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babylon.furMaterial.js
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/// <reference path="../../../dist/preview release/babylon.d.ts"/>
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
var BABYLON;
(function (BABYLON) {
var FurMaterialDefines = (function (_super) {
__extends(FurMaterialDefines, _super);
function FurMaterialDefines() {
var _this = _super.call(this) || this;
_this.DIFFUSE = false;
_this.HEIGHTMAP = false;
_this.CLIPPLANE = false;
_this.ALPHATEST = false;
_this.POINTSIZE = false;
_this.FOG = false;
_this.NORMAL = false;
_this.UV1 = false;
_this.UV2 = false;
_this.VERTEXCOLOR = false;
_this.VERTEXALPHA = false;
_this.NUM_BONE_INFLUENCERS = 0;
_this.BonesPerMesh = 0;
_this.INSTANCES = false;
_this.HIGHLEVEL = false;
_this.rebuild();
return _this;
}
return FurMaterialDefines;
}(BABYLON.MaterialDefines));
var FurMaterial = (function (_super) {
__extends(FurMaterial, _super);
function FurMaterial(name, scene) {
var _this = _super.call(this, name, scene) || this;
_this.diffuseColor = new BABYLON.Color3(1, 1, 1);
_this.furLength = 1;
_this.furAngle = 0;
_this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02);
_this.furOffset = 0.0;
_this.furSpacing = 12;
_this.furGravity = new BABYLON.Vector3(0, 0, 0);
_this.furSpeed = 100;
_this.furDensity = 20;
_this._disableLighting = false;
_this._maxSimultaneousLights = 4;
_this.highLevelFur = true;
_this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
_this._furTime = 0;
return _this;
}
Object.defineProperty(FurMaterial.prototype, "furTime", {
get: function () {
return this._furTime;
},
set: function (furTime) {
this._furTime = furTime;
},
enumerable: true,
configurable: true
});
FurMaterial.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0);
};
FurMaterial.prototype.needAlphaTesting = function () {
return false;
};
FurMaterial.prototype.getAlphaTestTexture = function () {
return null;
};
FurMaterial.prototype.updateFur = function () {
for (var i = 1; i < this._meshes.length; i++) {
var offsetFur = this._meshes[i].material;
offsetFur.furLength = this.furLength;
offsetFur.furAngle = this.furAngle;
offsetFur.furGravity = this.furGravity;
offsetFur.furSpacing = this.furSpacing;
offsetFur.furSpeed = this.furSpeed;
offsetFur.furColor = this.furColor;
offsetFur.diffuseTexture = this.diffuseTexture;
offsetFur.furTexture = this.furTexture;
offsetFur.highLevelFur = this.highLevelFur;
offsetFur.furTime = this.furTime;
offsetFur.furDensity = this.furDensity;
}
};
// Methods
FurMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
if (this.isFrozen) {
if (this._wasPreviouslyReady && subMesh.effect) {
return true;
}
}
if (!subMesh._materialDefines) {
subMesh._materialDefines = new FurMaterialDefines();
}
var defines = subMesh._materialDefines;
var scene = this.getScene();
if (!this.checkReadyOnEveryCall && subMesh.effect) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
var engine = scene.getEngine();
// Textures
if (defines._areTexturesDirty) {
if (scene.texturesEnabled) {
if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
if (!this.diffuseTexture.isReady()) {
return false;
}
else {
defines._needUVs = true;
defines.DIFFUSE = true;
}
}
if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {
if (!this.heightTexture.isReady()) {
return false;
}
else {
defines._needUVs = true;
defines.HEIGHTMAP = true;
}
}
}
}
// High level
if (this.highLevelFur !== defines.HIGHLEVEL) {
defines.HIGHLEVEL = true;
defines.markAsUnprocessed();
}
// Misc.
BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
// Lights
defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
// Values that need to be evaluated on every frame
BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
// Attribs
BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Fallbacks
var fallbacks = new BABYLON.EffectFallbacks();
if (defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
if (defines.NUM_BONE_INFLUENCERS > 0) {
fallbacks.addCPUSkinningFallback(0, mesh);
}
//Attributes
var attribs = [BABYLON.VertexBuffer.PositionKind];
if (defines.NORMAL) {
attribs.push(BABYLON.VertexBuffer.NormalKind);
}
if (defines.UV1) {
attribs.push(BABYLON.VertexBuffer.UVKind);
}
if (defines.UV2) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
}
if (defines.VERTEXCOLOR) {
attribs.push(BABYLON.VertexBuffer.ColorKind);
}
BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
// Legacy browser patch
var shaderName = "fur";
var join = defines.toString();
var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
"vFogInfos", "vFogColor", "pointSize",
"vDiffuseInfos",
"mBones",
"vClipPlane", "diffuseMatrix",
"furLength", "furAngle", "furColor", "furOffset", "furGravity", "furTime", "furSpacing", "furDensity"
];
var samplers = ["diffuseSampler",
"heightTexture", "furTexture"
];
var uniformBuffers = [];
BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: defines,
maxSimultaneousLights: this.maxSimultaneousLights
});
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
attributes: attribs,
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: join,
fallbacks: fallbacks,
onCompiled: this.onCompiled,
onError: this.onError,
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights }
}, engine), defines);
}
if (!subMesh.effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
FurMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
var scene = this.getScene();
var defines = subMesh._materialDefines;
if (!defines) {
return;
}
var effect = subMesh.effect;
this._activeEffect = effect;
// Matrices
this.bindOnlyWorldMatrix(world);
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
if (scene.getCachedMaterial() !== this) {
// Textures
if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
}
if (this._heightTexture) {
this._activeEffect.setTexture("heightTexture", this._heightTexture);
}
// Clip plane
BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
// Point size
if (this.pointsCloud) {
this._activeEffect.setFloat("pointSize", this.pointSize);
}
this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
}
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
if (scene.lightsEnabled && !this.disableLighting) {
BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
}
// View
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
this._activeEffect.setMatrix("view", scene.getViewMatrix());
}
// Fog
BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
this._activeEffect.setFloat("furLength", this.furLength);
this._activeEffect.setFloat("furAngle", this.furAngle);
this._activeEffect.setColor4("furColor", this.furColor, 1.0);
if (this.highLevelFur) {
this._activeEffect.setVector3("furGravity", this.furGravity);
this._activeEffect.setFloat("furOffset", this.furOffset);
this._activeEffect.setFloat("furSpacing", this.furSpacing);
this._activeEffect.setFloat("furDensity", this.furDensity);
this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;
this._activeEffect.setFloat("furTime", this._furTime);
this._activeEffect.setTexture("furTexture", this.furTexture);
}
this._afterBind(mesh, this._activeEffect);
};
FurMaterial.prototype.getAnimatables = function () {
var results = [];
if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
results.push(this.diffuseTexture);
}
if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {
results.push(this.heightTexture);
}
return results;
};
FurMaterial.prototype.dispose = function (forceDisposeEffect) {
if (this.diffuseTexture) {
this.diffuseTexture.dispose();
}
if (this._meshes) {
for (var i = 1; i < this._meshes.length; i++) {
this._meshes[i].material.dispose(forceDisposeEffect);
this._meshes[i].dispose();
}
}
_super.prototype.dispose.call(this, forceDisposeEffect);
};
FurMaterial.prototype.clone = function (name) {
var _this = this;
return BABYLON.SerializationHelper.Clone(function () { return new FurMaterial(name, _this.getScene()); }, this);
};
FurMaterial.prototype.serialize = function () {
var serializationObject = BABYLON.SerializationHelper.Serialize(this);
serializationObject.customType = "BABYLON.FurMaterial";
if (this._meshes) {
serializationObject.sourceMeshName = this._meshes[0].name;
serializationObject.quality = this._meshes.length;
}
return serializationObject;
};
// Statics
FurMaterial.Parse = function (source, scene, rootUrl) {
var material = BABYLON.SerializationHelper.Parse(function () { return new FurMaterial(source.name, scene); }, source, scene, rootUrl);
if (source.sourceMeshName && material.highLevelFur) {
scene.executeWhenReady(function () {
var sourceMesh = scene.getMeshByName(source.sourceMeshName);
if (sourceMesh) {
var furTexture = FurMaterial.GenerateTexture("Fur Texture", scene);
material.furTexture = furTexture;
FurMaterial.FurifyMesh(sourceMesh, source.quality);
}
});
}
return material;
};
FurMaterial.GenerateTexture = function (name, scene) {
// Generate fur textures
var texture = new BABYLON.DynamicTexture("FurTexture " + name, 256, scene, true);
var context = texture.getContext();
for (var i = 0; i < 20000; ++i) {
context.fillStyle = "rgba(255, " + Math.floor(Math.random() * 255) + ", " + Math.floor(Math.random() * 255) + ", 1)";
context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2);
}
texture.update(false);
texture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
texture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
return texture;
};
// Creates and returns an array of meshes used as shells for the Fur Material
// that can be disposed later in your code
// The quality is in interval [0, 100]
FurMaterial.FurifyMesh = function (sourceMesh, quality) {
var meshes = [sourceMesh];
var mat = sourceMesh.material;
var i;
if (!(mat instanceof FurMaterial)) {
throw "The material of the source mesh must be a Fur Material";
}
for (i = 1; i < quality; i++) {
var offsetFur = new BABYLON.FurMaterial(mat.name + i, sourceMesh.getScene());
sourceMesh.getScene().materials.pop();
BABYLON.Tags.EnableFor(offsetFur);
BABYLON.Tags.AddTagsTo(offsetFur, "furShellMaterial");
offsetFur.furLength = mat.furLength;
offsetFur.furAngle = mat.furAngle;
offsetFur.furGravity = mat.furGravity;
offsetFur.furSpacing = mat.furSpacing;
offsetFur.furSpeed = mat.furSpeed;
offsetFur.furColor = mat.furColor;
offsetFur.diffuseTexture = mat.diffuseTexture;
offsetFur.furOffset = i / quality;
offsetFur.furTexture = mat.furTexture;
offsetFur.highLevelFur = mat.highLevelFur;
offsetFur.furTime = mat.furTime;
offsetFur.furDensity = mat.furDensity;
var offsetMesh = sourceMesh.clone(sourceMesh.name + i);
offsetMesh.material = offsetFur;
offsetMesh.skeleton = sourceMesh.skeleton;
offsetMesh.position = BABYLON.Vector3.Zero();
meshes.push(offsetMesh);
}
for (i = 1; i < meshes.length; i++) {
meshes[i].parent = sourceMesh;
}
sourceMesh.material._meshes = meshes;
return meshes;
};
return FurMaterial;
}(BABYLON.PushMaterial));
__decorate([
BABYLON.serializeAsTexture("diffuseTexture")
], FurMaterial.prototype, "_diffuseTexture", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
], FurMaterial.prototype, "diffuseTexture", void 0);
__decorate([
BABYLON.serializeAsTexture("heightTexture")
], FurMaterial.prototype, "_heightTexture", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
], FurMaterial.prototype, "heightTexture", void 0);
__decorate([
BABYLON.serializeAsColor3()
], FurMaterial.prototype, "diffuseColor", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furLength", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furAngle", void 0);
__decorate([
BABYLON.serializeAsColor3()
], FurMaterial.prototype, "furColor", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furOffset", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furSpacing", void 0);
__decorate([
BABYLON.serializeAsVector3()
], FurMaterial.prototype, "furGravity", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furSpeed", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furDensity", void 0);
__decorate([
BABYLON.serialize("disableLighting")
], FurMaterial.prototype, "_disableLighting", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
], FurMaterial.prototype, "disableLighting", void 0);
__decorate([
BABYLON.serialize("maxSimultaneousLights")
], FurMaterial.prototype, "_maxSimultaneousLights", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
], FurMaterial.prototype, "maxSimultaneousLights", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "highLevelFur", void 0);
__decorate([
BABYLON.serialize()
], FurMaterial.prototype, "furTime", null);
BABYLON.FurMaterial = FurMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.furMaterial.js.map
BABYLON.Effect.ShadersStore['furVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\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\nuniform float furLength;\nuniform float furAngle;\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform vec3 furGravity;\nuniform float furTime;\nuniform float furSpacing;\nuniform float furDensity;\n#endif\n#ifdef HEIGHTMAP\nuniform sampler2D heightTexture;\n#endif\n#ifdef HIGHLEVEL\nvarying vec2 vFurUV;\n#endif\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\nvarying float vfur_length;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>[0..maxSimultaneousLights]\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\n\nfloat r=Rand(position);\n#ifdef HEIGHTMAP\n#if __VERSION__>100\nvfur_length=furLength*texture(heightTexture,uv).x;\n#else\nvfur_length=furLength*texture2D(heightTexture,uv).r;\n#endif\n#else \nvfur_length=(furLength*r);\n#endif\nvec3 tangent1=vec3(normal.y,-normal.x,0);\nvec3 tangent2=vec3(-normal.z,0,normal.x);\nr=Rand(tangent1*r);\nfloat J=(2.0+4.0*r);\nr=Rand(tangent2*r);\nfloat K=(2.0+2.0*r);\ntangent1=tangent1*J+tangent2*K;\ntangent1=normalize(tangent1);\nvec3 newPosition=position+normal*vfur_length*cos(furAngle)+tangent1*vfur_length*sin(furAngle);\n#ifdef HIGHLEVEL\n\nvec3 forceDirection=vec3(0.0,0.0,0.0);\nforceDirection.x=sin(furTime+position.x*0.05)*0.2;\nforceDirection.y=cos(furTime*0.7+position.y*0.04)*0.2;\nforceDirection.z=sin(furTime*0.7+position.z*0.04)*0.2;\nvec3 displacement=vec3(0.0,0.0,0.0);\ndisplacement=furGravity+forceDirection;\nfloat displacementFactor=pow(furOffset,3.0);\nvec3 aNormal=normal;\naNormal.xyz+=displacement*displacementFactor;\nnewPosition=vec3(newPosition.x,newPosition.y,newPosition.z)+(normalize(aNormal)*furOffset*furSpacing);\n#endif\n#ifdef NORMAL\n#ifdef HIGHLEVEL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0))*aNormal);\n#else\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#endif\n\ngl_Position=viewProjection*finalWorld*vec4(newPosition,1.0);\nvec4 worldPos=finalWorld*vec4(newPosition,1.0);\nvPositionW=vec3(worldPos);\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#ifdef HIGHLEVEL\nvFurUV=vDiffuseUV*furDensity;\n#endif\n#else\n#ifdef HIGHLEVEL\nvFurUV=uv*furDensity;\n#endif\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
BABYLON.Effect.ShadersStore['furPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 furColor;\nuniform float furLength;\nvarying vec3 vPositionW;\nvarying float vfur_length;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef HIGHLEVEL\nuniform float furOffset;\nuniform sampler2D furTexture;\nvarying vec2 vFurUV;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<fogFragmentDeclaration>\n#include<clipPlaneFragmentDeclaration>\nfloat Rand(vec3 rv) {\nfloat x=dot(rv,vec3(12.9898,78.233,24.65487));\nreturn fract(sin(x)*43758.5453);\n}\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=furColor;\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor*=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef HIGHLEVEL\n\nvec4 furTextureColor=texture2D(furTexture,vec2(vFurUV.x,vFurUV.y));\nif (furTextureColor.a<=0.0 || furTextureColor.g<furOffset) {\ndiscard;\n}\nfloat occlusion=mix(0.0,furTextureColor.b*1.2,furOffset);\nbaseColor=vec4(baseColor.xyz*occlusion,1.1-furOffset);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase.rgb*baseColor.rgb,0.0,1.0);\n\n#ifdef HIGHLEVEL\nvec4 color=vec4(finalDiffuse,alpha);\n#else\nfloat r=vfur_length/furLength*0.5;\nvec4 color=vec4(finalDiffuse*(0.5+r),alpha);\n#endif\n#include<fogFragment>\ngl_FragColor=color;\n}";