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 CellMaterialDefines = /** @class */ (function (_super) {
          __extends(CellMaterialDefines, _super);
          function CellMaterialDefines() {
              var _this = _super.call(this) || this;
              _this.DIFFUSE = 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.NDOTL = true;
              _this.CUSTOMUSERLIGHTING = true;
              _this.CELLBASIC = true;
              _this.DEPTHPREPASS = false;
              _this.rebuild();
              return _this;
          }
          return CellMaterialDefines;
      }(BABYLON.MaterialDefines));
      var CellMaterial = /** @class */ (function (_super) {
          __extends(CellMaterial, _super);
          function CellMaterial(name, scene) {
              var _this = _super.call(this, name, scene) || this;
              _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
              _this._computeHighLevel = false;
              _this._disableLighting = false;
              _this._maxSimultaneousLights = 4;
              return _this;
          }
          CellMaterial.prototype.needAlphaBlending = function () {
              return (this.alpha < 1.0);
          };
          CellMaterial.prototype.needAlphaTesting = function () {
              return false;
          };
          CellMaterial.prototype.getAlphaTestTexture = function () {
              return null;
          };
          // Methods   
          CellMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
              if (this.isFrozen) {
                  if (this._wasPreviouslyReady && subMesh.effect) {
                      return true;
                  }
              }
              if (!subMesh._materialDefines) {
                  subMesh._materialDefines = new CellMaterialDefines();
              }
              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 (scene.texturesEnabled) {
                      if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
                          if (!this._diffuseTexture.isReady()) {
                              return false;
                          }
                          else {
                              defines._needUVs = true;
                              defines.DIFFUSE = true;
                          }
                      }
                  }
              }
              // High level
              defines.CELLBASIC = !this.computeHighLevel;
              // 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 ? true : false);
              // 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);
                  var shaderName = "cell";
                  var join = defines.toString();
                  var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
                      "vFogInfos", "vFogColor", "pointSize",
                      "vDiffuseInfos",
                      "mBones",
                      "vClipPlane", "diffuseMatrix"
                  ];
                  var samplers = ["diffuseSampler"];
                  var uniformBuffers = new Array();
                  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 - 1 }
                  }, engine), defines);
              }
              if (!subMesh.effect || !subMesh.effect.isReady()) {
                  return false;
              }
              this._renderId = scene.getRenderId();
              this._wasPreviouslyReady = true;
              return true;
          };
          CellMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
              var scene = this.getScene();
              var defines = subMesh._materialDefines;
              if (!defines) {
                  return;
              }
              var effect = subMesh.effect;
              if (!effect) {
                  return;
              }
              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());
                  }
                  // Clip plane
                  BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
                  // Point size
                  if (this.pointsCloud) {
                      this._activeEffect.setFloat("pointSize", this.pointSize);
                  }
                  BABYLON.MaterialHelper.BindEyePosition(effect, scene);
              }
              this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
              // Lights
              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._afterBind(mesh, this._activeEffect);
          };
          CellMaterial.prototype.getAnimatables = function () {
              var results = [];
              if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
                  results.push(this._diffuseTexture);
              }
              return results;
          };
          CellMaterial.prototype.getActiveTextures = function () {
              var activeTextures = _super.prototype.getActiveTextures.call(this);
              if (this._diffuseTexture) {
                  activeTextures.push(this._diffuseTexture);
              }
              return activeTextures;
          };
          CellMaterial.prototype.hasTexture = function (texture) {
              if (_super.prototype.hasTexture.call(this, texture)) {
                  return true;
              }
              return this._diffuseTexture === texture;
          };
          CellMaterial.prototype.dispose = function (forceDisposeEffect) {
              if (this._diffuseTexture) {
                  this._diffuseTexture.dispose();
              }
              _super.prototype.dispose.call(this, forceDisposeEffect);
          };
          CellMaterial.prototype.getClassName = function () {
              return "CellMaterial";
          };
          CellMaterial.prototype.clone = function (name) {
              var _this = this;
              return BABYLON.SerializationHelper.Clone(function () { return new CellMaterial(name, _this.getScene()); }, this);
          };
          CellMaterial.prototype.serialize = function () {
              var serializationObject = BABYLON.SerializationHelper.Serialize(this);
              serializationObject.customType = "BABYLON.CellMaterial";
              return serializationObject;
          };
          // Statics
          CellMaterial.Parse = function (source, scene, rootUrl) {
              return BABYLON.SerializationHelper.Parse(function () { return new CellMaterial(source.name, scene); }, source, scene, rootUrl);
          };
          __decorate([
              BABYLON.serializeAsTexture("diffuseTexture")
          ], CellMaterial.prototype, "_diffuseTexture", void 0);
          __decorate([
              BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
          ], CellMaterial.prototype, "diffuseTexture", void 0);
          __decorate([
              BABYLON.serializeAsColor3("diffuse")
          ], CellMaterial.prototype, "diffuseColor", void 0);
          __decorate([
              BABYLON.serialize("computeHighLevel")
          ], CellMaterial.prototype, "_computeHighLevel", void 0);
          __decorate([
              BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
          ], CellMaterial.prototype, "computeHighLevel", void 0);
          __decorate([
              BABYLON.serialize("disableLighting")
          ], CellMaterial.prototype, "_disableLighting", void 0);
          __decorate([
              BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
          ], CellMaterial.prototype, "disableLighting", void 0);
          __decorate([
              BABYLON.serialize("maxSimultaneousLights")
          ], CellMaterial.prototype, "_maxSimultaneousLights", void 0);
          __decorate([
              BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
          ], CellMaterial.prototype, "maxSimultaneousLights", void 0);
          return CellMaterial;
      }(BABYLON.PushMaterial));
      BABYLON.CellMaterial = CellMaterial;
  })(BABYLON || (BABYLON = {}));
  
  //# sourceMappingURL=babylon.cellMaterial.js.map
  
  BABYLON.Effect.ShadersStore['cellVertexShader'] = "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<__decl__lightFragment>[0..maxSimultaneousLights]\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>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  BABYLON.Effect.ShadersStore['cellPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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>\n\nvec3 computeCustomDiffuseLighting(lightingInfo info,vec3 diffuseBase,float shadow)\n{\ndiffuseBase=info.diffuse*shadow;\n#ifdef CELLBASIC\nfloat level=1.0;\nif (info.ndl<0.5)\nlevel=0.5;\ndiffuseBase.rgb*vec3(level,level,level);\n#else\nfloat ToonThresholds[4];\nToonThresholds[0]=0.95;\nToonThresholds[1]=0.5;\nToonThresholds[2]=0.2;\nToonThresholds[3]=0.03;\nfloat ToonBrightnessLevels[5];\nToonBrightnessLevels[0]=1.0;\nToonBrightnessLevels[1]=0.8;\nToonBrightnessLevels[2]=0.6;\nToonBrightnessLevels[3]=0.35;\nToonBrightnessLevels[4]=0.2;\nif (info.ndl>ToonThresholds[0])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[0];\n}\nelse if (info.ndl>ToonThresholds[1])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[1];\n}\nelse if (info.ndl>ToonThresholds[2])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[2];\n}\nelse if (info.ndl>ToonThresholds[3])\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[3];\n}\nelse\n{\ndiffuseBase.rgb*=ToonBrightnessLevels[4];\n}\n#endif\nreturn max(diffuseBase,vec3(0.2));\n}\nvoid main(void)\n{\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\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\n#include<depthPrePass>\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\nlightingInfo info;\nvec3 diffuseBase=vec3(0.,0.,0.);\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*diffuseColor,0.0,1.0)*baseColor.rgb;;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";
  