gaming-hub/web/dist/assets/index-CqHVUt2T.js

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* @license
* Copyright 2010-2024 Three.js Authors
* SPDX-License-Identifier: MIT
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varying vec3 vWorldDirection;
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
`,fragmentShader:`
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
}
`},r=new Vh(5,5,5),s=new Qa({name:"CubemapFromEquirect",uniforms:b0(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:or,blending:$a});s.uniforms.tEquirect.value=t;const a=new Oi(r,s),l=t.minFilter;return t.minFilter===za&&(t.minFilter=ps),new $7(1,10,this).update(e,a),t.minFilter=l,a.geometry.dispose(),a.material.dispose(),this}clear(e,t,n,r){const s=e.getRenderTarget();for(let a=0;a<6;a++)e.setRenderTarget(this,a),e.clear(t,n,r);e.setRenderTarget(s)}}class ZT extends pr{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new aa,this.environmentIntensity=1,this.environmentRotation=new aa,this.overrideMaterial=null,typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),e.background!==null&&(this.background=e.background.clone()),e.environment!==null&&(this.environment=e.environment.clone()),e.fog!==null&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),e.overrideMaterial!==null&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){const t=super.toJSON(e);return this.fog!==null&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),this.backgroundIntensity!==1&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),this.environmentIntensity!==1&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}}class JT{constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=e!==void 0?e.length/t:0,this.usage=s_,this.updateRanges=[],this.version=0,this.uuid=nu()}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,n){e*=this.stride,n*=t.stride;for(let r=0,s=this.stride;r<s;r++)this.array[e+r]=t.array[n+r];return this}set(e,t=0){return this.array.set(e,t),this}clone(e){e.arrayBuffers===void 0&&(e.arrayBuffers={}),this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=nu()),e.arrayBuffers[this.array.buffer._uuid]===void 0&&(e.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);const t=new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]),n=new this.constructor(t,this.stride);return n.setUsage(this.usage),n}onUpload(e){return this.onUploadCallback=e,this}toJSON(e){return e.arrayBuffers===void 0&&(e.arrayBuffers={}),this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=nu()),e.arrayBuffers[this.array.buffer._uuid]===void 0&&(e.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer))),{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}}const pa=new pe;class Kl{constructor(e,t,n,r=!1){this.isInterleavedBufferAttribute=!0,this.name="",this.data=e,this.itemSize=t,this.offset=n,this.normalized=r}get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(e){this.data.needsUpdate=e}applyMatrix4(e){for(let t=0,n=this.data.count;t<n;t++)pa.fromBufferAttribute(this,t),pa.applyMatrix4(e),this.setXYZ(t,pa.x,pa.y,pa.z);return this}applyNormalMatrix(e){for(let t=0,n=this.count;t<n;t++)pa.fromBufferAttribute(this,t),pa.applyNormalMatrix(e),this.setXYZ(t,pa.x,pa.y,pa.z);return this}transformDirection(e){for(let t=0,n=this.count;t<n;t++)pa.fromBufferAttribute(this,t),pa.transformDirection
* @license
* Copyright 2010-2024 Three.js Authors
* SPDX-License-Identifier: MIT
*/function fD(){let i=null,e=!1,t=null,n=null;function r(s,a){t(s,a),n=i.requestAnimationFrame(r)}return{start:function(){e!==!0&&t!==null&&(n=i.requestAnimationFrame(r),e=!0)},stop:function(){i.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(s){t=s},setContext:function(s){i=s}}}function iG(i){const e=new WeakMap;function t(l,u){const h=l.array,m=l.usage,v=h.byteLength,x=i.createBuffer();i.bindBuffer(u,x),i.bufferData(u,h,m),l.onUploadCallback();let S;if(h instanceof Float32Array)S=i.FLOAT;else if(h instanceof Uint16Array)l.isFloat16BufferAttribute?S=i.HALF_FLOAT:S=i.UNSIGNED_SHORT;else if(h instanceof Int16Array)S=i.SHORT;else if(h instanceof Uint32Array)S=i.UNSIGNED_INT;else if(h instanceof Int32Array)S=i.INT;else if(h instanceof Int8Array)S=i.BYTE;else if(h instanceof Uint8Array)S=i.UNSIGNED_BYTE;else if(h instanceof Uint8ClampedArray)S=i.UNSIGNED_BYTE;else throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: "+h);return{buffer:x,type:S,bytesPerElement:h.BYTES_PER_ELEMENT,version:l.version,size:v}}function n(l,u,h){const m=u.array,v=u.updateRanges;if(i.bindBuffer(h,l),v.length===0)i.bufferSubData(h,0,m);else{v.sort((S,T)=>S.start-T.start);let x=0;for(let S=1;S<v.length;S++){const T=v[x],N=v[S];N.start<=T.start+T.count+1?T.count=Math.max(T.count,N.start+N.count-T.start):(++x,v[x]=N)}v.length=x+1;for(let S=0,T=v.length;S<T;S++){const N=v[S];i.bufferSubData(h,N.start*m.BYTES_PER_ELEMENT,m,N.start,N.count)}u.clearUpdateRanges()}u.onUploadCallback()}function r(l){return l.isInterleavedBufferAttribute&&(l=l.data),e.get(l)}function s(l){l.isInterleavedBufferAttribute&&(l=l.data);const u=e.get(l);u&&(i.deleteBuffer(u.buffer),e.delete(l))}function a(l,u){if(l.isInterleavedBufferAttribute&&(l=l.data),l.isGLBufferAttribute){const m=e.get(l);(!m||m.version<l.version)&&e.set(l,{buffer:l.buffer,type:l.type,bytesPerElement:l.elementSize,version:l.version});return}const h=e.get(l);if(h===void 0)e.set(l,t(l,u));else if(h.version<l.version){if(h.size!==l.array.byteLength)throw new Error("THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.");n(h.buffer,l,u),h.version=l.version}}return{get:r,remove:s,update:a}}var rG=`#ifdef USE_ALPHAHASH
if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;
#endif`,sG=`#ifdef USE_ALPHAHASH
const float ALPHA_HASH_SCALE = 0.05;
float hash2D( vec2 value ) {
return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );
}
float hash3D( vec3 value ) {
return hash2D( vec2( hash2D( value.xy ), value.z ) );
}
float getAlphaHashThreshold( vec3 position ) {
float maxDeriv = max(
length( dFdx( position.xyz ) ),
length( dFdy( position.xyz ) )
);
float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );
vec2 pixScales = vec2(
exp2( floor( log2( pixScale ) ) ),
exp2( ceil( log2( pixScale ) ) )
);
vec2 alpha = vec2(
hash3D( floor( pixScales.x * position.xyz ) ),
hash3D( floor( pixScales.y * position.xyz ) )
);
float lerpFactor = fract( log2( pixScale ) );
float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;
float a = min( lerpFactor, 1.0 - lerpFactor );
vec3 cases = vec3(
x * x / ( 2.0 * a * ( 1.0 - a ) ),
( x - 0.5 * a ) / ( 1.0 - a ),
1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
);
float threshold = ( x < ( 1.0 - a ) )
? ( ( x < a ) ? cases.x : cases.y )
: cases.z;
return clamp( threshold , 1.0e-6, 1.0 );
}
#endif`,aG=`#ifdef USE_ALPHAMAP
diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
#endif`,oG=`#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
#endif`,lG=`#ifdef USE_ALPHATEST
#ifdef ALPHA_TO_COVERAGE
diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );
if ( diffuseColor.a == 0.0 ) discard;
#else
if ( diffuseColor.a < alphaTest ) discard;
#endif
#endif`,uG=`#ifdef USE_ALPHATEST
uniform float alphaTest;
#endif`,cG=`#ifdef USE_AOMAP
float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
reflectedLight.indirectDiffuse *= ambientOcclusion;
#if defined( USE_CLEARCOAT )
clearcoatSpecularIndirect *= ambientOcclusion;
#endif
#if defined( USE_SHEEN )
sheenSpecularIndirect *= ambientOcclusion;
#endif
#if defined( USE_ENVMAP ) && defined( STANDARD )
float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
#endif
#endif`,hG=`#ifdef USE_AOMAP
uniform sampler2D aoMap;
uniform float aoMapIntensity;
#endif`,fG=`#ifdef USE_BATCHING
#if ! defined( GL_ANGLE_multi_draw )
#define gl_DrawID _gl_DrawID
uniform int _gl_DrawID;
#endif
uniform highp sampler2D batchingTexture;
uniform highp usampler2D batchingIdTexture;
mat4 getBatchingMatrix( const in float i ) {
int size = textureSize( batchingTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
float getIndirectIndex( const in int i ) {
int size = textureSize( batchingIdTexture, 0 ).x;
int x = i % size;
int y = i / size;
return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );
}
#endif
#ifdef USE_BATCHING_COLOR
uniform sampler2D batchingColorTexture;
vec3 getBatchingColor( const in float i ) {
int size = textureSize( batchingColorTexture, 0 ).x;
int j = int( i );
int x = j % size;
int y = j / size;
return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;
}
#endif`,dG=`#ifdef USE_BATCHING
mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
#endif`,AG=`vec3 transformed = vec3( position );
#ifdef USE_ALPHAHASH
vPosition = vec3( position );
#endif`,pG=`vec3 objectNormal = vec3( normal );
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
#endif`,mG=`float G_BlinnPhong_Implicit( ) {
return 0.25;
}
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
}
vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {
vec3 halfDir = normalize( lightDir + viewDir );
float dotNH = saturate( dot( normal, halfDir ) );
float dotVH = saturate( dot( viewDir, halfDir ) );
vec3 F = F_Schlick( specularColor, 1.0, dotVH );
float G = G_BlinnPhong_Implicit( );
float D = D_BlinnPhong( shininess, dotNH );
return F * ( G * D );
} // validated`,gG=`#ifdef USE_IRIDESCENCE
const mat3 XYZ_TO_REC709 = mat3(
3.2404542, -0.9692660, 0.0556434,
-1.5371385, 1.8760108, -0.2040259,
-0.4985314, 0.0415560, 1.0572252
);
vec3 Fresnel0ToIor( vec3 fresnel0 ) {
vec3 sqrtF0 = sqrt( fresnel0 );
return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );
}
vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {
return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );
}
float IorToFresnel0( float transmittedIor, float incidentIor ) {
return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));
}
vec3 evalSensitivity( float OPD, vec3 shift ) {
float phase = 2.0 * PI * OPD * 1.0e-9;
vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );
xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );
xyz /= 1.0685e-7;
vec3 rgb = XYZ_TO_REC709 * xyz;
return rgb;
}
vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {
vec3 I;
float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );
float cosTheta2Sq = 1.0 - sinTheta2Sq;
if ( cosTheta2Sq < 0.0 ) {
return vec3( 1.0 );
}
float cosTheta2 = sqrt( cosTheta2Sq );
float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
float R12 = F_Schlick( R0, 1.0, cosTheta1 );
float T121 = 1.0 - R12;
float phi12 = 0.0;
if ( iridescenceIOR < outsideIOR ) phi12 = PI;
float phi21 = PI - phi12;
vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );
vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );
vec3 phi23 = vec3( 0.0 );
if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;
if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;
if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;
float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;
vec3 phi = vec3( phi21 ) + phi23;
vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );
vec3 r123 = sqrt( R123 );
vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );
vec3 C0 = R12 + Rs;
I = C0;
vec3 Cm = Rs - T121;
for ( int m = 1; m <= 2; ++ m ) {
Cm *= r123;
vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );
I += Cm * Sm;
}
return max( I, vec3( 0.0 ) );
}
#endif`,vG=`#ifdef USE_BUMPMAP
uniform sampler2D bumpMap;
uniform float bumpScale;
vec2 dHdxy_fwd() {
vec2 dSTdx = dFdx( vBumpMapUv );
vec2 dSTdy = dFdy( vBumpMapUv );
float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
return vec2( dBx, dBy );
}
vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );
vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );
vec3 vN = surf_norm;
vec3 R1 = cross( vSigmaY, vN );
vec3 R2 = cross( vN, vSigmaX );
float fDet = dot( vSigmaX, R1 ) * faceDirection;
vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
return normalize( abs( fDet ) * surf_norm - vGrad );
}
#endif`,_G=`#if NUM_CLIPPING_PLANES > 0
vec4 plane;
#ifdef ALPHA_TO_COVERAGE
float distanceToPlane, distanceGradient;
float clipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
if ( clipOpacity == 0.0 ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
float unionClipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
}
#pragma unroll_loop_end
clipOpacity *= 1.0 - unionClipOpacity;
#endif
diffuseColor.a *= clipOpacity;
if ( diffuseColor.a == 0.0 ) discard;
#else
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
bool clipped = true;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
}
#pragma unroll_loop_end
if ( clipped ) discard;
#endif
#endif
#endif`,yG=`#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
#endif`,xG=`#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
#endif`,bG=`#if NUM_CLIPPING_PLANES > 0
vClipPosition = - mvPosition.xyz;
#endif`,SG=`#if defined( USE_COLOR_ALPHA )
diffuseColor *= vColor;
#elif defined( USE_COLOR )
diffuseColor.rgb *= vColor;
#endif`,wG=`#if defined( USE_COLOR_ALPHA )
varying vec4 vColor;
#elif defined( USE_COLOR )
varying vec3 vColor;
#endif`,TG=`#if defined( USE_COLOR_ALPHA )
varying vec4 vColor;
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
varying vec3 vColor;
#endif`,MG=`#if defined( USE_COLOR_ALPHA )
vColor = vec4( 1.0 );
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
vColor = vec3( 1.0 );
#endif
#ifdef USE_COLOR
vColor *= color;
#endif
#ifdef USE_INSTANCING_COLOR
vColor.xyz *= instanceColor.xyz;
#endif
#ifdef USE_BATCHING_COLOR
vec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );
vColor.xyz *= batchingColor.xyz;
#endif`,EG=`#define PI 3.141592653589793
#define PI2 6.283185307179586
#define PI_HALF 1.5707963267948966
#define RECIPROCAL_PI 0.3183098861837907
#define RECIPROCAL_PI2 0.15915494309189535
#define EPSILON 1e-6
#ifndef saturate
#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
#define whiteComplement( a ) ( 1.0 - saturate( a ) )
float pow2( const in float x ) { return x*x; }
vec3 pow2( const in vec3 x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }
float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }
highp float rand( const in vec2 uv ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
return fract( sin( sn ) * c );
}
#ifdef HIGH_PRECISION
float precisionSafeLength( vec3 v ) { return length( v ); }
#else
float precisionSafeLength( vec3 v ) {
float maxComponent = max3( abs( v ) );
return length( v / maxComponent ) * maxComponent;
}
#endif
struct IncidentLight {
vec3 color;
vec3 direction;
bool visible;
};
struct ReflectedLight {
vec3 directDiffuse;
vec3 directSpecular;
vec3 indirectDiffuse;
vec3 indirectSpecular;
};
#ifdef USE_ALPHAHASH
varying vec3 vPosition;
#endif
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
}
mat3 transposeMat3( const in mat3 m ) {
mat3 tmp;
tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
return tmp;
}
bool isPerspectiveMatrix( mat4 m ) {
return m[ 2 ][ 3 ] == - 1.0;
}
vec2 equirectUv( in vec3 dir ) {
float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;
float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
return vec2( u, v );
}
vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
return RECIPROCAL_PI * diffuseColor;
}
vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
}
float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
} // validated`,CG=`#ifdef ENVMAP_TYPE_CUBE_UV
#define cubeUV_minMipLevel 4.0
#define cubeUV_minTileSize 16.0
float getFace( vec3 direction ) {
vec3 absDirection = abs( direction );
float face = - 1.0;
if ( absDirection.x > absDirection.z ) {
if ( absDirection.x > absDirection.y )
face = direction.x > 0.0 ? 0.0 : 3.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
} else {
if ( absDirection.z > absDirection.y )
face = direction.z > 0.0 ? 2.0 : 5.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
}
return face;
}
vec2 getUV( vec3 direction, float face ) {
vec2 uv;
if ( face == 0.0 ) {
uv = vec2( direction.z, direction.y ) / abs( direction.x );
} else if ( face == 1.0 ) {
uv = vec2( - direction.x, - direction.z ) / abs( direction.y );
} else if ( face == 2.0 ) {
uv = vec2( - direction.x, direction.y ) / abs( direction.z );
} else if ( face == 3.0 ) {
uv = vec2( - direction.z, direction.y ) / abs( direction.x );
} else if ( face == 4.0 ) {
uv = vec2( - direction.x, direction.z ) / abs( direction.y );
} else {
uv = vec2( direction.x, direction.y ) / abs( direction.z );
}
return 0.5 * ( uv + 1.0 );
}
vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {
float face = getFace( direction );
float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );
mipInt = max( mipInt, cubeUV_minMipLevel );
float faceSize = exp2( mipInt );
highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;
if ( face > 2.0 ) {
uv.y += faceSize;
face -= 3.0;
}
uv.x += face * faceSize;
uv.x += filterInt * 3.0 * cubeUV_minTileSize;
uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );
uv.x *= CUBEUV_TEXEL_WIDTH;
uv.y *= CUBEUV_TEXEL_HEIGHT;
#ifdef texture2DGradEXT
return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;
#else
return texture2D( envMap, uv ).rgb;
#endif
}
#define cubeUV_r0 1.0
#define cubeUV_m0 - 2.0
#define cubeUV_r1 0.8
#define cubeUV_m1 - 1.0
#define cubeUV_r4 0.4
#define cubeUV_m4 2.0
#define cubeUV_r5 0.305
#define cubeUV_m5 3.0
#define cubeUV_r6 0.21
#define cubeUV_m6 4.0
float roughnessToMip( float roughness ) {
float mip = 0.0;
if ( roughness >= cubeUV_r1 ) {
mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;
} else if ( roughness >= cubeUV_r4 ) {
mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;
} else if ( roughness >= cubeUV_r5 ) {
mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;
} else if ( roughness >= cubeUV_r6 ) {
mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;
} else {
mip = - 2.0 * log2( 1.16 * roughness ); }
return mip;
}
vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
float mipF = fract( mip );
float mipInt = floor( mip );
vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );
if ( mipF == 0.0 ) {
return vec4( color0, 1.0 );
} else {
vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
return vec4( mix( color0, color1, mipF ), 1.0 );
}
}
#endif`,NG=`vec3 transformedNormal = objectNormal;
#ifdef USE_TANGENT
vec3 transformedTangent = objectTangent;
#endif
#ifdef USE_BATCHING
mat3 bm = mat3( batchingMatrix );
transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );
transformedNormal = bm * transformedNormal;
#ifdef USE_TANGENT
transformedTangent = bm * transformedTangent;
#endif
#endif
#ifdef USE_INSTANCING
mat3 im = mat3( instanceMatrix );
transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );
transformedNormal = im * transformedNormal;
#ifdef USE_TANGENT
transformedTangent = im * transformedTangent;
#endif
#endif
transformedNormal = normalMatrix * transformedNormal;
#ifdef FLIP_SIDED
transformedNormal = - transformedNormal;
#endif
#ifdef USE_TANGENT
transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;
#ifdef FLIP_SIDED
transformedTangent = - transformedTangent;
#endif
#endif`,RG=`#ifdef USE_DISPLACEMENTMAP
uniform sampler2D displacementMap;
uniform float displacementScale;
uniform float displacementBias;
#endif`,DG=`#ifdef USE_DISPLACEMENTMAP
transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
#endif`,PG=`#ifdef USE_EMISSIVEMAP
vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
emissiveColor = sRGBTransferEOTF( emissiveColor );
#endif
totalEmissiveRadiance *= emissiveColor.rgb;
#endif`,LG=`#ifdef USE_EMISSIVEMAP
uniform sampler2D emissiveMap;
#endif`,UG="gl_FragColor = linearToOutputTexel( gl_FragColor );",BG=`vec4 LinearTransferOETF( in vec4 value ) {
return value;
}
vec4 sRGBTransferEOTF( in vec4 value ) {
return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
}
vec4 sRGBTransferOETF( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}`,OG=`#ifdef USE_ENVMAP
#ifdef ENV_WORLDPOS
vec3 cameraToFrag;
if ( isOrthographic ) {
cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
} else {
cameraToFrag = normalize( vWorldPosition - cameraPosition );
}
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
#ifdef ENVMAP_MODE_REFLECTION
vec3 reflectVec = reflect( cameraToFrag, worldNormal );
#else
vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
#endif
#else
vec3 reflectVec = vReflect;
#endif
#ifdef ENVMAP_TYPE_CUBE
vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
#else
vec4 envColor = vec4( 0.0 );
#endif
#ifdef ENVMAP_BLENDING_MULTIPLY
outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
#elif defined( ENVMAP_BLENDING_MIX )
outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
#elif defined( ENVMAP_BLENDING_ADD )
outgoingLight += envColor.xyz * specularStrength * reflectivity;
#endif
#endif`,IG=`#ifdef USE_ENVMAP
uniform float envMapIntensity;
uniform float flipEnvMap;
uniform mat3 envMapRotation;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
#endif`,FG=`#ifdef USE_ENVMAP
uniform float reflectivity;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
#define ENV_WORLDPOS
#endif
#ifdef ENV_WORLDPOS
varying vec3 vWorldPosition;
uniform float refractionRatio;
#else
varying vec3 vReflect;
#endif
#endif`,kG=`#ifdef USE_ENVMAP
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
#define ENV_WORLDPOS
#endif
#ifdef ENV_WORLDPOS
varying vec3 vWorldPosition;
#else
varying vec3 vReflect;
uniform float refractionRatio;
#endif
#endif`,zG=`#ifdef USE_ENVMAP
#ifdef ENV_WORLDPOS
vWorldPosition = worldPosition.xyz;
#else
vec3 cameraToVertex;
if ( isOrthographic ) {
cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
} else {
cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
}
vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
#ifdef ENVMAP_MODE_REFLECTION
vReflect = reflect( cameraToVertex, worldNormal );
#else
vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
#endif
#endif
#endif`,GG=`#ifdef USE_FOG
vFogDepth = - mvPosition.z;
#endif`,qG=`#ifdef USE_FOG
varying float vFogDepth;
#endif`,VG=`#ifdef USE_FOG
#ifdef FOG_EXP2
float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
#else
float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
#endif
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
#endif`,jG=`#ifdef USE_FOG
uniform vec3 fogColor;
varying float vFogDepth;
#ifdef FOG_EXP2
uniform float fogDensity;
#else
uniform float fogNear;
uniform float fogFar;
#endif
#endif`,HG=`#ifdef USE_GRADIENTMAP
uniform sampler2D gradientMap;
#endif
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
float dotNL = dot( normal, lightDirection );
vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
#ifdef USE_GRADIENTMAP
return vec3( texture2D( gradientMap, coord ).r );
#else
vec2 fw = fwidth( coord ) * 0.5;
return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );
#endif
}`,WG=`#ifdef USE_LIGHTMAP
uniform sampler2D lightMap;
uniform float lightMapIntensity;
#endif`,$G=`LambertMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularStrength = specularStrength;`,XG=`varying vec3 vViewPosition;
struct LambertMaterial {
vec3 diffuseColor;
float specularStrength;
};
void RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
#define RE_Direct RE_Direct_Lambert
#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`,YG=`uniform bool receiveShadow;
uniform vec3 ambientLightColor;
#if defined( USE_LIGHT_PROBES )
uniform vec3 lightProbe[ 9 ];
#endif
vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
float x = normal.x, y = normal.y, z = normal.z;
vec3 result = shCoefficients[ 0 ] * 0.886227;
result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
return result;
}
vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );
return irradiance;
}
vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
vec3 irradiance = ambientLightColor;
return irradiance;
}
float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
if ( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
}
return distanceFalloff;
}
float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {
return smoothstep( coneCosine, penumbraCosine, angleCosine );
}
#if NUM_DIR_LIGHTS > 0
struct DirectionalLight {
vec3 direction;
vec3 color;
};
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {
light.color = directionalLight.color;
light.direction = directionalLight.direction;
light.visible = true;
}
#endif
#if NUM_POINT_LIGHTS > 0
struct PointLight {
vec3 position;
vec3 color;
float distance;
float decay;
};
uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {
vec3 lVector = pointLight.position - geometryPosition;
light.direction = normalize( lVector );
float lightDistance = length( lVector );
light.color = pointLight.color;
light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
light.visible = ( light.color != vec3( 0.0 ) );
}
#endif
#if NUM_SPOT_LIGHTS > 0
struct SpotLight {
vec3 position;
vec3 direction;
vec3 color;
float distance;
float decay;
float coneCos;
float penumbraCos;
};
uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {
vec3 lVector = spotLight.position - geometryPosition;
light.direction = normalize( lVector );
float angleCos = dot( light.direction, spotLight.direction );
float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );
if ( spotAttenuation > 0.0 ) {
float lightDistance = length( lVector );
light.color = spotLight.color * spotAttenuation;
light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );
light.visible = ( light.color != vec3( 0.0 ) );
} else {
light.color = vec3( 0.0 );
light.visible = false;
}
}
#endif
#if NUM_RECT_AREA_LIGHTS > 0
struct RectAreaLight {
vec3 color;
vec3 position;
vec3 halfWidth;
vec3 halfHeight;
};
uniform sampler2D ltc_1; uniform sampler2D ltc_2;
uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];
#endif
#if NUM_HEMI_LIGHTS > 0
struct HemisphereLight {
vec3 direction;
vec3 skyColor;
vec3 groundColor;
};
uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];
vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {
float dotNL = dot( normal, hemiLight.direction );
float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
return irradiance;
}
#endif`,QG=`#ifdef USE_ENVMAP
vec3 getIBLIrradiance( const in vec3 normal ) {
#ifdef ENVMAP_TYPE_CUBE_UV
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );
return PI * envMapColor.rgb * envMapIntensity;
#else
return vec3( 0.0 );
#endif
}
vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
#ifdef ENVMAP_TYPE_CUBE_UV
vec3 reflectVec = reflect( - viewDir, normal );
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );
return envMapColor.rgb * envMapIntensity;
#else
return vec3( 0.0 );
#endif
}
#ifdef USE_ANISOTROPY
vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {
#ifdef ENVMAP_TYPE_CUBE_UV
vec3 bentNormal = cross( bitangent, viewDir );
bentNormal = normalize( cross( bentNormal, bitangent ) );
bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );
return getIBLRadiance( viewDir, bentNormal, roughness );
#else
return vec3( 0.0 );
#endif
}
#endif
#endif`,KG=`ToonMaterial material;
material.diffuseColor = diffuseColor.rgb;`,ZG=`varying vec3 vViewPosition;
struct ToonMaterial {
vec3 diffuseColor;
};
void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
#define RE_Direct RE_Direct_Toon
#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,JG=`BlinnPhongMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
material.specularStrength = specularStrength;`,eq=`varying vec3 vViewPosition;
struct BlinnPhongMaterial {
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
};
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;
}
void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
#define RE_Direct RE_Direct_BlinnPhong
#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong`,tq=`PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
vec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );
float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );
material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;
material.roughness = min( material.roughness, 1.0 );
#ifdef IOR
material.ior = ior;
#ifdef USE_SPECULAR
float specularIntensityFactor = specularIntensity;
vec3 specularColorFactor = specularColor;
#ifdef USE_SPECULAR_COLORMAP
specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;
#endif
material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );
#else
float specularIntensityFactor = 1.0;
vec3 specularColorFactor = vec3( 1.0 );
material.specularF90 = 1.0;
#endif
material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );
#else
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
material.specularF90 = 1.0;
#endif
#ifdef USE_CLEARCOAT
material.clearcoat = clearcoat;
material.clearcoatRoughness = clearcoatRoughness;
material.clearcoatF0 = vec3( 0.04 );
material.clearcoatF90 = 1.0;
#ifdef USE_CLEARCOATMAP
material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;
#endif
material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );
material.clearcoatRoughness += geometryRoughness;
material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );
#endif
#ifdef USE_DISPERSION
material.dispersion = dispersion;
#endif
#ifdef USE_IRIDESCENCE
material.iridescence = iridescence;
material.iridescenceIOR = iridescenceIOR;
#ifdef USE_IRIDESCENCEMAP
material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;
#else
material.iridescenceThickness = iridescenceThicknessMaximum;
#endif
#endif
#ifdef USE_SHEEN
material.sheenColor = sheenColor;
#ifdef USE_SHEEN_COLORMAP
material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;
#endif
material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );
#ifdef USE_SHEEN_ROUGHNESSMAP
material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;
#endif
#endif
#ifdef USE_ANISOTROPY
#ifdef USE_ANISOTROPYMAP
mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );
vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;
vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;
#else
vec2 anisotropyV = anisotropyVector;
#endif
material.anisotropy = length( anisotropyV );
if( material.anisotropy == 0.0 ) {
anisotropyV = vec2( 1.0, 0.0 );
} else {
anisotropyV /= material.anisotropy;
material.anisotropy = saturate( material.anisotropy );
}
material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );
material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;
material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;
#endif`,nq=`struct PhysicalMaterial {
vec3 diffuseColor;
float roughness;
vec3 specularColor;
float specularF90;
float dispersion;
#ifdef USE_CLEARCOAT
float clearcoat;
float clearcoatRoughness;
vec3 clearcoatF0;
float clearcoatF90;
#endif
#ifdef USE_IRIDESCENCE
float iridescence;
float iridescenceIOR;
float iridescenceThickness;
vec3 iridescenceFresnel;
vec3 iridescenceF0;
#endif
#ifdef USE_SHEEN
vec3 sheenColor;
float sheenRoughness;
#endif
#ifdef IOR
float ior;
#endif
#ifdef USE_TRANSMISSION
float transmission;
float transmissionAlpha;
float thickness;
float attenuationDistance;
vec3 attenuationColor;
#endif
#ifdef USE_ANISOTROPY
float anisotropy;
float alphaT;
vec3 anisotropyT;
vec3 anisotropyB;
#endif
};
vec3 clearcoatSpecularDirect = vec3( 0.0 );
vec3 clearcoatSpecularIndirect = vec3( 0.0 );
vec3 sheenSpecularDirect = vec3( 0.0 );
vec3 sheenSpecularIndirect = vec3(0.0 );
vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
float x2 = x * x;
float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
}
float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
float a2 = pow2( alpha );
float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
return 0.5 / max( gv + gl, EPSILON );
}
float D_GGX( const in float alpha, const in float dotNH ) {
float a2 = pow2( alpha );
float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
return RECIPROCAL_PI * a2 / pow2( denom );
}
#ifdef USE_ANISOTROPY
float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
float v = 0.5 / ( gv + gl );
return saturate(v);
}
float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
float a2 = alphaT * alphaB;
highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
highp float v2 = dot( v, v );
float w2 = a2 / v2;
return RECIPROCAL_PI * a2 * pow2 ( w2 );
}
#endif
#ifdef USE_CLEARCOAT
vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
vec3 f0 = material.clearcoatF0;
float f90 = material.clearcoatF90;
float roughness = material.clearcoatRoughness;
float alpha = pow2( roughness );
vec3 halfDir = normalize( lightDir + viewDir );
float dotNL = saturate( dot( normal, lightDir ) );
float dotNV = saturate( dot( normal, viewDir ) );
float dotNH = saturate( dot( normal, halfDir ) );
float dotVH = saturate( dot( viewDir, halfDir ) );
vec3 F = F_Schlick( f0, f90, dotVH );
float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
float D = D_GGX( alpha, dotNH );
return F * ( V * D );
}
#endif
vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
vec3 f0 = material.specularColor;
float f90 = material.specularF90;
float roughness = material.roughness;
float alpha = pow2( roughness );
vec3 halfDir = normalize( lightDir + viewDir );
float dotNL = saturate( dot( normal, lightDir ) );
float dotNV = saturate( dot( normal, viewDir ) );
float dotNH = saturate( dot( normal, halfDir ) );
float dotVH = saturate( dot( viewDir, halfDir ) );
vec3 F = F_Schlick( f0, f90, dotVH );
#ifdef USE_IRIDESCENCE
F = mix( F, material.iridescenceFresnel, material.iridescence );
#endif
#ifdef USE_ANISOTROPY
float dotTL = dot( material.anisotropyT, lightDir );
float dotTV = dot( material.anisotropyT, viewDir );
float dotTH = dot( material.anisotropyT, halfDir );
float dotBL = dot( material.anisotropyB, lightDir );
float dotBV = dot( material.anisotropyB, viewDir );
float dotBH = dot( material.anisotropyB, halfDir );
float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
#else
float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
float D = D_GGX( alpha, dotNH );
#endif
return F * ( V * D );
}
vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
const float LUT_SIZE = 64.0;
const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
const float LUT_BIAS = 0.5 / LUT_SIZE;
float dotNV = saturate( dot( N, V ) );
vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
uv = uv * LUT_SCALE + LUT_BIAS;
return uv;
}
float LTC_ClippedSphereFormFactor( const in vec3 f ) {
float l = length( f );
return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
}
vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
float x = dot( v1, v2 );
float y = abs( x );
float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
float b = 3.4175940 + ( 4.1616724 + y ) * y;
float v = a / b;
float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
return cross( v1, v2 ) * theta_sintheta;
}
vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
vec3 lightNormal = cross( v1, v2 );
if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
vec3 T1, T2;
T1 = normalize( V - N * dot( V, N ) );
T2 = - cross( N, T1 );
mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
vec3 coords[ 4 ];
coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
coords[ 0 ] = normalize( coords[ 0 ] );
coords[ 1 ] = normalize( coords[ 1 ] );
coords[ 2 ] = normalize( coords[ 2 ] );
coords[ 3 ] = normalize( coords[ 3 ] );
vec3 vectorFormFactor = vec3( 0.0 );
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
return vec3( result );
}
#if defined( USE_SHEEN )
float D_Charlie( float roughness, float dotNH ) {
float alpha = pow2( roughness );
float invAlpha = 1.0 / alpha;
float cos2h = dotNH * dotNH;
float sin2h = max( 1.0 - cos2h, 0.0078125 );
return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
}
float V_Neubelt( float dotNV, float dotNL ) {
return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
}
vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
vec3 halfDir = normalize( lightDir + viewDir );
float dotNL = saturate( dot( normal, lightDir ) );
float dotNV = saturate( dot( normal, viewDir ) );
float dotNH = saturate( dot( normal, halfDir ) );
float D = D_Charlie( sheenRoughness, dotNH );
float V = V_Neubelt( dotNV, dotNL );
return sheenColor * ( D * V );
}
#endif
float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
float dotNV = saturate( dot( normal, viewDir ) );
float r2 = roughness * roughness;
float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
return saturate( DG * RECIPROCAL_PI );
}
vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
float dotNV = saturate( dot( normal, viewDir ) );
const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
vec4 r = roughness * c0 + c1;
float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
return fab;
}
vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
vec2 fab = DFGApprox( normal, viewDir, roughness );
return specularColor * fab.x + specularF90 * fab.y;
}
#ifdef USE_IRIDESCENCE
void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
#else
void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
#endif
vec2 fab = DFGApprox( normal, viewDir, roughness );
#ifdef USE_IRIDESCENCE
vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
#else
vec3 Fr = specularColor;
#endif
vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
float Ess = fab.x + fab.y;
float Ems = 1.0 - Ess;
vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
singleScatter += FssEss;
multiScatter += Fms * Ems;
}
#if NUM_RECT_AREA_LIGHTS > 0
void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
vec3 normal = geometryNormal;
vec3 viewDir = geometryViewDir;
vec3 position = geometryPosition;
vec3 lightPos = rectAreaLight.position;
vec3 halfWidth = rectAreaLight.halfWidth;
vec3 halfHeight = rectAreaLight.halfHeight;
vec3 lightColor = rectAreaLight.color;
float roughness = material.roughness;
vec3 rectCoords[ 4 ];
rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
vec2 uv = LTC_Uv( normal, viewDir, roughness );
vec4 t1 = texture2D( ltc_1, uv );
vec4 t2 = texture2D( ltc_2, uv );
mat3 mInv = mat3(
vec3( t1.x, 0, t1.y ),
vec3( 0, 1, 0 ),
vec3( t1.z, 0, t1.w )
);
vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
}
#endif
void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
#ifdef USE_CLEARCOAT
float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );
vec3 ccIrradiance = dotNLcc * directLight.color;
clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );
#endif
#ifdef USE_SHEEN
sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );
#endif
reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
}
void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
#ifdef USE_CLEARCOAT
clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
#endif
#ifdef USE_SHEEN
sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
#endif
vec3 singleScattering = vec3( 0.0 );
vec3 multiScattering = vec3( 0.0 );
vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
#ifdef USE_IRIDESCENCE
computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );
#else
computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
#endif
vec3 totalScattering = singleScattering + multiScattering;
vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );
reflectedLight.indirectSpecular += radiance * singleScattering;
reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
}
#define RE_Direct RE_Direct_Physical
#define RE_Direct_RectArea RE_Direct_RectArea_Physical
#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
#define RE_IndirectSpecular RE_IndirectSpecular_Physical
float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
}`,iq=`
vec3 geometryPosition = - vViewPosition;
vec3 geometryNormal = normal;
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
vec3 geometryClearcoatNormal = vec3( 0.0 );
#ifdef USE_CLEARCOAT
geometryClearcoatNormal = clearcoatNormal;
#endif
#ifdef USE_IRIDESCENCE
float dotNVi = saturate( dot( normal, geometryViewDir ) );
if ( material.iridescenceThickness == 0.0 ) {
material.iridescence = 0.0;
} else {
material.iridescence = saturate( material.iridescence );
}
if ( material.iridescence > 0.0 ) {
material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );
}
#endif
IncidentLight directLight;
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
PointLight pointLight;
#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
PointLightShadow pointLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
pointLight = pointLights[ i ];
getPointLightInfo( pointLight, geometryPosition, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
pointLightShadow = pointLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
#endif
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
SpotLight spotLight;
vec4 spotColor;
vec3 spotLightCoord;
bool inSpotLightMap;
#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
SpotLightShadow spotLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
spotLight = spotLights[ i ];
getSpotLightInfo( spotLight, geometryPosition, directLight );
#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
#else
#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
#endif
#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
#endif
#undef SPOT_LIGHT_MAP_INDEX
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
spotLightShadow = spotLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
DirectionalLight directionalLight;
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
RectAreaLight rectAreaLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
rectAreaLight = rectAreaLights[ i ];
RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if defined( RE_IndirectDiffuse )
vec3 iblIrradiance = vec3( 0.0 );
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
#if defined( USE_LIGHT_PROBES )
irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );
#endif
#if ( NUM_HEMI_LIGHTS > 0 )
#pragma unroll_loop_start
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
}
#pragma unroll_loop_end
#endif
#endif
#if defined( RE_IndirectSpecular )
vec3 radiance = vec3( 0.0 );
vec3 clearcoatRadiance = vec3( 0.0 );
#endif`,rq=`#if defined( RE_IndirectDiffuse )
#ifdef USE_LIGHTMAP
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
irradiance += lightMapIrradiance;
#endif
#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
iblIrradiance += getIBLIrradiance( geometryNormal );
#endif
#endif
#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
#ifdef USE_ANISOTROPY
radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );
#else
radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );
#endif
#ifdef USE_CLEARCOAT
clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );
#endif
#endif`,sq=`#if defined( RE_IndirectDiffuse )
RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
#endif
#if defined( RE_IndirectSpecular )
RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
#endif`,aq=`#if defined( USE_LOGDEPTHBUF )
gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
#endif`,oq=`#if defined( USE_LOGDEPTHBUF )
uniform float logDepthBufFC;
varying float vFragDepth;
varying float vIsPerspective;
#endif`,lq=`#ifdef USE_LOGDEPTHBUF
varying float vFragDepth;
varying float vIsPerspective;
#endif`,uq=`#ifdef USE_LOGDEPTHBUF
vFragDepth = 1.0 + gl_Position.w;
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
#endif`,cq=`#ifdef USE_MAP
vec4 sampledDiffuseColor = texture2D( map, vMapUv );
#ifdef DECODE_VIDEO_TEXTURE
sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
#endif
diffuseColor *= sampledDiffuseColor;
#endif`,hq=`#ifdef USE_MAP
uniform sampler2D map;
#endif`,fq=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
#if defined( USE_POINTS_UV )
vec2 uv = vUv;
#else
vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
#endif
#endif
#ifdef USE_MAP
diffuseColor *= texture2D( map, uv );
#endif
#ifdef USE_ALPHAMAP
diffuseColor.a *= texture2D( alphaMap, uv ).g;
#endif`,dq=`#if defined( USE_POINTS_UV )
varying vec2 vUv;
#else
#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
uniform mat3 uvTransform;
#endif
#endif
#ifdef USE_MAP
uniform sampler2D map;
#endif
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
#endif`,Aq=`float metalnessFactor = metalness;
#ifdef USE_METALNESSMAP
vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
metalnessFactor *= texelMetalness.b;
#endif`,pq=`#ifdef USE_METALNESSMAP
uniform sampler2D metalnessMap;
#endif`,mq=`#ifdef USE_INSTANCING_MORPH
float morphTargetInfluences[ MORPHTARGETS_COUNT ];
float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;
}
#endif`,gq=`#if defined( USE_MORPHCOLORS )
vColor *= morphTargetBaseInfluence;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
#if defined( USE_COLOR_ALPHA )
if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];
#elif defined( USE_COLOR )
if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];
#endif
}
#endif`,vq=`#ifdef USE_MORPHNORMALS
objectNormal *= morphTargetBaseInfluence;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];
}
#endif`,_q=`#ifdef USE_MORPHTARGETS
#ifndef USE_INSTANCING_MORPH
uniform float morphTargetBaseInfluence;
uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
#endif
uniform sampler2DArray morphTargetsTexture;
uniform ivec2 morphTargetsTextureSize;
vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {
int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
int y = texelIndex / morphTargetsTextureSize.x;
int x = texelIndex - y * morphTargetsTextureSize.x;
ivec3 morphUV = ivec3( x, y, morphTargetIndex );
return texelFetch( morphTargetsTexture, morphUV, 0 );
}
#endif`,yq=`#ifdef USE_MORPHTARGETS
transformed *= morphTargetBaseInfluence;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
}
#endif`,xq=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
#ifdef FLAT_SHADED
vec3 fdx = dFdx( vViewPosition );
vec3 fdy = dFdy( vViewPosition );
vec3 normal = normalize( cross( fdx, fdy ) );
#else
vec3 normal = normalize( vNormal );
#ifdef DOUBLE_SIDED
normal *= faceDirection;
#endif
#endif
#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )
#ifdef USE_TANGENT
mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn = getTangentFrame( - vViewPosition, normal,
#if defined( USE_NORMALMAP )
vNormalMapUv
#elif defined( USE_CLEARCOAT_NORMALMAP )
vClearcoatNormalMapUv
#else
vUv
#endif
);
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn[0] *= faceDirection;
tbn[1] *= faceDirection;
#endif
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
#ifdef USE_TANGENT
mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn2[0] *= faceDirection;
tbn2[1] *= faceDirection;
#endif
#endif
vec3 nonPerturbedNormal = normal;`,bq=`#ifdef USE_NORMALMAP_OBJECTSPACE
normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
#ifdef FLIP_SIDED
normal = - normal;
#endif
#ifdef DOUBLE_SIDED
normal = normal * faceDirection;
#endif
normal = normalize( normalMatrix * normal );
#elif defined( USE_NORMALMAP_TANGENTSPACE )
vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
mapN.xy *= normalScale;
normal = normalize( tbn * mapN );
#elif defined( USE_BUMPMAP )
normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
#endif`,Sq=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,wq=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,Tq=`#ifndef FLAT_SHADED
vNormal = normalize( transformedNormal );
#ifdef USE_TANGENT
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
#endif
#endif`,Mq=`#ifdef USE_NORMALMAP
uniform sampler2D normalMap;
uniform vec2 normalScale;
#endif
#ifdef USE_NORMALMAP_OBJECTSPACE
uniform mat3 normalMatrix;
#endif
#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )
mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {
vec3 q0 = dFdx( eye_pos.xyz );
vec3 q1 = dFdy( eye_pos.xyz );
vec2 st0 = dFdx( uv.st );
vec2 st1 = dFdy( uv.st );
vec3 N = surf_norm;
vec3 q1perp = cross( q1, N );
vec3 q0perp = cross( N, q0 );
vec3 T = q1perp * st0.x + q0perp * st1.x;
vec3 B = q1perp * st0.y + q0perp * st1.y;
float det = max( dot( T, T ), dot( B, B ) );
float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );
return mat3( T * scale, B * scale, N );
}
#endif`,Eq=`#ifdef USE_CLEARCOAT
vec3 clearcoatNormal = nonPerturbedNormal;
#endif`,Cq=`#ifdef USE_CLEARCOAT_NORMALMAP
vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
clearcoatMapN.xy *= clearcoatNormalScale;
clearcoatNormal = normalize( tbn2 * clearcoatMapN );
#endif`,Nq=`#ifdef USE_CLEARCOATMAP
uniform sampler2D clearcoatMap;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform sampler2D clearcoatNormalMap;
uniform vec2 clearcoatNormalScale;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform sampler2D clearcoatRoughnessMap;
#endif`,Rq=`#ifdef USE_IRIDESCENCEMAP
uniform sampler2D iridescenceMap;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform sampler2D iridescenceThicknessMap;
#endif`,Dq=`#ifdef OPAQUE
diffuseColor.a = 1.0;
#endif
#ifdef USE_TRANSMISSION
diffuseColor.a *= material.transmissionAlpha;
#endif
gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,Pq=`vec3 packNormalToRGB( const in vec3 normal ) {
return normalize( normal ) * 0.5 + 0.5;
}
vec3 unpackRGBToNormal( const in vec3 rgb ) {
return 2.0 * rgb.xyz - 1.0;
}
const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;
const float Inv255 = 1. / 255.;
const vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );
const vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );
const vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );
const vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );
vec4 packDepthToRGBA( const in float v ) {
if( v <= 0.0 )
return vec4( 0., 0., 0., 0. );
if( v >= 1.0 )
return vec4( 1., 1., 1., 1. );
float vuf;
float af = modf( v * PackFactors.a, vuf );
float bf = modf( vuf * ShiftRight8, vuf );
float gf = modf( vuf * ShiftRight8, vuf );
return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );
}
vec3 packDepthToRGB( const in float v ) {
if( v <= 0.0 )
return vec3( 0., 0., 0. );
if( v >= 1.0 )
return vec3( 1., 1., 1. );
float vuf;
float bf = modf( v * PackFactors.b, vuf );
float gf = modf( vuf * ShiftRight8, vuf );
return vec3( vuf * Inv255, gf * PackUpscale, bf );
}
vec2 packDepthToRG( const in float v ) {
if( v <= 0.0 )
return vec2( 0., 0. );
if( v >= 1.0 )
return vec2( 1., 1. );
float vuf;
float gf = modf( v * 256., vuf );
return vec2( vuf * Inv255, gf );
}
float unpackRGBAToDepth( const in vec4 v ) {
return dot( v, UnpackFactors4 );
}
float unpackRGBToDepth( const in vec3 v ) {
return dot( v, UnpackFactors3 );
}
float unpackRGToDepth( const in vec2 v ) {
return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;
}
vec4 pack2HalfToRGBA( const in vec2 v ) {
vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
}
vec2 unpackRGBATo2Half( const in vec4 v ) {
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}
float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
return ( viewZ + near ) / ( near - far );
}
float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
return depth * ( near - far ) - near;
}
float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
}
float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
return ( near * far ) / ( ( far - near ) * depth - far );
}`,Lq=`#ifdef PREMULTIPLIED_ALPHA
gl_FragColor.rgb *= gl_FragColor.a;
#endif`,Uq=`vec4 mvPosition = vec4( transformed, 1.0 );
#ifdef USE_BATCHING
mvPosition = batchingMatrix * mvPosition;
#endif
#ifdef USE_INSTANCING
mvPosition = instanceMatrix * mvPosition;
#endif
mvPosition = modelViewMatrix * mvPosition;
gl_Position = projectionMatrix * mvPosition;`,Bq=`#ifdef DITHERING
gl_FragColor.rgb = dithering( gl_FragColor.rgb );
#endif`,Oq=`#ifdef DITHERING
vec3 dithering( vec3 color ) {
float grid_position = rand( gl_FragCoord.xy );
vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
return color + dither_shift_RGB;
}
#endif`,Iq=`float roughnessFactor = roughness;
#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
roughnessFactor *= texelRoughness.g;
#endif`,Fq=`#ifdef USE_ROUGHNESSMAP
uniform sampler2D roughnessMap;
#endif`,kq=`#if NUM_SPOT_LIGHT_COORDS > 0
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
#endif
#if NUM_SPOT_LIGHT_MAPS > 0
uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];
#endif
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
struct DirectionalLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
struct SpotLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
struct PointLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
float shadowCameraNear;
float shadowCameraFar;
};
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
#endif
float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
}
vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {
return unpackRGBATo2Half( texture2D( shadow, uv ) );
}
float VSMShadow (sampler2D shadow, vec2 uv, float compare ){
float occlusion = 1.0;
vec2 distribution = texture2DDistribution( shadow, uv );
float hard_shadow = step( compare , distribution.x );
if (hard_shadow != 1.0 ) {
float distance = compare - distribution.x ;
float variance = max( 0.00000, distribution.y * distribution.y );
float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );
}
return occlusion;
}
float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
float shadow = 1.0;
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z += shadowBias;
bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
if ( frustumTest ) {
#if defined( SHADOWMAP_TYPE_PCF )
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
float dx0 = - texelSize.x * shadowRadius;
float dy0 = - texelSize.y * shadowRadius;
float dx1 = + texelSize.x * shadowRadius;
float dy1 = + texelSize.y * shadowRadius;
float dx2 = dx0 / 2.0;
float dy2 = dy0 / 2.0;
float dx3 = dx1 / 2.0;
float dy3 = dy1 / 2.0;
shadow = (
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
) * ( 1.0 / 17.0 );
#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
float dx = texelSize.x;
float dy = texelSize.y;
vec2 uv = shadowCoord.xy;
vec2 f = fract( uv * shadowMapSize + 0.5 );
uv -= f * texelSize;
shadow = (
texture2DCompare( shadowMap, uv, shadowCoord.z ) +
texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
f.x ) +
mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
f.x ) +
mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
f.y ) +
mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
f.y ) +
mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
f.x ),
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
f.x ),
f.y )
) * ( 1.0 / 9.0 );
#elif defined( SHADOWMAP_TYPE_VSM )
shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );
#else
shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
#endif
}
return mix( 1.0, shadow, shadowIntensity );
}
vec2 cubeToUV( vec3 v, float texelSizeY ) {
vec3 absV = abs( v );
float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
absV *= scaleToCube;
v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
vec2 planar = v.xy;
float almostATexel = 1.5 * texelSizeY;
float almostOne = 1.0 - almostATexel;
if ( absV.z >= almostOne ) {
if ( v.z > 0.0 )
planar.x = 4.0 - v.x;
} else if ( absV.x >= almostOne ) {
float signX = sign( v.x );
planar.x = v.z * signX + 2.0 * signX;
} else if ( absV.y >= almostOne ) {
float signY = sign( v.y );
planar.x = v.x + 2.0 * signY + 2.0;
planar.y = v.z * signY - 2.0;
}
return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
}
float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
float shadow = 1.0;
vec3 lightToPosition = shadowCoord.xyz;
float lightToPositionLength = length( lightToPosition );
if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {
float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;
vec3 bd3D = normalize( lightToPosition );
vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )
vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
shadow = (
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
) * ( 1.0 / 9.0 );
#else
shadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
#endif
}
return mix( 1.0, shadow, shadowIntensity );
}
#endif`,zq=`#if NUM_SPOT_LIGHT_COORDS > 0
uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
#endif
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
struct DirectionalLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
struct SpotLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
struct PointLightShadow {
float shadowIntensity;
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
float shadowCameraNear;
float shadowCameraFar;
};
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
#endif
#endif`,Gq=`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
vec4 shadowWorldPosition;
#endif
#if defined( USE_SHADOWMAP )
#if NUM_DIR_LIGHT_SHADOWS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif
#endif
#if NUM_SPOT_LIGHT_COORDS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
shadowWorldPosition = worldPosition;
#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;
#endif
vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif`,qq=`float getShadowMask() {
float shadow = 1.0;
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
directionalLight = directionalLightShadows[ i ];
shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
}
#pragma unroll_loop_end
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
SpotLightShadow spotLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
spotLight = spotLightShadows[ i ];
shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
}
#pragma unroll_loop_end
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
PointLightShadow pointLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
pointLight = pointLightShadows[ i ];
shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
}
#pragma unroll_loop_end
#endif
#endif
return shadow;
}`,Vq=`#ifdef USE_SKINNING
mat4 boneMatX = getBoneMatrix( skinIndex.x );
mat4 boneMatY = getBoneMatrix( skinIndex.y );
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
mat4 boneMatW = getBoneMatrix( skinIndex.w );
#endif`,jq=`#ifdef USE_SKINNING
uniform mat4 bindMatrix;
uniform mat4 bindMatrixInverse;
uniform highp sampler2D boneTexture;
mat4 getBoneMatrix( const in float i ) {
int size = textureSize( boneTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
#endif`,Hq=`#ifdef USE_SKINNING
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
vec4 skinned = vec4( 0.0 );
skinned += boneMatX * skinVertex * skinWeight.x;
skinned += boneMatY * skinVertex * skinWeight.y;
skinned += boneMatZ * skinVertex * skinWeight.z;
skinned += boneMatW * skinVertex * skinWeight.w;
transformed = ( bindMatrixInverse * skinned ).xyz;
#endif`,Wq=`#ifdef USE_SKINNING
mat4 skinMatrix = mat4( 0.0 );
skinMatrix += skinWeight.x * boneMatX;
skinMatrix += skinWeight.y * boneMatY;
skinMatrix += skinWeight.z * boneMatZ;
skinMatrix += skinWeight.w * boneMatW;
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
#ifdef USE_TANGENT
objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#endif
#endif`,$q=`float specularStrength;
#ifdef USE_SPECULARMAP
vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
specularStrength = texelSpecular.r;
#else
specularStrength = 1.0;
#endif`,Xq=`#ifdef USE_SPECULARMAP
uniform sampler2D specularMap;
#endif`,Yq=`#if defined( TONE_MAPPING )
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
#endif`,Qq=`#ifndef saturate
#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
uniform float toneMappingExposure;
vec3 LinearToneMapping( vec3 color ) {
return saturate( toneMappingExposure * color );
}
vec3 ReinhardToneMapping( vec3 color ) {
color *= toneMappingExposure;
return saturate( color / ( vec3( 1.0 ) + color ) );
}
vec3 CineonToneMapping( vec3 color ) {
color *= toneMappingExposure;
color = max( vec3( 0.0 ), color - 0.004 );
return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
}
vec3 RRTAndODTFit( vec3 v ) {
vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
return a / b;
}
vec3 ACESFilmicToneMapping( vec3 color ) {
const mat3 ACESInputMat = mat3(
vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),
vec3( 0.04823, 0.01566, 0.83777 )
);
const mat3 ACESOutputMat = mat3(
vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),
vec3( -0.07367, -0.00605, 1.07602 )
);
color *= toneMappingExposure / 0.6;
color = ACESInputMat * color;
color = RRTAndODTFit( color );
color = ACESOutputMat * color;
return saturate( color );
}
const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
vec3( 1.6605, - 0.1246, - 0.0182 ),
vec3( - 0.5876, 1.1329, - 0.1006 ),
vec3( - 0.0728, - 0.0083, 1.1187 )
);
const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3( 0.6274, 0.0691, 0.0164 ),
vec3( 0.3293, 0.9195, 0.0880 ),
vec3( 0.0433, 0.0113, 0.8956 )
);
vec3 agxDefaultContrastApprox( vec3 x ) {
vec3 x2 = x * x;
vec3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
vec3 AgXToneMapping( vec3 color ) {
const mat3 AgXInsetMatrix = mat3(
vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),
vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),
vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )
);
const mat3 AgXOutsetMatrix = mat3(
vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),
vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),
vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )
);
const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069;
color *= toneMappingExposure;
color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;
color = AgXInsetMatrix * color;
color = max( color, 1e-10 ); color = log2( color );
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
color = clamp( color, 0.0, 1.0 );
color = agxDefaultContrastApprox( color );
color = AgXOutsetMatrix * color;
color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
color = LINEAR_REC2020_TO_LINEAR_SRGB * color;
color = clamp( color, 0.0, 1.0 );
return color;
}
vec3 NeutralToneMapping( vec3 color ) {
const float StartCompression = 0.8 - 0.04;
const float Desaturation = 0.15;
color *= toneMappingExposure;
float x = min( color.r, min( color.g, color.b ) );
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
color -= offset;
float peak = max( color.r, max( color.g, color.b ) );
if ( peak < StartCompression ) return color;
float d = 1. - StartCompression;
float newPeak = 1. - d * d / ( peak + d - StartCompression );
color *= newPeak / peak;
float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );
return mix( color, vec3( newPeak ), g );
}
vec3 CustomToneMapping( vec3 color ) { return color; }`,Kq=`#ifdef USE_TRANSMISSION
material.transmission = transmission;
material.transmissionAlpha = 1.0;
material.thickness = thickness;
material.attenuationDistance = attenuationDistance;
material.attenuationColor = attenuationColor;
#ifdef USE_TRANSMISSIONMAP
material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;
#endif
#ifdef USE_THICKNESSMAP
material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;
#endif
vec3 pos = vWorldPosition;
vec3 v = normalize( cameraPosition - pos );
vec3 n = inverseTransformDirection( normal, viewMatrix );
vec4 transmitted = getIBLVolumeRefraction(
n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,
material.attenuationColor, material.attenuationDistance );
material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );
totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );
#endif`,Zq=`#ifdef USE_TRANSMISSION
uniform float transmission;
uniform float thickness;
uniform float attenuationDistance;
uniform vec3 attenuationColor;
#ifdef USE_TRANSMISSIONMAP
uniform sampler2D transmissionMap;
#endif
#ifdef USE_THICKNESSMAP
uniform sampler2D thicknessMap;
#endif
uniform vec2 transmissionSamplerSize;
uniform sampler2D transmissionSamplerMap;
uniform mat4 modelMatrix;
uniform mat4 projectionMatrix;
varying vec3 vWorldPosition;
float w0( float a ) {
return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );
}
float w1( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );
}
float w2( float a ){
return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );
}
float w3( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * a );
}
float g0( float a ) {
return w0( a ) + w1( a );
}
float g1( float a ) {
return w2( a ) + w3( a );
}
float h0( float a ) {
return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );
}
float h1( float a ) {
return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );
}
vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {
uv = uv * texelSize.zw + 0.5;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
float g0x = g0( fuv.x );
float g1x = g1( fuv.x );
float h0x = h0( fuv.x );
float h1x = h1( fuv.x );
float h0y = h0( fuv.y );
float h1y = h1( fuv.y );
vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +
g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );
}
vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {
vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );
vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );
vec2 fLodSizeInv = 1.0 / fLodSize;
vec2 cLodSizeInv = 1.0 / cLodSize;
vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );
vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );
return mix( fSample, cSample, fract( lod ) );
}
vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
vec3 modelScale;
modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
return normalize( refractionVector ) * thickness * modelScale;
}
float applyIorToRoughness( const in float roughness, const in float ior ) {
return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
}
vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );
}
vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
if ( isinf( attenuationDistance ) ) {
return vec3( 1.0 );
} else {
vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;
}
}
vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,
const in vec3 attenuationColor, const in float attenuationDistance ) {
vec4 transmittedLight;
vec3 transmittance;
#ifdef USE_DISPERSION
float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;
vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );
for ( int i = 0; i < 3; i ++ ) {
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
vec3 refractedRayExit = position + transmissionRay;
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
refractionCoords += 1.0;
refractionCoords /= 2.0;
vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
transmittedLight[ i ] = transmissionSample[ i ];
transmittedLight.a += transmissionSample.a;
transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];
}
transmittedLight.a /= 3.0;
#else
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
vec3 refractedRayExit = position + transmissionRay;
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
refractionCoords += 1.0;
refractionCoords /= 2.0;
transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
#endif
vec3 attenuatedColor = transmittance * transmittedLight.rgb;
vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );
}
#endif`,Jq=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
varying vec2 vNormalMapUv;
#endif
#ifdef USE_EMISSIVEMAP
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_SPECULARMAP
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif`,eV=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
uniform mat3 mapTransform;
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
uniform mat3 alphaMapTransform;
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
uniform mat3 lightMapTransform;
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
uniform mat3 aoMapTransform;
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
uniform mat3 bumpMapTransform;
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
uniform mat3 normalMapTransform;
varying vec2 vNormalMapUv;
#endif
#ifdef USE_DISPLACEMENTMAP
uniform mat3 displacementMapTransform;
varying vec2 vDisplacementMapUv;
#endif
#ifdef USE_EMISSIVEMAP
uniform mat3 emissiveMapTransform;
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
uniform mat3 metalnessMapTransform;
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
uniform mat3 roughnessMapTransform;
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
uniform mat3 anisotropyMapTransform;
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
uniform mat3 clearcoatMapTransform;
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform mat3 clearcoatNormalMapTransform;
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform mat3 clearcoatRoughnessMapTransform;
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
uniform mat3 sheenColorMapTransform;
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform mat3 sheenRoughnessMapTransform;
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
uniform mat3 iridescenceMapTransform;
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform mat3 iridescenceThicknessMapTransform;
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SPECULARMAP
uniform mat3 specularMapTransform;
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
uniform mat3 specularColorMapTransform;
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform mat3 specularIntensityMapTransform;
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif`,tV=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
vUv = vec3( uv, 1 ).xy;
#endif
#ifdef USE_MAP
vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ALPHAMAP
vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_LIGHTMAP
vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_AOMAP
vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_BUMPMAP
vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_NORMALMAP
vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_DISPLACEMENTMAP
vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_EMISSIVEMAP
vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_METALNESSMAP
vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ROUGHNESSMAP
vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ANISOTROPYMAP
vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOATMAP
vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCEMAP
vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_COLORMAP
vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULARMAP
vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_COLORMAP
vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_TRANSMISSIONMAP
vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_THICKNESSMAP
vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
#endif`,nV=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
vec4 worldPosition = vec4( transformed, 1.0 );
#ifdef USE_BATCHING
worldPosition = batchingMatrix * worldPosition;
#endif
#ifdef USE_INSTANCING
worldPosition = instanceMatrix * worldPosition;
#endif
worldPosition = modelMatrix * worldPosition;
#endif`;const iV=`varying vec2 vUv;
uniform mat3 uvTransform;
void main() {
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
gl_Position = vec4( position.xy, 1.0, 1.0 );
}`,rV=`uniform sampler2D t2D;
uniform float backgroundIntensity;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D( t2D, vUv );
#ifdef DECODE_VIDEO_TEXTURE
texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,sV=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,aV=`#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#elif defined( ENVMAP_TYPE_CUBE_UV )
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform float backgroundBlurriness;
uniform float backgroundIntensity;
uniform mat3 backgroundRotation;
varying vec3 vWorldDirection;
#include <cube_uv_reflection_fragment>
void main() {
#ifdef ENVMAP_TYPE_CUBE
vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );
#else
vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,oV=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,lV=`uniform samplerCube tCube;
uniform float tFlip;
uniform float opacity;
varying vec3 vWorldDirection;
void main() {
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
gl_FragColor = texColor;
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,uV=`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW;
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vHighPrecisionZW = gl_Position.zw;
}`,cV=`#if DEPTH_PACKING == 3200
uniform float opacity;
#endif
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vHighPrecisionZW;
void main() {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <logdepthbuf_fragment>
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
#if DEPTH_PACKING == 3200
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
#elif DEPTH_PACKING == 3201
gl_FragColor = packDepthToRGBA( fragCoordZ );
#elif DEPTH_PACKING == 3202
gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );
#elif DEPTH_PACKING == 3203
gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );
#endif
}`,hV=`#define DISTANCE
varying vec3 vWorldPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
vWorldPosition = worldPosition.xyz;
}`,fV=`#define DISTANCE
uniform vec3 referencePosition;
uniform float nearDistance;
uniform float farDistance;
varying vec3 vWorldPosition;
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <clipping_planes_pars_fragment>
void main () {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
float dist = length( vWorldPosition - referencePosition );
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
dist = saturate( dist );
gl_FragColor = packDepthToRGBA( dist );
}`,dV=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}`,AV=`uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,pV=`uniform float scale;
attribute float lineDistance;
varying float vLineDistance;
#include <common>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vLineDistance = scale * lineDistance;
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`,mV=`uniform vec3 diffuse;
uniform float opacity;
uniform float dashSize;
uniform float totalSize;
varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
if ( mod( vLineDistance, totalSize ) > dashSize ) {
discard;
}
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}`,gV=`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <fog_vertex>
}`,vV=`uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#ifdef USE_LIGHTMAP
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,_V=`#define LAMBERT
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,yV=`#define LAMBERT
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_lambert_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_lambert_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,xV=`#define MATCAP
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <displacementmap_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
vViewPosition = - mvPosition.xyz;
}`,bV=`#define MATCAP
uniform vec3 diffuse;
uniform float opacity;
uniform sampler2D matcap;
varying vec3 vViewPosition;
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
vec3 viewDir = normalize( vViewPosition );
vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
vec3 y = cross( viewDir, x );
vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
#ifdef USE_MATCAP
vec4 matcapColor = texture2D( matcap, uv );
#else
vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
#endif
vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,SV=`#define NORMAL
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
vViewPosition = - mvPosition.xyz;
#endif
}`,wV=`#define NORMAL
uniform float opacity;
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif
#include <packing>
#include <uv_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
gl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );
#ifdef OPAQUE
gl_FragColor.a = 1.0;
#endif
}`,TV=`#define PHONG
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,MV=`#define PHONG
uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_phong_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,EV=`#define STANDARD
varying vec3 vViewPosition;
#ifdef USE_TRANSMISSION
varying vec3 vWorldPosition;
#endif
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#ifdef USE_TRANSMISSION
vWorldPosition = worldPosition.xyz;
#endif
}`,CV=`#define STANDARD
#ifdef PHYSICAL
#define IOR
#define USE_SPECULAR
#endif
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef IOR
uniform float ior;
#endif
#ifdef USE_SPECULAR
uniform float specularIntensity;
uniform vec3 specularColor;
#ifdef USE_SPECULAR_COLORMAP
uniform sampler2D specularColorMap;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform sampler2D specularIntensityMap;
#endif
#endif
#ifdef USE_CLEARCOAT
uniform float clearcoat;
uniform float clearcoatRoughness;
#endif
#ifdef USE_DISPERSION
uniform float dispersion;
#endif
#ifdef USE_IRIDESCENCE
uniform float iridescence;
uniform float iridescenceIOR;
uniform float iridescenceThicknessMinimum;
uniform float iridescenceThicknessMaximum;
#endif
#ifdef USE_SHEEN
uniform vec3 sheenColor;
uniform float sheenRoughness;
#ifdef USE_SHEEN_COLORMAP
uniform sampler2D sheenColorMap;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform sampler2D sheenRoughnessMap;
#endif
#endif
#ifdef USE_ANISOTROPY
uniform vec2 anisotropyVector;
#ifdef USE_ANISOTROPYMAP
uniform sampler2D anisotropyMap;
#endif
#endif
varying vec3 vViewPosition;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <iridescence_fragment>
#include <cube_uv_reflection_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_physical_pars_fragment>
#include <transmission_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <clearcoat_pars_fragment>
#include <iridescence_pars_fragment>
#include <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <clearcoat_normal_fragment_begin>
#include <clearcoat_normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_physical_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
#include <transmission_fragment>
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
#ifdef USE_SHEEN
float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;
#endif
#ifdef USE_CLEARCOAT
float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );
vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;
#endif
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,NV=`#define TOON
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,RV=`#define TOON
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_toon_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_toon_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,DV=`uniform float size;
uniform float scale;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#ifdef USE_POINTS_UV
varying vec2 vUv;
uniform mat3 uvTransform;
#endif
void main() {
#ifdef USE_POINTS_UV
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
#endif
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
gl_PointSize = size;
#ifdef USE_SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );
#endif
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <fog_vertex>
}`,PV=`uniform vec3 diffuse;
uniform float opacity;
#include <common>
#include <color_pars_fragment>
#include <map_particle_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_particle_fragment>
#include <color_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}`,LV=`#include <common>
#include <batching_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <shadowmap_pars_vertex>
void main() {
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,UV=`uniform vec3 color;
uniform float opacity;
#include <common>
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <logdepthbuf_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
void main() {
#include <logdepthbuf_fragment>
gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
}`,BV=`uniform float rotation;
uniform vec2 center;
#include <common>
#include <uv_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
vec4 mvPosition = modelViewMatrix[ 3 ];
vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );
#ifndef USE_SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
if ( isPerspective ) scale *= - mvPosition.z;
#endif
vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;
vec2 rotatedPosition;
rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;
rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;
mvPosition.xy += rotatedPosition;
gl_Position = projectionMatrix * mvPosition;
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`,OV=`uniform vec3 diffuse;
uniform float opacity;
#include <common>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
}`,ei={alphahash_fragment:rG,alphahash_pars_fragment:sG,alphamap_fragment:aG,alphamap_pars_fragment:oG,alphatest_fragment:lG,alphatest_pars_fragment:uG,aomap_fragment:cG,aomap_pars_fragment:hG,batching_pars_vertex:fG,batching_vertex:dG,begin_vertex:AG,beginnormal_vertex:pG,bsdfs:mG,iridescence_fragment:gG,bumpmap_pars_fragment:vG,clipping_planes_fragment:_G,clipping_planes_pars_fragment:yG,clipping_planes_pars_vertex:xG,clipping_planes_vertex:bG,color_fragment:SG,color_pars_fragment:wG,color_pars_vertex:TG,color_vertex:MG,common:EG,cube_uv_reflection_fragment:CG,defaultnormal_vertex:NG,displacementmap_pars_vertex:RG,displacementmap_vertex:DG,emissivemap_fragment:PG,emissivemap_pars_fragment:LG,colorspace_fragment:UG,colorspace_pars_fragment:BG,envmap_fragment:OG,envmap_common_pars_fragment:IG,envmap_pars_fragment:FG,envmap_pars_vertex:kG,envmap_physical_pars_fragment:QG,envmap_vertex:zG,fog_vertex:GG,fog_pars_vertex:qG,fog_fragment:VG,fog_pars_fragment:jG,gradientmap_pars_fragment:HG,lightmap_pars_fragment:WG,lights_lambert_fragment:$G,lights_lambert_pars_fragment:XG,lights_pars_begin:YG,lights_toon_fragment:KG,lights_toon_pars_fragment:ZG,lights_phong_fragment:JG,lights_phong_pars_fragment:eq,lights_physical_fragment:tq,lights_physical_pars_fragment:nq,lights_fragment_begin:iq,lights_fragment_maps:rq,lights_fragment_end:sq,logdepthbuf_fragment:aq,logdepthbuf_pars_fragment:oq,logdepthbuf_pars_vertex:lq,logdepthbuf_vertex:uq,map_fragment:cq,map_pars_fragment:hq,map_particle_fragment:fq,map_particle_pars_fragment:dq,metalnessmap_fragment:Aq,metalnessmap_pars_fragment:pq,morphinstance_vertex:mq,morphcolor_vertex:gq,morphnormal_vertex:vq,morphtarget_pars_vertex:_q,morphtarget_vertex:yq,normal_fragment_begin:xq,normal_fragment_maps:bq,normal_pars_fragment:Sq,normal_pars_vertex:wq,normal_vertex:Tq,normalmap_pars_fragment:Mq,clearcoat_normal_fragment_begin:Eq,clearcoat_normal_fragment_maps:Cq,clearcoat_pars_fragment:Nq,iridescence_pars_fragment:Rq,opaque_fragment:Dq,packing:Pq,premultiplied_alpha_fragment:Lq,project_vertex:Uq,dithering_fragment:Bq,dithering_pars_fragment:Oq,roughnessmap_fragment:Iq,roughnessmap_pars_fragment:Fq,shadowmap_pars_fragment:kq,shadowmap_pars_vertex:zq,shadowmap_vertex:Gq,shadowmask_pars_fragment:qq,skinbase_vertex:Vq,skinning_pars_vertex:jq,skinning_vertex:Hq,skinnormal_vertex:Wq,specularmap_fragment:$q,specularmap_pars_fragment:Xq,tonemapping_fragment:Yq,tonemapping_pars_fragment:Qq,transmission_fragment:Kq,transmission_pars_fragment:Zq,uv_pars_fragment:Jq,uv_pars_vertex:eV,uv_vertex:tV,worldpos_vertex:nV,background_vert:iV,background_frag:rV,backgroundCube_vert:sV,backgroundCube_frag:aV,cube_vert:oV,cube_frag:lV,depth_vert:uV,depth_frag:cV,distanceRGBA_vert:hV,distanceRGBA_frag:fV,equirect_vert:dV,equirect_frag:AV,linedashed_vert:pV,linedashed_frag:mV,meshbasic_vert:gV,meshbasic_frag:vV,meshlambert_vert:_V,meshlambert_frag:yV,meshmatcap_vert:xV,meshmatcap_frag:bV,meshnormal_vert:SV,meshnormal_frag:wV,meshphong_vert:TV,meshphong_frag:MV,meshphysical_vert:EV,meshphysical_frag:CV,meshtoon_vert:NV,meshtoon_frag:RV,points_vert:DV,points_frag:PV,shadow_vert:LV,shadow_frag:UV,sprite_vert:BV,sprite_frag:OV},nn={common:{diffuse:{value:new cn(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new Xn},alphaMap:{value:null},alphaMapTransform:{value:new Xn},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new Xn}},envmap:{envMap:{value:null},envMapRotation:{value:new Xn},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new Xn}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new Xn}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new Xn},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new Xn},normalScale:{value:new bt(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new Xn},displacementScale:{value:1},displacementBias:{value:0}},emissi
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[ n ];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;
#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>
vec3 getSample( float theta, vec3 axis ) {
float cosTheta = cos( theta );
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross( axis, vOutputDirection ) * sin( theta )
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
return bilinearCubeUV( envMap, sampleDirection, mipInt );
}
void main() {
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
}
axis = normalize( axis );
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
for ( int i = 1; i < n; i++ ) {
if ( i >= samples ) {
break;
}
float theta = dTheta * float( i );
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
}
}
`,blending:$a,depthTest:!1,depthWrite:!1})}function zN(){return new Qa({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:cM(),fragmentShader:`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
#include <common>
void main() {
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
}
`,blending:$a,depthTest:!1,depthWrite:!1})}function GN(){return new Qa({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:cM(),fragmentShader:`
precision mediump float;
precision mediump int;
uniform float flipEnvMap;
varying vec3 vOutputDirection;
uniform samplerCube envMap;
void main() {
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
}
`,blending:$a,depthTest:!1,depthWrite:!1})}function cM(){return`
precision mediump float;
precision mediump int;
attribute float faceIndex;
varying vec3 vOutputDirection;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection( vec2 uv, float face ) {
uv = 2.0 * uv - 1.0;
vec3 direction = vec3( uv, 1.0 );
if ( face == 0.0 ) {
direction = direction.zyx; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction.xzy;
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction.x *= -1.0; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction.zyx;
direction.xz *= -1.0; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction.xzy;
direction.xy *= -1.0; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction.z *= -1.0; // ( u, v, -1 ) neg z
}
return direction;
}
void main() {
vOutputDirection = getDirection( uv, faceIndex );
gl_Position = vec4( position, 1.0 );
}
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Program Info Log: `+J+`
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gl_Position = vec4( position, 1.0 );
}`,wH=`uniform sampler2D shadow_pass;
uniform vec2 resolution;
uniform float radius;
#include <packing>
void main() {
const float samples = float( VSM_SAMPLES );
float mean = 0.0;
float squared_mean = 0.0;
float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );
float uvStart = samples <= 1.0 ? 0.0 : - 1.0;
for ( float i = 0.0; i < samples; i ++ ) {
float uvOffset = uvStart + i * uvStride;
#ifdef HORIZONTAL_PASS
vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );
mean += distribution.x;
squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
#else
float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );
mean += depth;
squared_mean += depth * depth;
#endif
}
mean = mean / samples;
squared_mean = squared_mean / samples;
float std_dev = sqrt( squared_mean - mean * mean );
gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );
}`;function TH(i,e,t){let n=new Og;const r=new bt,s=new bt,a=new On,l=new Oz({depthPacking:KF}),u=new Iz,h={},m=t.maxTextureSize,v={[El]:or,[or]:El,[as]:as},x=new Qa({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new bt},radius:{value:4}},vertexShader:SH,fragmentShader:wH}),S=x.clone();S.defines.HORIZONTAL_PASS=1;const T=new Hi;T.setAttribute("position",new wr(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const N=new Oi(T,x),C=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=ST;let E=this.type;this.render=function(z,G,H){if(C.enabled===!1||C.autoUpdate===!1&&C.needsUpdate===!1||z.length===0)return;const q=i.getRenderTarget(),V=i.getActiveCubeFace(),Q=i.getActiveMipmapLevel(),J=i.state;J.setBlending($a),J.buffers.color.setClear(1,1,1,1),J.buffers.depth.setTest(!0),J.setScissorTest(!1);const ie=E!==vo&&this.type===vo,le=E===vo&&this.type!==vo;for(let re=0,Z=z.length;re<Z;re++){const ne=z[re],de=ne.shadow;if(de===void 0){console.warn("THREE.WebGLShadowMap:",ne,"has no shadow.");continue}if(de.autoUpdate===!1&&de.needsUpdate===!1)continue;r.copy(de.mapSize);const be=de.getFrameExtents();if(r.multiply(be),s.copy(de.mapSize),(r.x>m||r.y>m)&&(r.x>m&&(s.x=Math.floor(m/be.x),r.x=s.x*be.x,de.mapSize.x=s.x),r.y>m&&(s.y=Math.floor(m/be.y),r.y=s.y*be.y,de.mapSize.y=s.y)),de.map===null||ie===!0||le===!0){const ae=this.type!==vo?{minFilter:dr,magFilter:dr}:{};de.map!==null&&de.map.dispose(),de.map=new Fh(r.x,r.y,ae),de.map.texture.name=ne.name+".shadowMap",de.camera.updateProjectionMatrix()}i.setRenderTarget(de.map),i.clear();const Te=de.getViewportCount();for(let ae=0;ae<Te;ae++){const Me=de.getViewport(ae);a.set(s.x*Me.x,s.y*Me.y,s.x*Me.z,s.y*Me.w),J.viewport(a),de.updateMatrices(ne,ae),n=de.getFrustum(),I(G,H,de.camera,ne,this.type)}de.isPointLightShadow!==!0&&this.type===vo&&O(de,H),de.needsUpdate=!1}E=this.type,C.needsUpdate=!1,i.setRenderTarget(q,V,Q)};function O(z,G){const H=e.update(N);x.defines.VSM_SAMPLES!==z.blurSamples&&(x.defines.VSM_SAMPLES=z.blurSamples,S.defines.VSM_SAMPLES=z.blurSamples,x.needsUpdate=!0,S.needsUpdate=!0),z.mapPass===null&&(z.mapPass=new Fh(r.x,r.y)),x.uniforms.shadow_pass.value=z.map.texture,x.uniforms.resolution.value=z.mapSize,x.uniforms.radius.value=z.radius,i.setRenderTarget(z.mapPass),i.clear(),i.renderBufferDirect(G,null,H,x,N,null),S.uniforms.shadow_pass.value=z.mapPass.texture,S.uniforms.resolution.value=z.mapSize,S.uniforms.radius.value=z.radius,i.setRenderTarget(z.map),i.clear(),i.renderBufferDirect(G,null,H,S,N,null)}function U(z,G,H,q){let V=null;const Q=H.isPointLight===!0?z.customDistanceMaterial:z.customDepthMaterial;if(Q!==void 0)V=Q;else if(V=H.isPointLight===!0?u:l,i.localClippingEnabled&&G.clipShadows===!0&&Array.isArray(G.clippingPlanes)&&G.clippingPlanes.length!==0||G.displacementMap&&G.displacementScale!==0||G.alphaMap&&G.alphaTest>0||G.map&&G.alphaTest>0){const J=V.uuid,ie=G.uuid;let le=h[J];le===void 0&&(le={},h[J]=le);let re=le[ie];re===void 0&&(re=V.clone(),le[ie]=re,G.addEventListener("dispose",j)),V=re}if(V.visible=G.visible,V.wireframe=G.wireframe,q===vo?V.side=G.shadowSide!==null?G.shadowSide:G.side:V.side=G.shadowSide!==null?G.shadowSide:v[G.side],V.alphaMap=G.alphaMap,V.alphaTest=G.alphaTest,V.map=G.map,V.clipShadows=G.clipShadows,V.clippingPlanes=G.clippingPlanes,V.clipIntersection=G.clipIntersection,V.displacementMap=G.displacementMap,V.displacementScale=G.displacementScale,V.displacementBias=G.displacementBias,V.wireframeLinewidth=G.wireframeLinewidth,V.linewidth=G.linewidth,H.isPointLight===!0&&V.isMeshDistanceMaterial===!0){const J=i.properties.get(V);J.light=H}return V}function I(z,G,H,q,V){if(z.visible===!1)return;if(z.layers.test(G.layers)&&(z.isMesh||z.isLine||z.isPoints)&&(z.castShadow||z.receiveShadow&&V===vo)&&(!z.frustumCulled||n.intersectsObject(z))){z.modelViewMatrix.multiplyMatrices(H.matrixWorldInverse,z.matrixWorld);const ie=e.update(z),le=z.material;if(Array.isArray(le)){const re=ie.groups;for(let Z=0,ne=re.length;Z<ne;Z++){const de=re[Z],be=le[de.materialIndex];if(be&&be.visible){const Te=U(z,be,
void main() {
gl_Position = vec4( position, 1.0 );
}`,PH=`
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;
void main() {
vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );
if ( coord.x >= 1.0 ) {
gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
} else {
gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
}
}`;class LH{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t,n){if(this.texture===null){const r=new ms,s=e.properties.get(r);s.__webglTexture=t.texture,(t.depthNear!==n.depthNear||t.depthFar!==n.depthFar)&&(this.depthNear=t.depthNear,this.depthFar=t.depthFar),this.texture=r}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,n=new Qa({vertexShader:DH,fragmentShader:PH,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new Oi(new by(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class UH extends Bc{constructor(e,t){super();const n=this;let r=null,s=1,a=null,l="local-floor",u=1,h=null,m=null,v=null,x=null,S=null,T=null;const N=new LH,C=t.getContextAttributes();let E=null,O=null;const U=[],I=[],j=new bt;let z=null;const G=new va;G.viewport=new On;const H=new va;H.viewport=new On;const q=[G,H],V=new Zz;let Q=null,J=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(Ce){let Fe=U[Ce];return Fe===void 0&&(Fe=new P3,U[Ce]=Fe),Fe.getTargetRaySpace()},this.getControllerGrip=function(Ce){let Fe=U[Ce];return Fe===void 0&&(Fe=new P3,U[Ce]=Fe),Fe.getGripSpace()},this.getHand=function(Ce){let Fe=U[Ce];return Fe===void 0&&(Fe=new P3,U[Ce]=Fe),Fe.getHandSpace()};function ie(Ce){const Fe=I.indexOf(Ce.inputSource);if(Fe===-1)return;const tt=U[Fe];tt!==void 0&&(tt.update(Ce.inputSource,Ce.frame,h||a),tt.dispatchEvent({type:Ce.type,data:Ce.inputSource}))}function le(){r.removeEventListener("select",ie),r.removeEventListener("selectstart",ie),r.removeEventListener("selectend",ie),r.removeEventListener("squeeze",ie),r.removeEventListener("squeezestart",ie),r.removeEventListener("squeezeend",ie),r.removeEventListener("end",le),r.removeEventListener("inputsourceschange",re);for(let Ce=0;Ce<U.length;Ce++){const Fe=I[Ce];Fe!==null&&(I[Ce]=null,U[Ce].disconnect(Fe))}Q=null,J=null,N.reset(),e.setRenderTarget(E),S=null,x=null,v=null,r=null,O=null,Ve.stop(),n.isPresenting=!1,e.setPixelRatio(z),e.setSize(j.width,j.height,!1),n.dispatchEvent({type:"sessionend"})}this.setFramebufferScaleFactor=function(Ce){s=Ce,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(Ce){l=Ce,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return h||a},this.setReferenceSpace=function(Ce){h=Ce},this.getBaseLayer=function(){return x!==null?x:S},this.getBinding=function(){return v},this.getFrame=function(){return T},this.getSession=function(){return r},this.setSession=async function(Ce){if(r=Ce,r!==null){if(E=e.getRenderTarget(),r.addEventListener("select",ie),r.addEventListener("selectstart",ie),r.addEventListener("selectend",ie),r.addEventListener("squeeze",ie),r.addEventListener("squeezestart",ie),r.addEventListener("squeezeend",ie),r.addEventListener("end",le),r.addEventListener("inputsourceschange",re),C.xrCompatible!==!0&&await t.makeXRCompatible(),z=e.getPixelRatio(),e.getSize(j),r.enabledFeatures!==void 0&&r.enabledFeatures.includes("layers")){let tt=null,je=null,Rt=null;C.depth&&(Rt=C.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24,tt=C.stencil?uu:tu,je=C.stencil?lu:Nr);const Et={colorFormat:t.RGBA8,depthFormat:Rt,scaleFactor:s};v=new XRWebGLBinding(r,t),x=v.createProjectionLayer(Et),r.updateRenderState({layers:[x]}),e.setPixelRatio(1),e.setSize(x.textureWidth,x.textureHeight,!1),O=new Fh(x.textureWidth,x.textureHeight,{format:ks,type:ra,depthTexture:new Ic(x.textureWidth,x.textureHeight,je,void 0,void 0,void 0,void 0,void 0,void 0,tt),stencilBuffer:C.stencil,colorSpace:e.outputColorSpace,samples:C.antialias?4:0,resolveDepthBuffer:x.ignoreDepthValues===!1})}else{const tt={antialias:C.antialias,alpha:!0,depth:C.depth,stencil:C.stencil,framebufferScaleFactor:s};S=new XRWebGLLayer(r,t,tt),r.updateRenderState({baseLayer:S}),e.setPixelRatio(1),e.setSize(S.framebuffer
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`:"")+e.tab+z+` {
`).addFlowTab()}const s=r.build(e,"void"),a=t.returnsNode?t.returnsNode.build(e):"";e.removeFlowTab().addFlowCode(`
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`,t==="property"?l:e.format(`${l}()`,s,t)}}const CB=(i,e=[],t="")=>{for(let s=0;s<e.length;s++){const a=e[s];typeof a=="function"&&(e[s]=a.functionNode)}const n=wt(new EB(i,e,t)),r=(...s)=>n.call(...s);return r.functionNode=n,r},ure=(i,e)=>CB(i,e,"glsl"),cre=(i,e)=>CB(i,e,"wgsl");class hre extends Nn{static get type(){return"ScriptableValueNode"}constructor(e=null){super(),this._value=e,this._cache=null,this.inputType=null,this.outputType=null,this.events=new Bc,this.isScriptableValueNode=!0}get isScriptableOutputNode(){return this.outputType!==null}set value(e){this._value!==e&&(this._cache&&this.inputType==="URL"&&this.value.value instanceof ArrayBuffer&&(URL.revokeObjectURL(this._cache),this._cache=null),this._value=e,this.events.dispatchEvent({type:"change"}),this.refresh())}get value(){return this._value}refresh(){this.events.dispatchEvent({type:"refresh"})}getValue(){const e=this.value;if(e&&this._cache===null&&this.inputType==="URL"&&e.value instanceof ArrayBuffer)this._cache=URL.createObjectURL(new Blob([e.value]));else if(e&&e.value!==null&&e.value!==void 0&&((this.inputType==="URL"||this.inputType==="String")&&typeof e.value=="string"||this.inputType==="Number"&&typeof e.value=="number"||this.inputType==="Vector2"&&e.value.isVector2||this.inputType==="Vector3"&&e.value.isVector3||this.inputType==="Vector4"&&e.value.isVector4||this.inputType==="Color"&&e.value.isColor||this.inputType==="Matrix3"&&e.value.isMatrix3||this.inputType==="Matrix4"&&e.value.isMatrix4))return e.value;return this._cache||e}getNodeType(e){return this.value&&this.value.isNode?this.value.getNodeType(e):"float"}setup(){return this.value&&this.value.isNode?this.value:ye()}serialize(e){super.serialize(e),this.value!==null?this.inputType==="ArrayBuffer"?e.value=VP(this.value):e.value=this.value?this.value.toJSON(e.meta).uuid:null:e.value=null,e.inputType=this.inputType,e.outputType=this.outputType}deserialize(e){super.deserialize(e);let t=null;e.value!==null&&(e.inputType==="ArrayBuffer"?t=jP(e.value):e.inputType==="Texture"?t=e.meta.textures[e.value]:t=e.meta.nodes[e.value]||null),this.value=t,this.inputType=e.inputType,this.outputType=e.outputType}}const e_=gt(hre);class NB extends Map{get(e,t=null,...n){if(this.has(e))return super.get(e);if(t!==null){const r=t(...n);return this.set(e,r),r}}}class fre{constructor(e){this.scriptableNode=e}get parameters(){return this.scriptableNode.parameters}get layout(){return this.scriptableNode.getLayout()}getInputLayout(e){return this.scriptableNode.getInputLayout(e)}get(e){const t=this.parameters[e];return t?t.getValue():null}}const t_=new NB;class dre extends Nn{static get type(){return"ScriptableNode"}constructor(e=null,t={}){super(),this.codeNode=e,this.parameters=t,this._local=new NB,this._output=e_(),this._outputs={},this._source=this.source,this._method=null,this._object=null,this._value=null,this._needsOutputUpdate=!0,this.onRefresh=this.onRefresh.bind(this),this.isScriptableNode=!0}get source(){return this.codeNode?this.codeNode.code:""}setLocal(e,t){return this._local.set(e,t)}getLocal(e){return this._local.get(e)}onRefresh(){this._refresh()}getInputLayout(e){for(const t of this.getLayout())if(t.inputType&&(t.id===e||t.name===e))return t}getOutputLayout(e){for(const t of this.getLayout())if(t.outputType&&(t.id===e||t.name===e))return t}setOutput(e,t){const n=this._outputs;return n[e]===void 0?n[e]=e_(t):n[e].value=t,this}getOutput(e){return this._outputs[e]}getParameter(e){return this.parameters[e]}setParameter(e,t){const n=this.parameters;return t&&t.isScriptableNode?(this.deleteParameter(e),n[e]=t,n[e].getDefaultOutput().events.addEventListener("refresh",this.onRefresh)):t&&t.isScriptableValueNode?(this.deleteParameter(e),n[e]=t,n[e].events.addEventListener("refresh",this.onRefresh)):n[e]===void 0?(n[e]=e_(t),n[e].events.addEventListener("refresh",this.onRefresh)):n[e].value=t,this}getValue(){return this.getDefaultOutput().getValue()}deleteParameter(e){let t=this.parameters[e];return t&&(t.isScriptableNode&&(t=t.getDefaultOutput()),t.events.removeEventListener("refresh",this.onRefresh)),this}
`,s=`
return { ...output, `+n+" };",a=r+this.codeNode.code+s;return this._method=new Function(...e,a),this._method}dispose(){this._method!==null&&(this._object&&typeof this._object.dispose=="function"&&this._object.dispose(),this._method=null,this._object=null,this._source=null,this._value=null,this._needsOutputUpdate=!0,this._output.value=null,this._outputs={})}setup(){return this.getDefaultOutputNode()}getCacheKey(e){const t=[OP(this.source),this.getDefaultOutputNode().getCacheKey(e)];for(const n in this.parameters)t.push(this.parameters[n].getCacheKey(e));return Cy(t)}set needsUpdate(e){e===!0&&this.dispose()}get needsUpdate(){return this.source!==this._source}_exec(){return this.codeNode===null?this:(this._needsOutputUpdate===!0&&(this._value=this.call("main"),this._needsOutputUpdate=!1),this._output.value=this._value,this)}_refresh(){this.needsUpdate=!0,this._exec(),this._output.refresh()}}const Are=gt(dre);function RB(i){let e;const t=i.context.getViewZ;return t!==void 0&&(e=t(this)),(e||Xr.z).negate()}const NE=Ze(([i,e],t)=>{const n=RB(t);return Uc(i,e,n)}),RE=Ze(([i],e)=>{const t=RB(e);return i.mul(i,t,t).negate().exp().oneMinus()}),Cg=Ze(([i,e])=>_n(e.toFloat().mix(Tg.rgb,i.toVec3()),Tg.a));function pre(i,e,t){return console.warn('THREE.TSL: "rangeFog( color, near, far )" is deprecated. Use "fog( color, rangeFogFactor( near, far ) )" instead.'),Cg(i,NE(e,t))}function mre(i,e){return console.warn('THREE.TSL: "densityFog( color, density )" is deprecated. Use "fog( color, densityFogFactor( density ) )" instead.'),Cg(i,RE(e))}let wf=null,Tf=null;class gre extends Nn{static get type(){return"RangeNode"}constructor(e=ye(),t=ye()){super(),this.minNode=e,this.maxNode=t}getVectorLength(e){const t=e.getTypeLength(Rh(this.minNode.value)),n=e.getTypeLength(Rh(this.maxNode.value));return t>n?t:n}getNodeType(e){return e.object.count>1?e.getTypeFromLength(this.getVectorLength(e)):"float"}setup(e){const t=e.object;let n=null;if(t.count>1){const r=this.minNode.value,s=this.maxNode.value,a=e.getTypeLength(Rh(r)),l=e.getTypeLength(Rh(s));wf=wf||new On,Tf=Tf||new On,wf.setScalar(0),Tf.setScalar(0),a===1?wf.setScalar(r):r.isColor?wf.set(r.r,r.g,r.b,1):wf.set(r.x,r.y,r.z||0,r.w||0),l===1?Tf.setScalar(s):s.isColor?Tf.set(s.r,s.g,s.b,1):Tf.set(s.x,s.y,s.z||0,s.w||0);const u=4,h=u*t.count,m=new Float32Array(h);for(let x=0;x<h;x++){const S=x%u,T=wf.getComponent(S),N=Tf.getComponent(S);m[x]=x0.lerp(T,N,Math.random())}const v=this.getNodeType(e);if(t.count<=4096)n=$g(m,"vec4",t.count).element(Kg).convert(v);else{const x=new Bg(m,4);e.geometry.setAttribute("__range"+this.id,x),n=K_(x).convert(v)}}else n=ye(0);return n}}const vre=gt(gre);class _re extends Nn{static get type(){return"ComputeBuiltinNode"}constructor(e,t){super(t),this._builtinName=e}getHash(e){return this.getBuiltinName(e)}getNodeType(){return this.nodeType}setBuiltinName(e){return this._builtinName=e,this}getBuiltinName(){return this._builtinName}hasBuiltin(e){e.hasBuiltin(this._builtinName)}generate(e,t){const n=this.getBuiltinName(e),r=this.getNodeType(e);return e.shaderStage==="compute"?e.format(n,r,t):(console.warn(`ComputeBuiltinNode: Compute built-in value ${n} can not be accessed in the ${e.shaderStage} stage`),e.generateConst(r))}serialize(e){super.serialize(e),e.global=this.global,e._builtinName=this._builtinName}deserialize(e){super.deserialize(e),this.global=e.global,this._builtinName=e._builtinName}}const Qy=(i,e)=>wt(new _re(i,e)),yre=Qy("numWorkgroups","uvec3"),xre=Qy("workgroupId","uvec3"),bre=Qy("localId","uvec3"),Sre=Qy("subgroupSize","uint");class wre extends Nn{constructor(e){super(),this.scope=e}generate(e){const{scope:t}=this,{renderer:n}=e;n.backend.isWebGLBackend===!0?e.addFlowCode(` // ${t}Barrier
`):e.addLineFlowCode(`${t}Barrier()`,this)}}const DE=gt(wre),Tre=()=>DE("workgroup").append(),Mre=()=>DE("storage").append(),Ere=()=>DE("texture").append();class Cre extends dd{constructor(e,t){super(e,t),this.isWorkgroupInfoElementNode=!0}generate(e,t){let n;const r=e.context.assign;if(n=super.generate(e),r!==!0){const s=this.getNodeType(e);n=e.format(n,s,t)}return n}}class Nre extends Nn{constructor(e,t,n=0){super(t),this.bufferType=t,this.bufferCount=n,this.isWorkgroupInfoNode=!0,this.elementType=t,this.scope=e}label(e){return this.name=e,this}setScope(e){return this.scope=e,this}getElementType(){return this.elementType}getInputType(){return`${this.scope}Array`}element(e){return wt(new Cre(this,e))}generate(e){return e.getScopedArray(this.name||`${this.scope}Array_${this.id}`,this.scope.toLowerCase(),this.bufferType,this.bufferCount)}}const Rre=(i,e)=>wt(new Nre("Workgroup",i,e));class Rs extends Zr{static get type(){return"AtomicFunctionNode"}constructor(e,t,n,r=null){super("uint"),this.method=e,this.pointerNode=t,this.valueNode=n,this.storeNode=r}getInputType(e){return this.pointerNode.getNodeType(e)}getNodeType(e){return this.getInputType(e)}generate(e){const t=this.method,n=this.getNodeType(e),r=this.getInputType(e),s=this.pointerNode,a=this.valueNode,l=[];l.push(`&${s.build(e,r)}`),l.push(a.build(e,r));const u=`${e.getMethod(t,n)}( ${l.join(", ")} )`;if(this.storeNode!==null){const h=this.storeNode.build(e,r);e.addLineFlowCode(`${h} = ${u}`,this)}else e.addLineFlowCode(u,this)}}Rs.ATOMIC_LOAD="atomicLoad";Rs.ATOMIC_STORE="atomicStore";Rs.ATOMIC_ADD="atomicAdd";Rs.ATOMIC_SUB="atomicSub";Rs.ATOMIC_MAX="atomicMax";Rs.ATOMIC_MIN="atomicMin";Rs.ATOMIC_AND="atomicAnd";Rs.ATOMIC_OR="atomicOr";Rs.ATOMIC_XOR="atomicXor";const Dre=gt(Rs),zc=(i,e,t,n=null)=>{const r=Dre(i,e,t,n);return r.append(),r},Pre=(i,e,t=null)=>zc(Rs.ATOMIC_STORE,i,e,t),Lre=(i,e,t=null)=>zc(Rs.ATOMIC_ADD,i,e,t),Ure=(i,e,t=null)=>zc(Rs.ATOMIC_SUB,i,e,t),Bre=(i,e,t=null)=>zc(Rs.ATOMIC_MAX,i,e,t),Ore=(i,e,t=null)=>zc(Rs.ATOMIC_MIN,i,e,t),Ire=(i,e,t=null)=>zc(Rs.ATOMIC_AND,i,e,t),Fre=(i,e,t=null)=>zc(Rs.ATOMIC_OR,i,e,t),kre=(i,e,t=null)=>zc(Rs.ATOMIC_XOR,i,e,t);let Av;function Jg(i){Av=Av||new WeakMap;let e=Av.get(i);return e===void 0&&Av.set(i,e={}),e}function PE(i){const e=Jg(i);return e.shadowMatrix||(e.shadowMatrix=yn("mat4").setGroup(Ln).onRenderUpdate(()=>(i.castShadow!==!0&&i.shadow.updateMatrices(i),i.shadow.matrix)))}function DB(i){const e=Jg(i);if(e.projectionUV===void 0){const t=PE(i).mul(Tc);e.projectionUV=t.xyz.div(t.w)}return e.projectionUV}function LE(i){const e=Jg(i);return e.position||(e.position=yn(new pe).setGroup(Ln).onRenderUpdate((t,n)=>n.value.setFromMatrixPosition(i.matrixWorld)))}function PB(i){const e=Jg(i);return e.targetPosition||(e.targetPosition=yn(new pe).setGroup(Ln).onRenderUpdate((t,n)=>n.value.setFromMatrixPosition(i.target.matrixWorld)))}function Ky(i){const e=Jg(i);return e.viewPosition||(e.viewPosition=yn(new pe).setGroup(Ln).onRenderUpdate(({camera:t},n)=>{n.value=n.value||new pe,n.value.setFromMatrixPosition(i.matrixWorld),n.value.applyMatrix4(t.matrixWorldInverse)}))}const UE=i=>no.transformDirection(LE(i).sub(PB(i))),zre=i=>i.sort((e,t)=>e.id-t.id),Gre=(i,e)=>{for(const t of e)if(t.isAnalyticLightNode&&t.light.id===i)return t;return null},lS=new WeakMap;class BE extends Nn{static get type(){return"LightsNode"}constructor(){super("vec3"),this.totalDiffuseNode=Ie().toVar("totalDiffuse"),this.totalSpecularNode=Ie().toVar("totalSpecular"),this.outgoingLightNode=Ie().toVar("outgoingLight"),this._lights=[],this._lightNodes=null,this._lightNodesHash=null,this.global=!0}customCacheKey(){const e=[],t=this._lights;for(let n=0;n<t.length;n++)e.push(t[n].id);return Cy(e)}getHash(e){if(this._lightNodesHash===null){this._lightNodes===null&&this.setupLightsNode(e);const t=[];for(const n of this._lightNodes)t.push(n.getSelf().getHash());this._lightNodesHash="lights-"+t.join(",")}return this._lightNodesHash}analyze(e){const t=e.getDataFromNode(this);for(const n of t.nodes)n.build(e)}setupLightsNode(e){const t=[],n=this._lightNode
`),this.flow.code+=e,this)}addFlowCode(e){return this.flow.code+=e,this}addFlowTab(){return this.tab+=" ",this}removeFlowTab(){return this.tab=this.tab.slice(0,-1),this}getFlowData(e){return this.flowsData.get(e)}flowNode(e){const t=e.getNodeType(this),n=this.flowChildNode(e,t);return this.flowsData.set(e,n),n}buildFunctionNode(e){const t=new EB,n=this.currentFunctionNode;return this.currentFunctionNode=t,t.code=this.buildFunctionCode(e),this.currentFunctionNode=n,t}flowShaderNode(e){const t=e.layout,n={[Symbol.iterator](){let a=0;const l=Object.values(this);return{next:()=>({value:l[a],done:a++>=l.length})}}};for(const a of t.inputs)n[a.name]=new sB(a.type,a.name);e.layout=null;const r=e.call(n),s=this.flowStagesNode(r,t.type);return e.layout=t,s}flowStagesNode(e,t=null){const n=this.flow,r=this.vars,s=this.cache,a=this.buildStage,l=this.stack,u={code:""};this.flow=u,this.vars={},this.cache=new cS,this.stack=Zv();for(const h of Gw)this.setBuildStage(h),u.result=e.build(this,t);return u.vars=this.getVars(this.shaderStage),this.flow=n,this.vars=r,this.cache=s,this.stack=l,this.setBuildStage(a),u}getFunctionOperator(){return null}flowChildNode(e,t=null){const n=this.flow,r={code:""};return this.flow=r,r.result=e.build(this,t),this.flow=n,r}flowNodeFromShaderStage(e,t,n=null,r=null){const s=this.shaderStage;this.setShaderStage(e);const a=this.flowChildNode(t,n);return r!==null&&(a.code+=`${this.tab+r} = ${a.result};
`),this.flowCode[e]=this.flowCode[e]+a.code,this.setShaderStage(s),a}getAttributesArray(){return this.attributes.concat(this.bufferAttributes)}getAttributes(){console.warn("Abstract function.")}getVaryings(){console.warn("Abstract function.")}getVar(e,t){return`${this.getType(e)} ${t}`}getVars(e){let t="";const n=this.vars[e];if(n!==void 0)for(const r of n)t+=`${this.getVar(r.type,r.name)}; `;return t}getUniforms(){console.warn("Abstract function.")}getCodes(e){const t=this.codes[e];let n="";if(t!==void 0)for(const r of t)n+=r.code+`
`;return n}getHash(){return this.vertexShader+this.fragmentShader+this.computeShader}setShaderStage(e){this.shaderStage=e}getShaderStage(){return this.shaderStage}setBuildStage(e){this.buildStage=e}getBuildStage(){return this.buildStage}buildCode(){console.warn("Abstract function.")}build(){const{object:e,material:t,renderer:n}=this;if(t!==null){let r=n.library.fromMaterial(t);r===null&&(console.error(`NodeMaterial: Material "${t.type}" is not compatible.`),r=new qr),r.build(this)}else this.addFlow("compute",e);for(const r of Gw){this.setBuildStage(r),this.context.vertex&&this.context.vertex.isNode&&this.flowNodeFromShaderStage("vertex",this.context.vertex);for(const s of qw){this.setShaderStage(s);const a=this.flowNodes[s];for(const l of a)r==="generate"?this.flowNode(l):l.build(this)}}return this.setBuildStage(null),this.setShaderStage(null),this.buildCode(),this.buildUpdateNodes(),this}getNodeUniform(e,t){if(t==="float"||t==="int"||t==="uint")return new zae(e);if(t==="vec2"||t==="ivec2"||t==="uvec2")return new Gae(e);if(t==="vec3"||t==="ivec3"||t==="uvec3")return new qae(e);if(t==="vec4"||t==="ivec4"||t==="uvec4")return new Vae(e);if(t==="color")return new jae(e);if(t==="mat3")return new Hae(e);if(t==="mat4")return new Wae(e);throw new Error(`Uniform "${t}" not declared.`)}format(e,t,n){if(t=this.getVectorType(t),n=this.getVectorType(n),t===n||n===null||this.isReference(n))return e;const r=this.getTypeLength(t),s=this.getTypeLength(n);return r===16&&s===9?`${this.getType(n)}(${e}[0].xyz, ${e}[1].xyz, ${e}[2].xyz)`:r===9&&s===4?`${this.getType(n)}(${e}[0].xy, ${e}[1].xy)`:r>4||s>4||s===0?e:r===s?`${this.getType(n)}( ${e} )`:r>s?this.format(`${e}.${"xyz".slice(0,s)}`,this.getTypeFromLength(s,this.getComponentType(t)),n):s===4&&r>1?`${this.getType(n)}( ${this.format(e,t,"vec3")}, 1.0 )`:r===2?`${this.getType(n)}( ${this.format(e,t,"vec2")}, 0.0 )`:(r===1&&s>1&&t!==this.getComponentType(n)&&(e=`${this.getType(this.getComponentType(n))}( ${e} )`),`${this.getType(n)}( ${e} )`)}getSignature(){return`// Three.js r${F0} - Node System
`}createNodeMaterial(e="NodeMaterial"){throw new Error(`THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${e}() instead.`)}}class x6{constructor(){this.time=0,this.deltaTime=0,this.frameId=0,this.renderId=0,this.updateMap=new WeakMap,this.updateBeforeMap=new WeakMap,this.updateAfterMap=new WeakMap,this.renderer=null,this.material=null,this.camera=null,this.object=null,this.scene=null}_getMaps(e,t){let n=e.get(t);return n===void 0&&(n={renderMap:new WeakMap,frameMap:new WeakMap},e.set(t,n)),n}updateBeforeNode(e){const t=e.getUpdateBeforeType(),n=e.updateReference(this);if(t===Qn.FRAME){const{frameMap:r}=this._getMaps(this.updateBeforeMap,n);r.get(n)!==this.frameId&&e.updateBefore(this)!==!1&&r.set(n,this.frameId)}else if(t===Qn.RENDER){const{renderMap:r}=this._getMaps(this.updateBeforeMap,n);r.get(n)!==this.renderId&&e.updateBefore(this)!==!1&&r.set(n,this.renderId)}else t===Qn.OBJECT&&e.updateBefore(this)}updateAfterNode(e){const t=e.getUpdateAfterType(),n=e.updateReference(this);if(t===Qn.FRAME){const{frameMap:r}=this._getMaps(this.updateAfterMap,n);r.get(n)!==this.frameId&&e.updateAfter(this)!==!1&&r.set(n,this.frameId)}else if(t===Qn.RENDER){const{renderMap:r}=this._getMaps(this.updateAfterMap,n);r.get(n)!==this.renderId&&e.updateAfter(this)!==!1&&r.set(n,this.renderId)}else t===Qn.OBJECT&&e.updateAfter(this)}updateNode(e){const t=e.getUpdateType(),n=e.updateReference(this);if(t===Qn.FRAME){const{frameMap:r}=this._getMaps(this.updateMap,n);r.get(n)!==this.frameId&&e.update(this)!==!1&&r.set(n,this.frameId)}else if(t===Qn.RENDER){const{renderMap:r}=this._getMaps(this.updateMap,n);r.get(n)!==this.renderId&&e.update(this)!==!1&&r.set(n,this.renderId)}else t===Qn.OBJECT&&e.update(this)}update(){this.frameId++,this.lastTime===void 0&&(this.lastTime=performance.now()),this.deltaTime=(performance.now()-this.lastTime)/1e3,this.lastTime=performance.now(),this.time+=this.deltaTime}}class qE{constructor(e,t,n=null,r="",s=!1){this.type=e,this.name=t,this.count=n,this.qualifier=r,this.isConst=s}}qE.isNodeFunctionInput=!0;class Jae extends md{static get type(){return"DirectionalLightNode"}constructor(e=null){super(e)}setup(e){super.setup(e);const t=e.context.lightingModel,n=this.colorNode,r=UE(this.light),s=e.context.reflectedLight;t.direct({lightDirection:r,lightColor:n,reflectedLight:s},e.stack,e)}}const mS=new jn,vv=new jn;let hm=null;class eoe extends md{static get type(){return"RectAreaLightNode"}constructor(e=null){super(e),this.halfHeight=yn(new pe).setGroup(Ln),this.halfWidth=yn(new pe).setGroup(Ln),this.updateType=Qn.RENDER}update(e){super.update(e);const{light:t}=this,n=e.camera.matrixWorldInverse;vv.identity(),mS.copy(t.matrixWorld),mS.premultiply(n),vv.extractRotation(mS),this.halfWidth.value.set(t.width*.5,0,0),this.halfHeight.value.set(0,t.height*.5,0),this.halfWidth.value.applyMatrix4(vv),this.halfHeight.value.applyMatrix4(vv)}setup(e){super.setup(e);let t,n;e.isAvailable("float32Filterable")?(t=fi(hm.LTC_FLOAT_1),n=fi(hm.LTC_FLOAT_2)):(t=fi(hm.LTC_HALF_1),n=fi(hm.LTC_HALF_2));const{colorNode:r,light:s}=this,a=e.context.lightingModel,l=Ky(s),u=e.context.reflectedLight;a.directRectArea({lightColor:r,lightPosition:l,halfWidth:this.halfWidth,halfHeight:this.halfHeight,reflectedLight:u,ltc_1:t,ltc_2:n},e.stack,e)}static setLTC(e){hm=e}}class JB extends md{static get type(){return"SpotLightNode"}constructor(e=null){super(e),this.coneCosNode=yn(0).setGroup(Ln),this.penumbraCosNode=yn(0).setGroup(Ln),this.cutoffDistanceNode=yn(0).setGroup(Ln),this.decayExponentNode=yn(0).setGroup(Ln)}update(e){super.update(e);const{light:t}=this;this.coneCosNode.value=Math.cos(t.angle),this.penumbraCosNode.value=Math.cos(t.angle*(1-t.penumbra)),this.cutoffDistanceNode.value=t.distance,this.decayExponentNode.value=t.decay}getSpotAttenuation(e){const{coneCosNode:t,penumbraCosNode:n}=this;return Uc(t,n,e)}setup(e){super.setup(e);const t=e.context.lightingModel,{colorNode:n,cutoffDistanceNode:r,decayExponentNode:s,light:a}=this,l=Ky(a).sub(Xr),u=l.normalize(),h=u.dot(UE(a)),m=this.getSpotAttenuation(h),v=l.length(),x=IE({lightDi
Message: ${e.message}`;e.reason&&(t+=`
Reason: ${e.reason}`),console.error(t),this._isDeviceLost=!0}_renderBundle(e,t,n){const{bundleGroup:r,camera:s,renderList:a}=e,l=this._currentRenderContext,u=this._bundles.get(r,s),h=this.backend.get(u);h.renderContexts===void 0&&(h.renderContexts=new Set);const m=r.version!==h.version,v=h.renderContexts.has(l)===!1||m;if(h.renderContexts.add(l),v){this.backend.beginBundle(l),(h.renderObjects===void 0||m)&&(h.renderObjects=[]),this._currentRenderBundle=u;const x=a.opaque;this.opaque===!0&&x.length>0&&this._renderObjects(x,s,t,n),this._currentRenderBundle=null,this.backend.finishBundle(l,u),h.version=r.version}else{const{renderObjects:x}=h;for(let S=0,T=x.length;S<T;S++){const N=x[S];this._nodes.needsRefresh(N)&&(this._nodes.updateBefore(N),this._nodes.updateForRender(N),this._bindings.updateForRender(N),this._nodes.updateAfter(N))}}this.backend.addBundle(l,u)}render(e,t){if(this._initialized===!1)return console.warn("THREE.Renderer: .render() called before the backend is initialized. Try using .renderAsync() instead."),this.renderAsync(e,t);this._renderScene(e,t)}_getFrameBufferTarget(){const{currentToneMapping:e,currentColorSpace:t}=this;if(e!==Ya===!1&&t!==Mo===!1)return null;const{width:s,height:a}=this.getDrawingBufferSize(_v),{depth:l,stencil:u}=this;let h=this._frameBufferTarget;return h===null&&(h=new qh(s,a,{depthBuffer:l,stencilBuffer:u,type:Gs,format:ks,colorSpace:Mo,generateMipmaps:!1,minFilter:ps,magFilter:ps,samples:this.samples}),h.isPostProcessingRenderTarget=!0,this._frameBufferTarget=h),h.depthBuffer=l,h.stencilBuffer=u,h.setSize(s,a),h.viewport.copy(this._viewport),h.scissor.copy(this._scissor),h.viewport.multiplyScalar(this._pixelRatio),h.scissor.multiplyScalar(this._pixelRatio),h.scissorTest=this._scissorTest,h}_renderScene(e,t,n=!0){if(this._isDeviceLost===!0)return;const r=n?this._getFrameBufferTarget():null,s=this._nodes.nodeFrame,a=s.renderId,l=this._currentRenderContext,u=this._currentRenderObjectFunction,h=e.isScene===!0?e:w6,m=this._renderTarget,v=this._activeCubeFace,x=this._activeMipmapLevel;let S;r!==null?(S=r,this.setRenderTarget(S)):S=m;const T=this._renderContexts.get(e,t,S);this._currentRenderContext=T,this._currentRenderObjectFunction=this._renderObjectFunction||this.renderObject,this.info.calls++,this.info.render.calls++,this.info.render.frameCalls++,s.renderId=this.info.calls;const N=this.coordinateSystem;t.coordinateSystem!==N&&(t.coordinateSystem=N,t.updateProjectionMatrix()),e.matrixWorldAutoUpdate===!0&&e.updateMatrixWorld(),t.parent===null&&t.matrixWorldAutoUpdate===!0&&t.updateMatrixWorld();let C=this._viewport,E=this._scissor,O=this._pixelRatio;S!==null&&(C=S.viewport,E=S.scissor,O=1),this.getDrawingBufferSize(_v),vS.set(0,0,_v.width,_v.height);const U=C.minDepth===void 0?0:C.minDepth,I=C.maxDepth===void 0?1:C.maxDepth;T.viewportValue.copy(C).multiplyScalar(O).floor(),T.viewportValue.width>>=x,T.viewportValue.height>>=x,T.viewportValue.minDepth=U,T.viewportValue.maxDepth=I,T.viewport=T.viewportValue.equals(vS)===!1,T.scissorValue.copy(E).multiplyScalar(O).floor(),T.scissor=this._scissorTest&&T.scissorValue.equals(vS)===!1,T.scissorValue.width>>=x,T.scissorValue.height>>=x,T.clippingContext||(T.clippingContext=new ry),T.clippingContext.updateGlobal(h,t),h.onBeforeRender(this,e,t,S),yv.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse),_S.setFromProjectionMatrix(yv,N);const j=this._renderLists.get(e,t);if(j.begin(),this._projectObject(e,t,0,j,T.clippingContext),j.finish(),this.sortObjects===!0&&j.sort(this._opaqueSort,this._transparentSort),S!==null){this._textures.updateRenderTarget(S,x);const Q=this._textures.get(S);T.textures=Q.textures,T.depthTexture=Q.depthTexture,T.width=Q.width,T.height=Q.height,T.renderTarget=S,T.depth=S.depthBuffer,T.stencil=S.stencilBuffer}else T.textures=null,T.depthTexture=null,T.width=this.domElement.width,T.height=this.domElement.height,T.depth=this.depth,T.stencil=this.stencil;T.width>>=x,T.height>>=x,T.activeCubeFace=v,T.activeMipmapLevel=x,T.occlusionQueryCount=j.occlusionQueryCount,this._background.update(h,j,T),this.backend.beginRender(
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler3D;
precision highp samplerCube;
precision highp sampler2DArray;
precision highp usampler2D;
precision highp usampler3D;
precision highp usamplerCube;
precision highp usampler2DArray;
precision highp isampler2D;
precision highp isampler3D;
precision highp isamplerCube;
precision highp isampler2DArray;
precision lowp sampler2DShadow;
`;class Moe extends ZB{constructor(e,t){super(e,t,new uoe),this.uniformGroups={},this.transforms=[],this.extensions={},this.builtins={vertex:[],fragment:[],compute:[]},this.useComparisonMethod=!0}needsToWorkingColorSpace(e){return e.isVideoTexture===!0&&e.colorSpace!==To}getMethod(e){return woe[e]||e}getOutputStructName(){return""}buildFunctionCode(e){const t=e.layout,n=this.flowShaderNode(e),r=[];for(const a of t.inputs)r.push(this.getType(a.type)+" "+a.name);return`${this.getType(t.type)} ${t.name}( ${r.join(", ")} ) {
${n.vars}
${n.code}
return ${n.result};
}`}setupPBO(e){const t=e.value;if(t.pbo===void 0){const n=t.array,r=t.count*t.itemSize,{itemSize:s}=t,a=t.array.constructor.name.toLowerCase().includes("int");let l=a?k0:Lg;s===2?l=a?z0:id:s===3?l=a?$F:Pg:s===4&&(l=a?G0:ks);const u={Float32Array:$r,Uint8Array:ra,Uint16Array:bl,Uint32Array:Nr,Int8Array:Hf,Int16Array:Wf,Int32Array:Ns,Uint8ClampedArray:ra},h=Math.pow(2,Math.ceil(Math.log2(Math.sqrt(r/s))));let m=Math.ceil(r/s/h);h*m*s<r&&m++;const v=h*m*s,x=new n.constructor(v);x.set(n,0),t.array=x;const S=new Kk(t.array,h,m,l,u[t.array.constructor.name]||$r);S.needsUpdate=!0,S.isPBOTexture=!0;const T=new pu(S,null,null);T.setPrecision("high"),t.pboNode=T,t.pbo=T.value,this.getUniformFromNode(t.pboNode,"texture",this.shaderStage,this.context.label)}}getPropertyName(e,t=this.shaderStage){return e.isNodeUniform&&e.node.isTextureNode!==!0&&e.node.isBufferNode!==!0?t.charAt(0)+"_"+e.name:super.getPropertyName(e,t)}generatePBO(e){const{node:t,indexNode:n}=e,r=t.value;if(this.renderer.backend.has(r)){const m=this.renderer.backend.get(r);m.pbo=r.pbo}const s=this.getUniformFromNode(r.pboNode,"texture",this.shaderStage,this.context.label),a=this.getPropertyName(s);this.increaseUsage(n);const l=n.build(this,"uint"),u=this.getDataFromNode(e);let h=u.propertyName;if(h===void 0){const m=this.getVarFromNode(e);h=this.getPropertyName(m);const v=this.getDataFromNode(t);let x=v.propertySizeName;x===void 0&&(x=h+"Size",this.getVarFromNode(t,x,"uint"),this.addLineFlowCode(`${x} = uint( textureSize( ${a}, 0 ).x )`,e),v.propertySizeName=x);const{itemSize:S}=r,T="."+fd.join("").slice(0,S),N=`ivec2(${l} % ${x}, ${l} / ${x})`,C=this.generateTextureLoad(null,a,N,null,"0");let E="vec4";r.pbo.type===Nr?E="uvec4":r.pbo.type===Ns&&(E="ivec4"),this.addLineFlowCode(`${h} = ${E}(${C})${T}`,e),u.propertyName=h}return h}generateTextureLoad(e,t,n,r,s="0"){return r?`texelFetch( ${t}, ivec3( ${n}, ${r} ), ${s} )`:`texelFetch( ${t}, ${n}, ${s} )`}generateTexture(e,t,n,r){return e.isDepthTexture?`texture( ${t}, ${n} ).x`:(r&&(n=`vec3( ${n}, ${r} )`),`texture( ${t}, ${n} )`)}generateTextureLevel(e,t,n,r){return`textureLod( ${t}, ${n}, ${r} )`}generateTextureBias(e,t,n,r){return`texture( ${t}, ${n}, ${r} )`}generateTextureGrad(e,t,n,r){return`textureGrad( ${t}, ${n}, ${r[0]}, ${r[1]} )`}generateTextureCompare(e,t,n,r,s,a=this.shaderStage){if(a==="fragment")return`texture( ${t}, vec3( ${n}, ${r} ) )`;console.error(`WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${a} shader.`)}getVars(e){const t=[],n=this.vars[e];if(n!==void 0)for(const r of n)t.push(`${this.getVar(r.type,r.name)};`);return t.join(`
`)}getUniforms(e){const t=this.uniforms[e],n=[],r={};for(const a of t){let l=null,u=!1;if(a.type==="texture"){const m=a.node.value;let v="";m.isDataTexture===!0&&(m.type===Nr?v="u":m.type===Ns&&(v="i")),m.compareFunction?l=`sampler2DShadow ${a.name};`:m.isDataArrayTexture===!0||m.isCompressedArrayTexture===!0?l=`${v}sampler2DArray ${a.name};`:l=`${v}sampler2D ${a.name};`}else if(a.type==="cubeTexture")l=`samplerCube ${a.name};`;else if(a.type==="texture3D")l=`sampler3D ${a.name};`;else if(a.type==="buffer"){const m=a.node,v=this.getType(m.bufferType),x=m.bufferCount,S=x>0?x:"";l=`${m.name} {
${v} ${a.name}[${S}];
};
`}else l=`${this.getVectorType(a.type)} ${this.getPropertyName(a,e)};`,u=!0;const h=a.node.precision;if(h!==null&&(l=Toe[h]+" "+l),u){l=" "+l;const m=a.groupNode.name;(r[m]||(r[m]=[])).push(l)}else l="uniform "+l,n.push(l)}let s="";for(const a in r){const l=r[a];s+=this._getGLSLUniformStruct(e+"_"+a,l.join(`
`))+`
`}return s+=n.join(`
`),s}getTypeFromAttribute(e){let t=super.getTypeFromAttribute(e);if(/^[iu]/.test(t)&&e.gpuType!==Ns){let n=e;e.isInterleavedBufferAttribute&&(n=e.data);const r=n.array;r instanceof Uint32Array||r instanceof Int32Array||(t=t.slice(1))}return t}getAttributes(e){let t="";if(e==="vertex"||e==="compute"){const n=this.getAttributesArray();let r=0;for(const s of n)t+=`layout( location = ${r++} ) in ${s.type} ${s.name};
`}return t}getStructMembers(e){const t=[],n=e.getMemberTypes();for(let r=0;r<n.length;r++){const s=n[r];t.push(`layout( location = ${r} ) out ${s} m${r};`)}return t.join(`
`)}getStructs(e){const t=[],n=this.structs[e];if(n.length===0)return`layout( location = 0 ) out vec4 fragColor;
`;for(let r=0,s=n.length;r<s;r++){const a=n[r];let l=`
`;l+=this.getStructMembers(a),l+=`
`,t.push(l)}return t.join(`
`)}getVaryings(e){let t="";const n=this.varyings;if(e==="vertex"||e==="compute")for(const r of n){e==="compute"&&(r.needsInterpolation=!0);const s=this.getType(r.type),a=s.includes("int")||s.includes("uv")||s.includes("iv")?"flat ":"";t+=`${a}${r.needsInterpolation?"out":"/*out*/"} ${s} ${r.name};
`}else if(e==="fragment"){for(const r of n)if(r.needsInterpolation){const s=this.getType(r.type),a=s.includes("int")||s.includes("uv")||s.includes("iv")?"flat ":"";t+=`${a}in ${s} ${r.name};
`}}for(const r of this.builtins[e])t+=`${r};
`;return t}getVertexIndex(){return"uint( gl_VertexID )"}getInstanceIndex(){return"uint( gl_InstanceID )"}getInvocationLocalIndex(){return`uint( gl_InstanceID ) % ${this.object.workgroupSize.reduce((n,r)=>n*r,1)}u`}getDrawIndex(){return this.renderer.backend.extensions.has("WEBGL_multi_draw")?"uint( gl_DrawID )":null}getFrontFacing(){return"gl_FrontFacing"}getFragCoord(){return"gl_FragCoord.xy"}getFragDepth(){return"gl_FragDepth"}enableExtension(e,t,n=this.shaderStage){const r=this.extensions[n]||(this.extensions[n]=new Map);r.has(e)===!1&&r.set(e,{name:e,behavior:t})}getExtensions(e){const t=[];if(e==="vertex"){const r=this.renderer.backend.extensions;this.object.isBatchedMesh&&r.has("WEBGL_multi_draw")&&this.enableExtension("GL_ANGLE_multi_draw","require",e)}const n=this.extensions[e];if(n!==void 0)for(const{name:r,behavior:s}of n.values())t.push(`#extension ${r} : ${s}`);return t.join(`
`)}getClipDistance(){return"gl_ClipDistance"}isAvailable(e){let t=T6[e];if(t===void 0){let n;switch(t=!1,e){case"float32Filterable":n="OES_texture_float_linear";break;case"clipDistance":n="WEBGL_clip_cull_distance";break}if(n!==void 0){const r=this.renderer.backend.extensions;r.has(n)&&(r.get(n),t=!0)}T6[e]=t}return t}isFlipY(){return!0}enableHardwareClipping(e){this.enableExtension("GL_ANGLE_clip_cull_distance","require"),this.builtins.vertex.push(`out float gl_ClipDistance[ ${e} ]`)}registerTransform(e,t){this.transforms.push({varyingName:e,attributeNode:t})}getTransforms(){const e=this.transforms;let t="";for(let n=0;n<e.length;n++){const r=e[n],s=this.getPropertyName(r.attributeNode);t+=`${r.varyingName} = ${s};
`}return t}_getGLSLUniformStruct(e,t){return`
layout( std140 ) uniform ${e} {
${t}
};`}_getGLSLVertexCode(e){return`#version 300 es
${this.getSignature()}
// extensions
${e.extensions}
// precision
${M6}
// uniforms
${e.uniforms}
// varyings
${e.varyings}
// attributes
${e.attributes}
// codes
${e.codes}
void main() {
// vars
${e.vars}
// transforms
${e.transforms}
// flow
${e.flow}
gl_PointSize = 1.0;
}
`}_getGLSLFragmentCode(e){return`#version 300 es
${this.getSignature()}
// precision
${M6}
// uniforms
${e.uniforms}
// varyings
${e.varyings}
// codes
${e.codes}
${e.structs}
void main() {
// vars
${e.vars}
// flow
${e.flow}
}
`}buildCode(){const e=this.material!==null?{fragment:{},vertex:{}}:{compute:{}};this.sortBindingGroups();for(const t in e){let n=`// code
`;n+=this.flowCode[t];const r=this.flowNodes[t],s=r[r.length-1];for(const l of r){const u=this.getFlowData(l),h=l.name;h&&(n.length>0&&(n+=`
`),n+=` // flow -> ${h}
`),n+=`${u.code}
`,l===s&&t!=="compute"&&(n+=`// result
`,t==="vertex"?(n+="gl_Position = ",n+=`${u.result};`):t==="fragment"&&(l.outputNode.isOutputStructNode||(n+="fragColor = ",n+=`${u.result};`)))}const a=e[t];a.extensions=this.getExtensions(t),a.uniforms=this.getUniforms(t),a.attributes=this.getAttributes(t),a.varyings=this.getVaryings(t),a.vars=this.getVars(t),a.structs=this.getStructs(t),a.codes=this.getCodes(t),a.transforms=this.getTransforms(t),a.flow=n}this.material!==null?(this.vertexShader=this._getGLSLVertexCode(e.vertex),this.fragmentShader=this._getGLSLFragmentCode(e.fragment)):this.computeShader=this._getGLSLVertexCode(e.compute)}getUniformFromNode(e,t,n,r=null){const s=super.getUniformFromNode(e,t,n,r),a=this.getDataFromNode(e,n,this.globalCache);let l=a.uniformGPU;if(l===void 0){const u=e.groupNode,h=u.name,m=this.getBindGroupArray(h,n);if(t==="texture")l=new Zy(s.name,s.node,u),m.push(l);else if(t==="cubeTexture")l=new aO(s.name,s.node,u),m.push(l);else if(t==="texture3D")l=new oO(s.name,s.node,u),m.push(l);else if(t==="buffer"){e.name=`NodeBuffer_${e.id}`,s.name=`buffer${e.id}`;const v=new rO(e,u);v.name=e.name,m.push(v),l=v}else{const v=this.uniformGroups[n]||(this.uniformGroups[n]={});let x=v[h];x===void 0&&(x=new sO(n+"_"+h,u),v[h]=x,m.push(x)),l=this.getNodeUniform(s,t),x.addUniform(l)}a.uniformGPU=l}return s}}let yS=null,EA=null;class lO{constructor(e={}){this.parameters=Object.assign({},e),this.data=new WeakMap,this.renderer=null,this.domElement=null}async init(e){this.renderer=e}get coordinateSystem(){}beginRender(){}finishRender(){}beginCompute(){}finishCompute(){}draw(){}compute(){}createProgram(){}destroyProgram(){}createBindings(){}updateBindings(){}updateBinding(){}createRenderPipeline(){}createComputePipeline(){}needsRenderUpdate(){}getRenderCacheKey(){}createNodeBuilder(){}createSampler(){}destroySampler(){}createDefaultTexture(){}createTexture(){}updateTexture(){}generateMipmaps(){}destroyTexture(){}copyTextureToBuffer(){}copyTextureToTexture(){}copyFramebufferToTexture(){}createAttribute(){}createIndexAttribute(){}createStorageAttribute(){}updateAttribute(){}destroyAttribute(){}getContext(){}updateSize(){}updateViewport(){}isOccluded(){}async resolveTimestampAsync(){}async waitForGPU(){}async hasFeatureAsync(){}hasFeature(){}getMaxAnisotropy(){}getDrawingBufferSize(){return yS=yS||new bt,this.renderer.getDrawingBufferSize(yS)}setScissorTest(){}getClearColor(){const e=this.renderer;return EA=EA||new TE,e.getClearColor(EA),EA.getRGB(EA,this.renderer.currentColorSpace),EA}getDomElement(){let e=this.domElement;return e===null&&(e=this.parameters.canvas!==void 0?this.parameters.canvas:q7(),"setAttribute"in e&&e.setAttribute("data-engine",`three.js r${F0} webgpu`),this.domElement=e),e}set(e,t){this.data.set(e,t)}get(e){let t=this.data.get(e);return t===void 0&&(t={},this.data.set(e,t)),t}has(e){return this.data.has(e)}delete(e){this.data.delete(e)}dispose(){}}let Eoe=0;class Coe{constructor(e,t){this.buffers=[e.bufferGPU,t],this.type=e.type,this.bufferType=e.bufferType,this.pbo=e.pbo,this.byteLength=e.byteLength,this.bytesPerElement=e.BYTES_PER_ELEMENT,this.version=e.version,this.isInteger=e.isInteger,this.activeBufferIndex=0,this.baseId=e.id}get id(){return`${this.baseId}|${this.activeBufferIndex}`}get bufferGPU(){return this.buffers[this.activeBufferIndex]}get transformBuffer(){return this.buffers[this.activeBufferIndex^1]}switchBuffers(){this.activeBufferIndex^=1}}class Noe{constructor(e){this.backend=e}createAttribute(e,t){const n=this.backend,{gl:r}=n,s=e.array,a=e.usage||r.STATIC_DRAW,l=e.isInterleavedBufferAttribute?e.data:e,u=n.get(l);let h=u.bufferGPU;h===void 0&&(h=this._createBuffer(r,t,s,a),u.bufferGPU=h,u.bufferType=t,u.version=l.version);let m;if(s instanceof Float32Array)m=r.FLOAT;else if(s instanceof Uint16Array)e.isFloat16BufferAttribute?m=r.HALF_FLOAT:m=r.UNSIGNED_SHORT;else if(s instanceof Int16Array)m=r.SHORT;else if(s instanceof Uint32Array)m=r.UNSIGNED_INT;else if(s instanceof Int32Array)m=r.INT;else if(s instanceof Int8Array)m=r.BYTE;else if(s instanceof Uint8Array)m=r.UNSIGNED_BYTE;else if(s instanceof Uint8ClampedArray)
`),r=[],s=Math.max(t-6,0),a=Math.min(t+6,n.length);for(let l=s;l<a;l++){const u=l+1;r.push(`${u===t?">":" "} ${u}: ${n[l]}`)}return r.join(`
`)}_getShaderErrors(e,t,n){const r=e.getShaderParameter(t,e.COMPILE_STATUS),s=e.getShaderInfoLog(t).trim();if(r&&s==="")return"";const a=/ERROR: 0:(\d+)/.exec(s);if(a){const l=parseInt(a[1]);return n.toUpperCase()+`
`+s+`
`+this._handleSource(e.getShaderSource(t),l)}else return s}_logProgramError(e,t,n){if(this.renderer.debug.checkShaderErrors){const r=this.gl,s=r.getProgramInfoLog(e).trim();if(r.getProgramParameter(e,r.LINK_STATUS)===!1)if(typeof this.renderer.debug.onShaderError=="function")this.renderer.debug.onShaderError(r,e,n,t);else{const a=this._getShaderErrors(r,n,"vertex"),l=this._getShaderErrors(r,t,"fragment");console.error("THREE.WebGLProgram: Shader Error "+r.getError()+" - VALIDATE_STATUS "+r.getProgramParameter(e,r.VALIDATE_STATUS)+`
Program Info Log: `+s+`
`+a+`
`+l)}else s!==""&&console.warn("THREE.WebGLProgram: Program Info Log:",s)}}_completeCompile(e,t){const{state:n,gl:r}=this,s=this.get(t),{programGPU:a,fragmentShader:l,vertexShader:u}=s;r.getProgramParameter(a,r.LINK_STATUS)===!1&&this._logProgramError(a,l,u),n.useProgram(a);const h=e.getBindings();this._setupBindings(h,a),this.set(t,{programGPU:a})}createComputePipeline(e,t){const{state:n,gl:r}=this,s={stage:"fragment",code:`#version 300 es
precision highp float;
void main() {}`};this.createProgram(s);const{computeProgram:a}=e,l=r.createProgram(),u=this.get(s).shaderGPU,h=this.get(a).shaderGPU,m=a.transforms,v=[],x=[];for(let C=0;C<m.length;C++){const E=m[C];v.push(E.varyingName),x.push(E.attributeNode)}r.attachShader(l,u),r.attachShader(l,h),r.transformFeedbackVaryings(l,v,r.SEPARATE_ATTRIBS),r.linkProgram(l),r.getProgramParameter(l,r.LINK_STATUS)===!1&&this._logProgramError(l,u,h),n.useProgram(l),this._setupBindings(t,l);const S=a.attributes,T=[],N=[];for(let C=0;C<S.length;C++){const E=S[C].node.attribute;T.push(E),this.has(E)||this.attributeUtils.createAttribute(E,r.ARRAY_BUFFER)}for(let C=0;C<x.length;C++){const E=x[C].attribute;this.has(E)||this.attributeUtils.createAttribute(E,r.ARRAY_BUFFER);const O=this.get(E);N.push(O)}this.set(e,{programGPU:l,transformBuffers:N,attributes:T})}createBindings(e,t){if(this._knownBindings.has(t)===!1){this._knownBindings.add(t);let n=0,r=0;for(const s of t){this.set(s,{textures:r,uniformBuffers:n});for(const a of s.bindings)a.isUniformBuffer&&n++,a.isSampledTexture&&r++}}this.updateBindings(e,t)}updateBindings(e){const{gl:t}=this,n=this.get(e);let r=n.uniformBuffers,s=n.textures;for(const a of e.bindings)if(a.isUniformsGroup||a.isUniformBuffer){const l=a.buffer,u=t.createBuffer();t.bindBuffer(t.UNIFORM_BUFFER,u),t.bufferData(t.UNIFORM_BUFFER,l,t.DYNAMIC_DRAW),this.set(a,{index:r++,bufferGPU:u})}else if(a.isSampledTexture){const{textureGPU:l,glTextureType:u}=this.get(a.texture);this.set(a,{index:s++,textureGPU:l,glTextureType:u})}}updateBinding(e){const t=this.gl;if(e.isUniformsGroup||e.isUniformBuffer){const r=this.get(e).bufferGPU,s=e.buffer;t.bindBuffer(t.UNIFORM_BUFFER,r),t.bufferData(t.UNIFORM_BUFFER,s,t.DYNAMIC_DRAW)}}createIndexAttribute(e){const t=this.gl;this.attributeUtils.createAttribute(e,t.ELEMENT_ARRAY_BUFFER)}createAttribute(e){if(this.has(e))return;const t=this.gl;this.attributeUtils.createAttribute(e,t.ARRAY_BUFFER)}createStorageAttribute(e){if(this.has(e))return;const t=this.gl;this.attributeUtils.createAttribute(e,t.ARRAY_BUFFER)}updateAttribute(e){this.attributeUtils.updateAttribute(e)}destroyAttribute(e){this.attributeUtils.destroyAttribute(e)}hasFeature(e){const t=Object.keys(R6).filter(r=>R6[r]===e),n=this.extensions;for(let r=0;r<t.length;r++)if(n.has(t[r]))return!0;return!1}getMaxAnisotropy(){return this.capabilities.getMaxAnisotropy()}copyTextureToTexture(e,t,n=null,r=null,s=0){this.textureUtils.copyTextureToTexture(e,t,n,r,s)}copyFramebufferToTexture(e,t,n){this.textureUtils.copyFramebufferToTexture(e,t,n)}_setFramebuffer(e){const{gl:t,state:n}=this;let r=null;if(e.textures!==null){const s=e.renderTarget,a=this.get(s),{samples:l,depthBuffer:u,stencilBuffer:h}=s,m=s.isWebGLCubeRenderTarget===!0,v=s.isRenderTarget3D===!0,x=s.isRenderTargetArray===!0;let S=a.msaaFrameBuffer,T=a.depthRenderbuffer;const N=rB(e);let C;if(m?(a.cubeFramebuffers||(a.cubeFramebuffers={}),C=a.cubeFramebuffers[N]):(a.framebuffers||(a.framebuffers={}),C=a.framebuffers[N]),C===void 0){C=t.createFramebuffer(),n.bindFramebuffer(t.FRAMEBUFFER,C);const E=e.textures;if(m){a.cubeFramebuffers[N]=C;const{textureGPU:O}=this.get(E[0]),U=this.renderer._activeCubeFace;t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_CUBE_MAP_POSITIVE_X+U,O,0)}else{a.framebuffers[N]=C;for(let O=0;O<E.length;O++){const U=E[O],I=this.get(U);I.renderTarget=e.renderTarget,I.cacheKey=N;const j=t.COLOR_ATTACHMENT0+O;if(v||x){const z=this.renderer._activeCubeFace;t.framebufferTextureLayer(t.FRAMEBUFFER,j,I.textureGPU,0,z)}else t.framebufferTexture2D(t.FRAMEBUFFER,j,t.TEXTURE_2D,I.textureGPU,0)}n.drawBuffers(e,C)}if(e.depthTexture!==null){const O=this.get(e.depthTexture),U=h?t.DEPTH_STENCIL_ATTACHMENT:t.DEPTH_ATTACHMENT;O.renderTarget=e.renderTarget,O.cacheKey=N,t.framebufferTexture2D(t.FRAMEBUFFER,U,t.TEXTURE_2D,O.textureGPU,0)}}if(l>0){if(S===void 0){const E=[];S=t.createFramebuffer(),n.bindFramebuffer(t.FRAMEBUFFER,S);const O=[],U=e.textures;for(let I=0;I<U.length;I++){if(O[I]=t.createRenderbuffer(),t.bindRenderbuffer(t.RENDERBUFFER,O[I]),E.push(t.COLOR_ATTACH
struct VarysStruct {
@builtin( position ) Position: vec4<f32>,
@location( 0 ) vTex : vec2<f32>
};
@vertex
fn main( @builtin( vertex_index ) vertexIndex : u32 ) -> VarysStruct {
var Varys : VarysStruct;
var pos = array< vec2<f32>, 4 >(
vec2<f32>( -1.0, 1.0 ),
vec2<f32>( 1.0, 1.0 ),
vec2<f32>( -1.0, -1.0 ),
vec2<f32>( 1.0, -1.0 )
);
var tex = array< vec2<f32>, 4 >(
vec2<f32>( 0.0, 0.0 ),
vec2<f32>( 1.0, 0.0 ),
vec2<f32>( 0.0, 1.0 ),
vec2<f32>( 1.0, 1.0 )
);
Varys.vTex = tex[ vertexIndex ];
Varys.Position = vec4<f32>( pos[ vertexIndex ], 0.0, 1.0 );
return Varys;
}
`,n=`
@group( 0 ) @binding( 0 )
var imgSampler : sampler;
@group( 0 ) @binding( 1 )
var img : texture_2d<f32>;
@fragment
fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
return textureSample( img, imgSampler, vTex );
}
`,r=`
@group( 0 ) @binding( 0 )
var imgSampler : sampler;
@group( 0 ) @binding( 1 )
var img : texture_2d<f32>;
@fragment
fn main( @location( 0 ) vTex : vec2<f32> ) -> @location( 0 ) vec4<f32> {
return textureSample( img, imgSampler, vec2( vTex.x, 1.0 - vTex.y ) );
}
`;this.mipmapSampler=e.createSampler({minFilter:If.Linear}),this.flipYSampler=e.createSampler({minFilter:If.Nearest}),this.transferPipelines={},this.flipYPipelines={},this.mipmapVertexShaderModule=e.createShaderModule({label:"mipmapVertex",code:t}),this.mipmapFragmentShaderModule=e.createShaderModule({label:"mipmapFragment",code:n}),this.flipYFragmentShaderModule=e.createShaderModule({label:"flipYFragment",code:r})}getTransferPipeline(e){let t=this.transferPipelines[e];return t===void 0&&(t=this.device.createRenderPipeline({label:`mipmap-${e}`,vertex:{module:this.mipmapVertexShaderModule,entryPoint:"main"},fragment:{module:this.mipmapFragmentShaderModule,entryPoint:"main",targets:[{format:e}]},primitive:{topology:$A.TriangleStrip,stripIndexFormat:U0.Uint32},layout:"auto"}),this.transferPipelines[e]=t),t}getFlipYPipeline(e){let t=this.flipYPipelines[e];return t===void 0&&(t=this.device.createRenderPipeline({label:`flipY-${e}`,vertex:{module:this.mipmapVertexShaderModule,entryPoint:"main"},fragment:{module:this.flipYFragmentShaderModule,entryPoint:"main",targets:[{format:e}]},primitive:{topology:$A.TriangleStrip,stripIndexFormat:U0.Uint32},layout:"auto"}),this.flipYPipelines[e]=t),t}flipY(e,t,n=0){const r=t.format,{width:s,height:a}=t.size,l=this.getTransferPipeline(r),u=this.getFlipYPipeline(r),h=this.device.createTexture({size:{width:s,height:a,depthOrArrayLayers:1},format:r,usage:GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.TEXTURE_BINDING}),m=e.createView({baseMipLevel:0,mipLevelCount:1,dimension:Ia.TwoD,baseArrayLayer:n}),v=h.createView({baseMipLevel:0,mipLevelCount:1,dimension:Ia.TwoD,baseArrayLayer:0}),x=this.device.createCommandEncoder({}),S=(T,N,C)=>{const E=T.getBindGroupLayout(0),O=this.device.createBindGroup({layout:E,entries:[{binding:0,resource:this.flipYSampler},{binding:1,resource:N}]}),U=x.beginRenderPass({colorAttachments:[{view:C,loadOp:Wr.Clear,storeOp:ta.Store,clearValue:[0,0,0,0]}]});U.setPipeline(T),U.setBindGroup(0,O),U.draw(4,1,0,0),U.end()};S(l,m,v),S(u,v,m),this.device.queue.submit([x.finish()]),h.destroy()}generateMipmaps(e,t,n=0){const r=this.get(e);r.useCount===void 0&&(r.useCount=0,r.layers=[]);const s=r.layers[n]||this._mipmapCreateBundles(e,t,n),a=this.device.createCommandEncoder({});this._mipmapRunBundles(a,s),this.device.queue.submit([a.finish()]),r.useCount!==0&&(r.layers[n]=s),r.useCount++}_mipmapCreateBundles(e,t,n){const r=this.getTransferPipeline(t.format),s=r.getBindGroupLayout(0);let a=e.createView({baseMipLevel:0,mipLevelCount:1,dimension:Ia.TwoD,baseArrayLayer:n});const l=[];for(let u=1;u<t.mipLevelCount;u++){const h=this.device.createBindGroup({layout:s,entries:[{binding:0,resource:this.mipmapSampler},{binding:1,resource:a}]}),m=e.createView({baseMipLevel:u,mipLevelCount:1,dimension:Ia.TwoD,baseArrayLayer:n}),v={colorAttachments:[{view:m,loadOp:Wr.Clear,storeOp:ta.Store,clearValue:[0,0,0,0]}]},x=this.device.createRenderBundleEncoder({colorFormats:[t.format]});x.setPipeline(r),x.setBindGroup(0,h),x.draw(4,1,0,0),l.push({renderBundles:[x.finish()],passDescriptor:v}),a=m}return l}_mipmapRunBundles(e,t){const n=t.length;for(let r=0;r<n;r++){const s=t[r],a=e.beginRenderPass(s.passDescriptor);a.executeBundles(s.renderBundles),a.end()}}}const Voe={[GT]:"never",[Ay]:"less",[qT]:"equal",[py]:"less-equal",[VT]:"greater",[HT]:"greater-equal",[WT]:"always",[jT]:"not-equal"},joe=[0,1,3,2,4,5];class Hoe{constructor(e){this.backend=e,this._passUtils=null,this.defaultTexture={},this.defaultCubeTexture={},this.defaultVideoFrame=null,this.colorBuffer=null,this.depthTexture=new Ic,this.depthTexture.name="depthBuffer"}createSampler(e){const t=this.backend,n=t.device,r=t.get(e),s={addressModeU:this._convertAddressMode(e.wrapS),addressModeV:this._convertAddressMode(e.wrapT),addressModeW:this._convertAddressMode(e.wrapR),magFilter:this._convertFilterMode(e.magFilter),minFilter:this._convertFilterMode(e.minFilter),mipmapFilter:this._convertFilterMode(e.minFilter),maxAnisotropy:1};s.magFilter===If.Linear&&s.minFilter===If.Linear&&s.mipmapFilter===If.Linear&&(s.maxAnisotropy=e.anisotropy),e.isDepth
fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f {
let res = vec2f( iRes );
let uvScaled = coord * res;
let uvWrapping = ( ( uvScaled % res ) + res ) % res;
// https://www.shadertoy.com/view/WtyXRy
let uv = uvWrapping - 0.5;
let iuv = floor( uv );
let f = fract( uv );
let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level );
let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level );
let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level );
let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level );
return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );
}
`)},wm={dFdx:"dpdx",dFdy:"- dpdy",mod_float:"tsl_mod_float",mod_vec2:"tsl_mod_vec2",mod_vec3:"tsl_mod_vec3",mod_vec4:"tsl_mod_vec4",equals_bool:"tsl_equals_bool",equals_bvec2:"tsl_equals_bvec2",equals_bvec3:"tsl_equals_bvec3",equals_bvec4:"tsl_equals_bvec4",inversesqrt:"inverseSqrt",bitcast:"bitcast<f32>"};typeof navigator<"u"&&/Windows/g.test(navigator.userAgent)&&(jo.pow_float=new rs("fn tsl_pow_float( a : f32, b : f32 ) -> f32 { return select( -pow( -a, b ), pow( a, b ), a > 0.0 ); }"),jo.pow_vec2=new rs("fn tsl_pow_vec2( a : vec2f, b : vec2f ) -> vec2f { return vec2f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ) ); }",[jo.pow_float]),jo.pow_vec3=new rs("fn tsl_pow_vec3( a : vec3f, b : vec3f ) -> vec3f { return vec3f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ) ); }",[jo.pow_float]),jo.pow_vec4=new rs("fn tsl_pow_vec4( a : vec4f, b : vec4f ) -> vec4f { return vec4f( tsl_pow_float( a.x, b.x ), tsl_pow_float( a.y, b.y ), tsl_pow_float( a.z, b.z ), tsl_pow_float( a.w, b.w ) ); }",[jo.pow_float]),wm.pow_float="tsl_pow_float",wm.pow_vec2="tsl_pow_vec2",wm.pow_vec3="tsl_pow_vec3",wm.pow_vec4="tsl_pow_vec4");let uO="";(typeof navigator<"u"&&/Firefox|Deno/g.test(navigator.userAgent))!==!0&&(uO+=`diagnostic( off, derivative_uniformity );
`);class ele extends ZB{constructor(e,t){super(e,t,new Qoe),this.uniformGroups={},this.builtins={},this.directives={},this.scopedArrays=new Map}needsToWorkingColorSpace(e){return e.isVideoTexture===!0&&e.colorSpace!==To}_generateTextureSample(e,t,n,r,s=this.shaderStage){return s==="fragment"?r?`textureSample( ${t}, ${t}_sampler, ${n}, ${r} )`:`textureSample( ${t}, ${t}_sampler, ${n} )`:this.isFilteredTexture(e)?this.generateFilteredTexture(e,t,n):this.generateTextureLod(e,t,n,r,"0")}_generateVideoSample(e,t,n=this.shaderStage){if(n==="fragment")return`textureSampleBaseClampToEdge( ${e}, ${e}_sampler, vec2<f32>( ${t}.x, 1.0 - ${t}.y ) )`;console.error(`WebGPURenderer: THREE.VideoTexture does not support ${n} shader.`)}_generateTextureSampleLevel(e,t,n,r,s,a=this.shaderStage){return(a==="fragment"||a==="compute")&&this.isUnfilterable(e)===!1?`textureSampleLevel( ${t}, ${t}_sampler, ${n}, ${r} )`:this.isFilteredTexture(e)?this.generateFilteredTexture(e,t,n,r):this.generateTextureLod(e,t,n,s,r)}generateWrapFunction(e){const t=`tsl_coord_${B6[e.wrapS]}S_${B6[e.wrapT]}_${e.isData3DTexture?"3d":"2d"}T`;let n=I6[t];if(n===void 0){const r=[],s=e.isData3DTexture?"vec3f":"vec2f";let a=`fn ${t}( coord : ${s} ) -> ${s} {
return ${s}(
`;const l=(u,h)=>{u===td?(r.push(jo.repeatWrapping_float),a+=` tsl_repeatWrapping_float( coord.${h} )`):u===Yl?(r.push(jo.clampWrapping_float),a+=` tsl_clampWrapping_float( coord.${h} )`):u===nd?(r.push(jo.mirrorWrapping_float),a+=` tsl_mirrorWrapping_float( coord.${h} )`):(a+=` coord.${h}`,console.warn(`WebGPURenderer: Unsupported texture wrap type "${u}" for vertex shader.`))};l(e.wrapS,"x"),a+=`,
`,l(e.wrapT,"y"),e.isData3DTexture&&(a+=`,
`,l(e.wrapR,"z")),a+=`
);
}
`,I6[t]=n=new rs(a,r)}return n.build(this),t}generateTextureDimension(e,t,n){const r=this.getDataFromNode(e,this.shaderStage,this.globalCache);r.dimensionsSnippet===void 0&&(r.dimensionsSnippet={});let s=r.dimensionsSnippet[n];if(r.dimensionsSnippet[n]===void 0){let a,l;const{primarySamples:u}=this.renderer.backend.utils.getTextureSampleData(e),h=u>1;e.isData3DTexture?l="vec3<u32>":l="vec2<u32>",h||e.isVideoTexture||e.isStorageTexture?a=t:a=`${t}${n?`, u32( ${n} )`:""}`,s=new Yv(new Qv(`textureDimensions( ${a} )`,l)),r.dimensionsSnippet[n]=s,(e.isDataArrayTexture||e.isData3DTexture)&&(r.arrayLayerCount=new Yv(new Qv(`textureNumLayers(${t})`,"u32"))),e.isTextureCube&&(r.cubeFaceCount=new Yv(new Qv("6u","u32")))}return s.build(this)}generateFilteredTexture(e,t,n,r="0u"){this._include("biquadraticTexture");const s=this.generateWrapFunction(e),a=this.generateTextureDimension(e,t,r);return`tsl_biquadraticTexture( ${t}, ${s}( ${n} ), ${a}, u32( ${r} ) )`}generateTextureLod(e,t,n,r,s="0u"){const a=this.generateWrapFunction(e),l=this.generateTextureDimension(e,t,s),u=e.isData3DTexture?"vec3":"vec2",h=`${u}<u32>(${a}(${n}) * ${u}<f32>(${l}))`;return this.generateTextureLoad(e,t,h,r,s)}generateTextureLoad(e,t,n,r,s="0u"){return e.isVideoTexture===!0||e.isStorageTexture===!0?`textureLoad( ${t}, ${n} )`:r?`textureLoad( ${t}, ${n}, ${r}, u32( ${s} ) )`:`textureLoad( ${t}, ${n}, u32( ${s} ) )`}generateTextureStore(e,t,n,r){return`textureStore( ${t}, ${n}, ${r} )`}isSampleCompare(e){return e.isDepthTexture===!0&&e.compareFunction!==null}isUnfilterable(e){return this.getComponentTypeFromTexture(e)!=="float"||!this.isAvailable("float32Filterable")&&e.isDataTexture===!0&&e.type===$r||this.isSampleCompare(e)===!1&&e.minFilter===dr&&e.magFilter===dr||this.renderer.backend.utils.getTextureSampleData(e).primarySamples>1}generateTexture(e,t,n,r,s=this.shaderStage){let a=null;return e.isVideoTexture===!0?a=this._generateVideoSample(t,n,s):this.isUnfilterable(e)?a=this.generateTextureLod(e,t,n,r,"0",s):a=this._generateTextureSample(e,t,n,r,s),a}generateTextureGrad(e,t,n,r,s,a=this.shaderStage){if(a==="fragment")return`textureSampleGrad( ${t}, ${t}_sampler, ${n}, ${r[0]}, ${r[1]} )`;console.error(`WebGPURenderer: THREE.TextureNode.gradient() does not support ${a} shader.`)}generateTextureCompare(e,t,n,r,s,a=this.shaderStage){if(a==="fragment")return`textureSampleCompare( ${t}, ${t}_sampler, ${n}, ${r} )`;console.error(`WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${a} shader.`)}generateTextureLevel(e,t,n,r,s,a=this.shaderStage){let l=null;return e.isVideoTexture===!0?l=this._generateVideoSample(t,n,a):l=this._generateTextureSampleLevel(e,t,n,r,s,a),l}generateTextureBias(e,t,n,r,s,a=this.shaderStage){if(a==="fragment")return`textureSampleBias( ${t}, ${t}_sampler, ${n}, ${r} )`;console.error(`WebGPURenderer: THREE.TextureNode.biasNode does not support ${a} shader.`)}getPropertyName(e,t=this.shaderStage){if(e.isNodeVarying===!0&&e.needsInterpolation===!0){if(t==="vertex")return`varyings.${e.name}`}else if(e.isNodeUniform===!0){const n=e.name,r=e.type;return r==="texture"||r==="cubeTexture"||r==="storageTexture"||r==="texture3D"?n:r==="buffer"||r==="storageBuffer"||r==="indirectStorageBuffer"?`NodeBuffer_${e.id}.${n}`:e.groupNode.name+"."+n}return super.getPropertyName(e)}getOutputStructName(){return"output"}_getUniformGroupCount(e){return Object.keys(this.uniforms[e]).length}getFunctionOperator(e){const t=Zoe[e];return t!==void 0?(this._include(t),t):null}getNodeAccess(e,t){return t!=="compute"?ia.READ_ONLY:e.access}getStorageAccess(e,t){return Koe[this.getNodeAccess(e,t)]}getUniformFromNode(e,t,n,r=null){const s=super.getUniformFromNode(e,t,n,r),a=this.getDataFromNode(e,n,this.globalCache);if(a.uniformGPU===void 0){let l;const u=e.groupNode,h=u.name,m=this.getBindGroupArray(h,n);if(t==="texture"||t==="cubeTexture"||t==="storageTexture"||t==="texture3D"){let v=null;const x=this.getNodeAccess(e,n);if(t==="texture"||t==="storageTexture"?v=new Zy(s.name,s.node,u,x):t==="cubeTexture"?v=new aO(s.name,s.node,u,x):t==="texture3D"
${n.vars}
${n.code}
`;return n.result&&(s+=` return ${n.result};
`),s+=`
}
`,s}getInstanceIndex(){return this.shaderStage==="vertex"?this.getBuiltin("instance_index","instanceIndex","u32","attribute"):"instanceIndex"}getInvocationLocalIndex(){return this.getBuiltin("local_invocation_index","invocationLocalIndex","u32","attribute")}getSubgroupSize(){return this.enableSubGroups(),this.getBuiltin("subgroup_size","subgroupSize","u32","attribute")}getInvocationSubgroupIndex(){return this.enableSubGroups(),this.getBuiltin("subgroup_invocation_id","invocationSubgroupIndex","u32","attribute")}getSubgroupIndex(){return this.enableSubGroups(),this.getBuiltin("subgroup_id","subgroupIndex","u32","attribute")}getDrawIndex(){return null}getFrontFacing(){return this.getBuiltin("front_facing","isFront","bool")}getFragCoord(){return this.getBuiltin("position","fragCoord","vec4<f32>")+".xy"}getFragDepth(){return"output."+this.getBuiltin("frag_depth","depth","f32","output")}getClipDistance(){return"varyings.hw_clip_distances"}isFlipY(){return!1}enableDirective(e,t=this.shaderStage){(this.directives[t]||(this.directives[t]=new Set)).add(e)}getDirectives(e){const t=[],n=this.directives[e];if(n!==void 0)for(const r of n)t.push(`enable ${r};`);return t.join(`
`)}enableSubGroups(){this.enableDirective("subgroups")}enableSubgroupsF16(){this.enableDirective("subgroups-f16")}enableClipDistances(){this.enableDirective("clip_distances")}enableShaderF16(){this.enableDirective("f16")}enableDualSourceBlending(){this.enableDirective("dual_source_blending")}enableHardwareClipping(e){this.enableClipDistances(),this.getBuiltin("clip_distances","hw_clip_distances",`array<f32, ${e} >`,"vertex")}getBuiltins(e){const t=[],n=this.builtins[e];if(n!==void 0)for(const{name:r,property:s,type:a}of n.values())t.push(`@builtin( ${r} ) ${s} : ${a}`);return t.join(`,
`)}getScopedArray(e,t,n,r){return this.scopedArrays.has(e)===!1&&this.scopedArrays.set(e,{name:e,scope:t,bufferType:n,bufferCount:r}),e}getScopedArrays(e){if(e!=="compute")return;const t=[];for(const{name:n,scope:r,bufferType:s,bufferCount:a}of this.scopedArrays.values()){const l=this.getType(s);t.push(`var<${r}> ${n}: array< ${l}, ${a} >;`)}return t.join(`
`)}getAttributes(e){const t=[];if(e==="compute"&&(this.getBuiltin("global_invocation_id","id","vec3<u32>","attribute"),this.getBuiltin("workgroup_id","workgroupId","vec3<u32>","attribute"),this.getBuiltin("local_invocation_id","localId","vec3<u32>","attribute"),this.getBuiltin("num_workgroups","numWorkgroups","vec3<u32>","attribute"),this.renderer.hasFeature("subgroups")&&(this.enableDirective("subgroups",e),this.getBuiltin("subgroup_size","subgroupSize","u32","attribute"))),e==="vertex"||e==="compute"){const n=this.getBuiltins("attribute");n&&t.push(n);const r=this.getAttributesArray();for(let s=0,a=r.length;s<a;s++){const l=r[s],u=l.name,h=this.getType(l.type);t.push(`@location( ${s} ) ${u} : ${h}`)}}return t.join(`,
`)}getStructMembers(e){const t=[],n=e.getMemberTypes();for(let s=0;s<n.length;s++){const a=n[s];t.push(` @location( ${s} ) m${s} : ${a}<f32>`)}const r=this.getBuiltins("output");return r&&t.push(" "+r),t.join(`,
`)}getStructs(e){const t=[],n=this.structs[e];for(let r=0,s=n.length;r<s;r++){const a=n[r],l=a.name;let u=`struct ${l} {
`;u+=this.getStructMembers(a),u+=`
}`,t.push(u),t.push(`
var<private> output : ${l};
`)}return t.join(`
`)}getVar(e,t){return`var ${t} : ${this.getType(e)}`}getVars(e){const t=[],n=this.vars[e];if(n!==void 0)for(const r of n)t.push(` ${this.getVar(r.type,r.name)};`);return`
${t.join(`
`)}
`}getVaryings(e){const t=[];if(e==="vertex"&&this.getBuiltin("position","Vertex","vec4<f32>","vertex"),e==="vertex"||e==="fragment"){const s=this.varyings,a=this.vars[e];for(let l=0;l<s.length;l++){const u=s[l];if(u.needsInterpolation){let h=`@location( ${l} )`;/^(int|uint|ivec|uvec)/.test(u.type)&&(h+=" @interpolate( flat )"),t.push(`${h} ${u.name} : ${this.getType(u.type)}`)}else e==="vertex"&&a.includes(u)===!1&&a.push(u)}}const n=this.getBuiltins(e);n&&t.push(n);const r=t.join(`,
`);return e==="vertex"?this._getWGSLStruct("VaryingsStruct"," "+r):r}getUniforms(e){const t=this.uniforms[e],n=[],r=[],s=[],a={};for(const u of t){const h=u.groupNode.name,m=this.bindingsIndexes[h];if(u.type==="texture"||u.type==="cubeTexture"||u.type==="storageTexture"||u.type==="texture3D"){const v=u.node.value;(e==="fragment"||e==="compute")&&this.isUnfilterable(v)===!1&&u.node.isStorageTextureNode!==!0&&(this.isSampleCompare(v)?n.push(`@binding( ${m.binding++} ) @group( ${m.group} ) var ${u.name}_sampler : sampler_comparison;`):n.push(`@binding( ${m.binding++} ) @group( ${m.group} ) var ${u.name}_sampler : sampler;`));let x,S="";const{primarySamples:T}=this.renderer.backend.utils.getTextureSampleData(v);if(T>1&&(S="_multisampled"),v.isCubeTexture===!0)x="texture_cube<f32>";else if(v.isDataArrayTexture===!0||v.isCompressedArrayTexture===!0)x="texture_2d_array<f32>";else if(v.isDepthTexture===!0)x=`texture_depth${S}_2d`;else if(v.isVideoTexture===!0)x="texture_external";else if(v.isData3DTexture===!0)x="texture_3d<f32>";else if(u.node.isStorageTextureNode===!0){const N=aT(v),C=this.getStorageAccess(u.node,e);x=`texture_storage_2d<${N}, ${C}>`}else{const N=this.getComponentTypeFromTexture(v).charAt(0);x=`texture${S}_2d<${N}32>`}n.push(`@binding( ${m.binding++} ) @group( ${m.group} ) var ${u.name} : ${x};`)}else if(u.type==="buffer"||u.type==="storageBuffer"||u.type==="indirectStorageBuffer"){const v=u.node,x=this.getType(v.bufferType),S=v.bufferCount,T=S>0&&u.type==="buffer"?", "+S:"",N=v.isAtomic?`atomic<${x}>`:`${x}`,C=` ${u.name} : array< ${N}${T} >
`,E=v.isStorageBufferNode?`storage, ${this.getStorageAccess(v,e)}`:"uniform";r.push(this._getWGSLStructBinding("NodeBuffer_"+v.id,C,E,m.binding++,m.group))}else{const v=this.getType(this.getVectorType(u.type)),x=u.groupNode.name;(a[x]||(a[x]={index:m.binding++,id:m.group,snippets:[]})).snippets.push(` ${u.name} : ${v}`)}}for(const u in a){const h=a[u];s.push(this._getWGSLStructBinding(u,h.snippets.join(`,
`),"uniform",h.index,h.id))}let l=n.join(`
`);return l+=r.join(`
`),l+=s.join(`
`),l}buildCode(){const e=this.material!==null?{fragment:{},vertex:{}}:{compute:{}};this.sortBindingGroups();for(const t in e){const n=e[t];n.uniforms=this.getUniforms(t),n.attributes=this.getAttributes(t),n.varyings=this.getVaryings(t),n.structs=this.getStructs(t),n.vars=this.getVars(t),n.codes=this.getCodes(t),n.directives=this.getDirectives(t),n.scopedArrays=this.getScopedArrays(t);let r=`// code
`;r+=this.flowCode[t];const s=this.flowNodes[t],a=s[s.length-1],l=a.outputNode,u=l!==void 0&&l.isOutputStructNode===!0;for(const h of s){const m=this.getFlowData(h),v=h.name;if(v&&(r.length>0&&(r+=`
`),r+=` // flow -> ${v}
`),r+=`${m.code}
`,h===a&&t!=="compute"){if(r+=`// result
`,t==="vertex")r+=`varyings.Vertex = ${m.result};`;else if(t==="fragment")if(u)n.returnType=l.nodeType,r+=`return ${m.result};`;else{let x=" @location(0) color: vec4<f32>";const S=this.getBuiltins("output");S&&(x+=`,
`+S),n.returnType="OutputStruct",n.structs+=this._getWGSLStruct("OutputStruct",x),n.structs+=`
var<private> output : OutputStruct;
`,r+=`output.color = ${m.result};
return output;`}}}n.flow=r}this.material!==null?(this.vertexShader=this._getWGSLVertexCode(e.vertex),this.fragmentShader=this._getWGSLFragmentCode(e.fragment)):this.computeShader=this._getWGSLComputeCode(e.compute,(this.object.workgroupSize||[64]).join(", "))}getMethod(e,t=null){let n;return t!==null&&(n=this._getWGSLMethod(e+"_"+t)),n===void 0&&(n=this._getWGSLMethod(e)),n||e}getType(e){return Joe[e]||e}isAvailable(e){let t=O6[e];return t===void 0&&(e==="float32Filterable"?t=this.renderer.hasFeature("float32-filterable"):e==="clipDistance"&&(t=this.renderer.hasFeature("clip-distances")),O6[e]=t),t}_getWGSLMethod(e){return jo[e]!==void 0&&this._include(e),wm[e]}_include(e){const t=jo[e];return t.build(this),this.currentFunctionNode!==null&&this.currentFunctionNode.includes.push(t),t}_getWGSLVertexCode(e){return`${this.getSignature()}
// directives
${e.directives}
// uniforms
${e.uniforms}
// varyings
${e.varyings}
var<private> varyings : VaryingsStruct;
// codes
${e.codes}
@vertex
fn main( ${e.attributes} ) -> VaryingsStruct {
// vars
${e.vars}
// flow
${e.flow}
return varyings;
}
`}_getWGSLFragmentCode(e){return`${this.getSignature()}
// global
${uO}
// uniforms
${e.uniforms}
// structs
${e.structs}
// codes
${e.codes}
@fragment
fn main( ${e.varyings} ) -> ${e.returnType} {
// vars
${e.vars}
// flow
${e.flow}
}
`}_getWGSLComputeCode(e,t){return`${this.getSignature()}
// directives
${e.directives}
// system
var<private> instanceIndex : u32;
// locals
${e.scopedArrays}
// uniforms
${e.uniforms}
// codes
${e.codes}
@compute @workgroup_size( ${t} )
fn main( ${e.attributes} ) {
// system
instanceIndex = id.x + id.y * numWorkgroups.x * u32(${t}) + id.z * numWorkgroups.x * numWorkgroups.y * u32(${t});
// vars
${e.vars}
// flow
${e.flow}
}
`}_getWGSLStruct(e,t){return`
struct ${e} {
${t}
};`}_getWGSLStructBinding(e,t,n,r=0,s=0){const a=e+"Struct";return`${this._getWGSLStruct(a,t)}
@binding( ${r} ) @group( ${s} )
var<${n}> ${e} : ${a};`}}class tle{constructor(e){this.backend=e}getCurrentDepthStencilFormat(e){let t;return e.depthTexture!==null?t=this.getTextureFormatGPU(e.depthTexture):e.depth&&e.stencil?t=Be.Depth24PlusStencil8:e.depth&&(t=Be.Depth24Plus),t}getTextureFormatGPU(e){return this.backend.get(e).format}getTextureSampleData(e){let t;if(e.isFramebufferTexture)t=1;else if(e.isDepthTexture&&!e.renderTarget){const s=this.backend.renderer,a=s.getRenderTarget();t=a?a.samples:s.samples}else e.renderTarget&&(t=e.renderTarget.samples);t=t||1;const n=t>1&&e.renderTarget!==null&&e.isDepthTexture!==!0&&e.isFramebufferTexture!==!0;return{samples:t,primarySamples:n?1:t,isMSAA:n}}getCurrentColorFormat(e){let t;return e.textures!==null?t=this.getTextureFormatGPU(e.textures[0]):t=this.getPreferredCanvasFormat(),t}getCurrentColorSpace(e){return e.textures!==null?e.textures[0].colorSpace:this.backend.renderer.outputColorSpace}getPrimitiveTopology(e,t){if(e.isPoints)return $A.PointList;if(e.isLineSegments||e.isMesh&&t.wireframe===!0)return $A.LineList;if(e.isLine)return $A.LineStrip;if(e.isMesh)return $A.TriangleList}getSampleCount(e){let t=1;return e>1&&(t=Math.pow(2,Math.floor(Math.log2(e))),t===2&&(t=4)),t}getSampleCountRenderContext(e){return e.textures!==null?this.getSampleCount(e.sampleCount):this.getSampleCount(this.backend.renderer.samples)}getPreferredCanvasFormat(){return navigator.userAgent.includes("Quest")?Be.BGRA8Unorm:navigator.gpu.getPreferredCanvasFormat()}}const nle=new Map([[Int8Array,["sint8","snorm8"]],[Uint8Array,["uint8","unorm8"]],[Int16Array,["sint16","snorm16"]],[Uint16Array,["uint16","unorm16"]],[Int32Array,["sint32","snorm32"]],[Uint32Array,["uint32","unorm32"]],[Float32Array,["float32"]]]),ile=new Map([[H7,["float16"]]]),rle=new Map([[Int32Array,"sint32"],[Int16Array,"sint32"],[Uint32Array,"uint32"],[Uint16Array,"uint32"],[Float32Array,"float32"]]);class sle{constructor(e){this.backend=e}createAttribute(e,t){const n=this._getBufferAttribute(e),r=this.backend,s=r.get(n);let a=s.buffer;if(a===void 0){const l=r.device;let u=n.array;if(e.normalized===!1&&(u.constructor===Int16Array||u.constructor===Uint16Array)){const m=new Uint32Array(u.length);for(let v=0;v<u.length;v++)m[v]=u[v];u=m}if(n.array=u,(n.isStorageBufferAttribute||n.isStorageInstancedBufferAttribute)&&n.itemSize===3){u=new u.constructor(n.count*4);for(let m=0;m<n.count;m++)u.set(n.array.subarray(m*3,m*3+3),m*4);n.itemSize=4,n.array=u}const h=u.byteLength+(4-u.byteLength%4)%4;a=l.createBuffer({label:n.name,size:h,usage:t,mappedAtCreation:!0}),new u.constructor(a.getMappedRange()).set(u),a.unmap(),s.buffer=a}}updateAttribute(e){const t=this._getBufferAttribute(e),n=this.backend,r=n.device,s=n.get(t).buffer,a=t.array,l=this._isTypedArray(a),u=t.updateRanges;if(u.length===0)r.queue.writeBuffer(s,0,a,0);else{const h=l?1:a.BYTES_PER_ELEMENT;for(let m=0,v=u.length;m<v;m++){const x=u[m],S=x.start*h,T=x.count*h;r.queue.writeBuffer(s,0,a,S,T)}t.clearUpdateRanges()}}createShaderVertexBuffers(e){const t=e.getAttributes(),n=new Map;for(let r=0;r<t.length;r++){const s=t[r],a=s.array.BYTES_PER_ELEMENT,l=this._getBufferAttribute(s);let u=n.get(l);if(u===void 0){let v,x;s.isInterleavedBufferAttribute===!0?(v=s.data.stride*a,x=s.data.isInstancedInterleavedBuffer?bv.Instance:bv.Vertex):(v=s.itemSize*a,x=s.isInstancedBufferAttribute?bv.Instance:bv.Vertex),s.normalized===!1&&(s.array.constructor===Int16Array||s.array.constructor===Uint16Array)&&(v=4),u={arrayStride:v,attributes:[],stepMode:x},n.set(l,u)}const h=this._getVertexFormat(s),m=s.isInterleavedBufferAttribute===!0?s.offset*a:0;u.attributes.push({shaderLocation:r,offset:m,format:h})}return Array.from(n.values())}destroyAttribute(e){const t=this.backend;t.get(this._getBufferAttribute(e)).buffer.destroy(),t.delete(e)}async getArrayBufferAsync(e){const t=this.backend,n=t.device,s=t.get(this._getBufferAttribute(e)).buffer,a=s.size,l=n.createBuffer({label:`${e.name}_readback`,size:a,usage:GPUBufferUsage.COPY_DST|GPUBufferUsage.MAP_READ}),u=n.createCommandEncoder({label:`readback_encoder_${e.name}`});u.copyBufferToBuffe
* @license
* Copyright 2010-2024 Three.js Authors
* SPDX-License-Identifier: MIT
*/$.BRDF_GGX;$.BRDF_Lambert;$.BasicShadowFilter;$.Break;$.Continue;$.DFGApprox;$.D_GGX;$.Discard;$.EPSILON;$.F_Schlick;const hle=$.Fn;$.INFINITY;const fle=$.If,dle=$.Loop;$.NodeShaderStage;$.NodeType;$.NodeUpdateType;$.NodeAccess;$.PCFShadowFilter;$.PCFSoftShadowFilter;$.PI;$.PI2;$.Return;$.Schlick_to_F0;$.ScriptableNodeResources;$.ShaderNode;$.TBNViewMatrix;$.VSMShadowFilter;$.V_GGX_SmithCorrelated;$.abs;$.acesFilmicToneMapping;$.acos;$.add;$.addNodeElement;$.agxToneMapping;$.all;$.alphaT;$.and;$.anisotropy;$.anisotropyB;$.anisotropyT;$.any;$.append;$.arrayBuffer;const Ale=$.asin;$.assign;$.atan;$.atan2;$.atomicAdd;$.atomicAnd;$.atomicFunc;$.atomicMax;$.atomicMin;$.atomicOr;$.atomicStore;$.atomicSub;$.atomicXor;$.attenuationColor;$.attenuationDistance;$.attribute;$.attributeArray;$.backgroundBlurriness;$.backgroundIntensity;$.backgroundRotation;$.batch;$.billboarding;$.bitAnd;$.bitNot;$.bitOr;$.bitXor;$.bitangentGeometry;$.bitangentLocal;$.bitangentView;$.bitangentWorld;$.bitcast;$.blendBurn;$.blendColor;$.blendDodge;$.blendOverlay;$.blendScreen;$.blur;$.bool;$.buffer;$.bufferAttribute;$.bumpMap;$.burn;$.bvec2;$.bvec3;$.bvec4;$.bypass;$.cache;$.call;$.cameraFar;$.cameraNear;$.cameraNormalMatrix;$.cameraPosition;$.cameraProjectionMatrix;$.cameraProjectionMatrixInverse;$.cameraViewMatrix;$.cameraWorldMatrix;$.cbrt;$.cdl;$.ceil;$.checker;$.cineonToneMapping;$.clamp;$.clearcoat;$.clearcoatRoughness;$.code;$.color;$.colorSpaceToWorking;$.colorToDirection;$.compute;$.cond;$.context;$.convert;$.convertColorSpace;$.convertToTexture;const ple=$.cos;$.cross;$.cubeTexture;$.dFdx;$.dFdy;$.dashSize;$.defaultBuildStages;$.defaultShaderStages;$.defined;$.degrees;$.deltaTime;$.densityFog;$.densityFogFactor;$.depth;$.depthPass;$.difference;$.diffuseColor;$.directPointLight;$.directionToColor;$.dispersion;$.distance;$.div;$.dodge;$.dot;$.drawIndex;$.dynamicBufferAttribute;$.element;$.emissive;$.equal;$.equals;$.equirectUV;const mle=$.exp;$.exp2;$.expression;$.faceDirection;$.faceForward;$.faceforward;const gle=$.float;$.floor;$.fog;$.fract;$.frameGroup;$.frameId;$.frontFacing;$.fwidth;$.gain;$.gapSize;$.getConstNodeType;$.getCurrentStack;$.getDirection;$.getDistanceAttenuation;$.getGeometryRoughness;$.getNormalFromDepth;$.getParallaxCorrectNormal;$.getRoughness;$.getScreenPosition;$.getShIrradianceAt;$.getTextureIndex;$.getViewPosition;$.glsl;$.glslFn;$.grayscale;$.greaterThan;$.greaterThanEqual;$.hash;$.highpModelNormalViewMatrix;$.highpModelViewMatrix;$.hue;$.instance;const vle=$.instanceIndex;$.instancedArray;$.instancedBufferAttribute;$.instancedDynamicBufferAttribute;$.instancedMesh;$.int;$.inverseSqrt;$.inversesqrt;$.invocationLocalIndex;$.invocationSubgroupIndex;$.ior;$.iridescence;$.iridescenceIOR;$.iridescenceThickness;$.ivec2;$.ivec3;$.ivec4;$.js;$.label;$.length;$.lengthSq;$.lessThan;$.lessThanEqual;$.lightPosition;$.lightTargetDirection;$.lightTargetPosition;$.lightViewPosition;$.lightingContext;$.lights;$.linearDepth;$.linearToneMapping;$.localId;$.log;$.log2;$.logarithmicDepthToViewZ;$.loop;$.luminance;$.mediumpModelViewMatrix;$.mat2;$.mat3;$.mat4;$.matcapUV;$.materialAO;$.materialAlphaTest;$.materialAnisotropy;$.materialAnisotropyVector;$.materialAttenuationColor;$.materialAttenuationDistance;$.materialClearcoat;$.materialClearcoatNormal;$.materialClearcoatRoughness;$.materialColor;$.materialDispersion;$.materialEmissive;$.materialIOR;$.materialIridescence;$.materialIridescenceIOR;$.materialIridescenceThickness;$.materialLightMap;$.materialLineDashOffset;$.materialLineDashSize;$.materialLineGapSize;$.materialLineScale;$.materialLineWidth;$.materialMetalness;$.materialNormal;$.materialOpacity;$.materialPointWidth;$.materialReference;$.materialReflectivity;$.materialRefractionRatio;$.materialRotation;$.materialRoughness;$.materialSheen;$.materialSheenRoughness;$.materialShininess;$.materialSpecular;$.materialSpecularColor;$.materialSpecularIntensity;$.materialSpecularStrength;$.materialThickness;$.materialTransmission;$.max;$.maxMipLevel;$.metalness;$.min;$.mix;$.mixElement;$.mod;$.modInt;$.modelDirection;$.modelNormalMatr
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
uniform float linewidth;
uniform vec2 resolution;
attribute vec3 instanceStart;
attribute vec3 instanceEnd;
attribute vec3 instanceColorStart;
attribute vec3 instanceColorEnd;
#ifdef WORLD_UNITS
varying vec4 worldPos;
varying vec3 worldStart;
varying vec3 worldEnd;
#ifdef USE_DASH
varying vec2 vUv;
#endif
#else
varying vec2 vUv;
#endif
#ifdef USE_DASH
uniform float dashScale;
attribute float instanceDistanceStart;
attribute float instanceDistanceEnd;
varying float vLineDistance;
#endif
void trimSegment( const in vec4 start, inout vec4 end ) {
// trim end segment so it terminates between the camera plane and the near plane
// conservative estimate of the near plane
float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
float nearEstimate = - 0.5 * b / a;
float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
end.xyz = mix( start.xyz, end.xyz, alpha );
}
void main() {
#ifdef USE_COLOR
vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
#endif
#ifdef USE_DASH
vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
vUv = uv;
#endif
float aspect = resolution.x / resolution.y;
// camera space
vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
#ifdef WORLD_UNITS
worldStart = start.xyz;
worldEnd = end.xyz;
#else
vUv = uv;
#endif
// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
// perhaps there is a more elegant solution -- WestLangley
bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
if ( perspective ) {
if ( start.z < 0.0 && end.z >= 0.0 ) {
trimSegment( start, end );
} else if ( end.z < 0.0 && start.z >= 0.0 ) {
trimSegment( end, start );
}
}
// clip space
vec4 clipStart = projectionMatrix * start;
vec4 clipEnd = projectionMatrix * end;
// ndc space
vec3 ndcStart = clipStart.xyz / clipStart.w;
vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
// direction
vec2 dir = ndcEnd.xy - ndcStart.xy;
// account for clip-space aspect ratio
dir.x *= aspect;
dir = normalize( dir );
#ifdef WORLD_UNITS
vec3 worldDir = normalize( end.xyz - start.xyz );
vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
vec3 worldFwd = cross( worldDir, worldUp );
worldPos = position.y < 0.5 ? start: end;
// height offset
float hw = linewidth * 0.5;
worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
// don't extend the line if we're rendering dashes because we
// won't be rendering the endcaps
#ifndef USE_DASH
// cap extension
worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
// add width to the box
worldPos.xyz += worldFwd * hw;
// endcaps
if ( position.y > 1.0 || position.y < 0.0 ) {
worldPos.xyz -= worldFwd * 2.0 * hw;
}
#endif
// project the worldpos
vec4 clip = projectionMatrix * worldPos;
// shift the depth of the projected points so the line
// segments overlap neatly
vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
clip.z = clipPose.z * clip.w;
#else
vec2 offset = vec2( dir.y, - dir.x );
// undo aspect ratio adjustment
dir.x /= aspect;
offset.x /= aspect;
// sign flip
if ( position.x < 0.0 ) offset *= - 1.0;
// endcaps
if ( position.y < 0.0 ) {
offset += - dir;
} else if ( position.y > 1.0 ) {
offset += dir;
}
// adjust for linewidth
offset *= linewidth;
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
offset /= resolution.y;
// select end
vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
// back to clip space
offset *= clip.w;
clip.xy += offset;
#endif
gl_Position = clip;
vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`,fragmentShader:`
uniform vec3 diffuse;
uniform float opacity;
uniform float linewidth;
#ifdef USE_DASH
uniform float dashOffset;
uniform float dashSize;
uniform float gapSize;
#endif
varying float vLineDistance;
#ifdef WORLD_UNITS
varying vec4 worldPos;
varying vec3 worldStart;
varying vec3 worldEnd;
#ifdef USE_DASH
varying vec2 vUv;
#endif
#else
varying vec2 vUv;
#endif
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
float mua;
float mub;
vec3 p13 = p1 - p3;
vec3 p43 = p4 - p3;
vec3 p21 = p2 - p1;
float d1343 = dot( p13, p43 );
float d4321 = dot( p43, p21 );
float d1321 = dot( p13, p21 );
float d4343 = dot( p43, p43 );
float d2121 = dot( p21, p21 );
float denom = d2121 * d4343 - d4321 * d4321;
float numer = d1343 * d4321 - d1321 * d4343;
mua = numer / denom;
mua = clamp( mua, 0.0, 1.0 );
mub = ( d1343 + d4321 * ( mua ) ) / d4343;
mub = clamp( mub, 0.0, 1.0 );
return vec2( mua, mub );
}
void main() {
#include <clipping_planes_fragment>
#ifdef USE_DASH
if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
#endif
float alpha = opacity;
#ifdef WORLD_UNITS
// Find the closest points on the view ray and the line segment
vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
vec3 lineDir = worldEnd - worldStart;
vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
vec3 p1 = worldStart + lineDir * params.x;
vec3 p2 = rayEnd * params.y;
vec3 delta = p1 - p2;
float len = length( delta );
float norm = len / linewidth;
#ifndef USE_DASH
#ifdef USE_ALPHA_TO_COVERAGE
float dnorm = fwidth( norm );
alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
#else
if ( norm > 0.5 ) {
discard;
}
#endif
#endif
#else
#ifdef USE_ALPHA_TO_COVERAGE
// artifacts appear on some hardware if a derivative is taken within a conditional
float a = vUv.x;
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
float len2 = a * a + b * b;
float dlen = fwidth( len2 );
if ( abs( vUv.y ) > 1.0 ) {
alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
}
#else
if ( abs( vUv.y ) > 1.0 ) {
float a = vUv.x;
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
float len2 = a * a + b * b;
if ( len2 > 1.0 ) discard;
}
#endif
#endif
vec4 diffuseColor = vec4( diffuse, alpha );
#include <logdepthbuf_fragment>
#include <color_fragment>
gl_FragColor = vec4( diffuseColor.rgb, alpha );
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}
`};class HE extends Qa{constructor(e){super({type:"LineMaterial",uniforms:my.clone(Fa.line.uniforms),vertexShader:Fa.line.vertexShader,fragmentShader:Fa.line.fragmentShader,clipping:!0}),this.isLineMaterial=!0,this.setValues(e)}get color(){return this.uniforms.diffuse.value}set color(e){this.uniforms.diffuse.value=e}get worldUnits(){return"WORLD_UNITS"in this.defines}set worldUnits(e){e===!0?this.defines.WORLD_UNITS="":delete this.defines.WORLD_UNITS}get linewidth(){return this.uniforms.linewidth.value}set linewidth(e){this.uniforms.linewidth&&(this.uniforms.linewidth.value=e)}get dashed(){return"USE_DASH"in this.defines}set dashed(e){e===!0!==this.dashed&&(this.needsUpdate=!0),e===!0?this.defines.USE_DASH="":delete this.defines.USE_DASH}get dashScale(){return this.uniforms.dashScale.value}set dashScale(e){this.uniforms.dashScale.value=e}get dashSize(){return this.uniforms.dashSize.value}set dashSize(e){this.uniforms.dashSize.value=e}get dashOffset(){return this.uniforms.dashOffset.value}set dashOffset(e){this.uniforms.dashOffset.value=e}get gapSize(){return this.uniforms.gapSize.value}set gapSize(e){this.uniforms.gapSize.value=e}get opacity(){return this.uniforms.opacity.value}set opacity(e){this.uniforms&&(this.uniforms.opacity.value=e)}get resolution(){return this.uniforms.resolution.value}set resolution(e){this.uniforms.resolution.value.copy(e)}get alphaToCoverage(){return"USE_ALPHA_TO_COVERAGE"in this.defines}set alphaToCoverage(e){this.defines&&(e===!0!==this.alphaToCoverage&&(this.needsUpdate=!0),e===!0?this.defines.USE_ALPHA_TO_COVERAGE="":delete this.defines.USE_ALPHA_TO_COVERAGE)}}const CS=new On,k6=new pe,z6=new pe,Os=new On,Is=new On,zl=new On,NS=new pe,RS=new jn,Fs=new eG,G6=new pe,Tv=new Oc,Mv=new ud,Gl=new On;let Xl,Jf;function q6(i,e,t){return Gl.set(0,0,-e,1).applyMatrix4(i.projectionMatrix),Gl.multiplyScalar(1/Gl.w),Gl.x=Jf/t.width,Gl.y=Jf/t.height,Gl.applyMatrix4(i.projectionMatrixInverse),Gl.multiplyScalar(1/Gl.w),Math.abs(Math.max(Gl.x,Gl.y))}function wle(i,e){const t=i.matrixWorld,n=i.geometry,r=n.attributes.instanceStart,s=n.attributes.instanceEnd,a=Math.min(n.instanceCount,r.count);for(let l=0,u=a;l<u;l++){Fs.start.fromBufferAttribute(r,l),Fs.end.fromBufferAttribute(s,l),Fs.applyMatrix4(t);const h=new pe,m=new pe;Xl.distanceSqToSegment(Fs.start,Fs.end,m,h),m.distanceTo(h)<Jf*.5&&e.push({point:m,pointOnLine:h,distance:Xl.origin.distanceTo(m),object:i,face:null,faceIndex:l,uv:null,uv1:null})}}function Tle(i,e,t){const n=e.projectionMatrix,s=i.material.resolution,a=i.matrixWorld,l=i.geometry,u=l.attributes.instanceStart,h=l.attributes.instanceEnd,m=Math.min(l.instanceCount,u.count),v=-e.near;Xl.at(1,zl),zl.w=1,zl.applyMatrix4(e.matrixWorldInverse),zl.applyMatrix4(n),zl.multiplyScalar(1/zl.w),zl.x*=s.x/2,zl.y*=s.y/2,zl.z=0,NS.copy(zl),RS.multiplyMatrices(e.matrixWorldInverse,a);for(let x=0,S=m;x<S;x++){if(Os.fromBufferAttribute(u,x),Is.fromBufferAttribute(h,x),Os.w=1,Is.w=1,Os.applyMatrix4(RS),Is.applyMatrix4(RS),Os.z>v&&Is.z>v)continue;if(Os.z>v){const U=Os.z-Is.z,I=(Os.z-v)/U;Os.lerp(Is,I)}else if(Is.z>v){const U=Is.z-Os.z,I=(Is.z-v)/U;Is.lerp(Os,I)}Os.applyMatrix4(n),Is.applyMatrix4(n),Os.multiplyScalar(1/Os.w),Is.multiplyScalar(1/Is.w),Os.x*=s.x/2,Os.y*=s.y/2,Is.x*=s.x/2,Is.y*=s.y/2,Fs.start.copy(Os),Fs.start.z=0,Fs.end.copy(Is),Fs.end.z=0;const N=Fs.closestPointToPointParameter(NS,!0);Fs.at(N,G6);const C=x0.lerp(Os.z,Is.z,N),E=C>=-1&&C<=1,O=NS.distanceTo(G6)<Jf*.5;if(E&&O){Fs.start.fromBufferAttribute(u,x),Fs.end.fromBufferAttribute(h,x),Fs.start.applyMatrix4(a),Fs.end.applyMatrix4(a);const U=new pe,I=new pe;Xl.distanceSqToSegment(Fs.start,Fs.end,I,U),t.push({point:I,pointOnLine:U,distance:Xl.origin.distanceTo(I),object:i,face:null,faceIndex:x,uv:null,uv1:null})}}}class Mle extends Oi{constructor(e=new hO,t=new HE({color:Math.random()*16777215})){super(e,t),this.isLineSegments2=!0,this.type="LineSegments2"}computeLineDistances(){const e=this.geometry,t=e.attributes.instanceStart,n=e.attributes.instanceEnd,r=new Float32Array(2*t.count);for(let a=0,l=0,u=t.count;a<u;a++,l+=2)k6.fromBufferAttribu
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varying vec3 vVertexWorldPosition;
varying vec3 vVertexNormal;
varying float vCameraDistanceToObjCenter;
varying float vVertexAngularDistanceToHollowRadius;
void main() {
vVertexNormal = normalize(normalMatrix * normal);
vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
vec4 objCenterViewPosition = modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
vCameraDistanceToObjCenter = length(objCenterViewPosition);
float edgeAngle = atan(hollowRadius / vCameraDistanceToObjCenter);
float vertexAngle = acos(dot(normalize(modelViewMatrix * vec4(position, 1.0)), normalize(objCenterViewPosition)));
vVertexAngularDistanceToHollowRadius = vertexAngle - edgeAngle;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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uniform vec3 color;
uniform float coefficient;
uniform float power;
uniform float hollowRadius;
varying vec3 vVertexNormal;
varying vec3 vVertexWorldPosition;
varying float vCameraDistanceToObjCenter;
varying float vVertexAngularDistanceToHollowRadius;
void main() {
if (vCameraDistanceToObjCenter < hollowRadius) discard; // inside the hollowRadius
if (vVertexAngularDistanceToHollowRadius < 0.0) discard; // frag position is within the hollow radius
vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;
vec3 viewCameraToVertex = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;
viewCameraToVertex = normalize(viewCameraToVertex);
float intensity = pow(
coefficient + dot(vVertexNormal, viewCameraToVertex),
power
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gl_FragColor = vec4(color, intensity);
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`).concat(ei.logdepthbuf_pars_vertex,`
uniform float dashTranslate;
attribute vec4 color;
varying vec4 vColor;
attribute float relDistance;
varying float vRelDistance;
void main() {
// pass through colors and distances
vColor = color;
vRelDistance = relDistance + dashTranslate;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
`).concat(ei.logdepthbuf_vertex,`
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uniform float dashOffset;
uniform float dashSize;
uniform float gapSize;
varying vec4 vColor;
varying float vRelDistance;
void main() {
// ignore pixels in the gap
if (vRelDistance < dashOffset) discard;
if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;
// set px color: [r, g, b, a], interpolated between vertices
gl_FragColor = vColor;
`).concat(ei.logdepthbuf_fragment,`
}
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varying float vSurfaceRadius;
varying vec3 vPos;
`+e.vertexShader).replace("void main() {",["void main() {","vSurfaceRadius = surfaceRadius;","vPos = position;"].join(`
`)),e.fragmentShader=(`uniform float uSurfaceRadius;
varying float vSurfaceRadius;
varying vec3 vPos;
`+e.fragmentShader).replace("void main() {",["void main() {","if (length(vPos) < max(uSurfaceRadius, vSurfaceRadius)) discard;"].join(`
`)),e},Jle=function(e){return e.vertexShader=`
attribute float r;
const float PI = 3.1415926535897932384626433832795;
float toRad(in float a) {
return a * PI / 180.0;
}
vec3 Polar2Cartesian(in vec3 c) { // [lat, lng, r]
float phi = toRad(90.0 - c.x);
float theta = toRad(90.0 - c.y);
float r = c.z;
return vec3( // x,y,z
r * sin(phi) * cos(theta),
r * cos(phi),
r * sin(phi) * sin(theta)
);
}
vec2 Cartesian2Polar(in vec3 p) {
float r = sqrt(p.x * p.x + p.y * p.y + p.z * p.z);
float phi = acos(p.y / r);
float theta = atan(p.z, p.x);
return vec2( // lat,lng
90.0 - phi * 180.0 / PI,
90.0 - theta * 180.0 / PI - (theta < -PI / 2.0 ? 360.0 : 0.0)
);
}
`.concat(e.vertexShader.replace("}",`
vec3 pos = Polar2Cartesian(vec3(Cartesian2Polar(position), r));
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`),`
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\r
Permission is hereby granted, free of charge, to any person obtaining a copy of the fonts accompanying this license ("Fonts") and associated documentation files (the "Font Software"), to reproduce and distribute the Font Software, including without limitation the rights to use, copy, merge, publish, distribute, and/or sell copies of the Font Software, and to permit persons to whom the Font Software is furnished to do so, subject to the following conditions: \r
\r
The above copyright and this permission notice shall be included in all copies of one or more of the Font Software typefaces.\r
\r
The Font Software may be modified, altered, or added to, and in particular the designs of glyphs or characters in the Fonts may be modified and additional glyphs or characters may be added to the Fonts, only if the fonts are renamed to names not containing the word "MgOpen", or if the modifications are accepted for inclusion in the Font Software itself by the each appointed Administrator.\r
\r
This License becomes null and void to the extent applicable to Fonts or Font Software that has been modified and is distributed under the "MgOpen" name.\r
\r
The Font Software may be sold as part of a larger software package but no copy of one or more of the Font Software typefaces may be sold by itself. \r
\r
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL MAGENTA OR PERSONS OR BODIES IN CHARGE OF ADMINISTRATION AND MAINTENANCE OF THE FONT SOFTWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.`,manufacturer_name:"Μagenta ltd",font_sub_family_name:"Regular"},Mue=-334,Eue="Helvetiker",Cue=1522,Nue=50,Rue={glyphs:vue,cssFontWeight:_ue,ascender:yue,underlinePosition:xue,cssFontStyle:bue,boundingBox:Sue,resolution:wue,original_font_information:Tue,descender:Mue,familyName:Eue,lineHeight:Cue,underlineThickness:Nue},vl=ki(ki({},window.THREE?window.THREE:{BoxGeometry:Vh,CircleGeometry:yy,DoubleSide:as,Group:qa,Mesh:Oi,MeshLambertMaterial:Fc,TextGeometry:V6,Vector3:pe}),{},{Font:Cle,TextGeometry:V6}),DO=_s({props:{labelsData:{default:[]},labelLat:{default:"lat"},labelLng:{default:"lng"},labelAltitude:{default:.002},labelText:{default:"text"},labelSize:{default:.5},labelTypeFace:{default:Rue,onChange:function(e,t){t.font=new vl.Font(e)}},labelColor:{default:function(){return"lightgrey"}},labelRotation:{default:0},labelResolution:{default:3},labelIncludeDot:{default:!0},labelDotRadius:{default:.1},labelDotOrientation:{default:function(){return"bottom"}},labelsTransitionDuration:{default:1e3,triggerUpdate:!1}},init:function(e,t,n){var r=n.tweenGroup;Ki(e),t.scene=e,t.tweenGroup=r;var s=new vl.CircleGeometry(1,32);t.dataMapper=new io(e,{objBindAttr:"__threeObjLabel"}).onCreateObj(function(){var a=new vl.MeshLambertMaterial;a.side=as;var l=new vl.Group;l.add(new vl.Mesh(s,a));var u=new vl.Mesh(void 0,a);l.add(u);var h=new vl.Mesh;return h.visible=!1,u.add(h),l.__globeObjType="label",l})},update:function(e){var t=Lt(e.labelLat),n=Lt(e.labelLng),r=Lt(e.labelAltitude),s=Lt(e.labelText),a=Lt(e.labelSize),l=Lt(e.labelRotation),u=Lt(e.labelColor),h=Lt(e.labelIncludeDot),m=Lt(e.labelDotRadius),v=Lt(e.labelDotOrientation),x=new Set(["right","top","bottom"]),S=2*Math.PI*ar/360;e.dataMapper.onUpdateObj(function(T,N){var C=Ar(T.children,2),E=C[0],O=C[1],U=Ar(O.children,1),I=U[0],j=u(N),z=Ml(j);O.material.color.set(yu(j)),O.material.transparent=z<1,O.material.opacity=z;var G=h(N),H=v(N);!G||!x.has(H)&&(H="bottom");var q=G?+m(N)*S:1e-12;E.scale.x=E.scale.y=q;var V=+a(N)*S;if(O.geometry&&O.geometry.dispose(),O.geometry=new vl.TextGeometry(s(N),{font:e.font,size:V,depth:0,bevelEnabled:!0,bevelThickness:0,bevelSize:0,curveSegments:e.labelResolution}),I.geometry&&I.geometry.dispose(),O.geometry.computeBoundingBox(),I.geometry=WE(vl.BoxGeometry,ji(new vl.Vector3().subVectors(O.geometry.boundingBox.max,O.geometry.boundingBox.min).clampScalar(0,1/0).toArray())),H!=="right"&&O.geometry.center(),G){var Q=q+V/2;H==="right"&&(O.position.x=Q),O.position.y={right:-V/2,top:Q+V/2,bottom:-Q-V/2}[H]}var J=function(Z){var ne=T.__currentTargetD=Z,de=ne.lat,be=ne.lng,Te=ne.alt,ae=ne.rot,Me=ne.scale;Object.assign(T.position,Zo(de,be,Te)),T.lookAt(e.scene.localToWorld(new vl.Vector3(0,0,0))),T.rotateY(Math.PI),T.rotateZ(-ae*Math.PI/180),T.scale.x=T.scale.y=T.scale.z=Me},ie={lat:+t(N),lng:+n(N),alt:+r(N),rot:+l(N),scale:1},le=T.__currentTargetD||Object.assign({},ie,{scale:1e-12});Object.keys(ie).some(function(re){return le[re]!==ie[re]})&&(!e.labelsTransitionDuration||e.labelsTransitionDuration<0?J(ie):e.tweenGroup.add(new la(le).to(ie,e.labelsTransitionDuration).easing(os.Quadratic.InOut).onUpdate(J).start()))}).digest(e.labelsData)}}),Due=ki(ki({},window.THREE?window.THREE:{}),{},{CSS2DObject:kH}),PO=_s({props:{htmlElementsData:{default:[]},htmlLat:{default:"lat"},htmlLng:{default:"lng"},htmlAltitude:{default:0},htmlElement:{},htmlElementVisibilityModifier:{triggerUpdate:!1},htmlTransitionDuration:{defa
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
}`};class ix{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}const Zce=new Ig(-1,1,1,-1,0,1);class Jce extends Hi{constructor(){super(),this.setAttribute("position",new Si([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new Si([0,2,0,0,2,0],2))}}const ehe=new Jce;class the{constructor(e){this._mesh=new Oi(ehe,e)}dispose(){this._mesh.geometry.dispose()}render(e){e.render(this._mesh,Zce)}get material(){return this._mesh.material}set material(e){this._mesh.material=e}}class nhe extends ix{constructor(e,t){super(),this.textureID=t!==void 0?t:"tDiffuse",e instanceof Qa?(this.uniforms=e.uniforms,this.material=e):e&&(this.uniforms=my.clone(e.uniforms),this.material=new Qa({name:e.name!==void 0?e.name:"unspecified",defines:Object.assign({},e.defines),uniforms:this.uniforms,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader})),this.fsQuad=new the(this.material)}render(e,t,n){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=n.texture),this.fsQuad.material=this.material,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this.fsQuad.render(e))}dispose(){this.material.dispose(),this.fsQuad.dispose()}}class o7 extends ix{constructor(e,t){super(),this.scene=e,this.camera=t,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(e,t,n){const r=e.getContext(),s=e.state;s.buffers.color.setMask(!1),s.buffers.depth.setMask(!1),s.buffers.color.setLocked(!0),s.buffers.depth.setLocked(!0);let a,l;this.inverse?(a=0,l=1):(a=1,l=0),s.buffers.stencil.setTest(!0),s.buffers.stencil.setOp(r.REPLACE,r.REPLACE,r.REPLACE),s.buffers.stencil.setFunc(r.ALWAYS,a,4294967295),s.buffers.stencil.setClear(l),s.buffers.stencil.setLocked(!0),e.setRenderTarget(n),this.clear&&e.clear(),e.render(this.scene,this.camera),e.setRenderTarget(t),this.clear&&e.clear(),e.render(this.scene,this.camera),s.buffers.color.setLocked(!1),s.buffers.depth.setLocked(!1),s.buffers.color.setMask(!0),s.buffers.depth.setMask(!0),s.buffers.stencil.setLocked(!1),s.buffers.stencil.setFunc(r.EQUAL,1,4294967295),s.buffers.stencil.setOp(r.KEEP,r.KEEP,r.KEEP),s.buffers.stencil.setLocked(!0)}}class ihe extends ix{constructor(){super(),this.needsSwap=!1}render(e){e.state.buffers.stencil.setLocked(!1),e.state.buffers.stencil.setTest(!1)}}class rhe{constructor(e,t){if(this.renderer=e,this._pixelRatio=e.getPixelRatio(),t===void 0){const n=e.getSize(new bt);this._width=n.width,this._height=n.height,t=new Fh(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:Gs}),t.texture.name="EffectComposer.rt1"}else this._width=t.width,this._height=t.height;this.renderTarget1=t,this.renderTarget2=t.clone(),this.renderTarget2.texture.name="EffectComposer.rt2",this.writeBuffer=this.renderTarget1,this.readBuffer=this.renderTarget2,this.renderToScreen=!0,this.passes=[],this.copyPass=new nhe(Kce),this.copyPass.material.blending=$a,this.clock=new hD}swapBuffers(){const e=this.readBuffer;this.readBuffer=this.writeBuffer,this.writeBuffer=e}addPass(e){this.passes.push(e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}insertPass(e,t){this.passes.splice(t,0,e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}removePass(e){const t=this.passes.indexOf(e);t!==-1&&this.passes.splice(t,1)}isLastEnabledPass(e){for(let t=e+1;t<this.passes.length;t++)if(this.passes[t].enabled)return!1;return!0}render(e){e===void 0&&(e=this.clock.getDelta());const t=this.renderer.getRenderTarget();let n=!1;for(let r=0,s=this.passes.length;r<s;r++){const a=this.passes[r];if(a.enabled!==!1){if(a.renderToScreen=this.renderToScreen&&this.isLastEnabledPass(r),a.render(this.renderer,this.writeBuffer,this.readBuffer,e,n),a.needsSwap){if(n){const l=this.renderer.getContext(),u=this.renderer.state.buffers.stencil;u.setFunc(l.NOTEQUAL,1,4294967295),this.copyPass.render(this.renderer,this.writeBuffer,this
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border-radius: 3px;
font: 12px sans-serif;
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width: 100%;
text-align: center;
color: slategrey;
opacity: 0.7;
font-size: 10px;
font-family: sans-serif;
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