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Fragment shader: Building Cos [TrigonometryBlock] 22:51:40.019 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.019 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.019 babylon.js:16 Fragment shader: Building One minus [OneMinusBlock] 22:51:40.019 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.020 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.020 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.021 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.021 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.021 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.022 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.022 babylon.js:16 Fragment shader: Building Remap [RemapBlock] 22:51:40.022 babylon.js:16 Fragment shader: Building Lerp [LerpBlock] 22:51:40.023 babylon.js:16 Fragment shader: 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Fragment shader: Building VectorMerger [VectorMergerBlock] 22:51:40.053 babylon.js:16 Fragment shader: Building Scale [ScaleBlock] 22:51:40.053 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.054 babylon.js:16 Fragment shader: Building One minus [OneMinusBlock] 22:51:40.054 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.055 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.055 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.056 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.056 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.057 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.057 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.058 babylon.js:16 Fragment shader: Building Remap [RemapBlock] 22:51:40.058 babylon.js:16 Fragment shader: Building Lerp [LerpBlock] 22:51:40.058 babylon.js:16 Fragment shader: 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babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.064 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.065 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.065 babylon.js:16 Fragment shader: Building Remap [RemapBlock] 22:51:40.066 babylon.js:16 Fragment shader: Building Lerp [LerpBlock] 22:51:40.066 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.066 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.067 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.067 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.067 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.068 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.068 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.068 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.068 babylon.js:16 Fragment shader: Building Cos [TrigonometryBlock] 22:51:40.069 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.069 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.070 babylon.js:16 Fragment shader: Building One minus [OneMinusBlock] 22:51:40.070 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.071 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.072 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.072 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.072 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.073 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.073 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.073 babylon.js:16 Fragment shader: Building Remap [RemapBlock] 22:51:40.073 babylon.js:16 Fragment shader: Building Lerp [LerpBlock] 22:51:40.074 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.074 babylon.js:16 Fragment shader: Building One minus [OneMinusBlock] 22:51:40.074 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.075 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.075 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.075 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.076 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.076 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.076 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.077 babylon.js:16 Fragment shader: Building Remap [RemapBlock] 22:51:40.077 babylon.js:16 Fragment shader: Building Lerp [LerpBlock] 22:51:40.077 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.078 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.078 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.078 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.078 babylon.js:16 Fragment shader: Building Sin [TrigonometryBlock] 22:51:40.079 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.079 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.079 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.079 babylon.js:16 Fragment shader: Building VectorMerger [VectorMergerBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building Scale [ScaleBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building VectorSplitter [VectorSplitterBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.080 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building VectorMerger [VectorMergerBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Derivative [DerivativeBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Length [LengthBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Length [LengthBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Divide [DivideBlock] 22:51:40.081 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.082 babylon.js:16 Fragment shader: Building fragmentOutput [FragmentOutputBlock] 22:51:40.082 babylon.js:16 Vertex shader: 22:51:40.082 babylon.js:16 attribute vec3 position; uniform mat4 u_world; uniform mat4 u_viewProjection; uniform float u_windDirLow; uniform float u_windDirHigh; uniform float u_windDirSpeed; uniform float u_Time; uniform float u_waveLengthLow; uniform float u_waveLengthHigh; uniform float u_waveLengthSpeed; uniform float u_Time1; uniform float u_resolution; uniform float u_speedMultiplier; uniform float u_Time2; uniform float u_steepnessLow; uniform float u_steepnessHigh; uniform float u_steepnessSpeed; uniform float u_Time3; uniform float u_ampLow; uniform float u_ampHigh; uniform float u_ampSpeed; uniform float u_Time4; uniform float u_toggle; uniform float u_windDirLow1; uniform float u_windDirHigh1; uniform float u_windDirSpeed1; uniform float u_Time5; uniform float u_waveLengthLow1; uniform float u_waveLengthHigh1; uniform float u_waveLengthSpeed1; uniform float u_Time6; uniform float u_speedMultiplier1; uniform float u_Time7; uniform float u_steepnessLow1; uniform float u_steepnessHigh1; uniform float u_steepnessSpeed1; uniform float u_Time8; uniform float u_ampLow1; uniform float u_ampHigh1; uniform float u_ampSpeed1; uniform float u_Time9; uniform float u_toggle1; uniform float u_windDirLow2; uniform float u_windDirHigh2; uniform float u_windDirSpeed2; uniform float u_Time10; uniform float u_waveLengthLow2; uniform float u_waveLengthHigh2; uniform float u_waveLengthSpeed2; uniform float u_Time11; uniform float u_speedMultiplier2; uniform float u_Time12; uniform float u_steepnessLow2; uniform float u_steepnessHigh2; uniform float u_steepnessSpeed2; uniform float u_Time13; uniform float u_ampLow2; uniform float u_ampHigh2; uniform float u_ampSpeed2; uniform float u_Time14; uniform float u_toggle2; uniform float u_windDirLow3; uniform float u_windDirHigh3; uniform float u_windDirSpeed3; uniform float u_Time15; uniform float u_waveLengthLow3; uniform float u_waveLengthHigh3; uniform float u_waveLengthSpeed3; uniform float u_Time16; uniform float u_speedMultiplier3; uniform float u_Time17; uniform float u_steepnessLow3; uniform float u_steepnessHigh3; uniform float u_steepnessSpeed3; uniform float u_Time18; uniform float u_ampLow3; uniform float u_ampHigh3; uniform float u_ampSpeed3; uniform float u_Time19; uniform float u_toggle3; uniform float u_windDirLow4; uniform float u_windDirHigh4; uniform float u_windDirSpeed4; uniform float u_Time20; uniform float u_waveLengthLow4; uniform float u_waveLengthHigh4; uniform float u_waveLengthSpeed4; uniform float u_Time21; uniform float u_speedMultiplier4; uniform float u_Time22; uniform float u_steepnessLow4; uniform float u_steepnessHigh4; uniform float u_steepnessSpeed4; uniform float u_Time23; uniform float u_ampLow4; uniform float u_ampHigh4; uniform float u_ampSpeed4; uniform float u_Time24; uniform float u_toggle4; uniform float u_windDirLow5; uniform float u_windDirHigh5; uniform float u_windDirSpeed5; uniform float u_Time25; uniform float u_waveLengthLow5; uniform float u_waveLengthHigh5; uniform float u_waveLengthSpeed5; uniform float u_Time26; uniform float u_speedMultiplier5; uniform float u_Time27; uniform float u_steepnessLow5; uniform float u_steepnessHigh5; uniform float u_steepnessSpeed5; uniform float u_Time28; uniform float u_ampLow5; uniform float u_ampHigh5; uniform float u_ampSpeed5; uniform float u_Time29; uniform float u_toggle5; uniform float u_causticPower; varying vec3 v_xyz1; varying float v_x; varying float v_z; varying float v_w; float u_a = 0.5; float u_b = 1.0; float u_r = 0.4; float u_q = 0.3; float u_pi = 3.14; float u_Float = 2.0; float u_a1 = 0.5; float u_b1 = 1.0; float u_r1 = 0.4; float u_q1 = 0.3; float u_a2 = 0.5; float u_b2 = 1.0; float u_r2 = 0.4; float u_q2 = 0.3; float u_a3 = 0.5; float u_b3 = 1.0; float u_r3 = 0.4; float u_q3 = 0.3; float u_a4 = 0.5; float u_b4 = 1.0; float u_r4 = 0.4; float u_q4 = 0.3; float u_pi1 = 3.14; float u_Float1 = 2.0; float u_a5 = 0.5; float u_b5 = 1.0; float u_r5 = 0.4; float u_q5 = 0.3; float u_a6 = 0.5; float u_b6 = 1.0; float u_r6 = 0.4; float u_q6 = 0.3; float u_a7 = 0.5; float u_b7 = 1.0; float u_r7 = 0.4; float u_q7 = 0.3; float u_a8 = 0.5; float u_b8 = 1.0; float u_r8 = 0.4; float u_q8 = 0.3; float u_pi2 = 3.14; float u_Float2 = 2.0; float u_a9 = 0.5; float u_b9 = 1.0; float u_r9 = 0.4; float u_q9 = 0.3; float u_a10 = 0.5; float u_b10 = 1.0; float u_r10 = 0.4; float u_q10 = 0.3; float u_a11 = 0.5; float u_b11 = 1.0; float u_r11 = 0.4; float u_q11 = 0.3; float u_a12 = 0.5; float u_b12 = 1.0; float u_r12 = 0.4; float u_q12 = 0.3; float u_pi3 = 3.14; float u_Float3 = 2.0; float u_a13 = 0.5; float u_b13 = 1.0; float u_r13 = 0.4; float u_q13 = 0.3; float u_a14 = 0.5; float u_b14 = 1.0; float u_r14 = 0.4; float u_q14 = 0.3; float u_a15 = 0.5; float u_b15 = 1.0; float u_r15 = 0.4; float u_q15 = 0.3; float u_a16 = 0.5; float u_b16 = 1.0; float u_r16 = 0.4; float u_q16 = 0.3; float u_pi4 = 3.14; float u_Float4 = 2.0; float u_a17 = 0.5; float u_b17 = 1.0; float u_r17 = 0.4; float u_q17 = 0.3; float u_a18 = 0.5; float u_b18 = 1.0; float u_r18 = 0.4; float u_q18 = 0.3; float u_a19 = 0.5; float u_b19 = 1.0; float u_r19 = 0.4; float u_q19 = 0.3; float u_a20 = 0.5; float u_b20 = 1.0; float u_r20 = 0.4; float u_q20 = 0.3; float u_pi5 = 3.14; float u_Float5 = 2.0; float u_a21 = 0.5; float u_b21 = 1.0; float u_r21 = 0.4; float u_q21 = 0.3; float u_a22 = 0.5; float u_b22 = 1.0; float u_r22 = 0.4; float u_q22 = 0.3; float u_a23 = 0.5; float u_b23 = 1.0; float u_r23 = 0.4; float u_q23 = 0.3; void main(void) { vec4 output1 = u_world * vec4(position, 1.0); vec3 xyz1 = output1.xyz; float x = output1.x; float z = output1.z; float w = output1.w; vec4 output0 = u_viewProjection * vec4(xyz1, 1.0); gl_Position = output0; v_xyz1 = xyz1; v_x = x; v_z = z; v_w = w; } 22:51:40.082 babylon.js:16 Fragment shader: 22:51:40.082 babylon.js:16 #extension GL_OES_standard_derivatives : enable uniform mat4 u_world; uniform mat4 u_viewProjection; uniform float u_windDirLow; uniform float u_windDirHigh; uniform float u_windDirSpeed; uniform float u_Time; uniform float u_waveLengthLow; uniform float u_waveLengthHigh; uniform float u_waveLengthSpeed; uniform float u_Time1; uniform float u_resolution; uniform float u_speedMultiplier; uniform float u_Time2; uniform float u_steepnessLow; uniform float u_steepnessHigh; uniform float u_steepnessSpeed; uniform float u_Time3; uniform float u_ampLow; uniform float u_ampHigh; uniform float u_ampSpeed; uniform float u_Time4; uniform float u_toggle; uniform float u_windDirLow1; uniform float u_windDirHigh1; uniform float u_windDirSpeed1; uniform float u_Time5; uniform float u_waveLengthLow1; uniform float u_waveLengthHigh1; uniform float u_waveLengthSpeed1; uniform float u_Time6; uniform float u_speedMultiplier1; uniform float u_Time7; uniform float u_steepnessLow1; uniform float u_steepnessHigh1; uniform float u_steepnessSpeed1; uniform float u_Time8; uniform float u_ampLow1; uniform float u_ampHigh1; uniform float u_ampSpeed1; uniform float u_Time9; uniform float u_toggle1; uniform float u_windDirLow2; uniform float u_windDirHigh2; uniform float u_windDirSpeed2; uniform float u_Time10; uniform float u_waveLengthLow2; uniform float u_waveLengthHigh2; uniform float u_waveLengthSpeed2; uniform float u_Time11; uniform float u_speedMultiplier2; uniform float u_Time12; uniform float u_steepnessLow2; uniform float u_steepnessHigh2; uniform float u_steepnessSpeed2; uniform float u_Time13; uniform float u_ampLow2; uniform float u_ampHigh2; uniform float u_ampSpeed2; uniform float u_Time14; uniform float u_toggle2; uniform float u_windDirLow3; uniform float u_windDirHigh3; uniform float u_windDirSpeed3; uniform float u_Time15; uniform float u_waveLengthLow3; uniform float u_waveLengthHigh3; uniform float u_waveLengthSpeed3; uniform float u_Time16; uniform float u_speedMultiplier3; uniform float u_Time17; uniform float u_steepnessLow3; uniform float u_steepnessHigh3; uniform float u_steepnessSpeed3; uniform float u_Time18; uniform float u_ampLow3; uniform float u_ampHigh3; uniform float u_ampSpeed3; uniform float u_Time19; uniform float u_toggle3; uniform float u_windDirLow4; uniform float u_windDirHigh4; uniform float u_windDirSpeed4; uniform float u_Time20; uniform float u_waveLengthLow4; uniform float u_waveLengthHigh4; uniform float u_waveLengthSpeed4; uniform float u_Time21; uniform float u_speedMultiplier4; uniform float u_Time22; uniform float u_steepnessLow4; uniform float u_steepnessHigh4; uniform float u_steepnessSpeed4; uniform float u_Time23; uniform float u_ampLow4; uniform float u_ampHigh4; uniform float u_ampSpeed4; uniform float u_Time24; uniform float u_toggle4; uniform float u_windDirLow5; uniform float u_windDirHigh5; uniform float u_windDirSpeed5; uniform float u_Time25; uniform float u_waveLengthLow5; uniform float u_waveLengthHigh5; uniform float u_waveLengthSpeed5; uniform float u_Time26; uniform float u_speedMultiplier5; uniform float u_Time27; uniform float u_steepnessLow5; uniform float u_steepnessHigh5; uniform float u_steepnessSpeed5; uniform float u_Time28; uniform float u_ampLow5; uniform float u_ampHigh5; uniform float u_ampSpeed5; uniform float u_Time29; uniform float u_toggle5; uniform float u_causticPower; varying vec3 v_xyz1; varying float v_x; varying float v_z; varying float v_w; float u_a = 0.5; float u_b = 1.0; float u_r = 0.4; float u_q = 0.3; float u_pi = 3.14; float u_Float = 2.0; float u_a1 = 0.5; float u_b1 = 1.0; float u_r1 = 0.4; float u_q1 = 0.3; float u_a2 = 0.5; float u_b2 = 1.0; float u_r2 = 0.4; float u_q2 = 0.3; float u_a3 = 0.5; float u_b3 = 1.0; float u_r3 = 0.4; float u_q3 = 0.3; float u_a4 = 0.5; float u_b4 = 1.0; float u_r4 = 0.4; float u_q4 = 0.3; float u_pi1 = 3.14; float u_Float1 = 2.0; float u_a5 = 0.5; float u_b5 = 1.0; float u_r5 = 0.4; float u_q5 = 0.3; float u_a6 = 0.5; float u_b6 = 1.0; float u_r6 = 0.4; float u_q6 = 0.3; float u_a7 = 0.5; float u_b7 = 1.0; float u_r7 = 0.4; float u_q7 = 0.3; float u_a8 = 0.5; float u_b8 = 1.0; float u_r8 = 0.4; float u_q8 = 0.3; float u_pi2 = 3.14; float u_Float2 = 2.0; float u_a9 = 0.5; float u_b9 = 1.0; float u_r9 = 0.4; float u_q9 = 0.3; float u_a10 = 0.5; float u_b10 = 1.0; float u_r10 = 0.4; float u_q10 = 0.3; float u_a11 = 0.5; float u_b11 = 1.0; float u_r11 = 0.4; float u_q11 = 0.3; float u_a12 = 0.5; float u_b12 = 1.0; float u_r12 = 0.4; float u_q12 = 0.3; float u_pi3 = 3.14; float u_Float3 = 2.0; float u_a13 = 0.5; float u_b13 = 1.0; float u_r13 = 0.4; float u_q13 = 0.3; float u_a14 = 0.5; float u_b14 = 1.0; float u_r14 = 0.4; float u_q14 = 0.3; float u_a15 = 0.5; float u_b15 = 1.0; float u_r15 = 0.4; float u 22:51:40.102 babylon.js:16 Vertex shader: Building position [InputBlock] 22:51:40.102 babylon.js:16 Vertex shader: Building World [InputBlock] 22:51:40.103 babylon.js:16 Vertex shader: Building WorldPos [TransformBlock] 22:51:40.103 babylon.js:16 Vertex shader: Building view [InputBlock] 22:51:40.103 babylon.js:16 Vertex shader: Building Fog [FogBlock] 22:51:40.103 babylon.js:16 Vertex shader: Building Lights [LightBlock] 22:51:40.104 babylon.js:16 Vertex shader: Building ViewProjection [InputBlock] 22:51:40.104 babylon.js:16 Vertex shader: Building WorldPos * ViewProjectionTransform [TransformBlock] 22:51:40.104 babylon.js:16 Vertex shader: Building VertexOutput [VertexOutputBlock] 22:51:40.104 babylon.js:16 Vertex shader: Building uv [InputBlock] 22:51:40.105 babylon.js:16 Vertex shader: Building Texture [TextureBlock] 22:51:40.105 babylon.js:16 Vertex shader: Building Texture [TextureBlock] 22:51:40.106 babylon.js:16 Vertex shader: Building Texture [TextureBlock] 22:51:40.106 babylon.js:16 Fragment shader: Building normal [InputBlock] 22:51:40.106 babylon.js:16 Fragment shader: Building World normal [TransformBlock] 22:51:40.107 babylon.js:16 Fragment shader: Building tangent [InputBlock] 22:51:40.107 babylon.js:16 Fragment shader: Building World tangent [TransformBlock] 22:51:40.107 babylon.js:16 Fragment shader: Building Texture [TextureBlock] 22:51:40.107 babylon.js:16 Fragment shader: Building strength [InputBlock] 22:51:40.108 babylon.js:16 Fragment shader: Building Perturb normal [PerturbNormalBlock] 22:51:40.108 babylon.js:16 Fragment shader: Building cameraPosition [InputBlock] 22:51:40.108 babylon.js:16 Fragment shader: Building Texture [TextureBlock] 22:51:40.109 babylon.js:16 Fragment shader: Building glossPow [InputBlock] 22:51:40.109 babylon.js:16 Fragment shader: Building Pow [PowBlock] 22:51:40.109 babylon.js:16 Fragment shader: Building [InputBlock] 22:51:40.109 babylon.js:16 Fragment shader: Building [InputBlock] 22:51:40.110 babylon.js:16 Fragment shader: Building Lights [LightBlock] 22:51:40.110 babylon.js:16 Fragment shader: Building Texture [TextureBlock] 22:51:40.110 babylon.js:16 Fragment shader: Building Gradient [GradientBlock] 22:51:40.111 babylon.js:16 Fragment shader: Building Gradient [GradientBlock] 22:51:40.111 babylon.js:16 Fragment shader: Building Multiply [MultiplyBlock] 22:51:40.111 babylon.js:16 Fragment shader: Building Add [AddBlock] 22:51:40.111 babylon.js:16 Fragment shader: Building fogColor [InputBlock] 22:51:40.111 babylon.js:16 Fragment shader: Building Fog [FogBlock] 22:51:40.112 babylon.js:16 Fragment shader: Building FragmentOutput [FragmentOutputBlock] 22:51:40.112 babylon.js:16 Vertex shader: 22:51:40.112 babylon.js:16 attribute vec3 position; attribute vec2 uv; attribute vec3 normal; attribute vec3 tangent; uniform mat4 u_World; uniform mat4 u_view; uniform mat4 u_ViewProjection; #ifdef UVTRANSFORM0 uniform mat4 textureTransform; #endif #ifdef UVTRANSFORM1 uniform mat4 textureTransform1; #endif #ifdef UVTRANSFORM2 uniform mat4 textureTransform2; #endif uniform sampler2D TextureSampler; uniform sampler2D TextureSampler1; uniform sampler2D TextureSampler2; varying vec3 vFogDistance; varying vec4 v_output1; #ifdef UVTRANSFORM0 varying vec2 transformedUV; #endif #ifdef VMAINUV varying vec2 vMainuv; #endif #ifdef UVTRANSFORM1 varying vec2 transformedUV1; #endif #ifdef UVTRANSFORM2 varying vec2 transformedUV2; #endif varying vec3 v_normal; varying vec3 v_tangent; varying vec2 v_uv; #include[0..maxSimultaneousLights] void main(void) { vec4 output1 = u_World * vec4(position, 1.0); vFogDistance = (u_view * output1).xyz; v_output1 = output1; vec4 worldPos = output1; #include[0..maxSimultaneousLights] vec4 output0 = u_ViewProjection * output1; gl_Position = output0; #ifdef UVTRANSFORM0 transformedUV = vec2(textureTransform * vec4(uv.xy, 1.0, 0.0)); #elif defined(VMAINUV) vMainuv = uv.xy; #endif #ifdef UVTRANSFORM1 transformedUV1 = vec2(textureTransform1 * vec4(uv.xy, 1.0, 0.0)); #elif defined(VMAINUV) vMainuv = uv.xy; #endif #ifdef UVTRANSFORM2 transformedUV2 = vec2(textureTransform2 * vec4(uv.xy, 1.0, 0.0)); #elif defined(VMAINUV) vMainuv = uv.xy; #endif v_normal = normal; v_tangent = tangent; v_uv = uv; } 22:51:40.112 babylon.js:16 Fragment shader: 22:51:40.112 babylon.js:16 #extension GL_OES_standard_derivatives : enable uniform mat4 u_World; uniform mat4 u_view; uniform mat4 u_ViewProjection; #ifdef UVTRANSFORM0 uniform mat4 textureTransform; #endif #ifdef UVTRANSFORM1 uniform mat4 textureTransform1; #endif #ifdef UVTRANSFORM2 uniform mat4 textureTransform2; #endif uniform float textureInfoName; uniform float u_strength; uniform vec2 tangentSpaceParameter0; uniform vec3 u_cameraPosition; uniform float textureInfoName1; uniform float u_glossPow; uniform vec3 u_1; uniform float textureInfoName2; uniform vec3 u_fogColor; uniform vec4 fogParameters; uniform sampler2D TextureSampler; uniform sampler2D TextureSampler1; uniform sampler2D TextureSampler2; varying vec3 vFogDistance; varying vec4 v_output1; #ifdef UVTRANSFORM0 varying vec2 transformedUV; #endif #ifdef VMAINUV varying vec2 vMainuv; #endif #ifdef UVTRANSFORM1 varying vec2 transformedUV1; #endif #ifdef UVTRANSFORM2 varying vec2 transformedUV2; #endif varying vec3 v_normal; varying vec3 v_tangent; varying vec2 v_uv; #include #if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) #if defined(TANGENT) && defined(NORMAL) varying mat3 vTBN; #endif #ifdef OBJECTSPACE_NORMALMAP uniform mat4 normalMatrix; #endif vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale) { textureSample=textureSample*2.0-1.0; #ifdef NORMALXYSCALE textureSample=normalize(textureSample*vec3(scale,scale,1.0)); #endif return normalize(cotangentFrame*textureSample); } mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams) { uv=gl_FrontFacing ? uv : -uv; vec3 dp1=dFdx(p); vec3 dp2=dFdy(p); vec2 duv1=dFdx(uv); vec2 duv2=dFdy(uv); vec3 dp2perp=cross(dp2,normal); vec3 dp1perp=cross(normal,dp1); vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x; vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y; tangent*=tangentSpaceParams.x; bitangent*=tangentSpaceParams.y; float invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent))); return mat3(tangent*invmax,bitangent*invmax,normal); } #endif #if defined(BUMP) #if BUMPDIRECTUV == 1 #define vBumpUV vMainUV1 #elif BUMPDIRECTUV == 2 #define vBumpUV vMainUV2 #else varying vec2 vBumpUV; #endif uniform sampler2D bumpSampler; vec3 perturbNormal(mat3 cotangentFrame,vec2 uv) { return perturbNormal(cotangentFrame,texture2D(bumpSampler,uv).xyz,1.0 / u_strength); } #endif #if defined(BUMP) || defined(CLEARCOAT_BUMP) vec3 perturbNormal(mat3 cotangentFrame,vec3 color) { return perturbNormal(cotangentFrame,color,1.0 / u_strength); } mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv) { return cotangent_frame(normal,p,uv,tangentSpaceParameter0); } #endif #if defined(BUMP) && defined(PARALLAX) const float minSamples=4.; const float maxSamples=15.; const int iMaxSamples=15; vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) { float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z; parallaxLimit*=parallaxScale; vec2 vOffsetDir=normalize(vViewDirCoT.xy); vec2 vMaxOffset=vOffsetDir*parallaxLimit; float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples)); float stepSize=1.0/numSamples; float currRayHeight=1.0; vec2 vCurrOffset=vec2(0,0); vec2 vLastOffset=vec2(0,0); float lastSampledHeight=1.0; float currSampledHeight=1.0; for (int i=0; icurrRayHeight) { float delta1=currSampledHeight-currRayHeight; float delta2=(currRayHeight+stepSize)-lastSampledHeight; float ratio=delta1/(delta1+delta2); vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset; break; } else { currRayHeight-=stepSize; vLastOffset=vCurrOffset; vCurrOffset+=stepSize*vMaxOffset; lastSampledHeight=currSampledHeight; } } return vCurrOffset; } vec2 parallaxOffset(vec3 viewDir,float heightScale) { float height=texture2D(bumpSampler,vBumpUV).w; vec2 texCoordOffset=heightScale*viewDir.xy*height; return -texCoordOffset; } #endif struct lightingInfo { vec3 diffuse; #ifdef SPECULARTERM vec3 specular; #endif #ifdef NDOTL float ndl; #endif }; lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) { lightingInfo result; vec3 lightVectorW; float attenuation=1.0; if (lightData.w == 0.) { vec3 direction=lightData.xyz-v_output1.xyz; attenuation=max(0.,1.0-length(direction)/range); lightVectorW=normalize(direction); } else { lightVectorW=normalize(-lightData.xyz); } float ndl=max(0.,dot(vNormal,lightVectorW)); #ifdef NDOTL result.ndl=ndl; #endif result.diffuse=ndl*diffuseColor*attenuation; #ifdef SPECULARTERM vec3 angleW=normalize(viewDirectionW+lightVectorW); float specComp=max(0.,dot(vNormal,angleW)); specComp=pow(specComp,max(1.,glossiness)); result.specular=specComp*specularColor*attenuation; #endif return result; } lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightDat