text: /// <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 FireMaterialDefines = (function (_super) {
          __extends(FireMaterialDefines, _super);
          function FireMaterialDefines() {
              var _this = _super.call(this) || this;
              _this.DIFFUSE = false;
              _this.CLIPPLANE = false;
              _this.ALPHATEST = false;
              _this.POINTSIZE = false;
              _this.FOG = false;
              _this.UV1 = false;
              _this.VERTEXCOLOR = false;
              _this.VERTEXALPHA = false;
              _this.BonesPerMesh = 0;
              _this.NUM_BONE_INFLUENCERS = 0;
              _this.INSTANCES = false;
              _this.rebuild();
              return _this;
          }
          return FireMaterialDefines;
      }(BABYLON.MaterialDefines));
      var FireMaterial = (function (_super) {
          __extends(FireMaterial, _super);
          function FireMaterial(name, scene) {
              var _this = _super.call(this, name, scene) || this;
              _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
              _this.speed = 1.0;
              _this._scaledDiffuse = new BABYLON.Color3();
              _this._lastTime = 0;
              return _this;
          }
          FireMaterial.prototype.needAlphaBlending = function () {
              return false;
          };
          FireMaterial.prototype.needAlphaTesting = function () {
              return true;
          };
          FireMaterial.prototype.getAlphaTestTexture = function () {
              return null;
          };
          // Methods   
          FireMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
              if (this.isFrozen) {
                  if (this._wasPreviouslyReady && subMesh.effect) {
                      return true;
                  }
              }
              if (!subMesh._materialDefines) {
                  subMesh._materialDefines = new FireMaterialDefines();
              }
              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) {
                  defines._needUVs = false;
                  if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
                      if (!this._diffuseTexture.isReady()) {
                          return false;
                      }
                      else {
                          defines._needUVs = true;
                          defines.DIFFUSE = true;
                      }
                  }
              }
              // Misc.
              if (defines._areMiscDirty) {
                  defines.POINTSIZE = (this.pointsCloud || scene.forcePointsCloud);
                  defines.FOG = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled);
              }
              // Values that need to be evaluated on every frame
              BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
              // Attribs
              BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
              // Get correct effect      
              if (defines.isDirty) {
                  defines.markAsProcessed();
                  scene.resetCachedMaterial();
                  // Fallbacks
                  var fallbacks = new BABYLON.EffectFallbacks();
                  if (defines.FOG) {
                      fallbacks.addFallback(1, "FOG");
                  }
                  if (defines.NUM_BONE_INFLUENCERS > 0) {
                      fallbacks.addCPUSkinningFallback(0, mesh);
                  }
                  //Attributes
                  var attribs = [BABYLON.VertexBuffer.PositionKind];
                  if (defines.UV1) {
                      attribs.push(BABYLON.VertexBuffer.UVKind);
                  }
                  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 = "fire";
                  var join = defines.toString();
                  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
                      attributes: attribs,
                      uniformsNames: ["world", "view", "viewProjection", "vEyePosition",
                          "vFogInfos", "vFogColor", "pointSize",
                          "vDiffuseInfos",
                          "mBones",
                          "vClipPlane", "diffuseMatrix",
                          // Fire
                          "time", "speed"
                      ],
                      uniformBuffersNames: [],
                      samplers: ["diffuseSampler",
                          // Fire
                          "distortionSampler", "opacitySampler"
                      ],
                      defines: join,
                      fallbacks: fallbacks,
                      onCompiled: this.onCompiled,
                      onError: this.onError
                  }, engine), defines);
              }
              if (!subMesh.effect.isReady()) {
                  return false;
              }
              this._renderId = scene.getRenderId();
              this._wasPreviouslyReady = true;
              return true;
          };
          FireMaterial.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 (this._mustRebind(scene, effect)) {
                  // 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());
                      this._activeEffect.setTexture("distortionSampler", this._distortionTexture);
                      this._activeEffect.setTexture("opacitySampler", this._opacityTexture);
                  }
                  // Clip plane
                  if (scene.clipPlane) {
                      var clipPlane = scene.clipPlane;
                      this._activeEffect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
                  }
                  // 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._scaledDiffuse, this.alpha * mesh.visibility);
              // 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);
              // Time
              this._lastTime += scene.getEngine().getDeltaTime();
              this._activeEffect.setFloat("time", this._lastTime);
              // Speed
              this._activeEffect.setFloat("speed", this.speed);
              this._afterBind(mesh, this._activeEffect);
          };
          FireMaterial.prototype.getAnimatables = function () {
              var results = [];
              if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
                  results.push(this._diffuseTexture);
              }
              if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {
                  results.push(this._distortionTexture);
              }
              if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
                  results.push(this._opacityTexture);
              }
              return results;
          };
          FireMaterial.prototype.getActiveTextures = function () {
              var activeTextures = _super.prototype.getActiveTextures.call(this);
              if (this._diffuseTexture) {
                  activeTextures.push(this._diffuseTexture);
              }
              if (this._distortionTexture) {
                  activeTextures.push(this._distortionTexture);
              }
              if (this._opacityTexture) {
                  activeTextures.push(this._opacityTexture);
              }
              return activeTextures;
          };
          FireMaterial.prototype.hasTexture = function (texture) {
              if (_super.prototype.hasTexture.call(this, texture)) {
                  return true;
              }
              if (this._diffuseTexture === texture) {
                  return true;
              }
              if (this._distortionTexture === texture) {
                  return true;
              }
              if (this._opacityTexture === texture) {
                  return true;
              }
              return false;
          };
          FireMaterial.prototype.dispose = function (forceDisposeEffect) {
              if (this._diffuseTexture) {
                  this._diffuseTexture.dispose();
              }
              if (this._distortionTexture) {
                  this._distortionTexture.dispose();
              }
              _super.prototype.dispose.call(this, forceDisposeEffect);
          };
          FireMaterial.prototype.clone = function (name) {
              var _this = this;
              return BABYLON.SerializationHelper.Clone(function () { return new FireMaterial(name, _this.getScene()); }, this);
          };
          FireMaterial.prototype.serialize = function () {
              var serializationObject = _super.prototype.serialize.call(this);
              serializationObject.customType = "BABYLON.FireMaterial";
              serializationObject.diffuseColor = this.diffuseColor.asArray();
              serializationObject.speed = this.speed;
              if (this._diffuseTexture) {
                  serializationObject._diffuseTexture = this._diffuseTexture.serialize();
              }
              if (this._distortionTexture) {
                  serializationObject._distortionTexture = this._distortionTexture.serialize();
              }
              if (this._opacityTexture) {
                  serializationObject._opacityTexture = this._opacityTexture.serialize();
              }
              return serializationObject;
          };
          FireMaterial.Parse = function (source, scene, rootUrl) {
              var material = new FireMaterial(source.name, scene);
              material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
              material.speed = source.speed;
              material.alpha = source.alpha;
              material.id = source.id;
              BABYLON.Tags.AddTagsTo(material, source.tags);
              material.backFaceCulling = source.backFaceCulling;
              material.wireframe = source.wireframe;
              if (source._diffuseTexture) {
                  material._diffuseTexture = BABYLON.Texture.Parse(source._diffuseTexture, scene, rootUrl);
              }
              if (source._distortionTexture) {
                  material._distortionTexture = BABYLON.Texture.Parse(source._distortionTexture, scene, rootUrl);
              }
              if (source._opacityTexture) {
                  material._opacityTexture = BABYLON.Texture.Parse(source._opacityTexture, scene, rootUrl);
              }
              if (source.checkReadyOnlyOnce) {
                  material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
              }
              return material;
          };
          return FireMaterial;
      }(BABYLON.PushMaterial));
      __decorate([
          BABYLON.serializeAsTexture("diffuseTexture")
      ], FireMaterial.prototype, "_diffuseTexture", void 0);
      __decorate([
          BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
      ], FireMaterial.prototype, "diffuseTexture", void 0);
      __decorate([
          BABYLON.serializeAsTexture("distortionTexture")
      ], FireMaterial.prototype, "_distortionTexture", void 0);
      __decorate([
          BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
      ], FireMaterial.prototype, "distortionTexture", void 0);
      __decorate([
          BABYLON.serializeAsTexture("opacityTexture")
      ], FireMaterial.prototype, "_opacityTexture", void 0);
      __decorate([
          BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
      ], FireMaterial.prototype, "opacityTexture", void 0);
      __decorate([
          BABYLON.serialize("diffuseColor")
      ], FireMaterial.prototype, "diffuseColor", void 0);
      __decorate([
          BABYLON.serialize()
      ], FireMaterial.prototype, "speed", void 0);
      BABYLON.FireMaterial = FireMaterial;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.fireMaterial.js.map
  
  BABYLON.Effect.ShadersStore['fireVertexShader'] = "precision highp float;\n\nattribute vec3 position;\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\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n}\n";
  BABYLON.Effect.ShadersStore['firePixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\nuniform sampler2D distortionSampler;\nuniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{\nreturn vec4(2.0)*x-vec4(1.0);\n}\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\n\nfloat alpha=1.0;\n#ifdef DIFFUSE\n\nconst float distortionAmount0=0.092;\nconst float distortionAmount1=0.092;\nconst float distortionAmount2=0.092;\nvec2 heightAttenuation=vec2(0.3,0.39);\nvec4 noise0=texture2D(distortionSampler,vDistortionCoords1);\nvec4 noise1=texture2D(distortionSampler,vDistortionCoords2);\nvec4 noise2=texture2D(distortionSampler,vDistortionCoords3);\nvec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;\nvec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);\nvec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;\nbaseColor*=opacityColor;\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";
  