\n/** @deprecated */\r\nexport function __spreadArrays() {\r\n for (var s = 0, i = 0, il = arguments.length; i < il; i++) s += arguments[i].length;\r\n for (var r = Array(s), k = 0, i = 0; i < il; i++)\r\n for (var a = arguments[i], j = 0, jl = a.length; j < jl; j++, k++)\r\n r[k] = a[j];\r\n return r;\r\n}\r\n\r\nexport function __spreadArray(to, from, pack) {\r\n if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {\r\n if (ar || !(i in from)) {\r\n if (!ar) ar = Array.prototype.slice.call(from, 0, i);\r\n ar[i] = from[i];\r\n }\r\n }\r\n return to.concat(ar || Array.prototype.slice.call(from));\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (k !== \"default\" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n","/* eslint-disable import/no-internal-modules */\nimport * as MatLib from \"../water/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in MatLib) {\n (<any>globalObject).BABYLON[key] = (<any>MatLib)[key];\n }\n}\nexport * from \"../water/index\";\n","export * from \"./waterMaterial\";\r\n","// 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;\runiform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#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;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform sampler2D normalSampler;\runiform vec2 vNormalInfos;\r#endif\nuniform sampler2D refractionSampler;\runiform sampler2D reflectionSampler;\rconst float LOG2=1.442695;\runiform vec3 cameraPosition;\runiform vec4 waterColor;\runiform float colorBlendFactor;\runiform vec4 waterColor2;\runiform float colorBlendFactor2;\runiform float bumpHeight;\runiform float time;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\rvarying vec3 vPosition;\r#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\rvec4 baseColor=vec4(1.,1.,1.,1.);\rvec3 diffuseColor=vDiffuseColor.rgb;\rfloat alpha=vDiffuseColor.a;\r#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\r#else\nbaseColor=texture2D(normalSampler,vNormalUV);\r#endif\nvec3 bumpColor=baseColor.rgb;\r#ifdef ALPHATEST\nif (baseColor.a<0.4)\rdiscard;\r#endif\nbaseColor.rgb*=vNormalInfos.y;\r#else\nvec3 bumpColor=vec3(1.0);\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\r#endif\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\r#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\rif (normalW.y<0.0) {\rnormalW.y=-normalW.y;\r}\r#else\nvec3 normalW=normalize(vNormalW);\r#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\rvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\r#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\rvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\rvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\r),0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\rfloat IfresnelTerm=1.0-fresnelTerm;\rrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\rreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\rbaseColor=combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#else \n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\r#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\r#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\rvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\r#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\r#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\rfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\rvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\rbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\r#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\rlightingInfo info;\rfloat shadow=1.;\r#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\rvec3 specularBase=vec3(0.,0.,0.);\rvec3 specularColor=vSpecularColor.rgb;\r#else\nfloat glossiness=0.;\r#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\r#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\r#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\r#else\nvec3 finalSpecular=vec3(0.0);\r#endif\n#endif\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\r#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\r#elif defined(IMAGEPROCESSING)\ncolor.rgb=toLinearSpace(color.rgb);\rcolor=applyImageProcessing(color);\r#endif\ngl_FragColor=color;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterPixelShader = { name, shader };\n","// 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;\rattribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\runiform mat4 viewProjection;\r#ifdef BUMP\nvarying vec2 vNormalUV;\r#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\r#endif\nuniform mat4 normalMatrix;\runiform vec2 vNormalInfos;\r#endif\n#ifdef POINTSIZE\nuniform float pointSize;\r#endif\nvarying vec3 vPositionW;\r#ifdef NORMAL\nvarying vec3 vNormalW;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\r#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\nuniform mat4 worldReflectionViewProjection;\runiform vec2 windDirection;\runiform float waveLength;\runiform float time;\runiform float windForce;\runiform float waveHeight;\runiform float waveSpeed;\runiform float waveCount;\rvarying vec3 vPosition;\rvarying vec3 vRefractionMapTexCoord;\rvarying vec3 vReflectionMapTexCoord;\r#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\rvPositionW=vec3(worldPos);\r#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\r#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\r#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\r#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\r{\rvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\r#endif\n}\relse\r{\rvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\r#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\r#endif\n}\r#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\r#endif\nfloat finalWaveCount=1.0/(waveCount*0.5);\rvec3 p=position;\rfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\r+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\rp.y+=abs(newY);\rgl_Position=viewProjection*finalWorld*vec4(p,1.0);\r#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\rvPosition=position;\rvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvRefractionMapTexCoord.z=worldPos.w;\rworldPos=worldReflectionViewProjection*vec4(position,1.0);\rvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\rvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\rvReflectionMapTexCoord.z=worldPos.w;\r#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const waterVertexShader = { name, shader };\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Plane } from \"core/Maths/math.plane\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { SmartArray } from \"core/Misc/smartArray\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IImageProcessingConfigurationDefines } from \"core/Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"core/Materials/imageProcessingConfiguration\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./water.fragment\";\r\nimport \"./water.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { CreateGround } from \"core/Meshes/Builders/groundBuilder\";\r\n\r\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public BUMP = false;\r\n public REFLECTION = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public SPECULARTERM = false;\r\n public LOGARITHMICDEPTH = false;\r\n public USE_REVERSE_DEPTHBUFFER = false;\r\n public FRESNELSEPARATE = false;\r\n public BUMPSUPERIMPOSE = false;\r\n public BUMPAFFECTSREFLECTION = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public EXPOSURE = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class WaterMaterial extends PushMaterial {\r\n /*\r\n * Public members\r\n */\r\n @serializeAsTexture(\"bumpTexture\")\r\n private _bumpTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n /**\r\n * Defines the wind force.\r\n */\r\n @serialize()\r\n public windForce: number = 6;\r\n /**\r\n * Defines the direction of the wind in the plane (X, Z).\r\n */\r\n @serializeAsVector2()\r\n public windDirection: Vector2 = new Vector2(0, 1);\r\n /**\r\n * Defines the height of the waves.\r\n */\r\n @serialize()\r\n public waveHeight: number = 0.4;\r\n /**\r\n * Defines the bump height related to the bump map.\r\n */\r\n @serialize()\r\n public bumpHeight: number = 0.4;\r\n /**\r\n * Defines wether or not: to add a smaller moving bump to less steady waves.\r\n */\r\n @serialize(\"bumpSuperimpose\")\r\n private _bumpSuperimpose = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpSuperimpose: boolean;\r\n\r\n /**\r\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\r\n */\r\n @serialize(\"fresnelSeparate\")\r\n private _fresnelSeparate = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public fresnelSeparate: boolean;\r\n\r\n /**\r\n * Defines wether or not bump Wwves modify the reflection.\r\n */\r\n @serialize(\"bumpAffectsReflection\")\r\n private _bumpAffectsReflection = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpAffectsReflection: boolean;\r\n\r\n /**\r\n * Defines the water color blended with the refraction (near).\r\n */\r\n @serializeAsColor3()\r\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color.\r\n */\r\n @serialize()\r\n public colorBlendFactor: number = 0.2;\r\n /**\r\n * Defines the water color blended with the reflection (far).\r\n */\r\n @serializeAsColor3()\r\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color (reflection, far).\r\n */\r\n @serialize()\r\n public colorBlendFactor2: number = 0.2;\r\n /**\r\n * Defines the maximum length of a wave.\r\n */\r\n @serialize()\r\n public waveLength: number = 0.1;\r\n\r\n /**\r\n * Defines the waves speed.\r\n */\r\n @serialize()\r\n public waveSpeed: number = 1.0;\r\n\r\n /**\r\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\r\n */\r\n @serialize()\r\n public waveCount: number = 20;\r\n /**\r\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\r\n * will avoid calculating useless pixels in the pixel shader of the water material.\r\n */\r\n @serialize()\r\n public disableClipPlane: boolean = false;\r\n\r\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n\r\n /*\r\n * Private members\r\n */\r\n private _mesh: Nullable<AbstractMesh> = null;\r\n\r\n private _refractionRTT: Nullable<RenderTargetTexture>;\r\n private _reflectionRTT: Nullable<RenderTargetTexture>;\r\n\r\n private _reflectionTransform: Matrix = Matrix.Zero();\r\n private _lastTime: number = 0;\r\n private _lastDeltaTime: number = 0;\r\n\r\n private _useLogarithmicDepth: boolean;\r\n\r\n private _waitingRenderList: Nullable<string[]>;\r\n\r\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public get hasRenderTargetTextures(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param name\r\n * @param scene\r\n * @param renderTargetSize\r\n */\r\n constructor(name: string, scene?: Scene, public renderTargetSize: Vector2 = new Vector2(512, 512)) {\r\n super(name, scene);\r\n\r\n this._createRenderTargets(this.getScene(), renderTargetSize);\r\n\r\n // Create render targets\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\r\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\r\n\r\n return this._renderTargets;\r\n };\r\n\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n @serialize()\r\n public get useLogarithmicDepth(): boolean {\r\n return this._useLogarithmicDepth;\r\n }\r\n\r\n public set useLogarithmicDepth(value: boolean) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n this._markAllSubMeshesAsMiscDirty();\r\n }\r\n\r\n // Get / Set\r\n public get refractionTexture(): Nullable<RenderTargetTexture> {\r\n return this._refractionRTT;\r\n }\r\n\r\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\r\n return this._reflectionRTT;\r\n }\r\n\r\n // Methods\r\n public addToRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n this._refractionRTT.renderList.push(node);\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n this._reflectionRTT.renderList.push(node);\r\n }\r\n }\r\n\r\n public enableRenderTargets(enable: boolean): void {\r\n const refreshRate = enable ? 1 : 0;\r\n\r\n if (this._refractionRTT) {\r\n this._refractionRTT.refreshRate = refreshRate;\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.refreshRate = refreshRate;\r\n }\r\n }\r\n\r\n public getRenderList(): Nullable<AbstractMesh[]> {\r\n return this._refractionRTT ? this._refractionRTT.renderList : [];\r\n }\r\n\r\n public get renderTargetsEnabled(): boolean {\r\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new WaterMaterialDefines();\r\n }\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n defines.REFLECTION = true;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n if (defines._areMiscDirty) {\r\n if (this._fresnelSeparate) {\r\n defines.FRESNELSEPARATE = true;\r\n }\r\n\r\n if (this._bumpSuperimpose) {\r\n defines.BUMPSUPERIMPOSE = true;\r\n }\r\n\r\n if (this._bumpAffectsReflection) {\r\n defines.BUMPAFFECTSREFLECTION = true;\r\n }\r\n }\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Image processing\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n\r\n defines.IS_REFLECTION_LINEAR = this.reflectionTexture != null && !this.reflectionTexture.gammaSpace;\r\n defines.IS_REFRACTION_LINEAR = this.refractionTexture != null && !this.refractionTexture.gammaSpace;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Configure this\r\n this._mesh = mesh;\r\n\r\n if (this._waitingRenderList) {\r\n for (let i = 0; i < this._waitingRenderList.length; i++) {\r\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\r\n }\r\n\r\n this._waitingRenderList = null;\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"water\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vNormalInfos\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n \"normalMatrix\",\r\n \"logarithmicDepthConstant\",\r\n\r\n // Water\r\n \"worldReflectionViewProjection\",\r\n \"windDirection\",\r\n \"waveLength\",\r\n \"time\",\r\n \"windForce\",\r\n \"cameraPosition\",\r\n \"bumpHeight\",\r\n \"waveHeight\",\r\n \"waterColor\",\r\n \"waterColor2\",\r\n \"colorBlendFactor\",\r\n \"colorBlendFactor2\",\r\n \"waveSpeed\",\r\n \"waveCount\",\r\n ];\r\n const samplers = [\r\n \"normalSampler\",\r\n // Water\r\n \"refractionSampler\",\r\n \"reflectionSampler\",\r\n ];\r\n const uniformBuffers = new Array<string>();\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect || !this._mesh) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\r\n\r\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\r\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Log. depth\r\n MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);\r\n\r\n // Water\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\r\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\r\n }\r\n\r\n const wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());\r\n\r\n // Add delta time. Prevent adding delta time if it hasn't changed.\r\n const deltaTime = scene.getEngine().getDeltaTime();\r\n if (deltaTime !== this._lastDeltaTime) {\r\n this._lastDeltaTime = deltaTime;\r\n this._lastTime += this._lastDeltaTime;\r\n }\r\n\r\n this._activeEffect.setMatrix(\"worldReflectionViewProjection\", wrvp);\r\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\r\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\r\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\r\n this._activeEffect.setFloat(\"windForce\", this.windForce);\r\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\r\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\r\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\r\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\r\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\r\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\r\n // Render targets\r\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.ignoreCameraViewport = true;\r\n\r\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.ignoreCameraViewport = true;\r\n\r\n let isVisible: boolean;\r\n let clipPlane: Nullable<Plane> = null;\r\n let savedViewMatrix: Matrix;\r\n const mirrorMatrix = Matrix.Zero();\r\n\r\n this._refractionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\r\n }\r\n };\r\n\r\n this._refractionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n scene.clipPlane = clipPlane;\r\n }\r\n };\r\n\r\n this._reflectionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\r\n\r\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\r\n }\r\n\r\n // Transform\r\n savedViewMatrix = scene.getViewMatrix();\r\n\r\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\r\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\r\n scene.getEngine().cullBackFaces = false;\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\r\n };\r\n\r\n this._reflectionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n scene.clipPlane = clipPlane;\r\n\r\n // Transform\r\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\r\n scene.getEngine().cullBackFaces = null;\r\n scene._mirroredCameraPosition = null;\r\n };\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\r\n results.push(this.bumpTexture);\r\n }\r\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\r\n results.push(this._reflectionRTT);\r\n }\r\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\r\n results.push(this._refractionRTT);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.bumpTexture) {\r\n this.bumpTexture.dispose();\r\n }\r\n\r\n let index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n index = -1;\r\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.dispose();\r\n }\r\n if (this._refractionRTT) {\r\n this._refractionRTT.dispose();\r\n }\r\n\r\n // Remove image-processing observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): WaterMaterial {\r\n return SerializationHelper.Clone(() => new WaterMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.WaterMaterial\";\r\n\r\n serializationObject.renderList = [];\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n for (let i = 0; i < this._refractionRTT.renderList.length; i++) {\r\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"WaterMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\r\n const mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\r\n mat._waitingRenderList = source.renderList;\r\n\r\n return mat;\r\n }\r\n\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);\r\n","module.exports = __WEBPACK_EXTERNAL_MODULE_core_Misc_decorators__;","// The module cache\nvar __webpack_module_cache__ = {};\n\n// The require function\nfunction __webpack_require__(moduleId) {\n\t// Check if module is in cache\n\tvar cachedModule = __webpack_module_cache__[moduleId];\n\tif (cachedModule !== undefined) {\n\t\treturn cachedModule.exports;\n\t}\n\t// Create a new module (and put it into the cache)\n\tvar module = __webpack_module_cache__[moduleId] = {\n\t\t// no module.id needed\n\t\t// no module.loaded needed\n\t\texports: {}\n\t};\n\n\t// Execute the module function\n\t__webpack_modules__[moduleId](module, module.exports, __webpack_require__);\n\n\t// Return the exports of the module\n\treturn module.exports;\n}\n\n","// getDefaultExport function for compatibility with non-harmony modules\n__webpack_require__.n = (module) => {\n\tvar getter = module && module.__esModule ?\n\t\t() => (module['default']) :\n\t\t() => (module);\n\t__webpack_require__.d(getter, { a: getter });\n\treturn getter;\n};","// define getter functions for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","import * as materials from \"materials/legacy/legacy-water\";\r\nexport { materials };\r\nexport default materials;\r\n"],"names":[],"sourceRoot":""}
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!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t(require("babylonjs")):"function"==typeof define&&define.amd?define("babylonjs-materials",["babylonjs"],t):"object"==typeof exports?exports["babylonjs-materials"]=t(require("babylonjs")):e.MATERIALS=t(e.BABYLON)}("undefined"!=typeof self?self:"undefined"!=typeof global?global:this,(e=>(()=>{"use strict";var t={520:t=>{t.exports=e}},i={};function r(e){var n=i[e];if(void 0!==n)return n.exports;var o=i[e]={exports:{}};return t[e](o,o.exports,r),o.exports}r.d=(e,t)=>{for(var i in t)r.o(t,i)&&!r.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},r.g=function(){if("object"==typeof globalThis)return globalThis;try{return this||new Function("return this")()}catch(e){if("object"==typeof window)return window}}(),r.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),r.r=e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})};var n={};return(()=>{r.d(n,{default:()=>u});var e={};r.r(e),r.d(e,{WaterMaterial:()=>c});var t={};r.r(t),r.d(t,{WaterMaterial:()=>c});var i=function(e,t){return i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var i in t)Object.prototype.hasOwnProperty.call(t,i)&&(e[i]=t[i])},i(e,t)};function o(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Class extends value "+String(t)+" is not a constructor or null");function r(){this.constructor=e}i(e,t),e.prototype=null===t?Object.create(t):(r.prototype=t.prototype,new r)}function a(e,t,i,r){var n,o=arguments.length,a=o<3?t:null===r?r=Object.getOwnPropertyDescriptor(t,i):r;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,t,i,r);else for(var s=e.length-1;s>=0;s--)(n=e[s])&&(a=(o<3?n(a):o>3?n(t,i,a):n(t,i))||a);return o>3&&a&&Object.defineProperty(t,i,a),a}Object.create,Object.create;var s=r(520);s.ShaderStore.ShadersStore.waterPixelShader="#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\nuniform vec4 vEyePosition;\nuniform 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;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\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);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && 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));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#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);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#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);\ncolor=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";s.ShaderStore.ShadersStore.waterVertexShader="precision highp float;\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\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 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\nuniform float waveCount;\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n#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);\nvec3 p=position;\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";var l=function(e){function t(){var t=e.call(this)||this;return t.BUMP=!1,t.REFLECTION=!1,t.CLIPPLANE=!1,t.CLIPPLANE2=!1,t.CLIPPLANE3=!1,t.CLIPPLANE4=!1,t.CLIPPLANE5=!1,t.CLIPPLANE6=!1,t.ALPHATEST=!1,t.DEPTHPREPASS=!1,t.POINTSIZE=!1,t.FOG=!1,t.NORMAL=!1,t.UV1=!1,t.UV2=!1,t.VERTEXCOLOR=!1,t.VERTEXALPHA=!1,t.NUM_BONE_INFLUENCERS=0,t.BonesPerMesh=0,t.INSTANCES=!1,t.INSTANCESCOLOR=!1,t.SPECULARTERM=!1,t.LOGARITHMICDEPTH=!1,t.USE_REVERSE_DEPTHBUFFER=!1,t.FRESNELSEPARATE=!1,t.BUMPSUPERIMPOSE=!1,t.BUMPAFFECTSREFLECTION=!1,t.IMAGEPROCESSING=!1,t.VIGNETTE=!1,t.VIGNETTEBLENDMODEMULTIPLY=!1,t.VIGNETTEBLENDMODEOPAQUE=!1,t.TONEMAPPING=!1,t.TONEMAPPING_ACES=!1,t.CONTRAST=!1,t.EXPOSURE=!1,t.COLORCURVES=!1,t.COLORGRADING=!1,t.COLORGRADING3D=!1,t.SAMPLER3DGREENDEPTH=!1,t.SAMPLER3DBGRMAP=!1,t.DITHER=!1,t.IMAGEPROCESSINGPOSTPROCESS=!1,t.SKIPFINALCOLORCLAMP=!1,t.rebuild(),t}return o(t,e),t}(s.MaterialDefines),c=function(e){function t(t,i,r){void 0===r&&(r=new s.Vector2(512,512));var n=e.call(this,t,i)||this;return n.renderTargetSize=r,n.diffuseColor=new s.Color3(1,1,1),n.specularColor=new s.Color3(0,0,0),n.specularPower=64,n._disableLighting=!1,n._maxSimultaneousLights=4,n.windForce=6,n.windDirection=new s.Vector2(0,1),n.waveHeight=.4,n.bumpHeight=.4,n._bumpSuperimpose=!1,n._fresnelSeparate=!1,n._bumpAffectsReflection=!1,n.waterColor=new s.Color3(.1,.1,.6),n.colorBlendFactor=.2,n.waterColor2=new s.Color3(.1,.1,.6),n.colorBlendFactor2=.2,n.waveLength=.1,n.waveSpeed=1,n.waveCount=20,n.disableClipPlane=!1,n._renderTargets=new s.SmartArray(16),n._mesh=null,n._reflectionTransform=s.Matrix.Zero(),n._lastTime=0,n._lastDeltaTime=0,n._createRenderTargets(n.getScene(),r),n.getRenderTargetTextures=function(){return n._renderTargets.reset(),n._renderTargets.push(n._reflectionRTT),n._renderTargets.push(n._refractionRTT),n._renderTargets},n._imageProcessingConfiguration=n.getScene().imageProcessingConfiguration,n._imageProcessingConfiguration&&(n._imageProcessingObserver=n._imageProcessingConfiguration.onUpdateParameters.add((function(){n._markAllSubMeshesAsImageProcessingDirty()}))),n}return o(t,e),Object.defineProperty(t.prototype,"hasRenderTargetTextures",{get:function(){return!0},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"useLogarithmicDepth",{get:function(){return this._useLogarithmicDepth},set:function(e){this._useLogarithmicDepth=e&&this.getScene().getEngine().getCaps().fragmentDepthSupported,this._markAllSubMeshesAsMiscDirty()},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"refractionTexture",{get:function(){return this._refractionRTT},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"reflectionTexture",{get:function(){return this._reflectionRTT},enumerable:!1,configurable:!0}),t.prototype.addToRenderList=function(e){this._refractionRTT&&this._refractionRTT.renderList&&this._refractionRTT.renderList.push(e),this._reflectionRTT&&this._reflectionRTT.renderList&&this._reflectionRTT.renderList.push(e)},t.prototype.enableRenderTargets=function(e){var t=e?1:0;this._refractionRTT&&(this._refractionRTT.refreshRate=t),this._reflectionRTT&&(this._reflectionRTT.refreshRate=t)},t.prototype.getRenderList=function(){return this._refractionRTT?this._refractionRTT.renderList:[]},Object.defineProperty(t.prototype,"renderTargetsEnabled",{get:function(){return!(this._refractionRTT&&0===this._refractionRTT.refreshRate)},enumerable:!1,configurable:!0}),t.prototype.needAlphaBlending=function(){return this.alpha<1},t.prototype.needAlphaTesting=function(){return!1},t.prototype.getAlphaTestTexture=function(){return null},t.prototype.isReadyForSubMesh=function(e,t,i){if(this.isFrozen&&t.effect&&t.effect._wasPreviouslyReady&&t.effect._wasPreviouslyUsingInstances===i)return!0;t.materialDefines||(t.materialDefines=new l);var r=t.materialDefines,n=this.getScene();if(this._isReadyForSubMesh(t))return!0;var o=n.getEngine();if(r._areTexturesDirty&&(r._needUVs=!1,n.texturesEnabled)){if(this.bumpTexture&&s.MaterialFlags.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;r._needUVs=!0,r.BUMP=!0}s.MaterialFlags.ReflectionTextureEnabled&&(r.REFLECTION=!0)}if(s.MaterialHelper.PrepareDefinesForFrameBoundValues(n,o,r,!!i),s.MaterialHelper.PrepareDefinesForMisc(e,n,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),r),r._areMiscDirty&&(this._fresnelSeparate&&(r.FRESNELSEPARATE=!0),this._bumpSuperimpose&&(r.BUMPSUPERIMPOSE=!0),this._bumpAffectsReflection&&(r.BUMPAFFECTSREFLECTION=!0)),r._needNormals=s.MaterialHelper.PrepareDefinesForLights(n,e,r,!0,this._maxSimultaneousLights,this._disableLighting),r._areImageProcessingDirty&&this._imageProcessingConfiguration){if(!this._imageProcessingConfiguration.isReady())return!1;this._imageProcessingConfiguration.prepareDefines(r),r.IS_REFLECTION_LINEAR=null!=this.reflectionTexture&&!this.reflectionTexture.gammaSpace,r.IS_REFRACTION_LINEAR=null!=this.refractionTexture&&!this.refractionTexture.gammaSpace}if(s.MaterialHelper.PrepareDefinesForAttributes(e,r,!0,!0),this._mesh=e,this._waitingRenderList){for(var a=0;a<this._waitingRenderList.length;a++)this.addToRenderList(n.getNodeById(this._waitingRenderList[a]));this._waitingRenderList=null}if(r.isDirty){r.markAsProcessed(),n.resetCachedMaterial();var c=new s.EffectFallbacks;r.FOG&&c.addFallback(1,"FOG"),r.LOGARITHMICDEPTH&&c.addFallback(0,"LOGARITHMICDEPTH"),s.MaterialHelper.HandleFallbacksForShadows(r,c,this.maxSimultaneousLights),r.NUM_BONE_INFLUENCERS>0&&c.addCPUSkinningFallback(0,e);var f=[s.VertexBuffer.PositionKind];r.NORMAL&&f.push(s.VertexBuffer.NormalKind),r.UV1&&f.push(s.VertexBuffer.UVKind),r.UV2&&f.push(s.VertexBuffer.UV2Kind),r.VERTEXCOLOR&&f.push(s.VertexBuffer.ColorKind),s.MaterialHelper.PrepareAttributesForBones(f,e,r,c),s.MaterialHelper.PrepareAttributesForInstances(f,r);var d=r.toString(),u=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vNormalInfos","mBones","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","normalMatrix","logarithmicDepthConstant","worldReflectionViewProjection","windDirection","waveLength","time","windForce","cameraPosition","bumpHeight","waveHeight","waterColor","waterColor2","colorBlendFactor","colorBlendFactor2","waveSpeed","waveCount"],p=["normalSampler","refractionSampler","reflectionSampler"],v=new Array;s.ImageProcessingConfiguration&&(s.ImageProcessingConfiguration.PrepareUniforms(u,r),s.ImageProcessingConfiguration.PrepareSamplers(p,r)),s.MaterialHelper.PrepareUniformsAndSamplersList({uniformsNames:u,uniformBuffersNames:v,samplers:p,defines:r,maxSimultaneousLights:this.maxSimultaneousLights}),t.setEffect(n.getEngine().createEffect("water",{attributes:f,uniformsNames:u,uniformBuffersNames:v,samplers:p,defines:d,fallbacks:c,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this._maxSimultaneousLights}},o),r,this._materialContext)}return!(!t.effect||!t.effect.isReady()||(r._renderId=n.getRenderId(),t.effect._wasPreviouslyReady=!0,t.effect._wasPreviouslyUsingInstances=!!i,0))},t.prototype.bindForSubMesh=function(e,t,i){var r=this.getScene(),n=i.materialDefines;if(n){var o=i.effect;if(o&&this._mesh){this._activeEffect=o,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("viewProjection",r.getTransformMatrix()),s.MaterialHelper.BindBonesParameters(t,this._activeEffect),this._mustRebind(r,o)&&(this.bumpTexture&&s.MaterialFlags.BumpTextureEnabled&&(this._activeEffect.setTexture("normalSampler",this.bumpTexture),this._activeEffect.setFloat2("vNormalInfos",this.bumpTexture.coordinatesIndex,this.bumpTexture.level),this._activeEffect.setMatrix("normalMatrix",this.bumpTexture.getTextureMatrix())),s.MaterialHelper.BindClipPlane(this._activeEffect,r),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),r.bindEyePosition(o)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*t.visibility),n.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),r.lightsEnabled&&!this.disableLighting&&s.MaterialHelper.BindLights(r,t,this._activeEffect,n,this.maxSimultaneousLights),r.fogEnabled&&t.applyFog&&r.fogMode!==s.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",r.getViewMatrix()),s.MaterialHelper.BindFogParameters(r,t,this._activeEffect),s.MaterialHelper.BindLogDepth(n,this._activeEffect,r),s.MaterialFlags.ReflectionTextureEnabled&&(this._activeEffect.setTexture("refractionSampler",this._refractionRTT),this._activeEffect.setTexture("reflectionSampler",this._reflectionRTT));var a=this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(r.getProjectionMatrix()),l=r.getEngine().getDeltaTime();l!==this._lastDeltaTime&&(this._lastDeltaTime=l,this._lastTime+=this._lastDeltaTime),this._activeEffect.setMatrix("worldReflectionViewProjection",a),this._activeEffect.setVector2("windDirection",this.windDirection),this._activeEffect.setFloat("waveLength",this.waveLength),this._activeEffect.setFloat("time",this._lastTime/1e5),this._activeEffect.setFloat("windForce",this.windForce),this._activeEffect.setFloat("waveHeight",this.waveHeight),this._activeEffect.setFloat("bumpHeight",this.bumpHeight),this._activeEffect.setColor4("waterColor",this.waterColor,1),this._activeEffect.setFloat("colorBlendFactor",this.colorBlendFactor),this._activeEffect.setColor4("waterColor2",this.waterColor2,1),this._activeEffect.setFloat("colorBlendFactor2",this.colorBlendFactor2),this._activeEffect.setFloat("waveSpeed",this.waveSpeed),this._activeEffect.setFloat("waveCount",this.waveCount),this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.applyByPostProcess&&this._imageProcessingConfiguration.bind(this._activeEffect),this._afterBind(t,this._activeEffect)}}},t.prototype._createRenderTargets=function(e,t){var i,r=this;this._refractionRTT=new s.RenderTargetTexture(name+"_refraction",{width:t.x,height:t.y},e,!1,!0),this._refractionRTT.wrapU=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._refractionRTT.wrapV=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._refractionRTT.ignoreCameraViewport=!0,this._reflectionRTT=new s.RenderTargetTexture(name+"_reflection",{width:t.x,height:t.y},e,!1,!0),this._reflectionRTT.wrapU=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._reflectionRTT.wrapV=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._reflectionRTT.ignoreCameraViewport=!0;var n,o=null,a=s.Matrix.Zero();this._refractionRTT.onBeforeRender=function(){if(r._mesh&&(i=r._mesh.isVisible,r._mesh.isVisible=!1),!r.disableClipPlane){o=e.clipPlane;var t=r._mesh?r._mesh.position.y:0;e.clipPlane=s.Plane.FromPositionAndNormal(new s.Vector3(0,t+.05,0),new s.Vector3(0,1,0))}},this._refractionRTT.onAfterRender=function(){r._mesh&&(r._mesh.isVisible=i),r.disableClipPlane||(e.clipPlane=o)},this._reflectionRTT.onBeforeRender=function(){if(r._mesh&&(i=r._mesh.isVisible,r._mesh.isVisible=!1),!r.disableClipPlane){o=e.clipPlane;var t=r._mesh?r._mesh.position.y:0;e.clipPlane=s.Plane.FromPositionAndNormal(new s.Vector3(0,t-.05,0),new s.Vector3(0,-1,0)),s.Matrix.ReflectionToRef(e.clipPlane,a)}n=e.getViewMatrix(),a.multiplyToRef(n,r._reflectionTransform),e.setTransformMatrix(r._reflectionTransform,e.getProjectionMatrix()),e.getEngine().cullBackFaces=!1,e._mirroredCameraPosition=s.Vector3.TransformCoordinates(e.activeCamera.position,a)},this._reflectionRTT.onAfterRender=function(){r._mesh&&(r._mesh.isVisible=i),e.clipPlane=o,e.setTransformMatrix(n,e.getProjectionMatrix()),e.getEngine().cullBackFaces=null,e._mirroredCameraPosition=null}},t.prototype.getAnimatables=function(){var e=[];return this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0&&e.push(this.bumpTexture),this._reflectionRTT&&this._reflectionRTT.animations&&this._reflectionRTT.animations.length>0&&e.push(this._reflectionRTT),this._refractionRTT&&this._refractionRTT.animations&&this._refractionRTT.animations.length>0&&e.push(this._refractionRTT),e},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);return this._bumpTexture&&t.push(this._bumpTexture),t},t.prototype.hasTexture=function(t){return!!e.prototype.hasTexture.call(this,t)||this._bumpTexture===t},t.prototype.dispose=function(t){this.bumpTexture&&this.bumpTexture.dispose();var i=this.getScene().customRenderTargets.indexOf(this._refractionRTT);-1!=i&&this.getScene().customRenderTargets.splice(i,1),i=-1,-1!=(i=this.getScene().customRenderTargets.indexOf(this._reflectionRTT))&&this.getScene().customRenderTargets.splice(i,1),this._reflectionRTT&&this._reflectionRTT.dispose(),this._refractionRTT&&this._refractionRTT.dispose(),this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver),e.prototype.dispose.call(this,t)},t.prototype.clone=function(e){var i=this;return s.SerializationHelper.Clone((function(){return new t(e,i.getScene())}),this)},t.prototype.serialize=function(){var t=e.prototype.serialize.call(this);if(t.customType="BABYLON.WaterMaterial",t.renderList=[],this._refractionRTT&&this._refractionRTT.renderList)for(var i=0;i<this._refractionRTT.renderList.length;i++)t.renderList.push(this._refractionRTT.renderList[i].id);return t},t.prototype.getClassName=function(){return"WaterMaterial"},t.Parse=function(e,i,r){var n=s.SerializationHelper.Parse((function(){return new t(e.name,i)}),e,i,r);return n._waitingRenderList=e.renderList,n},t.CreateDefaultMesh=function(e,t){return(0,s.CreateGround)(e,{width:512,height:512,subdivisions:32,updatable:!1},t)},a([(0,s.serializeAsTexture)("bumpTexture")],t.prototype,"_bumpTexture",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"diffuseColor",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"specularColor",void 0),a([(0,s.serialize)()],t.prototype,"specularPower",void 0),a([(0,s.serialize)("disableLighting")],t.prototype,"_disableLighting",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"disableLighting",void 0),a([(0,s.serialize)("maxSimultaneousLights")],t.prototype,"_maxSimultaneousLights",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"maxSimultaneousLights",void 0),a([(0,s.serialize)()],t.prototype,"windForce",void 0),a([(0,s.serializeAsVector2)()],t.prototype,"windDirection",void 0),a([(0,s.serialize)()],t.prototype,"waveHeight",void 0),a([(0,s.serialize)()],t.prototype,"bumpHeight",void 0),a([(0,s.serialize)("bumpSuperimpose")],t.prototype,"_bumpSuperimpose",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"bumpSuperimpose",void 0),a([(0,s.serialize)("fresnelSeparate")],t.prototype,"_fresnelSeparate",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"fresnelSeparate",void 0),a([(0,s.serialize)("bumpAffectsReflection")],t.prototype,"_bumpAffectsReflection",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"bumpAffectsReflection",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"waterColor",void 0),a([(0,s.serialize)()],t.prototype,"colorBlendFactor",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"waterColor2",void 0),a([(0,s.serialize)()],t.prototype,"colorBlendFactor2",void 0),a([(0,s.serialize)()],t.prototype,"waveLength",void 0),a([(0,s.serialize)()],t.prototype,"waveSpeed",void 0),a([(0,s.serialize)()],t.prototype,"waveCount",void 0),a([(0,s.serialize)()],t.prototype,"disableClipPlane",void 0),a([(0,s.serialize)()],t.prototype,"useLogarithmicDepth",null),t}(s.PushMaterial);(0,s.RegisterClass)("BABYLON.WaterMaterial",c);var f=void 0!==r.g?r.g:"undefined"!=typeof window?window:void 0;if(void 0!==f)for(var d in e)f.BABYLON[d]=e[d];const u=t})(),n.default})()));
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1
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!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t(require("babylonjs")):"function"==typeof define&&define.amd?define("babylonjs-materials",["babylonjs"],t):"object"==typeof exports?exports["babylonjs-materials"]=t(require("babylonjs")):e.MATERIALS=t(e.BABYLON)}("undefined"!=typeof self?self:"undefined"!=typeof global?global:this,(e=>(()=>{"use strict";var t={520:t=>{t.exports=e}},i={};function r(e){var n=i[e];if(void 0!==n)return n.exports;var o=i[e]={exports:{}};return t[e](o,o.exports,r),o.exports}r.d=(e,t)=>{for(var i in t)r.o(t,i)&&!r.o(e,i)&&Object.defineProperty(e,i,{enumerable:!0,get:t[i]})},r.g=function(){if("object"==typeof globalThis)return globalThis;try{return this||new Function("return this")()}catch(e){if("object"==typeof window)return window}}(),r.o=(e,t)=>Object.prototype.hasOwnProperty.call(e,t),r.r=e=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(e,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(e,"__esModule",{value:!0})};var n={};return(()=>{r.d(n,{default:()=>u});var e={};r.r(e),r.d(e,{WaterMaterial:()=>c});var t={};r.r(t),r.d(t,{WaterMaterial:()=>c});var i=function(e,t){return i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,t){e.__proto__=t}||function(e,t){for(var i in t)Object.prototype.hasOwnProperty.call(t,i)&&(e[i]=t[i])},i(e,t)};function o(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Class extends value "+String(t)+" is not a constructor or null");function r(){this.constructor=e}i(e,t),e.prototype=null===t?Object.create(t):(r.prototype=t.prototype,new r)}function a(e,t,i,r){var n,o=arguments.length,a=o<3?t:null===r?r=Object.getOwnPropertyDescriptor(t,i):r;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,t,i,r);else for(var s=e.length-1;s>=0;s--)(n=e[s])&&(a=(o<3?n(a):o>3?n(t,i,a):n(t,i))||a);return o>3&&a&&Object.defineProperty(t,i,a),a}Object.create,Object.create;var s=r(520);s.ShaderStore.ShadersStore.waterPixelShader="#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\nuniform vec4 vEyePosition;\nuniform 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;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\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);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && 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));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(viewDirectionW,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#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);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\n#ifdef IS_REFRACTION_LINEAR\nrefractiveColor.rgb=toGammaSpace(refractiveColor.rgb);\n#endif\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\n#ifdef IS_REFLECTION_LINEAR\nreflectiveColor.rgb=toGammaSpace(reflectiveColor.rgb);\n#endif\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(viewDirectionW,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#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);\ncolor=applyImageProcessing(color);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";s.ShaderStore.ShadersStore.waterVertexShader="precision highp float;\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\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 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\nuniform float waveCount;\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef BUMP\nif (vNormalInfos.x==0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n#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);\nvec3 p=position;\nfloat newY=(sin(((p.x/finalWaveCount)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+ (cos(((p.z/finalWaveCount)+ time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";var l=function(e){function t(){var t=e.call(this)||this;return t.BUMP=!1,t.REFLECTION=!1,t.CLIPPLANE=!1,t.CLIPPLANE2=!1,t.CLIPPLANE3=!1,t.CLIPPLANE4=!1,t.CLIPPLANE5=!1,t.CLIPPLANE6=!1,t.ALPHATEST=!1,t.DEPTHPREPASS=!1,t.POINTSIZE=!1,t.FOG=!1,t.NORMAL=!1,t.UV1=!1,t.UV2=!1,t.VERTEXCOLOR=!1,t.VERTEXALPHA=!1,t.NUM_BONE_INFLUENCERS=0,t.BonesPerMesh=0,t.INSTANCES=!1,t.INSTANCESCOLOR=!1,t.SPECULARTERM=!1,t.LOGARITHMICDEPTH=!1,t.USE_REVERSE_DEPTHBUFFER=!1,t.FRESNELSEPARATE=!1,t.BUMPSUPERIMPOSE=!1,t.BUMPAFFECTSREFLECTION=!1,t.IMAGEPROCESSING=!1,t.VIGNETTE=!1,t.VIGNETTEBLENDMODEMULTIPLY=!1,t.VIGNETTEBLENDMODEOPAQUE=!1,t.TONEMAPPING=!1,t.TONEMAPPING_ACES=!1,t.CONTRAST=!1,t.EXPOSURE=!1,t.COLORCURVES=!1,t.COLORGRADING=!1,t.COLORGRADING3D=!1,t.SAMPLER3DGREENDEPTH=!1,t.SAMPLER3DBGRMAP=!1,t.DITHER=!1,t.IMAGEPROCESSINGPOSTPROCESS=!1,t.SKIPFINALCOLORCLAMP=!1,t.rebuild(),t}return o(t,e),t}(s.MaterialDefines),c=function(e){function t(t,i,r){void 0===r&&(r=new s.Vector2(512,512));var n=e.call(this,t,i)||this;return n.renderTargetSize=r,n.diffuseColor=new s.Color3(1,1,1),n.specularColor=new s.Color3(0,0,0),n.specularPower=64,n._disableLighting=!1,n._maxSimultaneousLights=4,n.windForce=6,n.windDirection=new s.Vector2(0,1),n.waveHeight=.4,n.bumpHeight=.4,n._bumpSuperimpose=!1,n._fresnelSeparate=!1,n._bumpAffectsReflection=!1,n.waterColor=new s.Color3(.1,.1,.6),n.colorBlendFactor=.2,n.waterColor2=new s.Color3(.1,.1,.6),n.colorBlendFactor2=.2,n.waveLength=.1,n.waveSpeed=1,n.waveCount=20,n.disableClipPlane=!1,n._renderTargets=new s.SmartArray(16),n._mesh=null,n._reflectionTransform=s.Matrix.Zero(),n._lastTime=0,n._lastDeltaTime=0,n._createRenderTargets(n.getScene(),r),n.getRenderTargetTextures=function(){return n._renderTargets.reset(),n._renderTargets.push(n._reflectionRTT),n._renderTargets.push(n._refractionRTT),n._renderTargets},n._imageProcessingConfiguration=n.getScene().imageProcessingConfiguration,n._imageProcessingConfiguration&&(n._imageProcessingObserver=n._imageProcessingConfiguration.onUpdateParameters.add((function(){n._markAllSubMeshesAsImageProcessingDirty()}))),n}return o(t,e),Object.defineProperty(t.prototype,"hasRenderTargetTextures",{get:function(){return!0},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"useLogarithmicDepth",{get:function(){return this._useLogarithmicDepth},set:function(e){this._useLogarithmicDepth=e&&this.getScene().getEngine().getCaps().fragmentDepthSupported,this._markAllSubMeshesAsMiscDirty()},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"refractionTexture",{get:function(){return this._refractionRTT},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"reflectionTexture",{get:function(){return this._reflectionRTT},enumerable:!1,configurable:!0}),t.prototype.addToRenderList=function(e){this._refractionRTT&&this._refractionRTT.renderList&&this._refractionRTT.renderList.push(e),this._reflectionRTT&&this._reflectionRTT.renderList&&this._reflectionRTT.renderList.push(e)},t.prototype.enableRenderTargets=function(e){var t=e?1:0;this._refractionRTT&&(this._refractionRTT.refreshRate=t),this._reflectionRTT&&(this._reflectionRTT.refreshRate=t)},t.prototype.getRenderList=function(){return this._refractionRTT?this._refractionRTT.renderList:[]},Object.defineProperty(t.prototype,"renderTargetsEnabled",{get:function(){return!(this._refractionRTT&&0===this._refractionRTT.refreshRate)},enumerable:!1,configurable:!0}),t.prototype.needAlphaBlending=function(){return this.alpha<1},t.prototype.needAlphaTesting=function(){return!1},t.prototype.getAlphaTestTexture=function(){return null},t.prototype.isReadyForSubMesh=function(e,t,i){if(this.isFrozen&&t.effect&&t.effect._wasPreviouslyReady&&t.effect._wasPreviouslyUsingInstances===i)return!0;t.materialDefines||(t.materialDefines=new l);var r=t.materialDefines,n=this.getScene();if(this._isReadyForSubMesh(t))return!0;var o=n.getEngine();if(r._areTexturesDirty&&(r._needUVs=!1,n.texturesEnabled)){if(this.bumpTexture&&s.MaterialFlags.BumpTextureEnabled){if(!this.bumpTexture.isReady())return!1;r._needUVs=!0,r.BUMP=!0}s.MaterialFlags.ReflectionTextureEnabled&&(r.REFLECTION=!0)}if(s.MaterialHelper.PrepareDefinesForFrameBoundValues(n,o,r,!!i),s.MaterialHelper.PrepareDefinesForMisc(e,n,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this._shouldTurnAlphaTestOn(e),r),r._areMiscDirty&&(this._fresnelSeparate&&(r.FRESNELSEPARATE=!0),this._bumpSuperimpose&&(r.BUMPSUPERIMPOSE=!0),this._bumpAffectsReflection&&(r.BUMPAFFECTSREFLECTION=!0)),r._needNormals=s.MaterialHelper.PrepareDefinesForLights(n,e,r,!0,this._maxSimultaneousLights,this._disableLighting),r._areImageProcessingDirty&&this._imageProcessingConfiguration){if(!this._imageProcessingConfiguration.isReady())return!1;this._imageProcessingConfiguration.prepareDefines(r),r.IS_REFLECTION_LINEAR=null!=this.reflectionTexture&&!this.reflectionTexture.gammaSpace,r.IS_REFRACTION_LINEAR=null!=this.refractionTexture&&!this.refractionTexture.gammaSpace}if(s.MaterialHelper.PrepareDefinesForAttributes(e,r,!0,!0),this._mesh=e,this._waitingRenderList){for(var a=0;a<this._waitingRenderList.length;a++)this.addToRenderList(n.getNodeById(this._waitingRenderList[a]));this._waitingRenderList=null}if(r.isDirty){r.markAsProcessed(),n.resetCachedMaterial();var c=new s.EffectFallbacks;r.FOG&&c.addFallback(1,"FOG"),r.LOGARITHMICDEPTH&&c.addFallback(0,"LOGARITHMICDEPTH"),s.MaterialHelper.HandleFallbacksForShadows(r,c,this.maxSimultaneousLights),r.NUM_BONE_INFLUENCERS>0&&c.addCPUSkinningFallback(0,e);var f=[s.VertexBuffer.PositionKind];r.NORMAL&&f.push(s.VertexBuffer.NormalKind),r.UV1&&f.push(s.VertexBuffer.UVKind),r.UV2&&f.push(s.VertexBuffer.UV2Kind),r.VERTEXCOLOR&&f.push(s.VertexBuffer.ColorKind),s.MaterialHelper.PrepareAttributesForBones(f,e,r,c),s.MaterialHelper.PrepareAttributesForInstances(f,r);var d=r.toString(),u=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vNormalInfos","mBones","vClipPlane","vClipPlane2","vClipPlane3","vClipPlane4","vClipPlane5","vClipPlane6","normalMatrix","logarithmicDepthConstant","worldReflectionViewProjection","windDirection","waveLength","time","windForce","cameraPosition","bumpHeight","waveHeight","waterColor","waterColor2","colorBlendFactor","colorBlendFactor2","waveSpeed","waveCount"],p=["normalSampler","refractionSampler","reflectionSampler"],v=new Array;s.ImageProcessingConfiguration&&(s.ImageProcessingConfiguration.PrepareUniforms(u,r),s.ImageProcessingConfiguration.PrepareSamplers(p,r)),s.MaterialHelper.PrepareUniformsAndSamplersList({uniformsNames:u,uniformBuffersNames:v,samplers:p,defines:r,maxSimultaneousLights:this.maxSimultaneousLights}),t.setEffect(n.getEngine().createEffect("water",{attributes:f,uniformsNames:u,uniformBuffersNames:v,samplers:p,defines:d,fallbacks:c,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this._maxSimultaneousLights}},o),r,this._materialContext)}return!(!t.effect||!t.effect.isReady()||(r._renderId=n.getRenderId(),t.effect._wasPreviouslyReady=!0,t.effect._wasPreviouslyUsingInstances=!!i,0))},t.prototype.bindForSubMesh=function(e,t,i){var r=this.getScene(),n=i.materialDefines;if(n){var o=i.effect;if(o&&this._mesh){this._activeEffect=o,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("viewProjection",r.getTransformMatrix()),s.MaterialHelper.BindBonesParameters(t,this._activeEffect),this._mustRebind(r,o)&&(this.bumpTexture&&s.MaterialFlags.BumpTextureEnabled&&(this._activeEffect.setTexture("normalSampler",this.bumpTexture),this._activeEffect.setFloat2("vNormalInfos",this.bumpTexture.coordinatesIndex,this.bumpTexture.level),this._activeEffect.setMatrix("normalMatrix",this.bumpTexture.getTextureMatrix())),s.MaterialHelper.BindClipPlane(this._activeEffect,r),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),r.bindEyePosition(o)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*t.visibility),n.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),r.lightsEnabled&&!this.disableLighting&&s.MaterialHelper.BindLights(r,t,this._activeEffect,n,this.maxSimultaneousLights),r.fogEnabled&&t.applyFog&&r.fogMode!==s.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",r.getViewMatrix()),s.MaterialHelper.BindFogParameters(r,t,this._activeEffect),s.MaterialHelper.BindLogDepth(n,this._activeEffect,r),s.MaterialFlags.ReflectionTextureEnabled&&(this._activeEffect.setTexture("refractionSampler",this._refractionRTT),this._activeEffect.setTexture("reflectionSampler",this._reflectionRTT));var a=this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(r.getProjectionMatrix()),l=r.getEngine().getDeltaTime();l!==this._lastDeltaTime&&(this._lastDeltaTime=l,this._lastTime+=this._lastDeltaTime),this._activeEffect.setMatrix("worldReflectionViewProjection",a),this._activeEffect.setVector2("windDirection",this.windDirection),this._activeEffect.setFloat("waveLength",this.waveLength),this._activeEffect.setFloat("time",this._lastTime/1e5),this._activeEffect.setFloat("windForce",this.windForce),this._activeEffect.setFloat("waveHeight",this.waveHeight),this._activeEffect.setFloat("bumpHeight",this.bumpHeight),this._activeEffect.setColor4("waterColor",this.waterColor,1),this._activeEffect.setFloat("colorBlendFactor",this.colorBlendFactor),this._activeEffect.setColor4("waterColor2",this.waterColor2,1),this._activeEffect.setFloat("colorBlendFactor2",this.colorBlendFactor2),this._activeEffect.setFloat("waveSpeed",this.waveSpeed),this._activeEffect.setFloat("waveCount",this.waveCount),this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.applyByPostProcess&&this._imageProcessingConfiguration.bind(this._activeEffect),this._afterBind(t,this._activeEffect)}}},t.prototype._createRenderTargets=function(e,t){var i,r=this;this._refractionRTT=new s.RenderTargetTexture(name+"_refraction",{width:t.x,height:t.y},e,!1,!0),this._refractionRTT.wrapU=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._refractionRTT.wrapV=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._refractionRTT.ignoreCameraViewport=!0,this._reflectionRTT=new s.RenderTargetTexture(name+"_reflection",{width:t.x,height:t.y},e,!1,!0),this._reflectionRTT.wrapU=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._reflectionRTT.wrapV=s.Constants.TEXTURE_MIRROR_ADDRESSMODE,this._reflectionRTT.ignoreCameraViewport=!0;var n,o=null,a=s.Matrix.Zero();this._refractionRTT.onBeforeRender=function(){if(r._mesh&&(i=r._mesh.isVisible,r._mesh.isVisible=!1),!r.disableClipPlane){o=e.clipPlane;var t=r._mesh?r._mesh.absolutePosition.y:0;e.clipPlane=s.Plane.FromPositionAndNormal(new s.Vector3(0,t+.05,0),new s.Vector3(0,1,0))}},this._refractionRTT.onAfterRender=function(){r._mesh&&(r._mesh.isVisible=i),r.disableClipPlane||(e.clipPlane=o)},this._reflectionRTT.onBeforeRender=function(){if(r._mesh&&(i=r._mesh.isVisible,r._mesh.isVisible=!1),!r.disableClipPlane){o=e.clipPlane;var t=r._mesh?r._mesh.absolutePosition.y:0;e.clipPlane=s.Plane.FromPositionAndNormal(new s.Vector3(0,t-.05,0),new s.Vector3(0,-1,0)),s.Matrix.ReflectionToRef(e.clipPlane,a)}n=e.getViewMatrix(),a.multiplyToRef(n,r._reflectionTransform),e.setTransformMatrix(r._reflectionTransform,e.getProjectionMatrix()),e.getEngine().cullBackFaces=!1,e._mirroredCameraPosition=s.Vector3.TransformCoordinates(e.activeCamera.position,a)},this._reflectionRTT.onAfterRender=function(){r._mesh&&(r._mesh.isVisible=i),e.clipPlane=o,e.setTransformMatrix(n,e.getProjectionMatrix()),e.getEngine().cullBackFaces=null,e._mirroredCameraPosition=null}},t.prototype.getAnimatables=function(){var e=[];return this.bumpTexture&&this.bumpTexture.animations&&this.bumpTexture.animations.length>0&&e.push(this.bumpTexture),this._reflectionRTT&&this._reflectionRTT.animations&&this._reflectionRTT.animations.length>0&&e.push(this._reflectionRTT),this._refractionRTT&&this._refractionRTT.animations&&this._refractionRTT.animations.length>0&&e.push(this._refractionRTT),e},t.prototype.getActiveTextures=function(){var t=e.prototype.getActiveTextures.call(this);return this._bumpTexture&&t.push(this._bumpTexture),t},t.prototype.hasTexture=function(t){return!!e.prototype.hasTexture.call(this,t)||this._bumpTexture===t},t.prototype.dispose=function(t){this.bumpTexture&&this.bumpTexture.dispose();var i=this.getScene().customRenderTargets.indexOf(this._refractionRTT);-1!=i&&this.getScene().customRenderTargets.splice(i,1),i=-1,-1!=(i=this.getScene().customRenderTargets.indexOf(this._reflectionRTT))&&this.getScene().customRenderTargets.splice(i,1),this._reflectionRTT&&this._reflectionRTT.dispose(),this._refractionRTT&&this._refractionRTT.dispose(),this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver),e.prototype.dispose.call(this,t)},t.prototype.clone=function(e){var i=this;return s.SerializationHelper.Clone((function(){return new t(e,i.getScene())}),this)},t.prototype.serialize=function(){var t=e.prototype.serialize.call(this);if(t.customType="BABYLON.WaterMaterial",t.renderList=[],this._refractionRTT&&this._refractionRTT.renderList)for(var i=0;i<this._refractionRTT.renderList.length;i++)t.renderList.push(this._refractionRTT.renderList[i].id);return t},t.prototype.getClassName=function(){return"WaterMaterial"},t.Parse=function(e,i,r){var n=s.SerializationHelper.Parse((function(){return new t(e.name,i)}),e,i,r);return n._waitingRenderList=e.renderList,n},t.CreateDefaultMesh=function(e,t){return(0,s.CreateGround)(e,{width:512,height:512,subdivisions:32,updatable:!1},t)},a([(0,s.serializeAsTexture)("bumpTexture")],t.prototype,"_bumpTexture",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsTexturesDirty")],t.prototype,"bumpTexture",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"diffuseColor",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"specularColor",void 0),a([(0,s.serialize)()],t.prototype,"specularPower",void 0),a([(0,s.serialize)("disableLighting")],t.prototype,"_disableLighting",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"disableLighting",void 0),a([(0,s.serialize)("maxSimultaneousLights")],t.prototype,"_maxSimultaneousLights",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsLightsDirty")],t.prototype,"maxSimultaneousLights",void 0),a([(0,s.serialize)()],t.prototype,"windForce",void 0),a([(0,s.serializeAsVector2)()],t.prototype,"windDirection",void 0),a([(0,s.serialize)()],t.prototype,"waveHeight",void 0),a([(0,s.serialize)()],t.prototype,"bumpHeight",void 0),a([(0,s.serialize)("bumpSuperimpose")],t.prototype,"_bumpSuperimpose",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"bumpSuperimpose",void 0),a([(0,s.serialize)("fresnelSeparate")],t.prototype,"_fresnelSeparate",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"fresnelSeparate",void 0),a([(0,s.serialize)("bumpAffectsReflection")],t.prototype,"_bumpAffectsReflection",void 0),a([(0,s.expandToProperty)("_markAllSubMeshesAsMiscDirty")],t.prototype,"bumpAffectsReflection",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"waterColor",void 0),a([(0,s.serialize)()],t.prototype,"colorBlendFactor",void 0),a([(0,s.serializeAsColor3)()],t.prototype,"waterColor2",void 0),a([(0,s.serialize)()],t.prototype,"colorBlendFactor2",void 0),a([(0,s.serialize)()],t.prototype,"waveLength",void 0),a([(0,s.serialize)()],t.prototype,"waveSpeed",void 0),a([(0,s.serialize)()],t.prototype,"waveCount",void 0),a([(0,s.serialize)()],t.prototype,"disableClipPlane",void 0),a([(0,s.serialize)()],t.prototype,"useLogarithmicDepth",null),t}(s.PushMaterial);(0,s.RegisterClass)("BABYLON.WaterMaterial",c);var f=void 0!==r.g?r.g:"undefined"!=typeof window?window:void 0;if(void 0!==f)for(var d in e)f.BABYLON[d]=e[d];const u=t})(),n.default})()));
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