UNPKG

@babylonjs/materials

Version:

Babylon.js Materials Library =====================

89 lines 4.24 kB
// Do not edit. import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js"; import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js"; import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js"; import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js"; import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js"; import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js"; import "@babylonjs/core/Shaders/ShadersInclude/depthPrePass.js"; import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js"; import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js"; import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js"; import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js"; const name = "lavaPixelShader"; const shader = `precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;varying vec3 vPositionW;uniform float time;uniform float speed;uniform float movingSpeed;uniform vec3 fogColor;uniform sampler2D noiseTexture;uniform float fogDensity;varying float noise; #ifdef NORMAL varying vec3 vNormalW; #endif #ifdef VERTEXCOLOR varying vec4 vColor; #endif #include<helperFunctions> #include<__decl__lightFragment>[0] #include<__decl__lightFragment>[1] #include<__decl__lightFragment>[2] #include<__decl__lightFragment>[3] #include<lightsFragmentFunctions> #include<shadowsFragmentFunctions> #ifdef DIFFUSE varying vec2 vDiffuseUV;uniform sampler2D diffuseSampler;uniform vec2 vDiffuseInfos; #endif #include<clipPlaneFragmentDeclaration> #ifdef LOGARITHMICDEPTH #extension GL_EXT_frag_depth : enable #endif #include<logDepthDeclaration> #include<fogFragmentDeclaration> float random( vec3 scale,float seed ){return fract( sin( dot( gl_FragCoord.xyz+seed,scale ) )*43758.5453+seed ) ;} #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) { #define CUSTOM_FRAGMENT_MAIN_BEGIN #include<clipPlaneFragment> vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a; #ifdef DIFFUSE vec4 noiseTex=texture2D( noiseTexture,vDiffuseUV );vec2 T1=vDiffuseUV+vec2( 1.5,-1.5 )*time *0.02;vec2 T2=vDiffuseUV+vec2( -0.5,2.0 )*time*0.01*speed;T1.x+=noiseTex.x*2.0;T1.y+=noiseTex.y*2.0;T2.x-=noiseTex.y*0.2+time*0.001*movingSpeed;T2.y+=noiseTex.z*0.2+time*0.002*movingSpeed;float p=texture2D( noiseTexture,T1*3.0 ).a;vec4 lavaColor=texture2D( diffuseSampler,T2*4.0);vec4 temp=lavaColor*( vec4( p,p,p,p )*2. )+( lavaColor*lavaColor-0.1 );baseColor=temp;float depth=gl_FragCoord.z*4.0;const float LOG2=1.442695;float fogFactor=exp2(-fogDensity*fogDensity*depth*depth*LOG2 );fogFactor=1.0-clamp( fogFactor,0.0,1.0 );baseColor=mix( baseColor,vec4( fogColor,baseColor.w ),fogFactor );diffuseColor=baseColor.rgb; #ifdef ALPHATEST if (baseColor.a<0.4) discard; #endif #include<depthPrePass> baseColor.rgb*=vDiffuseInfos.y; #endif #ifdef VERTEXCOLOR baseColor.rgb*=vColor.rgb; #endif #ifdef NORMAL vec3 normalW=normalize(vNormalW); #else vec3 normalW=vec3(1.0,1.0,1.0); #endif #ifdef UNLIT vec3 diffuseBase=vec3(1.,1.,1.); #else vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.; #include<lightFragment>[0] #include<lightFragment>[1] #include<lightFragment>[2] #include<lightFragment>[3] #endif #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES) alpha*=vColor.a; #endif vec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;vec4 color=vec4(finalDiffuse,alpha); #include<logDepthFragment> #include<fogFragment> gl_FragColor=color; #include<imageProcessingCompatibility> #define CUSTOM_FRAGMENT_MAIN_END }`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const lavaPixelShader = { name, shader }; //# sourceMappingURL=lava.fragment.js.map