text: /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  
  var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
      if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc);
      switch (arguments.length) {
          case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target);
          case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0);
          case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc);
      }
  };
  var BABYLON;
  (function (BABYLON) {
      var maxSimultaneousLights = 4;
      var GradientMaterialDefines = (function (_super) {
          __extends(GradientMaterialDefines, _super);
          function GradientMaterialDefines() {
              _super.call(this);
              this.DIFFUSE = false;
              this.CLIPPLANE = false;
              this.ALPHATEST = false;
              this.POINTSIZE = false;
              this.FOG = false;
              this.LIGHT0 = false;
              this.LIGHT1 = false;
              this.LIGHT2 = false;
              this.LIGHT3 = false;
              this.SPOTLIGHT0 = false;
              this.SPOTLIGHT1 = false;
              this.SPOTLIGHT2 = false;
              this.SPOTLIGHT3 = false;
              this.HEMILIGHT0 = false;
              this.HEMILIGHT1 = false;
              this.HEMILIGHT2 = false;
              this.HEMILIGHT3 = false;
              this.DIRLIGHT0 = false;
              this.DIRLIGHT1 = false;
              this.DIRLIGHT2 = false;
              this.DIRLIGHT3 = false;
              this.POINTLIGHT0 = false;
              this.POINTLIGHT1 = false;
              this.POINTLIGHT2 = false;
              this.POINTLIGHT3 = false;
              this.SHADOW0 = false;
              this.SHADOW1 = false;
              this.SHADOW2 = false;
              this.SHADOW3 = false;
              this.SHADOWS = false;
              this.SHADOWVSM0 = false;
              this.SHADOWVSM1 = false;
              this.SHADOWVSM2 = false;
              this.SHADOWVSM3 = false;
              this.SHADOWPCF0 = false;
              this.SHADOWPCF1 = false;
              this.SHADOWPCF2 = false;
              this.SHADOWPCF3 = 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._keys = Object.keys(this);
          }
          return GradientMaterialDefines;
      })(BABYLON.MaterialDefines);
      var GradientMaterial = (function (_super) {
          __extends(GradientMaterial, _super);
          function GradientMaterial(name, scene) {
              _super.call(this, name, scene);
              // The gradient top color, red by default
              this.topColor = new BABYLON.Color3(1, 0, 0);
              this.topColorAlpha = 1.0;
              // The gradient top color, blue by default
              this.bottomColor = new BABYLON.Color3(0, 0, 1);
              this.bottomColorAlpha = 1.0;
              // Gradient offset
              this.offset = 0;
              this.smoothness = 1.0;
              this.disableLighting = false;
              this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
              this._scaledDiffuse = new BABYLON.Color3();
              this._defines = new GradientMaterialDefines();
              this._cachedDefines = new GradientMaterialDefines();
              this._cachedDefines.BonesPerMesh = -1;
          }
          GradientMaterial.prototype.needAlphaBlending = function () {
              return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
          };
          GradientMaterial.prototype.needAlphaTesting = function () {
              return true;
          };
          GradientMaterial.prototype.getAlphaTestTexture = function () {
              return null;
          };
          // Methods   
          GradientMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
              if (!mesh) {
                  return true;
              }
              if (this._defines.INSTANCES !== useInstances) {
                  return false;
              }
              if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
                  return true;
              }
              return false;
          };
          GradientMaterial.prototype.isReady = function (mesh, useInstances) {
              if (this.checkReadyOnlyOnce) {
                  if (this._wasPreviouslyReady) {
                      return true;
                  }
              }
              var scene = this.getScene();
              if (!this.checkReadyOnEveryCall) {
                  if (this._renderId === scene.getRenderId()) {
                      if (this._checkCache(scene, mesh, useInstances)) {
                          return true;
                      }
                  }
              }
              var engine = scene.getEngine();
              var needNormals = false;
              var needUVs = false;
              this._defines.reset();
              // No textures
              // Effect
              if (scene.clipPlane) {
                  this._defines.CLIPPLANE = true;
              }
              if (engine.getAlphaTesting()) {
                  this._defines.ALPHATEST = true;
              }
              // Point size
              if (this.pointsCloud || scene.forcePointsCloud) {
                  this._defines.POINTSIZE = true;
              }
              // Fog
              if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
                  this._defines.FOG = true;
              }
              var lightIndex = 0;
              if (scene.lightsEnabled && !this.disableLighting) {
                  needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines);
              }
              // Attribs
              if (mesh) {
                  if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
                      this._defines.NORMAL = true;
                  }
                  if (needUVs) {
                      if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
                          this._defines.UV1 = true;
                      }
                      if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
                          this._defines.UV2 = true;
                      }
                  }
                  if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
                      this._defines.VERTEXCOLOR = true;
                      if (mesh.hasVertexAlpha) {
                          this._defines.VERTEXALPHA = true;
                      }
                  }
                  if (mesh.useBones && mesh.computeBonesUsingShaders) {
                      this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
                      this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
                  }
                  // Instances
                  if (useInstances) {
                      this._defines.INSTANCES = true;
                  }
              }
              // Get correct effect      
              if (!this._defines.isEqual(this._cachedDefines)) {
                  this._defines.cloneTo(this._cachedDefines);
                  scene.resetCachedMaterial();
                  // Fallbacks
                  var fallbacks = new BABYLON.EffectFallbacks();
                  if (this._defines.FOG) {
                      fallbacks.addFallback(1, "FOG");
                  }
                  BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks);
                  if (this._defines.NUM_BONE_INFLUENCERS > 0) {
                      fallbacks.addCPUSkinningFallback(0, mesh);
                  }
                  //Attributes
                  var attribs = [BABYLON.VertexBuffer.PositionKind];
                  if (this._defines.NORMAL) {
                      attribs.push(BABYLON.VertexBuffer.NormalKind);
                  }
                  if (this._defines.UV1) {
                      attribs.push(BABYLON.VertexBuffer.UVKind);
                  }
                  if (this._defines.UV2) {
                      attribs.push(BABYLON.VertexBuffer.UV2Kind);
                  }
                  if (this._defines.VERTEXCOLOR) {
                      attribs.push(BABYLON.VertexBuffer.ColorKind);
                  }
                  BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
                  BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
                  // Legacy browser patch
                  var shaderName = "gradient";
                  var join = this._defines.toString();
                  this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
                      "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
                      "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
                      "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
                      "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
                      "vFogInfos", "vFogColor", "pointSize",
                      "vDiffuseInfos",
                      "mBones",
                      "vClipPlane", "diffuseMatrix",
                      "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues", "topColor", "bottomColor", "offset", "smoothness"
                  ], ["diffuseSampler",
                      "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
                  ], join, fallbacks, this.onCompiled, this.onError);
              }
              if (!this._effect.isReady()) {
                  return false;
              }
              this._renderId = scene.getRenderId();
              this._wasPreviouslyReady = true;
              if (mesh) {
                  if (!mesh._materialDefines) {
                      mesh._materialDefines = new GradientMaterialDefines();
                  }
                  this._defines.cloneTo(mesh._materialDefines);
              }
              return true;
          };
          GradientMaterial.prototype.bindOnlyWorldMatrix = function (world) {
              this._effect.setMatrix("world", world);
          };
          GradientMaterial.prototype.bind = function (world, mesh) {
              var scene = this.getScene();
              // Matrices        
              this.bindOnlyWorldMatrix(world);
              this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
              // Bones
              BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
              if (scene.getCachedMaterial() !== this) {
                  // Clip plane
                  BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
                  // Point size
                  if (this.pointsCloud) {
                      this._effect.setFloat("pointSize", this.pointSize);
                  }
                  this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
              }
              this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
              if (scene.lightsEnabled && !this.disableLighting) {
                  BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines);
              }
              // View
              if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
                  this._effect.setMatrix("view", scene.getViewMatrix());
              }
              // Fog
              BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
              this._effect.setColor4("topColor", this.topColor, this.topColorAlpha);
              this._effect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
              this._effect.setFloat("offset", this.offset);
              this._effect.setFloat("smoothness", this.smoothness);
              _super.prototype.bind.call(this, world, mesh);
          };
          GradientMaterial.prototype.getAnimatables = function () {
              return [];
          };
          GradientMaterial.prototype.dispose = function (forceDisposeEffect) {
              _super.prototype.dispose.call(this, forceDisposeEffect);
          };
          GradientMaterial.prototype.clone = function (name) {
              var _this = this;
              return BABYLON.SerializationHelper.Clone(function () { return new GradientMaterial(name, _this.getScene()); }, this);
          };
          GradientMaterial.prototype.serialize = function () {
              var serializationObject = BABYLON.SerializationHelper.Serialize(this);
              serializationObject.customType = "BABYLON.GradientMaterial";
              return serializationObject;
          };
          // Statics
          GradientMaterial.Parse = function (source, scene, rootUrl) {
              return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl);
          };
          __decorate([
              BABYLON.serializeAsColor3()
          ], GradientMaterial.prototype, "topColor");
          __decorate([
              BABYLON.serialize()
          ], GradientMaterial.prototype, "topColorAlpha");
          __decorate([
              BABYLON.serializeAsColor3()
          ], GradientMaterial.prototype, "bottomColor");
          __decorate([
              BABYLON.serialize()
          ], GradientMaterial.prototype, "bottomColorAlpha");
          __decorate([
              BABYLON.serialize()
          ], GradientMaterial.prototype, "offset");
          __decorate([
              BABYLON.serialize()
          ], GradientMaterial.prototype, "smoothness");
          __decorate([
              BABYLON.serialize()
          ], GradientMaterial.prototype, "disableLighting");
          return GradientMaterial;
      })(BABYLON.Material);
      BABYLON.GradientMaterial = GradientMaterial;
  })(BABYLON || (BABYLON = {}));
  
  BABYLON.Effect.ShadersStore['gradientVertexShader'] = "precision highp float;\n\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\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\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>\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#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\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#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<lightFragmentDeclaration>[0]\n#include<lightFragmentDeclaration>[1]\n#include<lightFragmentDeclaration>[2]\n#include<lightFragmentDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=normalize(vPositionW).y+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\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\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}\n";
  