@anov/3d-ability 0.0.139 → 0.0.141

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (265) hide show
  1. package/dist/business/Animation/motion/index.js +35 -56
  2. package/dist/business/Animation/motion/index.js.map +1 -1
  3. package/dist/business/Animation/type.js +2 -2
  4. package/dist/business/Area/Fence/FenceBase.js +146 -187
  5. package/dist/business/Area/Fence/FenceBase.js.map +1 -1
  6. package/dist/business/Area/Fence/fence_base_01.js +120 -112
  7. package/dist/business/Area/Fence/fence_base_01.js.map +1 -1
  8. package/dist/business/Area/Fence/fence_feeting_01.js +218 -130
  9. package/dist/business/Area/Fence/fence_feeting_01.js.map +1 -1
  10. package/dist/business/Area/Fence/fence_roll_01.js +140 -130
  11. package/dist/business/Area/Fence/fence_roll_01.js.map +1 -1
  12. package/dist/business/Area/FillArea/FillAreaBase.js +87 -126
  13. package/dist/business/Area/FillArea/FillAreaBase.js.map +1 -1
  14. package/dist/business/Area/FillArea/fillArea_face_01.js +72 -98
  15. package/dist/business/Area/FillArea/fillArea_face_01.js.map +1 -1
  16. package/dist/business/Area/FillArea/fillArea_line_01.js +66 -94
  17. package/dist/business/Area/FillArea/fillArea_line_01.js.map +1 -1
  18. package/dist/business/Area/index.js +267 -483
  19. package/dist/business/Area/index.js.map +1 -1
  20. package/dist/business/Area/tool.js +14 -26
  21. package/dist/business/Area/tool.js.map +1 -1
  22. package/dist/business/Base/ObjectLayer.js +21 -46
  23. package/dist/business/Base/ObjectLayer.js.map +1 -1
  24. package/dist/business/Batch/index.js +189 -234
  25. package/dist/business/Batch/index.js.map +1 -1
  26. package/dist/business/Box/index.js +52 -81
  27. package/dist/business/Box/index.js.map +1 -1
  28. package/dist/business/Cylinder/index.js +51 -79
  29. package/dist/business/Cylinder/index.js.map +1 -1
  30. package/dist/business/Flyline/bubble/CircleBubble.js +1 -9
  31. package/dist/business/Flyline/bubble/CircleBubble.js.map +1 -1
  32. package/dist/business/Flyline/bubble/index.js +7 -21
  33. package/dist/business/Flyline/bubble/index.js.map +1 -1
  34. package/dist/business/Flyline/index.js +96 -162
  35. package/dist/business/Flyline/index.js.map +1 -1
  36. package/dist/business/Flyline/line/ArcLine.js +208 -291
  37. package/dist/business/Flyline/line/ArcLine.js.map +1 -1
  38. package/dist/business/Flyline/line/index.js +8 -22
  39. package/dist/business/Flyline/line/index.js.map +1 -1
  40. package/dist/business/HeatMap/HeatMap.js +380 -467
  41. package/dist/business/HeatMap/HeatMap.js.map +1 -1
  42. package/dist/business/HeatMap/core.js +405 -525
  43. package/dist/business/HeatMap/core.js.map +1 -1
  44. package/dist/business/HeatMap/shader.js +69 -3
  45. package/dist/business/HeatMap/shader.js.map +1 -1
  46. package/dist/business/InfoPanel/index.js +201 -242
  47. package/dist/business/InfoPanel/index.js.map +1 -1
  48. package/dist/business/Line/index.js +55 -88
  49. package/dist/business/Line/index.js.map +1 -1
  50. package/dist/business/Mark/KeyframeAnimation.js +145 -176
  51. package/dist/business/Mark/KeyframeAnimation.js.map +1 -1
  52. package/dist/business/Mark/index.js +196 -294
  53. package/dist/business/Mark/index.js.map +1 -1
  54. package/dist/business/Mark/shader/tanhao.js +36 -3
  55. package/dist/business/Mark/shader/tanhao.js.map +1 -1
  56. package/dist/business/Mark/type.js +1 -1
  57. package/dist/business/MaterialSwitch/MaterialSwitchSystem.js +377 -551
  58. package/dist/business/MaterialSwitch/MaterialSwitchSystem.js.map +1 -1
  59. package/dist/business/MaterialSwitch/inject.js +92 -58
  60. package/dist/business/MaterialSwitch/inject.js.map +1 -1
  61. package/dist/business/MaterialSwitch/shader/finalFade.js +74 -2
  62. package/dist/business/MaterialSwitch/shader/finalFade.js.map +1 -1
  63. package/dist/business/MaterialSwitch/shader/ground.js +95 -16
  64. package/dist/business/MaterialSwitch/shader/ground.js.map +1 -1
  65. package/dist/business/MaterialSwitch/shader/groundBase64.js +9 -3
  66. package/dist/business/MaterialSwitch/shader/groundBase64.js.map +1 -1
  67. package/dist/business/MaterialSwitch/shader/realFade.js +48 -9
  68. package/dist/business/MaterialSwitch/shader/realFade.js.map +1 -1
  69. package/dist/business/Plane/index.js +51 -78
  70. package/dist/business/Plane/index.js.map +1 -1
  71. package/dist/business/Poi/index.d.ts +5 -0
  72. package/dist/business/Poi/index.js +256 -295
  73. package/dist/business/Poi/index.js.map +1 -1
  74. package/dist/business/Poi/link/Cylinder.js +56 -89
  75. package/dist/business/Poi/link/Cylinder.js.map +1 -1
  76. package/dist/business/Poi/link/Pyramid.js +104 -165
  77. package/dist/business/Poi/link/Pyramid.js.map +1 -1
  78. package/dist/business/Poi/link/index.d.ts +1 -1
  79. package/dist/business/Poi/link/index.js +54 -114
  80. package/dist/business/Poi/link/index.js.map +1 -1
  81. package/dist/business/Poi/panel/index.d.ts +124 -0
  82. package/dist/business/Poi/panel/index.js +474 -0
  83. package/dist/business/Poi/panel/index.js.map +1 -0
  84. package/dist/business/Poi/panel/interfaces.d.ts +67 -0
  85. package/dist/business/Poi/panel/interfaces.js +2 -0
  86. package/dist/business/Poi/panel/interfaces.js.map +1 -0
  87. package/dist/business/Poi/panel/utils.d.ts +72 -0
  88. package/dist/business/Poi/panel/utils.js +126 -0
  89. package/dist/business/Poi/panel/utils.js.map +1 -0
  90. package/dist/business/Poi/particle/DoubleCircle.js +71 -107
  91. package/dist/business/Poi/particle/DoubleCircle.js.map +1 -1
  92. package/dist/business/Poi/particle/DynamicCircle.js +75 -111
  93. package/dist/business/Poi/particle/DynamicCircle.js.map +1 -1
  94. package/dist/business/Poi/particle/SingleCircle.js +62 -98
  95. package/dist/business/Poi/particle/SingleCircle.js.map +1 -1
  96. package/dist/business/Poi/particle/index.js +49 -117
  97. package/dist/business/Poi/particle/index.js.map +1 -1
  98. package/dist/business/Poi/shader/circle.js +31 -3
  99. package/dist/business/Poi/shader/circle.js.map +1 -1
  100. package/dist/business/Poi/shader/cylinder.js +37 -3
  101. package/dist/business/Poi/shader/cylinder.js.map +1 -1
  102. package/dist/business/Poi/shader/doubleCircle.js +55 -3
  103. package/dist/business/Poi/shader/doubleCircle.js.map +1 -1
  104. package/dist/business/Poi/shader/dynamicCircle.js +67 -3
  105. package/dist/business/Poi/shader/dynamicCircle.js.map +1 -1
  106. package/dist/business/Poi/title/Border.js +7 -27
  107. package/dist/business/Poi/title/Border.js.map +1 -1
  108. package/dist/business/Poi/title/Ellipse.js +7 -27
  109. package/dist/business/Poi/title/Ellipse.js.map +1 -1
  110. package/dist/business/Poi/title/index.js +208 -292
  111. package/dist/business/Poi/title/index.js.map +1 -1
  112. package/dist/business/Poi/tools.js +22 -19
  113. package/dist/business/Poi/tools.js.map +1 -1
  114. package/dist/business/Poi/types.d.ts +3 -0
  115. package/dist/business/Poi/types.js.map +1 -1
  116. package/dist/business/Sphere/index.js +47 -72
  117. package/dist/business/Sphere/index.js.map +1 -1
  118. package/dist/business/Spline/index.js +190 -245
  119. package/dist/business/Spline/index.js.map +1 -1
  120. package/dist/business/SplitBuilding/index.js +327 -536
  121. package/dist/business/SplitBuilding/index.js.map +1 -1
  122. package/dist/business/SplitBuilding/type.js +2 -2
  123. package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js +218 -275
  124. package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js.map +1 -1
  125. package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js +132 -177
  126. package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js.map +1 -1
  127. package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js +51 -1
  128. package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js.map +1 -1
  129. package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js +6 -1
  130. package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js.map +1 -1
  131. package/dist/business/TrafficComponents/base.js +32 -55
  132. package/dist/business/TrafficComponents/base.js.map +1 -1
  133. package/dist/business/TrafficComponents/utils.js +25 -24
  134. package/dist/business/TrafficComponents/utils.js.map +1 -1
  135. package/dist/business/Utils/Curve.js +40 -56
  136. package/dist/business/Utils/Curve.js.map +1 -1
  137. package/dist/business/Utils/constant.js +1 -1
  138. package/dist/business/Utils/constant.js.map +1 -1
  139. package/dist/business/Utils/defineProps.js +13 -14
  140. package/dist/business/Utils/defineProps.js.map +1 -1
  141. package/dist/business/Utils/round-curve.js +127 -153
  142. package/dist/business/Utils/round-curve.js.map +1 -1
  143. package/dist/business/VideoPanel/index.js +258 -319
  144. package/dist/business/VideoPanel/index.js.map +1 -1
  145. package/dist/business/Water/index.js +78 -108
  146. package/dist/business/Water/index.js.map +1 -1
  147. package/dist/business/Water/types.js +1 -1
  148. package/dist/business/Water/types.js.map +1 -1
  149. package/dist/core/Camera/PerspectiveCamera/CameraExpand.js +383 -449
  150. package/dist/core/Camera/PerspectiveCamera/CameraExpand.js.map +1 -1
  151. package/dist/core/Camera/PerspectiveCamera/FollowOrbitControls.js +107 -142
  152. package/dist/core/Camera/PerspectiveCamera/FollowOrbitControls.js.map +1 -1
  153. package/dist/core/Controls/FirstViewControl/index.js +84 -96
  154. package/dist/core/Controls/FirstViewControl/index.js.map +1 -1
  155. package/dist/core/Controls/ThirdViewControl/action/input.js +77 -98
  156. package/dist/core/Controls/ThirdViewControl/action/input.js.map +1 -1
  157. package/dist/core/Controls/ThirdViewControl/config/constants.js +1 -1
  158. package/dist/core/Controls/ThirdViewControl/config/constants.js.map +1 -1
  159. package/dist/core/Controls/ThirdViewControl/index.js +19 -28
  160. package/dist/core/Controls/ThirdViewControl/index.js.map +1 -1
  161. package/dist/core/Controls/ThirdViewControl/player/animation.js +126 -155
  162. package/dist/core/Controls/ThirdViewControl/player/animation.js.map +1 -1
  163. package/dist/core/Controls/ThirdViewControl/player/camera.js +47 -63
  164. package/dist/core/Controls/ThirdViewControl/player/camera.js.map +1 -1
  165. package/dist/core/Controls/ThirdViewControl/player/control.js +39 -49
  166. package/dist/core/Controls/ThirdViewControl/player/control.js.map +1 -1
  167. package/dist/core/Controls/ThirdViewControl/player.js +66 -91
  168. package/dist/core/Controls/ThirdViewControl/player.js.map +1 -1
  169. package/dist/core/Controls/base.js +14 -30
  170. package/dist/core/Controls/base.js.map +1 -1
  171. package/dist/core/Curve/RoundedCornersCurve/RoundedCornersCurve.js +92 -131
  172. package/dist/core/Curve/RoundedCornersCurve/RoundedCornersCurve.js.map +1 -1
  173. package/dist/core/Debug/PerformanceInfo/Performance.js +22 -47
  174. package/dist/core/Debug/PerformanceInfo/Performance.js.map +1 -1
  175. package/dist/core/Light/PointLight/PointLightExt.js +4 -21
  176. package/dist/core/Light/PointLight/PointLightExt.js.map +1 -1
  177. package/dist/core/Material/FinirMaterial/FinirMaterial.js +37 -57
  178. package/dist/core/Material/FinirMaterial/FinirMaterial.js.map +1 -1
  179. package/dist/core/Material/PristineGridMaterial/PristineGridMaterial.js +116 -153
  180. package/dist/core/Material/PristineGridMaterial/PristineGridMaterial.js.map +1 -1
  181. package/dist/core/Material/PristineGridMaterial/shader/fragment.js +95 -1
  182. package/dist/core/Material/PristineGridMaterial/shader/fragment.js.map +1 -1
  183. package/dist/core/Material/PristineGridMaterial/shader/vertex.js +26 -1
  184. package/dist/core/Material/PristineGridMaterial/shader/vertex.js.map +1 -1
  185. package/dist/core/Material/SurfaceMaterial/index.js +76 -172
  186. package/dist/core/Material/SurfaceMaterial/index.js.map +1 -1
  187. package/dist/core/Material/decorators.js +6 -11
  188. package/dist/core/Material/decorators.js.map +1 -1
  189. package/dist/core/PostEffects/addACESFilmicToneMappingPass.js +16 -12
  190. package/dist/core/PostEffects/addACESFilmicToneMappingPass.js.map +1 -1
  191. package/dist/core/PostEffects/addBrightnessContrastPass.js +17 -13
  192. package/dist/core/PostEffects/addBrightnessContrastPass.js.map +1 -1
  193. package/dist/core/PostEffects/bloomPass.js +17 -10
  194. package/dist/core/PostEffects/bloomPass.js.map +1 -1
  195. package/dist/core/PostEffects/bloomSelect.js +60 -43
  196. package/dist/core/PostEffects/bloomSelect.js.map +1 -1
  197. package/dist/core/PostEffects/colorifyPass.js +17 -13
  198. package/dist/core/PostEffects/colorifyPass.js.map +1 -1
  199. package/dist/core/PostEffects/index.js +28 -22
  200. package/dist/core/PostEffects/index.js.map +1 -1
  201. package/dist/core/PostEffects/outlinePass.js +37 -50
  202. package/dist/core/PostEffects/outlinePass.js.map +1 -1
  203. package/dist/core/PostEffects/postprocessing.js +14 -12
  204. package/dist/core/PostEffects/postprocessing.js.map +1 -1
  205. package/dist/core/PostEffects/saoPass.js +15 -10
  206. package/dist/core/PostEffects/saoPass.js.map +1 -1
  207. package/dist/core/PostEffects/shader/colorify.js +22 -3
  208. package/dist/core/PostEffects/shader/colorify.js.map +1 -1
  209. package/dist/core/PostEffects/shader/gammaCorrectionShader.js +27 -3
  210. package/dist/core/PostEffects/shader/gammaCorrectionShader.js.map +1 -1
  211. package/dist/core/PostEffects/shader/mapping.js +66 -3
  212. package/dist/core/PostEffects/shader/mapping.js.map +1 -1
  213. package/dist/core/PostEffects/shader/thermalMaging.js +28 -3
  214. package/dist/core/PostEffects/shader/thermalMaging.js.map +1 -1
  215. package/dist/core/SceneEffect/grow/grow.js +85 -101
  216. package/dist/core/SceneEffect/grow/grow.js.map +1 -1
  217. package/dist/core/SceneEffect/grow/style_down.js +60 -77
  218. package/dist/core/SceneEffect/grow/style_down.js.map +1 -1
  219. package/dist/core/SceneEffect/grow/style_up.js +64 -81
  220. package/dist/core/SceneEffect/grow/style_up.js.map +1 -1
  221. package/dist/core/SceneEffect/grow/type.js +2 -2
  222. package/dist/core/SceneEffect/grow/type.js.map +1 -1
  223. package/dist/core/WeatherSystem/DynamicWeatherSystem.js +51 -76
  224. package/dist/core/WeatherSystem/DynamicWeatherSystem.js.map +1 -1
  225. package/dist/core/WeatherSystem/hdr/index.js +69 -105
  226. package/dist/core/WeatherSystem/hdr/index.js.map +1 -1
  227. package/dist/core/WeatherSystem/index.js +77 -124
  228. package/dist/core/WeatherSystem/index.js.map +1 -1
  229. package/dist/core/WeatherSystem/objects/fog/index.js +52 -80
  230. package/dist/core/WeatherSystem/objects/fog/index.js.map +1 -1
  231. package/dist/core/WeatherSystem/objects/rain/index.js +72 -84
  232. package/dist/core/WeatherSystem/objects/rain/index.js.map +1 -1
  233. package/dist/core/WeatherSystem/objects/rain/lineRain.js +88 -118
  234. package/dist/core/WeatherSystem/objects/rain/lineRain.js.map +1 -1
  235. package/dist/core/WeatherSystem/objects/rain/plane.js +116 -146
  236. package/dist/core/WeatherSystem/objects/rain/plane.js.map +1 -1
  237. package/dist/core/WeatherSystem/objects/rain/point.js +100 -148
  238. package/dist/core/WeatherSystem/objects/rain/point.js.map +1 -1
  239. package/dist/core/WeatherSystem/objects/sky/cloud.js +71 -104
  240. package/dist/core/WeatherSystem/objects/sky/cloud.js.map +1 -1
  241. package/dist/core/WeatherSystem/objects/sky/index.js +66 -84
  242. package/dist/core/WeatherSystem/objects/sky/index.js.map +1 -1
  243. package/dist/core/WeatherSystem/objects/sky/outline.js +25 -45
  244. package/dist/core/WeatherSystem/objects/sky/outline.js.map +1 -1
  245. package/dist/core/WeatherSystem/shaders/cloud.js +74 -3
  246. package/dist/core/WeatherSystem/shaders/cloud.js.map +1 -1
  247. package/dist/core/WeatherSystem/shaders/fog.js +103 -3
  248. package/dist/core/WeatherSystem/shaders/fog.js.map +1 -1
  249. package/dist/core/WeatherSystem/shaders/rain.js +206 -7
  250. package/dist/core/WeatherSystem/shaders/rain.js.map +1 -1
  251. package/dist/core/WeatherSystem/shaders/sky.js +87 -3
  252. package/dist/core/WeatherSystem/shaders/sky.js.map +1 -1
  253. package/dist/core/WeatherSystem/sky/index.js +104 -135
  254. package/dist/core/WeatherSystem/sky/index.js.map +1 -1
  255. package/dist/core/WeatherSystem/utils/constant.js +44 -38
  256. package/dist/core/WeatherSystem/utils/constant.js.map +1 -1
  257. package/dist/core/WeatherSystem/utils/math.js +18 -25
  258. package/dist/core/WeatherSystem/utils/math.js.map +1 -1
  259. package/dist/core/WeatherSystem/utils/type.js +1 -1
  260. package/dist/core/WeatherSystem/utils/type.js.map +1 -1
  261. package/dist/core/WeatherSystem/weather/index.js +96 -141
  262. package/dist/core/WeatherSystem/weather/index.js.map +1 -1
  263. package/dist/utils/index.js +1 -1
  264. package/dist/utils/index.js.map +1 -1
  265. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"names":["AdditiveBlending","Color","MeshStandardMaterial","ShaderMaterial","frag","frag_pre","ver","ver_pre","fragFinal","verFinal","ground","SwitchType","finirColor","lowFinirColor","heightTransitionEffect","injectBaseFinir","shader","power","arguments","length","undefined","color","fragmentShader","uniforms","rimColor","value","rimPower","concat","replace","modifyTheMaterial","material","baseOption","shaderOption","transparent","depthTest","depthWrite","polygonOffset","polygonOffsetFactor","polygonOffsetUnits","_baseOption$alphaTest","alphaTest","blending","vertexShader","preVertexShader","preFragmentShader","callback","onBeforeCompile","_objectSpread","needsUpdate","conversionRealFade","type","newMaterial","clone","progress","objSize","maxSize","center","isFadeIn","injectToFrameFade","object","traverse","child","isMesh","userData","originalMaterial","Frame","side","addOpacity","isFrameFadeIn","injectToRealFade","isRealFadeIn","injectToBaseWrite","Pure","isPureFadeIn","injectToFinirMaterial","Fresnel","isFresnelFadeIn","injectToGround","time","isApi","inject","isSweepAway","u_interval","u_slice_height","u_height","height","finirheightTransitionEffect","u_time","u_speed","finirlowEffect"],"sources":["../../../src/business/MaterialSwitch/inject.ts"],"sourcesContent":["import { AdditiveBlending, Color, MeshStandardMaterial, ShaderMaterial, use } from '@anov/3d-core'\nimport type { Material, Mesh, Object3D, Vector3 } from '@anov/3d-core'\nimport { frag, frag_pre, ver, ver_pre } from './shader/realFade'\nimport { frag as fragFinal, ver as verFinal } from './shader/finalFade'\nimport { ground } from './shader/ground'\nimport { SwitchType } from './MaterialSwitchSystem'\n\nconst finirColor = new Color('#2A78D9')\nconst lowFinirColor = new Color('#15407A') // 矮楼finir\n\nconst heightTransitionEffect = /* glsl */`\n float normalDotY = abs(dot(normal, vec3(0.0, 1.0, 0.0)));\n\n if (normalDotY < 0.8) {\n float interval = u_interval;\n float slice_height = u_slice_height;\n float y_pos = vWorldPosition.y + u_height;\n float section = floor(y_pos / interval);\n float section_start = section * interval;\n\n if (y_pos >= section_start && y_pos < section_start + slice_height) {\n float heightDelta = (y_pos - section_start) / slice_height; // 归一化高度 0-1\n vec4 sliceColor = vec4(0.0, 0.2, 0.5, 1.0);\n float mixFactor = smoothstep(0.0, 1.0, heightDelta);\n gl_FragColor = mix(sliceColor, gl_FragColor, mixFactor);\n }\n }\n `\n\nconst injectBaseFinir = (shader, power = 0.7, color = finirColor, fragmentShader = '') => {\n shader.uniforms.rimColor = { value: color }\n shader.uniforms.rimPower = { value: power }\n\n shader.fragmentShader = /* glsl */`\n uniform vec3 rimColor;\n uniform float rimPower;\n uniform float u_height;\n uniform float u_interval;\n uniform float u_slice_height;\n varying vec3 vViewDirection;\n ${shader.fragmentShader.replace(\n '#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n vec3 viewDir = normalize(vViewDirection);\n float dotNV = 1.0-saturate( dot( normal, viewDir ) );\n gl_FragColor.rgb += rimPower*dotNV*rimColor; \n ${fragmentShader}`,\n )}\n `\n}\n\ntype BaseOption = {\n transparent: boolean\n depthTest: boolean\n depthWrite: boolean\n polygonOffset: boolean\n polygonOffsetFactor: number\n polygonOffsetUnits: number\n alphaTest: number\n blending?: number\n}\n\ntype ShaderOption = {\n uniforms: Record<string, { value: any }>\n vertexShader: string\n fragmentShader: string\n preVertexShader: string\n preFragmentShader: string\n callback?: (shader: ShaderMaterial) => void\n}\n\nconst modifyTheMaterial = (material, baseOption: BaseOption, shaderOption: ShaderOption) => {\n const { transparent, depthTest, depthWrite, polygonOffset, polygonOffsetFactor, polygonOffsetUnits, alphaTest = 0.05, blending } = baseOption\n const { uniforms, vertexShader, fragmentShader, preVertexShader, preFragmentShader, callback } = shaderOption\n\n material.transparent = transparent\n material.depthTest = depthTest\n material.depthWrite = depthWrite\n material.polygonOffset = polygonOffset\n material.polygonOffsetFactor = polygonOffsetFactor\n material.polygonOffsetUnits = polygonOffsetUnits\n material.alphaTest = alphaTest\n blending && (material.blending = blending)\n\n material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n ...uniforms,\n }\n\n shader.vertexShader = preVertexShader + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', vertexShader,\n )\n shader.fragmentShader = preFragmentShader + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', fragmentShader,\n )\n\n callback && callback(shader)\n }\n\n material.needsUpdate = true\n}\n\nconst conversionRealFade = (material: Material, type: 'Fresnel' | 'Frame' | 'Pure', uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isRealFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 1,\n polygonOffsetUnits: 1,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n center: uniforms.center,\n isFadeIn: uniforms[`is${type}FadeIn`],\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n })\n\n return newMaterial\n}\n\n/**\n * inject to final fade\n * @param object\n * @param maxSize\n * @param uniforms\n */\nexport const injectToFrameFade = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFrameFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n child.material = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Frame, uniforms as any)\n child.material.side = 2\n child.material.transparent = true\n child.material.depthTest = true\n child.material.depthWrite = true\n child.material.blending = AdditiveBlending\n child.material.polygonOffset = true\n child.material.polygonOffsetFactor = 0\n child.material.polygonOffsetUnits = 0\n child.material.alphaTest = 0.35\n\n child.material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n center: uniforms.center,\n addOpacity: { value: 0.7 },\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFrameFadeIn,\n }\n shader.vertexShader = verFinal\n shader.fragmentShader = fragFinal\n }\n\n child.material.needsUpdate = true\n }\n })\n}\n\n/**\n * inject to real fade\n * @param object\n * @param uniforms\n */\nexport const injectToRealFade = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isRealFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n (child as Mesh).userData.originalMaterial = child.material\n const newMaterial = child.material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 1,\n polygonOffsetUnits: 1,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isRealFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n })\n\n child.material = newMaterial\n }\n })\n}\n\n/**\n * inject to base write\n * @param object\n * @param uniforms\n */\nexport const injectToBaseWrite = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isPureFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n let newMaterial = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Pure, uniforms as any)\n newMaterial = new MeshStandardMaterial({ color: new Color('#fff') })\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 2,\n polygonOffsetUnits: 2,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isPureFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader, 0.3, new Color('#fff'))\n },\n })\n\n child.material = newMaterial\n }\n })\n}\n\n/**\n * inject to finir material\n * @param object\n * @param uniforms\n */\nexport const injectToFinirMaterial = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n let newMaterial = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Fresnel, uniforms as any)\n newMaterial = new MeshStandardMaterial({ color: new Color('#000') })\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 3,\n polygonOffsetUnits: 3,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader)\n },\n })\n\n child.material = newMaterial\n }\n })\n}\n\nexport const injectToGround = (\n object: Mesh,\n type: 'Real' | 'Fresnel' | 'Frame' | 'Pure',\n uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; time: { value: number }; isApi: { value: boolean } },\n) => {\n object.material = new ShaderMaterial({\n uniforms: {\n ...ground.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms[`is${type}FadeIn`],\n center: uniforms.center,\n time: uniforms.time,\n isApi: uniforms.isApi,\n },\n vertexShader: ground.vertexShader,\n fragmentShader: ground.fragmentShader,\n transparent: true,\n side: 2,\n depthTest: true,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: 5,\n polygonOffsetUnits: 5,\n alphaTest: 0.05,\n })\n\n object.material.needsUpdate = true\n}\n\nexport const inject = (\n material: Material,\n type: 'Fresnel' | 'Frame' | 'Pure',\n uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; height: { value: number } },\n isSweepAway = false,\n) => {\n material.transparent = true\n material.depthTest = true\n material.depthWrite = true\n material.alphaTest = 0.05\n\n material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms[`is${type}FadeIn`],\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n }\n\n shader.vertexShader = ver_pre + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', ver,\n )\n shader.fragmentShader = frag_pre + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', frag,\n )\n\n shader.uniforms.u_height = uniforms.height\n\n shader.fragmentShader = /* glsl */`\n uniform float u_height;\n uniform float u_interval;\n uniform float u_slice_height;\n \n ${shader.fragmentShader.replace(\n '#include <dithering_fragment>',\n '#include <dithering_fragment>\\n\\t'\n + `${isSweepAway ? heightTransitionEffect : ''}`,\n )}\n `\n }\n\n material.needsUpdate = true\n\n return material\n}\n\nexport const finirheightTransitionEffect = (material: Material, uniforms: { height: { value: number }; maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n newMaterial.transparent = true\n newMaterial.depthTest = true\n newMaterial.depthWrite = true\n newMaterial.polygonOffset = true\n newMaterial.polygonOffsetFactor = 3\n newMaterial.polygonOffsetUnits = 3\n newMaterial.alphaTest = 0.05\n\n newMaterial.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n u_time: { value: 0 },\n u_speed: { value: 0.5 },\n }\n\n shader.vertexShader = ver_pre + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', ver,\n )\n shader.fragmentShader = frag_pre + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', frag,\n )\n\n shader.uniforms.u_height = uniforms.height\n\n injectBaseFinir(shader, 0.7, finirColor, heightTransitionEffect)\n }\n\n newMaterial.needsUpdate = true\n\n return newMaterial\n}\n\nexport const finirlowEffect = (material: Material, uniforms: { height: { value: number }; maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 3,\n polygonOffsetUnits: 3,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n u_time: { value: 0 },\n u_speed: { value: 0.5 },\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader, 0.7, lowFinirColor)\n },\n })\n\n return newMaterial\n}\n"],"mappings":";;;;;;AAAA,SAASA,gBAAgB,EAAEC,KAAK,EAAEC,oBAAoB,EAAEC,cAAc,QAAa,eAAe;AAElG,SAASC,IAAI,EAAEC,QAAQ,EAAEC,GAAG,EAAEC,OAAO;AACrC,SAASH,IAAI,IAAII,SAAS,EAAEF,GAAG,IAAIG,QAAQ;AAC3C,SAASC,MAAM;AACf,SAASC,UAAU;AAEnB,IAAMC,UAAU,GAAG,IAAIX,KAAK,CAAC,SAAS,CAAC;AACvC,IAAMY,aAAa,GAAG,IAAIZ,KAAK,CAAC,SAAS,CAAC,EAAC;;AAE3C,IAAMa,sBAAsB,GAAG,4yBAiBtB;AAET,IAAMC,eAAe,GAAG,SAAlBA,eAAeA,CAAIC,MAAM,EAA2D;EAAA,IAAzDC,KAAK,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,GAAG;EAAA,IAAEG,KAAK,GAAAH,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAGN,UAAU;EAAA,IAAEU,cAAc,GAAAJ,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,EAAE;EACnFF,MAAM,CAACO,QAAQ,CAACC,QAAQ,GAAG;IAAEC,KAAK,EAAEJ;EAAM,CAAC;EAC3CL,MAAM,CAACO,QAAQ,CAACG,QAAQ,GAAG;IAAED,KAAK,EAAER;EAAM,CAAC;EAE3CD,MAAM,CAACM,cAAc,GAAG,qQAAAK,MAAA,CAOZX,MAAM,CAACM,cAAc,CAACM,OAAO,CACvC,+BAA+B,2MAAAD,MAAA,CAM7BL,cAAc,CAClB,CAAC,iBACQ;AACX,CAAC;AAsBD,IAAMO,iBAAiB,GAAG,SAApBA,iBAAiBA,CAAIC,QAAQ,EAAEC,UAAsB,EAAEC,YAA0B,EAAK;EAC1F,IAAQC,WAAW,GAAgHF,UAAU,CAArIE,WAAW;IAAEC,SAAS,GAAqGH,UAAU,CAAxHG,SAAS;IAAEC,UAAU,GAAyFJ,UAAU,CAA7GI,UAAU;IAAEC,aAAa,GAA0EL,UAAU,CAAjGK,aAAa;IAAEC,mBAAmB,GAAqDN,UAAU,CAAlFM,mBAAmB;IAAEC,kBAAkB,GAAiCP,UAAU,CAA7DO,kBAAkB;IAAAC,qBAAA,GAAiCR,UAAU,CAAzCS,SAAS;IAATA,SAAS,GAAAD,qBAAA,cAAG,IAAI,GAAAA,qBAAA;IAAEE,QAAQ,GAAKV,UAAU,CAAvBU,QAAQ;EAC9H,IAAQlB,QAAQ,GAAiFS,YAAY,CAArGT,QAAQ;IAAEmB,YAAY,GAAmEV,YAAY,CAA3FU,YAAY;IAAEpB,cAAc,GAAmDU,YAAY,CAA7EV,cAAc;IAAEqB,eAAe,GAAkCX,YAAY,CAA7DW,eAAe;IAAEC,iBAAiB,GAAeZ,YAAY,CAA5CY,iBAAiB;IAAEC,QAAQ,GAAKb,YAAY,CAAzBa,QAAQ;EAE5Ff,QAAQ,CAACG,WAAW,GAAGA,WAAW;EAClCH,QAAQ,CAACI,SAAS,GAAGA,SAAS;EAC9BJ,QAAQ,CAACK,UAAU,GAAGA,UAAU;EAChCL,QAAQ,CAACM,aAAa,GAAGA,aAAa;EACtCN,QAAQ,CAACO,mBAAmB,GAAGA,mBAAmB;EAClDP,QAAQ,CAACQ,kBAAkB,GAAGA,kBAAkB;EAChDR,QAAQ,CAACU,SAAS,GAAGA,SAAS;EAC9BC,QAAQ,KAAKX,QAAQ,CAACW,QAAQ,GAAGA,QAAQ,CAAC;EAE1CX,QAAQ,CAACgB,eAAe,GAAG,UAAC9B,MAAM,EAAK;IACrCA,MAAM,CAACO,QAAQ,GAAAwB,aAAA,CAAAA,aAAA,KACV/B,MAAM,CAACO,QAAQ,GACfA,QAAQ,CACZ;IAEDP,MAAM,CAAC0B,YAAY,GAAGC,eAAe,GAAG3B,MAAM,CAAC0B,YAAY;IAC3D1B,MAAM,CAAC0B,YAAY,GAAG1B,MAAM,CAAC0B,YAAY,CAACd,OAAO,CAC/C,yBAAyB,EAAEc,YAC7B,CAAC;IACD1B,MAAM,CAACM,cAAc,GAAGsB,iBAAiB,GAAG5B,MAAM,CAACM,cAAc;IACjEN,MAAM,CAACM,cAAc,GAAGN,MAAM,CAACM,cAAc,CAACM,OAAO,CACnD,yBAAyB,EAAEN,cAC7B,CAAC;IAEDuB,QAAQ,IAAIA,QAAQ,CAAC7B,MAAM,CAAC;EAC9B,CAAC;EAEDc,QAAQ,CAACkB,WAAW,GAAG,IAAI;AAC7B,CAAC;AAED,IAAMC,kBAAkB,GAAG,SAArBA,kBAAkBA,CAAInB,QAAkB,EAAEoB,IAAkC,EAAE3B,QAAmI,EAAK;EAC1N,IAAM4B,WAAW,GAAGrB,QAAQ,CAACsB,KAAK,CAAC,CAAC;EAEpCvB,iBAAiB,CAACsB,WAAW,EAC3B;IACElB,WAAW,EAAE,IAAI;IACjBC,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,IAAI;IAChBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBE,SAAS,EAAE;EACb,CAAC,EACD;IACEjB,QAAQ,EAAE;MACR8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;MAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;MACzBC,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;MACvBC,QAAQ,EAAElC,QAAQ,MAAAI,MAAA,CAAMuB,IAAI;IAC9B,CAAC;IACDR,YAAY,EAAEpC,GAAG;IACjBgB,cAAc,EAAElB,IAAI;IACpBuC,eAAe,EAAEpC,OAAO;IACxBqC,iBAAiB,EAAEvC;EACrB,CAAC,CAAC;EAEJ,OAAO8C,WAAW;AACpB,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA;AACA,OAAO,IAAMO,iBAAiB,GAAG,SAApBA,iBAAiBA,CAAIC,MAAgB,EAAEpC,QAAoI,EAAK;EAC3LoC,MAAM,CAACC,QAAQ,CAAC,UAACC,KAAU,EAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChBD,KAAK,CAAC/B,QAAQ,GAAG+B,KAAK,CAAC/B,QAAQ,CAACsB,KAAK,CAAC,CAAC;MACtCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC/B,QAAQ,EAAEnB,UAAU,CAACsD,KAAK,EAAE1C,QAAe,CAAC;MACjHsC,KAAK,CAAC/B,QAAQ,CAACoC,IAAI,GAAG,CAAC;MACvBL,KAAK,CAAC/B,QAAQ,CAACG,WAAW,GAAG,IAAI;MACjC4B,KAAK,CAAC/B,QAAQ,CAACI,SAAS,GAAG,IAAI;MAC/B2B,KAAK,CAAC/B,QAAQ,CAACK,UAAU,GAAG,IAAI;MAChC0B,KAAK,CAAC/B,QAAQ,CAACW,QAAQ,GAAGzC,gBAAgB;MAC1C6D,KAAK,CAAC/B,QAAQ,CAACM,aAAa,GAAG,IAAI;MACnCyB,KAAK,CAAC/B,QAAQ,CAACO,mBAAmB,GAAG,CAAC;MACtCwB,KAAK,CAAC/B,QAAQ,CAACQ,kBAAkB,GAAG,CAAC;MACrCuB,KAAK,CAAC/B,QAAQ,CAACU,SAAS,GAAG,IAAI;MAE/BqB,KAAK,CAAC/B,QAAQ,CAACgB,eAAe,GAAG,UAAC9B,MAAM,EAAK;QAC3CA,MAAM,CAACO,QAAQ,GAAAwB,aAAA,CAAAA,aAAA,KACV/B,MAAM,CAACO,QAAQ;UAClB8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;UAC3BG,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;UACvBW,UAAU,EAAE;YAAE1C,KAAK,EAAE;UAAI,CAAC;UAC1B6B,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;UACzBE,QAAQ,EAAElC,QAAQ,CAAC6C;QAAa,EACjC;QACDpD,MAAM,CAAC0B,YAAY,GAAGjC,QAAQ;QAC9BO,MAAM,CAACM,cAAc,GAAGd,SAAS;MACnC,CAAC;MAEDqD,KAAK,CAAC/B,QAAQ,CAACkB,WAAW,GAAG,IAAI;IACnC;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,IAAMqB,gBAAgB,GAAG,SAAnBA,gBAAgBA,CAAIV,MAAgB,EAAEpC,QAAmI,EAAK;EACzLoC,MAAM,CAACC,QAAQ,CAAC,UAACC,KAAU,EAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MACfD,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGH,KAAK,CAAC/B,QAAQ;MAC1D,IAAMqB,WAAW,GAAGU,KAAK,CAAC/B,QAAQ,CAACsB,KAAK,CAAC,CAAC;MAE1CvB,iBAAiB,CAACsB,WAAW,EAC3B;QACElB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBE,SAAS,EAAE;MACb,CAAC,EACD;QACEjB,QAAQ,EAAE;UACR8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;UAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;UACzBE,QAAQ,EAAElC,QAAQ,CAAC+C,YAAY;UAC/Bd,MAAM,EAAEjC,QAAQ,CAACiC;QACnB,CAAC;QACDd,YAAY,EAAEpC,GAAG;QACjBgB,cAAc,EAAElB,IAAI;QACpBuC,eAAe,EAAEpC,OAAO;QACxBqC,iBAAiB,EAAEvC;MACrB,CAAC,CAAC;MAEJwD,KAAK,CAAC/B,QAAQ,GAAGqB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,IAAMoB,iBAAiB,GAAG,SAApBA,iBAAiBA,CAAIZ,MAAgB,EAAEpC,QAAmI,EAAK;EAC1LoC,MAAM,CAACC,QAAQ,CAAC,UAACC,KAAU,EAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChB,IAAIX,WAAW,GAAGU,KAAK,CAAC/B,QAAQ,CAACsB,KAAK,CAAC,CAAC;MACvCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC/B,QAAQ,EAAEnB,UAAU,CAAC6D,IAAI,EAAEjD,QAAe,CAAC;MAChH4B,WAAW,GAAG,IAAIjD,oBAAoB,CAAC;QAAEmB,KAAK,EAAE,IAAIpB,KAAK,CAAC,MAAM;MAAE,CAAC,CAAC;MAEpE4B,iBAAiB,CAACsB,WAAW,EAC3B;QACElB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBE,SAAS,EAAE;MACb,CAAC,EACD;QACEjB,QAAQ,EAAE;UACR8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;UAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;UACzBE,QAAQ,EAAElC,QAAQ,CAACkD,YAAY;UAC/BjB,MAAM,EAAEjC,QAAQ,CAACiC;QACnB,CAAC;QACDd,YAAY,EAAEpC,GAAG;QACjBgB,cAAc,EAAElB,IAAI;QACpBuC,eAAe,EAAEpC,OAAO;QACxBqC,iBAAiB,EAAEvC,QAAQ;QAC3BwC,QAAQ,EAAE,SAAAA,SAAC7B,MAAM,EAAK;UACpBD,eAAe,CAACC,MAAM,EAAE,GAAG,EAAE,IAAIf,KAAK,CAAC,MAAM,CAAC,CAAC;QACjD;MACF,CAAC,CAAC;MAEJ4D,KAAK,CAAC/B,QAAQ,GAAGqB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,IAAMuB,qBAAqB,GAAG,SAAxBA,qBAAqBA,CAAIf,MAAgB,EAAEpC,QAAsI,EAAK;EACjMoC,MAAM,CAACC,QAAQ,CAAC,UAACC,KAAU,EAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChB,IAAIX,WAAW,GAAGU,KAAK,CAAC/B,QAAQ,CAACsB,KAAK,CAAC,CAAC;MACvCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC/B,QAAQ,EAAEnB,UAAU,CAACgE,OAAO,EAAEpD,QAAe,CAAC;MACnH4B,WAAW,GAAG,IAAIjD,oBAAoB,CAAC;QAAEmB,KAAK,EAAE,IAAIpB,KAAK,CAAC,MAAM;MAAE,CAAC,CAAC;MAEpE4B,iBAAiB,CAACsB,WAAW,EAC3B;QACElB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBE,SAAS,EAAE;MACb,CAAC,EACD;QACEjB,QAAQ,EAAE;UACR8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;UAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;UACzBE,QAAQ,EAAElC,QAAQ,CAACqD,eAAe;UAClCpB,MAAM,EAAEjC,QAAQ,CAACiC;QACnB,CAAC;QACDd,YAAY,EAAEpC,GAAG;QACjBgB,cAAc,EAAElB,IAAI;QACpBuC,eAAe,EAAEpC,OAAO;QACxBqC,iBAAiB,EAAEvC,QAAQ;QAC3BwC,QAAQ,EAAE,SAAAA,SAAC7B,MAAM,EAAK;UACpBD,eAAe,CAACC,MAAM,CAAC;QACzB;MACF,CAAC,CAAC;MAEJ6C,KAAK,CAAC/B,QAAQ,GAAGqB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;AAED,OAAO,IAAM0B,cAAc,GAAG,SAAjBA,cAAcA,CACzBlB,MAAY,EACZT,IAA2C,EAC3C3B,QAAqJ,EAClJ;EACHoC,MAAM,CAAC7B,QAAQ,GAAG,IAAI3B,cAAc,CAAC;IACnCoB,QAAQ,EAAAwB,aAAA,CAAAA,aAAA,KACHrC,MAAM,CAACa,QAAQ;MAClB8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;MAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;MACzBE,QAAQ,EAAElC,QAAQ,MAAAI,MAAA,CAAMuB,IAAI,YAAS;MACrCM,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;MACvBsB,IAAI,EAAEvD,QAAQ,CAACuD,IAAI;MACnBC,KAAK,EAAExD,QAAQ,CAACwD;IAAK,EACtB;IACDrC,YAAY,EAAEhC,MAAM,CAACgC,YAAY;IACjCpB,cAAc,EAAEZ,MAAM,CAACY,cAAc;IACrCW,WAAW,EAAE,IAAI;IACjBiC,IAAI,EAAE,CAAC;IACPhC,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,KAAK;IACjBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBE,SAAS,EAAE;EACb,CAAC,CAAC;EAEFmB,MAAM,CAAC7B,QAAQ,CAACkB,WAAW,GAAG,IAAI;AACpC,CAAC;AAED,OAAO,IAAMgC,MAAM,GAAG,SAATA,MAAMA,CACjBlD,QAAkB,EAClBoB,IAAkC,EAClC3B,QAA4H,EAEzH;EAAA,IADH0D,WAAW,GAAA/D,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,KAAK;EAEnBY,QAAQ,CAACG,WAAW,GAAG,IAAI;EAC3BH,QAAQ,CAACI,SAAS,GAAG,IAAI;EACzBJ,QAAQ,CAACK,UAAU,GAAG,IAAI;EAC1BL,QAAQ,CAACU,SAAS,GAAG,IAAI;EAEzBV,QAAQ,CAACgB,eAAe,GAAG,UAAC9B,MAAM,EAAK;IACrCA,MAAM,CAACO,QAAQ,GAAAwB,aAAA,CAAAA,aAAA,KACV/B,MAAM,CAACO,QAAQ;MAClB8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;MAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;MACzBE,QAAQ,EAAElC,QAAQ,MAAAI,MAAA,CAAMuB,IAAI,YAAS;MACrCM,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;MACvB0B,UAAU,EAAE;QAAEzD,KAAK,EAAE;MAAM,CAAC;MAC5B0D,cAAc,EAAE;QAAE1D,KAAK,EAAE;MAAK;IAAC,EAChC;IAEDT,MAAM,CAAC0B,YAAY,GAAGnC,OAAO,GAAGS,MAAM,CAAC0B,YAAY;IACnD1B,MAAM,CAAC0B,YAAY,GAAG1B,MAAM,CAAC0B,YAAY,CAACd,OAAO,CAC/C,yBAAyB,EAAEtB,GAC7B,CAAC;IACDU,MAAM,CAACM,cAAc,GAAGjB,QAAQ,GAAGW,MAAM,CAACM,cAAc;IACxDN,MAAM,CAACM,cAAc,GAAGN,MAAM,CAACM,cAAc,CAACM,OAAO,CACnD,yBAAyB,EAAExB,IAC7B,CAAC;IAEDY,MAAM,CAACO,QAAQ,CAAC6D,QAAQ,GAAG7D,QAAQ,CAAC8D,MAAM;IAE1CrE,MAAM,CAACM,cAAc,GAAG,gKAAAK,MAAA,CAKdX,MAAM,CAACM,cAAc,CAACM,OAAO,CACrC,+BAA+B,EAC/B,mCAAmC,MAAAD,MAAA,CAC9BsD,WAAW,GAAGnE,sBAAsB,GAAG,EAAE,CAChD,CAAC,iBACM;EACT,CAAC;EAEDgB,QAAQ,CAACkB,WAAW,GAAG,IAAI;EAE3B,OAAOlB,QAAQ;AACjB,CAAC;AAED,OAAO,IAAMwD,2BAA2B,GAAG,SAA9BA,2BAA2BA,CAAIxD,QAAkB,EAAEP,QAAiK,EAAK;EACpO,IAAM4B,WAAW,GAAGrB,QAAQ,CAACsB,KAAK,CAAC,CAAC;EACpCD,WAAW,CAAClB,WAAW,GAAG,IAAI;EAC9BkB,WAAW,CAACjB,SAAS,GAAG,IAAI;EAC5BiB,WAAW,CAAChB,UAAU,GAAG,IAAI;EAC7BgB,WAAW,CAACf,aAAa,GAAG,IAAI;EAChCe,WAAW,CAACd,mBAAmB,GAAG,CAAC;EACnCc,WAAW,CAACb,kBAAkB,GAAG,CAAC;EAClCa,WAAW,CAACX,SAAS,GAAG,IAAI;EAE5BW,WAAW,CAACL,eAAe,GAAG,UAAC9B,MAAM,EAAK;IACxCA,MAAM,CAACO,QAAQ,GAAAwB,aAAA,CAAAA,aAAA,KACV/B,MAAM,CAACO,QAAQ;MAClB8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;MAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;MACzBE,QAAQ,EAAElC,QAAQ,CAACqD,eAAe;MAClCpB,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;MACvB0B,UAAU,EAAE;QAAEzD,KAAK,EAAE;MAAM,CAAC;MAC5B0D,cAAc,EAAE;QAAE1D,KAAK,EAAE;MAAK,CAAC;MAC/B8D,MAAM,EAAE;QAAE9D,KAAK,EAAE;MAAE,CAAC;MACpB+D,OAAO,EAAE;QAAE/D,KAAK,EAAE;MAAI;IAAC,EACxB;IAEDT,MAAM,CAAC0B,YAAY,GAAGnC,OAAO,GAAGS,MAAM,CAAC0B,YAAY;IACnD1B,MAAM,CAAC0B,YAAY,GAAG1B,MAAM,CAAC0B,YAAY,CAACd,OAAO,CAC/C,yBAAyB,EAAEtB,GAC7B,CAAC;IACDU,MAAM,CAACM,cAAc,GAAGjB,QAAQ,GAAGW,MAAM,CAACM,cAAc;IACxDN,MAAM,CAACM,cAAc,GAAGN,MAAM,CAACM,cAAc,CAACM,OAAO,CACnD,yBAAyB,EAAExB,IAC7B,CAAC;IAEDY,MAAM,CAACO,QAAQ,CAAC6D,QAAQ,GAAG7D,QAAQ,CAAC8D,MAAM;IAE1CtE,eAAe,CAACC,MAAM,EAAE,GAAG,EAAEJ,UAAU,EAAEE,sBAAsB,CAAC;EAClE,CAAC;EAEDqC,WAAW,CAACH,WAAW,GAAG,IAAI;EAE9B,OAAOG,WAAW;AACpB,CAAC;AAED,OAAO,IAAMsC,cAAc,GAAG,SAAjBA,cAAcA,CAAI3D,QAAkB,EAAEP,QAAiK,EAAK;EACvN,IAAM4B,WAAW,GAAGrB,QAAQ,CAACsB,KAAK,CAAC,CAAC;EAEpCvB,iBAAiB,CAACsB,WAAW,EAC3B;IACElB,WAAW,EAAE,IAAI;IACjBC,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,IAAI;IAChBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBE,SAAS,EAAE;EACb,CAAC,EACD;IACEjB,QAAQ,EAAE;MACR8B,QAAQ,EAAE9B,QAAQ,CAAC8B,QAAQ;MAC3BC,OAAO,EAAE/B,QAAQ,CAACgC,OAAO;MACzBE,QAAQ,EAAElC,QAAQ,CAACqD,eAAe;MAClCpB,MAAM,EAAEjC,QAAQ,CAACiC,MAAM;MACvB0B,UAAU,EAAE;QAAEzD,KAAK,EAAE;MAAM,CAAC;MAC5B0D,cAAc,EAAE;QAAE1D,KAAK,EAAE;MAAK,CAAC;MAC/B8D,MAAM,EAAE;QAAE9D,KAAK,EAAE;MAAE,CAAC;MACpB+D,OAAO,EAAE;QAAE/D,KAAK,EAAE;MAAI;IACxB,CAAC;IACDiB,YAAY,EAAEpC,GAAG;IACjBgB,cAAc,EAAElB,IAAI;IACpBuC,eAAe,EAAEpC,OAAO;IACxBqC,iBAAiB,EAAEvC,QAAQ;IAC3BwC,QAAQ,EAAE,SAAAA,SAAC7B,MAAM,EAAK;MACpBD,eAAe,CAACC,MAAM,EAAE,GAAG,EAAEH,aAAa,CAAC;IAC7C;EACF,CAAC,CAAC;EAEJ,OAAOsC,WAAW;AACpB,CAAC"}
1
+ {"version":3,"names":["AdditiveBlending","Color","MeshStandardMaterial","ShaderMaterial","frag","frag_pre","ver","ver_pre","fragFinal","verFinal","ground","SwitchType","finirColor","lowFinirColor","heightTransitionEffect","injectBaseFinir","shader","power","color","fragmentShader","uniforms","rimColor","value","rimPower","replace","modifyTheMaterial","material","baseOption","shaderOption","transparent","depthTest","depthWrite","polygonOffset","polygonOffsetFactor","polygonOffsetUnits","alphaTest","blending","vertexShader","preVertexShader","preFragmentShader","callback","onBeforeCompile","_objectSpread","needsUpdate","conversionRealFade","type","newMaterial","clone","progress","objSize","maxSize","center","isFadeIn","injectToFrameFade","object","traverse","child","isMesh","userData","originalMaterial","Frame","side","addOpacity","isFrameFadeIn","injectToRealFade","isRealFadeIn","injectToBaseWrite","Pure","isPureFadeIn","injectToFinirMaterial","Fresnel","isFresnelFadeIn","injectToGround","time","isApi","inject","isSweepAway","u_interval","u_slice_height","u_height","height","finirheightTransitionEffect","u_time","u_speed","finirlowEffect"],"sources":["../../../src/business/MaterialSwitch/inject.ts"],"sourcesContent":["import { AdditiveBlending, Color, MeshStandardMaterial, ShaderMaterial, use } from '@anov/3d-core'\nimport type { Material, Mesh, Object3D, Vector3 } from '@anov/3d-core'\nimport { frag, frag_pre, ver, ver_pre } from './shader/realFade'\nimport { frag as fragFinal, ver as verFinal } from './shader/finalFade'\nimport { ground } from './shader/ground'\nimport { SwitchType } from './MaterialSwitchSystem'\n\nconst finirColor = new Color('#2A78D9')\nconst lowFinirColor = new Color('#15407A') // 矮楼finir\n\nconst heightTransitionEffect = /* glsl */`\n float normalDotY = abs(dot(normal, vec3(0.0, 1.0, 0.0)));\n\n if (normalDotY < 0.8) {\n float interval = u_interval;\n float slice_height = u_slice_height;\n float y_pos = vWorldPosition.y + u_height;\n float section = floor(y_pos / interval);\n float section_start = section * interval;\n\n if (y_pos >= section_start && y_pos < section_start + slice_height) {\n float heightDelta = (y_pos - section_start) / slice_height; // 归一化高度 0-1\n vec4 sliceColor = vec4(0.0, 0.2, 0.5, 1.0);\n float mixFactor = smoothstep(0.0, 1.0, heightDelta);\n gl_FragColor = mix(sliceColor, gl_FragColor, mixFactor);\n }\n }\n `\n\nconst injectBaseFinir = (shader, power = 0.7, color = finirColor, fragmentShader = '') => {\n shader.uniforms.rimColor = { value: color }\n shader.uniforms.rimPower = { value: power }\n\n shader.fragmentShader = /* glsl */`\n uniform vec3 rimColor;\n uniform float rimPower;\n uniform float u_height;\n uniform float u_interval;\n uniform float u_slice_height;\n varying vec3 vViewDirection;\n ${shader.fragmentShader.replace(\n '#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n vec3 viewDir = normalize(vViewDirection);\n float dotNV = 1.0-saturate( dot( normal, viewDir ) );\n gl_FragColor.rgb += rimPower*dotNV*rimColor; \n ${fragmentShader}`,\n )}\n `\n}\n\ntype BaseOption = {\n transparent: boolean\n depthTest: boolean\n depthWrite: boolean\n polygonOffset: boolean\n polygonOffsetFactor: number\n polygonOffsetUnits: number\n alphaTest: number\n blending?: number\n}\n\ntype ShaderOption = {\n uniforms: Record<string, { value: any }>\n vertexShader: string\n fragmentShader: string\n preVertexShader: string\n preFragmentShader: string\n callback?: (shader: ShaderMaterial) => void\n}\n\nconst modifyTheMaterial = (material, baseOption: BaseOption, shaderOption: ShaderOption) => {\n const { transparent, depthTest, depthWrite, polygonOffset, polygonOffsetFactor, polygonOffsetUnits, alphaTest = 0.05, blending } = baseOption\n const { uniforms, vertexShader, fragmentShader, preVertexShader, preFragmentShader, callback } = shaderOption\n\n material.transparent = transparent\n material.depthTest = depthTest\n material.depthWrite = depthWrite\n material.polygonOffset = polygonOffset\n material.polygonOffsetFactor = polygonOffsetFactor\n material.polygonOffsetUnits = polygonOffsetUnits\n material.alphaTest = alphaTest\n blending && (material.blending = blending)\n\n material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n ...uniforms,\n }\n\n shader.vertexShader = preVertexShader + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', vertexShader,\n )\n shader.fragmentShader = preFragmentShader + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', fragmentShader,\n )\n\n callback && callback(shader)\n }\n\n material.needsUpdate = true\n}\n\nconst conversionRealFade = (material: Material, type: 'Fresnel' | 'Frame' | 'Pure', uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isRealFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 1,\n polygonOffsetUnits: 1,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n center: uniforms.center,\n isFadeIn: uniforms[`is${type}FadeIn`],\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n })\n\n return newMaterial\n}\n\n/**\n * inject to final fade\n * @param object\n * @param maxSize\n * @param uniforms\n */\nexport const injectToFrameFade = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFrameFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n child.material = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Frame, uniforms as any)\n child.material.side = 2\n child.material.transparent = true\n child.material.depthTest = true\n child.material.depthWrite = true\n child.material.blending = AdditiveBlending\n child.material.polygonOffset = true\n child.material.polygonOffsetFactor = 0\n child.material.polygonOffsetUnits = 0\n child.material.alphaTest = 0.35\n\n child.material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n center: uniforms.center,\n addOpacity: { value: 0.7 },\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFrameFadeIn,\n }\n shader.vertexShader = verFinal\n shader.fragmentShader = fragFinal\n }\n\n child.material.needsUpdate = true\n }\n })\n}\n\n/**\n * inject to real fade\n * @param object\n * @param uniforms\n */\nexport const injectToRealFade = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isRealFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n (child as Mesh).userData.originalMaterial = child.material\n const newMaterial = child.material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 1,\n polygonOffsetUnits: 1,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isRealFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n })\n\n child.material = newMaterial\n }\n })\n}\n\n/**\n * inject to base write\n * @param object\n * @param uniforms\n */\nexport const injectToBaseWrite = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isPureFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n let newMaterial = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Pure, uniforms as any)\n newMaterial = new MeshStandardMaterial({ color: new Color('#fff') })\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 2,\n polygonOffsetUnits: 2,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isPureFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader, 0.3, new Color('#fff'))\n },\n })\n\n child.material = newMaterial\n }\n })\n}\n\n/**\n * inject to finir material\n * @param object\n * @param uniforms\n */\nexport const injectToFinirMaterial = (object: Object3D, uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n object.traverse((child: any) => {\n if (child.isMesh) {\n let newMaterial = child.material.clone();\n (child as Mesh).userData.originalMaterial = conversionRealFade(child.material, SwitchType.Fresnel, uniforms as any)\n newMaterial = new MeshStandardMaterial({ color: new Color('#000') })\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 3,\n polygonOffsetUnits: 3,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader)\n },\n })\n\n child.material = newMaterial\n }\n })\n}\n\nexport const injectToGround = (\n object: Mesh,\n type: 'Real' | 'Fresnel' | 'Frame' | 'Pure',\n uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; time: { value: number }; isApi: { value: boolean } },\n) => {\n object.material = new ShaderMaterial({\n uniforms: {\n ...ground.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms[`is${type}FadeIn`],\n center: uniforms.center,\n time: uniforms.time,\n isApi: uniforms.isApi,\n },\n vertexShader: ground.vertexShader,\n fragmentShader: ground.fragmentShader,\n transparent: true,\n side: 2,\n depthTest: true,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: 5,\n polygonOffsetUnits: 5,\n alphaTest: 0.05,\n })\n\n object.material.needsUpdate = true\n}\n\nexport const inject = (\n material: Material,\n type: 'Fresnel' | 'Frame' | 'Pure',\n uniforms: { maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; height: { value: number } },\n isSweepAway = false,\n) => {\n material.transparent = true\n material.depthTest = true\n material.depthWrite = true\n material.alphaTest = 0.05\n\n material.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms[`is${type}FadeIn`],\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n }\n\n shader.vertexShader = ver_pre + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', ver,\n )\n shader.fragmentShader = frag_pre + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', frag,\n )\n\n shader.uniforms.u_height = uniforms.height\n\n shader.fragmentShader = /* glsl */`\n uniform float u_height;\n uniform float u_interval;\n uniform float u_slice_height;\n \n ${shader.fragmentShader.replace(\n '#include <dithering_fragment>',\n '#include <dithering_fragment>\\n\\t'\n + `${isSweepAway ? heightTransitionEffect : ''}`,\n )}\n `\n }\n\n material.needsUpdate = true\n\n return material\n}\n\nexport const finirheightTransitionEffect = (material: Material, uniforms: { height: { value: number }; maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n newMaterial.transparent = true\n newMaterial.depthTest = true\n newMaterial.depthWrite = true\n newMaterial.polygonOffset = true\n newMaterial.polygonOffsetFactor = 3\n newMaterial.polygonOffsetUnits = 3\n newMaterial.alphaTest = 0.05\n\n newMaterial.onBeforeCompile = (shader) => {\n shader.uniforms = {\n ...shader.uniforms,\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n u_time: { value: 0 },\n u_speed: { value: 0.5 },\n }\n\n shader.vertexShader = ver_pre + shader.vertexShader\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>', ver,\n )\n shader.fragmentShader = frag_pre + shader.fragmentShader\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <map_fragment>', frag,\n )\n\n shader.uniforms.u_height = uniforms.height\n\n injectBaseFinir(shader, 0.7, finirColor, heightTransitionEffect)\n }\n\n newMaterial.needsUpdate = true\n\n return newMaterial\n}\n\nexport const finirlowEffect = (material: Material, uniforms: { height: { value: number }; maxSize: { value: number }; center: { value: Vector3 }; progress: { value: number }; isFresnelFadeIn: { value: boolean } }) => {\n const newMaterial = material.clone()\n\n modifyTheMaterial(newMaterial,\n {\n transparent: true,\n depthTest: true,\n depthWrite: true,\n polygonOffset: true,\n polygonOffsetFactor: 3,\n polygonOffsetUnits: 3,\n alphaTest: 0.05,\n },\n {\n uniforms: {\n progress: uniforms.progress,\n objSize: uniforms.maxSize,\n isFadeIn: uniforms.isFresnelFadeIn,\n center: uniforms.center,\n u_interval: { value: 100.0 },\n u_slice_height: { value: 80.0 },\n u_time: { value: 0 },\n u_speed: { value: 0.5 },\n },\n vertexShader: ver,\n fragmentShader: frag,\n preVertexShader: ver_pre,\n preFragmentShader: frag_pre,\n callback: (shader) => {\n injectBaseFinir(shader, 0.7, lowFinirColor)\n },\n })\n\n return newMaterial\n}\n"],"mappings":";;;;;AAAA,SAASA,gBAAgB,EAAEC,KAAK,EAAEC,oBAAoB,EAAEC,cAAc,QAAa,eAAe;AAElG,SAASC,IAAI,EAAEC,QAAQ,EAAEC,GAAG,EAAEC,OAAO;AACrC,SAASH,IAAI,IAAII,SAAS,EAAEF,GAAG,IAAIG,QAAQ;AAC3C,SAASC,MAAM;AACf,SAASC,UAAU;AAEnB,MAAMC,UAAU,GAAG,IAAIX,KAAK,CAAC,SAAS,CAAC;AACvC,MAAMY,aAAa,GAAG,IAAIZ,KAAK,CAAC,SAAS,CAAC,EAAC;;AAE3C,MAAMa,sBAAsB,GAAG,UAAW;AAC1C;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,SAAS;AAET,MAAMC,eAAe,GAAGA,CAACC,MAAM,EAAEC,KAAK,GAAG,GAAG,EAAEC,KAAK,GAAGN,UAAU,EAAEO,cAAc,GAAG,EAAE,KAAK;EACxFH,MAAM,CAACI,QAAQ,CAACC,QAAQ,GAAG;IAAEC,KAAK,EAAEJ;EAAM,CAAC;EAC3CF,MAAM,CAACI,QAAQ,CAACG,QAAQ,GAAG;IAAED,KAAK,EAAEL;EAAM,CAAC;EAE3CD,MAAM,CAACG,cAAc,GAAG,UAAW;AACrC;AACA;AACA;AACA;AACA;AACA;AACA,cAAcH,MAAM,CAACG,cAAc,CAACK,OAAO,CACvC,+BAA+B,EAC9B;AACL;AACA;AACA;AACA;AACA,MAAML,cAAe,EACnB,CAAE;AACJ,WAAW;AACX,CAAC;AAsBD,MAAMM,iBAAiB,GAAGA,CAACC,QAAQ,EAAEC,UAAsB,EAAEC,YAA0B,KAAK;EAC1F,MAAM;IAAEC,WAAW;IAAEC,SAAS;IAAEC,UAAU;IAAEC,aAAa;IAAEC,mBAAmB;IAAEC,kBAAkB;IAAEC,SAAS,GAAG,IAAI;IAAEC;EAAS,CAAC,GAAGT,UAAU;EAC7I,MAAM;IAAEP,QAAQ;IAAEiB,YAAY;IAAElB,cAAc;IAAEmB,eAAe;IAAEC,iBAAiB;IAAEC;EAAS,CAAC,GAAGZ,YAAY;EAE7GF,QAAQ,CAACG,WAAW,GAAGA,WAAW;EAClCH,QAAQ,CAACI,SAAS,GAAGA,SAAS;EAC9BJ,QAAQ,CAACK,UAAU,GAAGA,UAAU;EAChCL,QAAQ,CAACM,aAAa,GAAGA,aAAa;EACtCN,QAAQ,CAACO,mBAAmB,GAAGA,mBAAmB;EAClDP,QAAQ,CAACQ,kBAAkB,GAAGA,kBAAkB;EAChDR,QAAQ,CAACS,SAAS,GAAGA,SAAS;EAC9BC,QAAQ,KAAKV,QAAQ,CAACU,QAAQ,GAAGA,QAAQ,CAAC;EAE1CV,QAAQ,CAACe,eAAe,GAAIzB,MAAM,IAAK;IACrCA,MAAM,CAACI,QAAQ,GAAAsB,aAAA,CAAAA,aAAA,KACV1B,MAAM,CAACI,QAAQ,GACfA,QAAQ,CACZ;IAEDJ,MAAM,CAACqB,YAAY,GAAGC,eAAe,GAAGtB,MAAM,CAACqB,YAAY;IAC3DrB,MAAM,CAACqB,YAAY,GAAGrB,MAAM,CAACqB,YAAY,CAACb,OAAO,CAC/C,yBAAyB,EAAEa,YAC7B,CAAC;IACDrB,MAAM,CAACG,cAAc,GAAGoB,iBAAiB,GAAGvB,MAAM,CAACG,cAAc;IACjEH,MAAM,CAACG,cAAc,GAAGH,MAAM,CAACG,cAAc,CAACK,OAAO,CACnD,yBAAyB,EAAEL,cAC7B,CAAC;IAEDqB,QAAQ,IAAIA,QAAQ,CAACxB,MAAM,CAAC;EAC9B,CAAC;EAEDU,QAAQ,CAACiB,WAAW,GAAG,IAAI;AAC7B,CAAC;AAED,MAAMC,kBAAkB,GAAGA,CAAClB,QAAkB,EAAEmB,IAAkC,EAAEzB,QAAmI,KAAK;EAC1N,MAAM0B,WAAW,GAAGpB,QAAQ,CAACqB,KAAK,CAAC,CAAC;EAEpCtB,iBAAiB,CAACqB,WAAW,EAC3B;IACEjB,WAAW,EAAE,IAAI;IACjBC,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,IAAI;IAChBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBC,SAAS,EAAE;EACb,CAAC,EACD;IACEf,QAAQ,EAAE;MACR4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;MAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;MACzBC,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;MACvBC,QAAQ,EAAEhC,QAAQ,CAAE,KAAIyB,IAAK,QAAO;IACtC,CAAC;IACDR,YAAY,EAAE/B,GAAG;IACjBa,cAAc,EAAEf,IAAI;IACpBkC,eAAe,EAAE/B,OAAO;IACxBgC,iBAAiB,EAAElC;EACrB,CAAC,CAAC;EAEJ,OAAOyC,WAAW;AACpB,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA;AACA,OAAO,MAAMO,iBAAiB,GAAGA,CAACC,MAAgB,EAAElC,QAAoI,KAAK;EAC3LkC,MAAM,CAACC,QAAQ,CAAEC,KAAU,IAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChBD,KAAK,CAAC9B,QAAQ,GAAG8B,KAAK,CAAC9B,QAAQ,CAACqB,KAAK,CAAC,CAAC;MACtCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC9B,QAAQ,EAAEf,UAAU,CAACiD,KAAK,EAAExC,QAAe,CAAC;MACjHoC,KAAK,CAAC9B,QAAQ,CAACmC,IAAI,GAAG,CAAC;MACvBL,KAAK,CAAC9B,QAAQ,CAACG,WAAW,GAAG,IAAI;MACjC2B,KAAK,CAAC9B,QAAQ,CAACI,SAAS,GAAG,IAAI;MAC/B0B,KAAK,CAAC9B,QAAQ,CAACK,UAAU,GAAG,IAAI;MAChCyB,KAAK,CAAC9B,QAAQ,CAACU,QAAQ,GAAGpC,gBAAgB;MAC1CwD,KAAK,CAAC9B,QAAQ,CAACM,aAAa,GAAG,IAAI;MACnCwB,KAAK,CAAC9B,QAAQ,CAACO,mBAAmB,GAAG,CAAC;MACtCuB,KAAK,CAAC9B,QAAQ,CAACQ,kBAAkB,GAAG,CAAC;MACrCsB,KAAK,CAAC9B,QAAQ,CAACS,SAAS,GAAG,IAAI;MAE/BqB,KAAK,CAAC9B,QAAQ,CAACe,eAAe,GAAIzB,MAAM,IAAK;QAC3CA,MAAM,CAACI,QAAQ,GAAAsB,aAAA,CAAAA,aAAA,KACV1B,MAAM,CAACI,QAAQ;UAClB4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;UAC3BG,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;UACvBW,UAAU,EAAE;YAAExC,KAAK,EAAE;UAAI,CAAC;UAC1B2B,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;UACzBE,QAAQ,EAAEhC,QAAQ,CAAC2C;QAAa,EACjC;QACD/C,MAAM,CAACqB,YAAY,GAAG5B,QAAQ;QAC9BO,MAAM,CAACG,cAAc,GAAGX,SAAS;MACnC,CAAC;MAEDgD,KAAK,CAAC9B,QAAQ,CAACiB,WAAW,GAAG,IAAI;IACnC;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,MAAMqB,gBAAgB,GAAGA,CAACV,MAAgB,EAAElC,QAAmI,KAAK;EACzLkC,MAAM,CAACC,QAAQ,CAAEC,KAAU,IAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MACfD,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGH,KAAK,CAAC9B,QAAQ;MAC1D,MAAMoB,WAAW,GAAGU,KAAK,CAAC9B,QAAQ,CAACqB,KAAK,CAAC,CAAC;MAE1CtB,iBAAiB,CAACqB,WAAW,EAC3B;QACEjB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBC,SAAS,EAAE;MACb,CAAC,EACD;QACEf,QAAQ,EAAE;UACR4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;UAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;UACzBE,QAAQ,EAAEhC,QAAQ,CAAC6C,YAAY;UAC/Bd,MAAM,EAAE/B,QAAQ,CAAC+B;QACnB,CAAC;QACDd,YAAY,EAAE/B,GAAG;QACjBa,cAAc,EAAEf,IAAI;QACpBkC,eAAe,EAAE/B,OAAO;QACxBgC,iBAAiB,EAAElC;MACrB,CAAC,CAAC;MAEJmD,KAAK,CAAC9B,QAAQ,GAAGoB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,MAAMoB,iBAAiB,GAAGA,CAACZ,MAAgB,EAAElC,QAAmI,KAAK;EAC1LkC,MAAM,CAACC,QAAQ,CAAEC,KAAU,IAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChB,IAAIX,WAAW,GAAGU,KAAK,CAAC9B,QAAQ,CAACqB,KAAK,CAAC,CAAC;MACvCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC9B,QAAQ,EAAEf,UAAU,CAACwD,IAAI,EAAE/C,QAAe,CAAC;MAChH0B,WAAW,GAAG,IAAI5C,oBAAoB,CAAC;QAAEgB,KAAK,EAAE,IAAIjB,KAAK,CAAC,MAAM;MAAE,CAAC,CAAC;MAEpEwB,iBAAiB,CAACqB,WAAW,EAC3B;QACEjB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBC,SAAS,EAAE;MACb,CAAC,EACD;QACEf,QAAQ,EAAE;UACR4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;UAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;UACzBE,QAAQ,EAAEhC,QAAQ,CAACgD,YAAY;UAC/BjB,MAAM,EAAE/B,QAAQ,CAAC+B;QACnB,CAAC;QACDd,YAAY,EAAE/B,GAAG;QACjBa,cAAc,EAAEf,IAAI;QACpBkC,eAAe,EAAE/B,OAAO;QACxBgC,iBAAiB,EAAElC,QAAQ;QAC3BmC,QAAQ,EAAGxB,MAAM,IAAK;UACpBD,eAAe,CAACC,MAAM,EAAE,GAAG,EAAE,IAAIf,KAAK,CAAC,MAAM,CAAC,CAAC;QACjD;MACF,CAAC,CAAC;MAEJuD,KAAK,CAAC9B,QAAQ,GAAGoB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;;AAED;AACA;AACA;AACA;AACA;AACA,OAAO,MAAMuB,qBAAqB,GAAGA,CAACf,MAAgB,EAAElC,QAAsI,KAAK;EACjMkC,MAAM,CAACC,QAAQ,CAAEC,KAAU,IAAK;IAC9B,IAAIA,KAAK,CAACC,MAAM,EAAE;MAChB,IAAIX,WAAW,GAAGU,KAAK,CAAC9B,QAAQ,CAACqB,KAAK,CAAC,CAAC;MACvCS,KAAK,CAAUE,QAAQ,CAACC,gBAAgB,GAAGf,kBAAkB,CAACY,KAAK,CAAC9B,QAAQ,EAAEf,UAAU,CAAC2D,OAAO,EAAElD,QAAe,CAAC;MACnH0B,WAAW,GAAG,IAAI5C,oBAAoB,CAAC;QAAEgB,KAAK,EAAE,IAAIjB,KAAK,CAAC,MAAM;MAAE,CAAC,CAAC;MAEpEwB,iBAAiB,CAACqB,WAAW,EAC3B;QACEjB,WAAW,EAAE,IAAI;QACjBC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE,IAAI;QAChBC,aAAa,EAAE,IAAI;QACnBC,mBAAmB,EAAE,CAAC;QACtBC,kBAAkB,EAAE,CAAC;QACrBC,SAAS,EAAE;MACb,CAAC,EACD;QACEf,QAAQ,EAAE;UACR4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;UAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;UACzBE,QAAQ,EAAEhC,QAAQ,CAACmD,eAAe;UAClCpB,MAAM,EAAE/B,QAAQ,CAAC+B;QACnB,CAAC;QACDd,YAAY,EAAE/B,GAAG;QACjBa,cAAc,EAAEf,IAAI;QACpBkC,eAAe,EAAE/B,OAAO;QACxBgC,iBAAiB,EAAElC,QAAQ;QAC3BmC,QAAQ,EAAGxB,MAAM,IAAK;UACpBD,eAAe,CAACC,MAAM,CAAC;QACzB;MACF,CAAC,CAAC;MAEJwC,KAAK,CAAC9B,QAAQ,GAAGoB,WAAW;IAC9B;EACF,CAAC,CAAC;AACJ,CAAC;AAED,OAAO,MAAM0B,cAAc,GAAGA,CAC5BlB,MAAY,EACZT,IAA2C,EAC3CzB,QAAqJ,KAClJ;EACHkC,MAAM,CAAC5B,QAAQ,GAAG,IAAIvB,cAAc,CAAC;IACnCiB,QAAQ,EAAAsB,aAAA,CAAAA,aAAA,KACHhC,MAAM,CAACU,QAAQ;MAClB4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;MAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;MACzBE,QAAQ,EAAEhC,QAAQ,CAAE,KAAIyB,IAAK,QAAO,CAAC;MACrCM,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;MACvBsB,IAAI,EAAErD,QAAQ,CAACqD,IAAI;MACnBC,KAAK,EAAEtD,QAAQ,CAACsD;IAAK,EACtB;IACDrC,YAAY,EAAE3B,MAAM,CAAC2B,YAAY;IACjClB,cAAc,EAAET,MAAM,CAACS,cAAc;IACrCU,WAAW,EAAE,IAAI;IACjBgC,IAAI,EAAE,CAAC;IACP/B,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,KAAK;IACjBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBC,SAAS,EAAE;EACb,CAAC,CAAC;EAEFmB,MAAM,CAAC5B,QAAQ,CAACiB,WAAW,GAAG,IAAI;AACpC,CAAC;AAED,OAAO,MAAMgC,MAAM,GAAGA,CACpBjD,QAAkB,EAClBmB,IAAkC,EAClCzB,QAA4H,EAC5HwD,WAAW,GAAG,KAAK,KAChB;EACHlD,QAAQ,CAACG,WAAW,GAAG,IAAI;EAC3BH,QAAQ,CAACI,SAAS,GAAG,IAAI;EACzBJ,QAAQ,CAACK,UAAU,GAAG,IAAI;EAC1BL,QAAQ,CAACS,SAAS,GAAG,IAAI;EAEzBT,QAAQ,CAACe,eAAe,GAAIzB,MAAM,IAAK;IACrCA,MAAM,CAACI,QAAQ,GAAAsB,aAAA,CAAAA,aAAA,KACV1B,MAAM,CAACI,QAAQ;MAClB4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;MAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;MACzBE,QAAQ,EAAEhC,QAAQ,CAAE,KAAIyB,IAAK,QAAO,CAAC;MACrCM,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;MACvB0B,UAAU,EAAE;QAAEvD,KAAK,EAAE;MAAM,CAAC;MAC5BwD,cAAc,EAAE;QAAExD,KAAK,EAAE;MAAK;IAAC,EAChC;IAEDN,MAAM,CAACqB,YAAY,GAAG9B,OAAO,GAAGS,MAAM,CAACqB,YAAY;IACnDrB,MAAM,CAACqB,YAAY,GAAGrB,MAAM,CAACqB,YAAY,CAACb,OAAO,CAC/C,yBAAyB,EAAElB,GAC7B,CAAC;IACDU,MAAM,CAACG,cAAc,GAAGd,QAAQ,GAAGW,MAAM,CAACG,cAAc;IACxDH,MAAM,CAACG,cAAc,GAAGH,MAAM,CAACG,cAAc,CAACK,OAAO,CACnD,yBAAyB,EAAEpB,IAC7B,CAAC;IAEDY,MAAM,CAACI,QAAQ,CAAC2D,QAAQ,GAAG3D,QAAQ,CAAC4D,MAAM;IAE1ChE,MAAM,CAACG,cAAc,GAAG,UAAW;AACvC;AACA;AACA;AACA;AACA,cAAcH,MAAM,CAACG,cAAc,CAACK,OAAO,CACrC,+BAA+B,EAC/B,mCAAmC,GAChC,GAAEoD,WAAW,GAAG9D,sBAAsB,GAAG,EAAG,EACjD,CAAE;AACN,WAAW;EACT,CAAC;EAEDY,QAAQ,CAACiB,WAAW,GAAG,IAAI;EAE3B,OAAOjB,QAAQ;AACjB,CAAC;AAED,OAAO,MAAMuD,2BAA2B,GAAGA,CAACvD,QAAkB,EAAEN,QAAiK,KAAK;EACpO,MAAM0B,WAAW,GAAGpB,QAAQ,CAACqB,KAAK,CAAC,CAAC;EACpCD,WAAW,CAACjB,WAAW,GAAG,IAAI;EAC9BiB,WAAW,CAAChB,SAAS,GAAG,IAAI;EAC5BgB,WAAW,CAACf,UAAU,GAAG,IAAI;EAC7Be,WAAW,CAACd,aAAa,GAAG,IAAI;EAChCc,WAAW,CAACb,mBAAmB,GAAG,CAAC;EACnCa,WAAW,CAACZ,kBAAkB,GAAG,CAAC;EAClCY,WAAW,CAACX,SAAS,GAAG,IAAI;EAE5BW,WAAW,CAACL,eAAe,GAAIzB,MAAM,IAAK;IACxCA,MAAM,CAACI,QAAQ,GAAAsB,aAAA,CAAAA,aAAA,KACV1B,MAAM,CAACI,QAAQ;MAClB4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;MAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;MACzBE,QAAQ,EAAEhC,QAAQ,CAACmD,eAAe;MAClCpB,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;MACvB0B,UAAU,EAAE;QAAEvD,KAAK,EAAE;MAAM,CAAC;MAC5BwD,cAAc,EAAE;QAAExD,KAAK,EAAE;MAAK,CAAC;MAC/B4D,MAAM,EAAE;QAAE5D,KAAK,EAAE;MAAE,CAAC;MACpB6D,OAAO,EAAE;QAAE7D,KAAK,EAAE;MAAI;IAAC,EACxB;IAEDN,MAAM,CAACqB,YAAY,GAAG9B,OAAO,GAAGS,MAAM,CAACqB,YAAY;IACnDrB,MAAM,CAACqB,YAAY,GAAGrB,MAAM,CAACqB,YAAY,CAACb,OAAO,CAC/C,yBAAyB,EAAElB,GAC7B,CAAC;IACDU,MAAM,CAACG,cAAc,GAAGd,QAAQ,GAAGW,MAAM,CAACG,cAAc;IACxDH,MAAM,CAACG,cAAc,GAAGH,MAAM,CAACG,cAAc,CAACK,OAAO,CACnD,yBAAyB,EAAEpB,IAC7B,CAAC;IAEDY,MAAM,CAACI,QAAQ,CAAC2D,QAAQ,GAAG3D,QAAQ,CAAC4D,MAAM;IAE1CjE,eAAe,CAACC,MAAM,EAAE,GAAG,EAAEJ,UAAU,EAAEE,sBAAsB,CAAC;EAClE,CAAC;EAEDgC,WAAW,CAACH,WAAW,GAAG,IAAI;EAE9B,OAAOG,WAAW;AACpB,CAAC;AAED,OAAO,MAAMsC,cAAc,GAAGA,CAAC1D,QAAkB,EAAEN,QAAiK,KAAK;EACvN,MAAM0B,WAAW,GAAGpB,QAAQ,CAACqB,KAAK,CAAC,CAAC;EAEpCtB,iBAAiB,CAACqB,WAAW,EAC3B;IACEjB,WAAW,EAAE,IAAI;IACjBC,SAAS,EAAE,IAAI;IACfC,UAAU,EAAE,IAAI;IAChBC,aAAa,EAAE,IAAI;IACnBC,mBAAmB,EAAE,CAAC;IACtBC,kBAAkB,EAAE,CAAC;IACrBC,SAAS,EAAE;EACb,CAAC,EACD;IACEf,QAAQ,EAAE;MACR4B,QAAQ,EAAE5B,QAAQ,CAAC4B,QAAQ;MAC3BC,OAAO,EAAE7B,QAAQ,CAAC8B,OAAO;MACzBE,QAAQ,EAAEhC,QAAQ,CAACmD,eAAe;MAClCpB,MAAM,EAAE/B,QAAQ,CAAC+B,MAAM;MACvB0B,UAAU,EAAE;QAAEvD,KAAK,EAAE;MAAM,CAAC;MAC5BwD,cAAc,EAAE;QAAExD,KAAK,EAAE;MAAK,CAAC;MAC/B4D,MAAM,EAAE;QAAE5D,KAAK,EAAE;MAAE,CAAC;MACpB6D,OAAO,EAAE;QAAE7D,KAAK,EAAE;MAAI;IACxB,CAAC;IACDe,YAAY,EAAE/B,GAAG;IACjBa,cAAc,EAAEf,IAAI;IACpBkC,eAAe,EAAE/B,OAAO;IACxBgC,iBAAiB,EAAElC,QAAQ;IAC3BmC,QAAQ,EAAGxB,MAAM,IAAK;MACpBD,eAAe,CAACC,MAAM,EAAE,GAAG,EAAEH,aAAa,CAAC;IAC7C;EACF,CAAC,CAAC;EAEJ,OAAOiC,WAAW;AACpB,CAAC"}
@@ -1,3 +1,75 @@
1
- export var ver = /* glsl */"\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;\n\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\nvoid main() {\n #include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n \n vUv = uv;\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = worldPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n \n vNormal = normalize(mat3(transpose(inverse(modelMatrix))) * normal);\n vec3 cameraToVertex = normalize(cameraPosition - vWorldPosition);\n vViewPosition = cameraToVertex;\n}\n";
2
- export var frag = /* glsl */"\n#include <logdepthbuf_pars_fragment>\n\nuniform float progress;\nuniform float addOpacity;\nuniform float objSize;\nuniform bool isFadeIn;\nuniform vec3 center;\n\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vNormal;\nvarying vec3 vViewPosition;\n\nvoid main() {\n #include <logdepthbuf_fragment>\n\n if (isFadeIn) {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n\n float circleOut = step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleOut * addOpacity;\n \n } else {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n float circleOut = 1.0 - step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = 1.0 - step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleIn * addOpacity;\n }\n}\n";
1
+ export const ver = /* glsl */`
2
+ varying highp vec2 vUv;
3
+ varying vec3 vWorldPosition;
4
+ varying vec3 vViewPosition;
5
+ varying vec3 vNormal;
6
+
7
+ #include <common>
8
+ #include <logdepthbuf_pars_vertex>
9
+
10
+ void main() {
11
+ #include <begin_vertex>
12
+ #include <project_vertex>
13
+ #include <logdepthbuf_vertex>
14
+
15
+ vUv = uv;
16
+ vec4 worldPosition = modelMatrix * vec4(position, 1.0);
17
+ vWorldPosition = worldPosition.xyz;
18
+ gl_Position = projectionMatrix * viewMatrix * worldPosition;
19
+
20
+ vNormal = normalize(mat3(transpose(inverse(modelMatrix))) * normal);
21
+ vec3 cameraToVertex = normalize(cameraPosition - vWorldPosition);
22
+ vViewPosition = cameraToVertex;
23
+ }
24
+ `;
25
+ export const frag = /* glsl */`
26
+ #include <logdepthbuf_pars_fragment>
27
+
28
+ uniform float progress;
29
+ uniform float addOpacity;
30
+ uniform float objSize;
31
+ uniform bool isFadeIn;
32
+ uniform vec3 center;
33
+
34
+ varying vec2 vUv;
35
+ varying vec3 vWorldPosition;
36
+ varying vec3 vNormal;
37
+ varying vec3 vViewPosition;
38
+
39
+ void main() {
40
+ #include <logdepthbuf_fragment>
41
+
42
+ if (isFadeIn) {
43
+ vec3 myWorldPosition = vWorldPosition / objSize;
44
+ vec3 viewDirection = normalize(vViewPosition);
45
+ vec3 normal = normalize(vNormal);
46
+ float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);
47
+
48
+ float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);
49
+
50
+ float circleOut = step(distance(center / objSize, myWorldPosition), progress);
51
+ float circleIn = step(distance(center / objSize, myWorldPosition), progress - 0.002);
52
+ float circleW = circleOut - circleIn;
53
+
54
+ vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);
55
+ gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);
56
+ gl_FragColor.w *= circleOut * addOpacity;
57
+
58
+ } else {
59
+ vec3 myWorldPosition = vWorldPosition / objSize;
60
+ vec3 viewDirection = normalize(vViewPosition);
61
+ vec3 normal = normalize(vNormal);
62
+ float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);
63
+
64
+ float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);
65
+ float circleOut = 1.0 - step(distance(center / objSize, myWorldPosition), progress);
66
+ float circleIn = 1.0 - step(distance(center / objSize, myWorldPosition), progress - 0.002);
67
+ float circleW = circleOut - circleIn;
68
+
69
+ vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);
70
+ gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);
71
+ gl_FragColor.w *= circleIn * addOpacity;
72
+ }
73
+ }
74
+ `;
3
75
  //# sourceMappingURL=finalFade.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ver","frag"],"sources":["../../../../src/business/MaterialSwitch/shader/finalFade.ts"],"sourcesContent":["export const ver = /* glsl */ `\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;\n\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\nvoid main() {\n #include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n \n vUv = uv;\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = worldPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n \n vNormal = normalize(mat3(transpose(inverse(modelMatrix))) * normal);\n vec3 cameraToVertex = normalize(cameraPosition - vWorldPosition);\n vViewPosition = cameraToVertex;\n}\n`\n\nexport const frag = /* glsl */ `\n#include <logdepthbuf_pars_fragment>\n\nuniform float progress;\nuniform float addOpacity;\nuniform float objSize;\nuniform bool isFadeIn;\nuniform vec3 center;\n\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vNormal;\nvarying vec3 vViewPosition;\n\nvoid main() {\n #include <logdepthbuf_fragment>\n\n if (isFadeIn) {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n\n float circleOut = step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleOut * addOpacity;\n \n } else {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n float circleOut = 1.0 - step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = 1.0 - step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleIn * addOpacity;\n }\n}\n`\n"],"mappings":"AAAA,OAAO,IAAMA,GAAG,GAAG,soBAuBlB;AAED,OAAO,IAAMC,IAAI,GAAG,26DAiDnB"}
1
+ {"version":3,"names":["ver","frag"],"sources":["../../../../src/business/MaterialSwitch/shader/finalFade.ts"],"sourcesContent":["export const ver = /* glsl */ `\nvarying highp vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;\n\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\nvoid main() {\n #include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n \n vUv = uv;\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = worldPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n \n vNormal = normalize(mat3(transpose(inverse(modelMatrix))) * normal);\n vec3 cameraToVertex = normalize(cameraPosition - vWorldPosition);\n vViewPosition = cameraToVertex;\n}\n`\n\nexport const frag = /* glsl */ `\n#include <logdepthbuf_pars_fragment>\n\nuniform float progress;\nuniform float addOpacity;\nuniform float objSize;\nuniform bool isFadeIn;\nuniform vec3 center;\n\nvarying vec2 vUv;\nvarying vec3 vWorldPosition;\nvarying vec3 vNormal;\nvarying vec3 vViewPosition;\n\nvoid main() {\n #include <logdepthbuf_fragment>\n\n if (isFadeIn) {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n\n float circleOut = step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleOut * addOpacity;\n \n } else {\n vec3 myWorldPosition = vWorldPosition / objSize;\n vec3 viewDirection = normalize(vViewPosition);\n vec3 normal = normalize(vNormal);\n float lightIntensity = 1.0 - pow(dot(normal, viewDirection), 2.0);\n\n float circle1 = 0.5 - clamp(distance(center / objSize, myWorldPosition * 0.5), 0.0, 0.55);\n float circleOut = 1.0 - step(distance(center / objSize, myWorldPosition), progress);\n float circleIn = 1.0 - step(distance(center / objSize, myWorldPosition), progress - 0.002);\n float circleW = circleOut - circleIn;\n\n vec4 color = mix(vec4(1.0, 0.43, 0.0, 0.1), vec4(1.0, 0.43, 0.0, 1.0), circle1);\n gl_FragColor = color * lightIntensity * 0.8 + vec4(circleW * 20.0, circleW * 8.6, circleW * 0.0, circleW * 2.0);\n gl_FragColor.w *= circleIn * addOpacity;\n }\n}\n`\n"],"mappings":"AAAA,OAAO,MAAMA,GAAG,GAAG,UAAY;AAC/B;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AAED,OAAO,MAAMC,IAAI,GAAG,UAAY;AAChC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC"}
@@ -1,14 +1,14 @@
1
1
  import { Color, RepeatWrapping, ShaderChunk, TextureLoader, Vector4 } from '@anov/3d-core';
2
2
  import { demo03, demo04, main } from "./groundBase64";
3
- var TEXTURE_REPEAT_COUNT = 5000;
4
- var MASK_TEXTURE_REPEAT = 10;
5
- var DEFAULT_GROUND_COLOR = '#096ddb';
6
- var DEFAULT_MASK_COLOR = '#ffffff';
7
- var textureLoader = new TextureLoader();
8
- var groundBaseTexture = textureLoader.load(demo03);
9
- var groundMaskTexture = textureLoader.load(demo04);
10
- var groundPlaneTexture = textureLoader.load(main);
11
- var configureTexture = function configureTexture(texture, repeatX, repeatY) {
3
+ const TEXTURE_REPEAT_COUNT = 5000;
4
+ const MASK_TEXTURE_REPEAT = 10;
5
+ const DEFAULT_GROUND_COLOR = '#096ddb';
6
+ const DEFAULT_MASK_COLOR = '#ffffff';
7
+ const textureLoader = new TextureLoader();
8
+ const groundBaseTexture = textureLoader.load(demo03);
9
+ const groundMaskTexture = textureLoader.load(demo04);
10
+ const groundPlaneTexture = textureLoader.load(main);
11
+ const configureTexture = (texture, repeatX, repeatY) => {
12
12
  texture.wrapS = RepeatWrapping;
13
13
  texture.wrapT = RepeatWrapping;
14
14
  texture.repeat.set(repeatX, repeatY);
@@ -16,7 +16,7 @@ var configureTexture = function configureTexture(texture, repeatX, repeatY) {
16
16
  configureTexture(groundBaseTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT);
17
17
  configureTexture(groundMaskTexture, MASK_TEXTURE_REPEAT, MASK_TEXTURE_REPEAT);
18
18
  configureTexture(groundPlaneTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT);
19
- export var uniforms = {
19
+ export const uniforms = {
20
20
  _Texture: {
21
21
  value: groundBaseTexture
22
22
  },
@@ -56,13 +56,92 @@ export var uniforms = {
56
56
  };
57
57
 
58
58
  // Vertex shader
59
- var vertexShader = /* glsl */"\n ".concat(ShaderChunk.logdepthbuf_pars_vertex, "\n \n bool isPerspectiveMatrix(mat4) {\n return true;\n }\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vPosition = worldPosition.xyz;\n ").concat(ShaderChunk.logdepthbuf_vertex, "\n }\n");
59
+ const vertexShader = /* glsl */`
60
+ ${ShaderChunk.logdepthbuf_pars_vertex}
61
+
62
+ bool isPerspectiveMatrix(mat4) {
63
+ return true;
64
+ }
65
+
66
+ varying vec2 vUv;
67
+ varying vec3 vPosition;
68
+
69
+ void main() {
70
+ vUv = uv;
71
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
72
+ vec4 worldPosition = modelMatrix * vec4(position, 1.0);
73
+ vPosition = worldPosition.xyz;
74
+ ${ShaderChunk.logdepthbuf_vertex}
75
+ }
76
+ `;
60
77
 
61
78
  // Fragment shader
62
- var fragmentShader = /* glsl */"\n ".concat(ShaderChunk.logdepthbuf_pars_fragment, " \n\n uniform sampler2D _Texture;\n uniform sampler2D _TexturePlane;\n uniform vec4 _Color;\n uniform float _ColorS;\n uniform sampler2D _TextureMask;\n uniform float _MaskUV;\n uniform vec4 _ColorMask;\n uniform float _ColorMaskS;\n uniform float time;\n uniform float progress;\n uniform float objSize;\n uniform bool isFadeIn;\n uniform vec4 center;\n uniform bool isApi;\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vec4 highlightColor = vec4(0.0, 0.6, 1.0, 1.0);\n vec3 baseColor = vec3(0.2);\n vec4 outputColor = vec4(baseColor, 1.0);\n \n // todo \u540E\u671F\u9700\u8981\u6839\u636E\u5927\u5C0F\u81EA\u52A8\u8C03\u6574\n // \n vec4 baseTexture = texture2D(_Texture, vUv * 25.0);\n vec4 planeTexture = texture2D(_TexturePlane, vUv * 15.0);\n \n vec2 maskScale = vec2(_MaskUV) * 20.0;\n vec2 maskUV = vUv * maskScale;\n vec2 animatedMaskUV = vec2(time, time) + maskUV;\n \n outputColor.rgb = (\n (planeTexture * 0.09) +\n (_Color * baseTexture.r * _ColorS) +\n (highlightColor * (baseTexture.r * texture2D(_TextureMask, animatedMaskUV).r) * _ColorMaskS * 10.0)\n ).rgb;\n\n if (isApi) {\n outputColor.rgb = mix(vec3(0.0), outputColor.rgb, 0.55);\n }\n\n outputColor.a = 1.0;\n\n\n vec3 myWorldPosition = vPosition / objSize;\n if (isFadeIn) {\n float circle1 = step(distance(center.xyz / objSize, myWorldPosition), progress - 0.002);\n float circle2 = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.rgb += vec3(circle2 - circle1) * 3.;\n outputColor.a = outputColor.a * circle2;\n } else {\n float circle = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.a *= step(circle, 0.);\n }\n \n gl_FragColor = outputColor;\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n }\n");
63
- export var ground = {
64
- vertexShader: vertexShader,
65
- fragmentShader: fragmentShader,
66
- uniforms: uniforms
79
+ const fragmentShader = /* glsl */`
80
+ ${ShaderChunk.logdepthbuf_pars_fragment}
81
+
82
+ uniform sampler2D _Texture;
83
+ uniform sampler2D _TexturePlane;
84
+ uniform vec4 _Color;
85
+ uniform float _ColorS;
86
+ uniform sampler2D _TextureMask;
87
+ uniform float _MaskUV;
88
+ uniform vec4 _ColorMask;
89
+ uniform float _ColorMaskS;
90
+ uniform float time;
91
+ uniform float progress;
92
+ uniform float objSize;
93
+ uniform bool isFadeIn;
94
+ uniform vec4 center;
95
+ uniform bool isApi;
96
+
97
+ varying vec2 vUv;
98
+ varying vec3 vPosition;
99
+
100
+ void main() {
101
+ vec4 highlightColor = vec4(0.0, 0.6, 1.0, 1.0);
102
+ vec3 baseColor = vec3(0.2);
103
+ vec4 outputColor = vec4(baseColor, 1.0);
104
+
105
+ // todo 后期需要根据大小自动调整
106
+ //
107
+ vec4 baseTexture = texture2D(_Texture, vUv * 25.0);
108
+ vec4 planeTexture = texture2D(_TexturePlane, vUv * 15.0);
109
+
110
+ vec2 maskScale = vec2(_MaskUV) * 20.0;
111
+ vec2 maskUV = vUv * maskScale;
112
+ vec2 animatedMaskUV = vec2(time, time) + maskUV;
113
+
114
+ outputColor.rgb = (
115
+ (planeTexture * 0.09) +
116
+ (_Color * baseTexture.r * _ColorS) +
117
+ (highlightColor * (baseTexture.r * texture2D(_TextureMask, animatedMaskUV).r) * _ColorMaskS * 10.0)
118
+ ).rgb;
119
+
120
+ if (isApi) {
121
+ outputColor.rgb = mix(vec3(0.0), outputColor.rgb, 0.55);
122
+ }
123
+
124
+ outputColor.a = 1.0;
125
+
126
+
127
+ vec3 myWorldPosition = vPosition / objSize;
128
+ if (isFadeIn) {
129
+ float circle1 = step(distance(center.xyz / objSize, myWorldPosition), progress - 0.002);
130
+ float circle2 = step(distance(center.xyz / objSize, myWorldPosition), progress);
131
+ outputColor.rgb += vec3(circle2 - circle1) * 3.;
132
+ outputColor.a = outputColor.a * circle2;
133
+ } else {
134
+ float circle = step(distance(center.xyz / objSize, myWorldPosition), progress);
135
+ outputColor.a *= step(circle, 0.);
136
+ }
137
+
138
+ gl_FragColor = outputColor;
139
+ ${ShaderChunk.logdepthbuf_fragment}
140
+ }
141
+ `;
142
+ export const ground = {
143
+ vertexShader,
144
+ fragmentShader,
145
+ uniforms
67
146
  };
68
147
  //# sourceMappingURL=ground.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["Color","RepeatWrapping","ShaderChunk","TextureLoader","Vector4","demo03","demo04","main","TEXTURE_REPEAT_COUNT","MASK_TEXTURE_REPEAT","DEFAULT_GROUND_COLOR","DEFAULT_MASK_COLOR","textureLoader","groundBaseTexture","load","groundMaskTexture","groundPlaneTexture","configureTexture","texture","repeatX","repeatY","wrapS","wrapT","repeat","set","uniforms","_Texture","value","_Texture_ST","_Color","r","g","b","_ColorS","_TextureMask","_TexturePlane","_MaskUV","_ColorMask","_ColorMaskS","_Speed","_OP","time","vertexShader","concat","logdepthbuf_pars_vertex","logdepthbuf_vertex","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment","ground"],"sources":["../../../../src/business/MaterialSwitch/shader/ground.ts"],"sourcesContent":["import type { Texture } from '@anov/3d-core'\nimport { Color, RepeatWrapping, ShaderChunk, TextureLoader, Vector4 } from '@anov/3d-core'\nimport { demo03, demo04, main } from './groundBase64'\n\nconst TEXTURE_REPEAT_COUNT = 5000\nconst MASK_TEXTURE_REPEAT = 10\nconst DEFAULT_GROUND_COLOR = '#096ddb'\nconst DEFAULT_MASK_COLOR = '#ffffff'\n\nconst textureLoader = new TextureLoader()\n\nconst groundBaseTexture = textureLoader.load(demo03)\nconst groundMaskTexture = textureLoader.load(demo04)\nconst groundPlaneTexture = textureLoader.load(main)\n\nconst configureTexture = (texture: Texture, repeatX: number, repeatY: number) => {\n texture.wrapS = RepeatWrapping\n texture.wrapT = RepeatWrapping\n texture.repeat.set(repeatX, repeatY)\n}\n\nconfigureTexture(groundBaseTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT)\nconfigureTexture(groundMaskTexture, MASK_TEXTURE_REPEAT, MASK_TEXTURE_REPEAT)\nconfigureTexture(groundPlaneTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT)\n\nexport const uniforms = {\n _Texture: { value: groundBaseTexture },\n _Texture_ST: { value: new Vector4() },\n _Color: {\n value: new Vector4(\n new Color(DEFAULT_GROUND_COLOR).r,\n new Color(DEFAULT_GROUND_COLOR).g,\n new Color(DEFAULT_GROUND_COLOR).b,\n 0.5,\n ),\n },\n _ColorS: { value: 1 },\n _TextureMask: { value: groundMaskTexture },\n _TexturePlane: { value: groundPlaneTexture },\n _MaskUV: { value: 1 },\n _ColorMask: {\n value: new Vector4(\n new Color(DEFAULT_MASK_COLOR).r,\n new Color(DEFAULT_MASK_COLOR).g,\n new Color(DEFAULT_MASK_COLOR).b,\n 1,\n ),\n },\n _ColorMaskS: { value: 1 },\n _Speed: { value: new Vector4(0.0, 0.2, 0, 0) },\n _OP: { value: 1.0 },\n time: { value: 1.0 },\n}\n\n// Vertex shader\nconst vertexShader = /* glsl */`\n ${ShaderChunk.logdepthbuf_pars_vertex}\n \n bool isPerspectiveMatrix(mat4) {\n return true;\n }\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vPosition = worldPosition.xyz;\n ${ShaderChunk.logdepthbuf_vertex}\n }\n`\n\n// Fragment shader\nconst fragmentShader = /* glsl */`\n ${ShaderChunk.logdepthbuf_pars_fragment} \n\n uniform sampler2D _Texture;\n uniform sampler2D _TexturePlane;\n uniform vec4 _Color;\n uniform float _ColorS;\n uniform sampler2D _TextureMask;\n uniform float _MaskUV;\n uniform vec4 _ColorMask;\n uniform float _ColorMaskS;\n uniform float time;\n uniform float progress;\n uniform float objSize;\n uniform bool isFadeIn;\n uniform vec4 center;\n uniform bool isApi;\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vec4 highlightColor = vec4(0.0, 0.6, 1.0, 1.0);\n vec3 baseColor = vec3(0.2);\n vec4 outputColor = vec4(baseColor, 1.0);\n \n // todo 后期需要根据大小自动调整\n // \n vec4 baseTexture = texture2D(_Texture, vUv * 25.0);\n vec4 planeTexture = texture2D(_TexturePlane, vUv * 15.0);\n \n vec2 maskScale = vec2(_MaskUV) * 20.0;\n vec2 maskUV = vUv * maskScale;\n vec2 animatedMaskUV = vec2(time, time) + maskUV;\n \n outputColor.rgb = (\n (planeTexture * 0.09) +\n (_Color * baseTexture.r * _ColorS) +\n (highlightColor * (baseTexture.r * texture2D(_TextureMask, animatedMaskUV).r) * _ColorMaskS * 10.0)\n ).rgb;\n\n if (isApi) {\n outputColor.rgb = mix(vec3(0.0), outputColor.rgb, 0.55);\n }\n\n outputColor.a = 1.0;\n\n\n vec3 myWorldPosition = vPosition / objSize;\n if (isFadeIn) {\n float circle1 = step(distance(center.xyz / objSize, myWorldPosition), progress - 0.002);\n float circle2 = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.rgb += vec3(circle2 - circle1) * 3.;\n outputColor.a = outputColor.a * circle2;\n } else {\n float circle = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.a *= step(circle, 0.);\n }\n \n gl_FragColor = outputColor;\n ${ShaderChunk.logdepthbuf_fragment}\n }\n`\n\nexport const ground = { vertexShader, fragmentShader, uniforms }"],"mappings":"AACA,SAASA,KAAK,EAAEC,cAAc,EAAEC,WAAW,EAAEC,aAAa,EAAEC,OAAO,QAAQ,eAAe;AAC1F,SAASC,MAAM,EAAEC,MAAM,EAAEC,IAAI;AAE7B,IAAMC,oBAAoB,GAAG,IAAI;AACjC,IAAMC,mBAAmB,GAAG,EAAE;AAC9B,IAAMC,oBAAoB,GAAG,SAAS;AACtC,IAAMC,kBAAkB,GAAG,SAAS;AAEpC,IAAMC,aAAa,GAAG,IAAIT,aAAa,CAAC,CAAC;AAEzC,IAAMU,iBAAiB,GAAGD,aAAa,CAACE,IAAI,CAACT,MAAM,CAAC;AACpD,IAAMU,iBAAiB,GAAGH,aAAa,CAACE,IAAI,CAACR,MAAM,CAAC;AACpD,IAAMU,kBAAkB,GAAGJ,aAAa,CAACE,IAAI,CAACP,IAAI,CAAC;AAEnD,IAAMU,gBAAgB,GAAG,SAAnBA,gBAAgBA,CAAIC,OAAgB,EAAEC,OAAe,EAAEC,OAAe,EAAK;EAC/EF,OAAO,CAACG,KAAK,GAAGpB,cAAc;EAC9BiB,OAAO,CAACI,KAAK,GAAGrB,cAAc;EAC9BiB,OAAO,CAACK,MAAM,CAACC,GAAG,CAACL,OAAO,EAAEC,OAAO,CAAC;AACtC,CAAC;AAEDH,gBAAgB,CAACJ,iBAAiB,EAAEL,oBAAoB,EAAEA,oBAAoB,CAAC;AAC/ES,gBAAgB,CAACF,iBAAiB,EAAEN,mBAAmB,EAAEA,mBAAmB,CAAC;AAC7EQ,gBAAgB,CAACD,kBAAkB,EAAER,oBAAoB,EAAEA,oBAAoB,CAAC;AAEhF,OAAO,IAAMiB,QAAQ,GAAG;EACtBC,QAAQ,EAAE;IAAEC,KAAK,EAAEd;EAAkB,CAAC;EACtCe,WAAW,EAAE;IAAED,KAAK,EAAE,IAAIvB,OAAO,CAAC;EAAE,CAAC;EACrCyB,MAAM,EAAE;IACNF,KAAK,EAAE,IAAIvB,OAAO,CAChB,IAAIJ,KAAK,CAACU,oBAAoB,CAAC,CAACoB,CAAC,EACjC,IAAI9B,KAAK,CAACU,oBAAoB,CAAC,CAACqB,CAAC,EACjC,IAAI/B,KAAK,CAACU,oBAAoB,CAAC,CAACsB,CAAC,EACjC,GACF;EACF,CAAC;EACDC,OAAO,EAAE;IAAEN,KAAK,EAAE;EAAE,CAAC;EACrBO,YAAY,EAAE;IAAEP,KAAK,EAAEZ;EAAkB,CAAC;EAC1CoB,aAAa,EAAE;IAAER,KAAK,EAAEX;EAAmB,CAAC;EAC5CoB,OAAO,EAAE;IAAET,KAAK,EAAE;EAAE,CAAC;EACrBU,UAAU,EAAE;IACVV,KAAK,EAAE,IAAIvB,OAAO,CAChB,IAAIJ,KAAK,CAACW,kBAAkB,CAAC,CAACmB,CAAC,EAC/B,IAAI9B,KAAK,CAACW,kBAAkB,CAAC,CAACoB,CAAC,EAC/B,IAAI/B,KAAK,CAACW,kBAAkB,CAAC,CAACqB,CAAC,EAC/B,CACF;EACF,CAAC;EACDM,WAAW,EAAE;IAAEX,KAAK,EAAE;EAAE,CAAC;EACzBY,MAAM,EAAE;IAAEZ,KAAK,EAAE,IAAIvB,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EAAE,CAAC;EAC9CoC,GAAG,EAAE;IAAEb,KAAK,EAAE;EAAI,CAAC;EACnBc,IAAI,EAAE;IAAEd,KAAK,EAAE;EAAI;AACrB,CAAC;;AAED;AACA,IAAMe,YAAY,GAAG,mBAAAC,MAAA,CACfzC,WAAW,CAAC0C,uBAAuB,qXAAAD,MAAA,CAc/BzC,WAAW,CAAC2C,kBAAkB,cAEvC;;AAED;AACA,IAAMC,cAAc,GAAG,mBAAAH,MAAA,CACjBzC,WAAW,CAAC6C,yBAAyB,ygEAAAJ,MAAA,CA2DjCzC,WAAW,CAAC8C,oBAAoB,cAEzC;AAED,OAAO,IAAMC,MAAM,GAAG;EAAEP,YAAY,EAAZA,YAAY;EAAEI,cAAc,EAAdA,cAAc;EAAErB,QAAQ,EAARA;AAAS,CAAC"}
1
+ {"version":3,"names":["Color","RepeatWrapping","ShaderChunk","TextureLoader","Vector4","demo03","demo04","main","TEXTURE_REPEAT_COUNT","MASK_TEXTURE_REPEAT","DEFAULT_GROUND_COLOR","DEFAULT_MASK_COLOR","textureLoader","groundBaseTexture","load","groundMaskTexture","groundPlaneTexture","configureTexture","texture","repeatX","repeatY","wrapS","wrapT","repeat","set","uniforms","_Texture","value","_Texture_ST","_Color","r","g","b","_ColorS","_TextureMask","_TexturePlane","_MaskUV","_ColorMask","_ColorMaskS","_Speed","_OP","time","vertexShader","logdepthbuf_pars_vertex","logdepthbuf_vertex","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment","ground"],"sources":["../../../../src/business/MaterialSwitch/shader/ground.ts"],"sourcesContent":["import type { Texture } from '@anov/3d-core'\nimport { Color, RepeatWrapping, ShaderChunk, TextureLoader, Vector4 } from '@anov/3d-core'\nimport { demo03, demo04, main } from './groundBase64'\n\nconst TEXTURE_REPEAT_COUNT = 5000\nconst MASK_TEXTURE_REPEAT = 10\nconst DEFAULT_GROUND_COLOR = '#096ddb'\nconst DEFAULT_MASK_COLOR = '#ffffff'\n\nconst textureLoader = new TextureLoader()\n\nconst groundBaseTexture = textureLoader.load(demo03)\nconst groundMaskTexture = textureLoader.load(demo04)\nconst groundPlaneTexture = textureLoader.load(main)\n\nconst configureTexture = (texture: Texture, repeatX: number, repeatY: number) => {\n texture.wrapS = RepeatWrapping\n texture.wrapT = RepeatWrapping\n texture.repeat.set(repeatX, repeatY)\n}\n\nconfigureTexture(groundBaseTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT)\nconfigureTexture(groundMaskTexture, MASK_TEXTURE_REPEAT, MASK_TEXTURE_REPEAT)\nconfigureTexture(groundPlaneTexture, TEXTURE_REPEAT_COUNT, TEXTURE_REPEAT_COUNT)\n\nexport const uniforms = {\n _Texture: { value: groundBaseTexture },\n _Texture_ST: { value: new Vector4() },\n _Color: {\n value: new Vector4(\n new Color(DEFAULT_GROUND_COLOR).r,\n new Color(DEFAULT_GROUND_COLOR).g,\n new Color(DEFAULT_GROUND_COLOR).b,\n 0.5,\n ),\n },\n _ColorS: { value: 1 },\n _TextureMask: { value: groundMaskTexture },\n _TexturePlane: { value: groundPlaneTexture },\n _MaskUV: { value: 1 },\n _ColorMask: {\n value: new Vector4(\n new Color(DEFAULT_MASK_COLOR).r,\n new Color(DEFAULT_MASK_COLOR).g,\n new Color(DEFAULT_MASK_COLOR).b,\n 1,\n ),\n },\n _ColorMaskS: { value: 1 },\n _Speed: { value: new Vector4(0.0, 0.2, 0, 0) },\n _OP: { value: 1.0 },\n time: { value: 1.0 },\n}\n\n// Vertex shader\nconst vertexShader = /* glsl */`\n ${ShaderChunk.logdepthbuf_pars_vertex}\n \n bool isPerspectiveMatrix(mat4) {\n return true;\n }\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vec4 worldPosition = modelMatrix * vec4(position, 1.0);\n vPosition = worldPosition.xyz;\n ${ShaderChunk.logdepthbuf_vertex}\n }\n`\n\n// Fragment shader\nconst fragmentShader = /* glsl */`\n ${ShaderChunk.logdepthbuf_pars_fragment} \n\n uniform sampler2D _Texture;\n uniform sampler2D _TexturePlane;\n uniform vec4 _Color;\n uniform float _ColorS;\n uniform sampler2D _TextureMask;\n uniform float _MaskUV;\n uniform vec4 _ColorMask;\n uniform float _ColorMaskS;\n uniform float time;\n uniform float progress;\n uniform float objSize;\n uniform bool isFadeIn;\n uniform vec4 center;\n uniform bool isApi;\n \n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vec4 highlightColor = vec4(0.0, 0.6, 1.0, 1.0);\n vec3 baseColor = vec3(0.2);\n vec4 outputColor = vec4(baseColor, 1.0);\n \n // todo 后期需要根据大小自动调整\n // \n vec4 baseTexture = texture2D(_Texture, vUv * 25.0);\n vec4 planeTexture = texture2D(_TexturePlane, vUv * 15.0);\n \n vec2 maskScale = vec2(_MaskUV) * 20.0;\n vec2 maskUV = vUv * maskScale;\n vec2 animatedMaskUV = vec2(time, time) + maskUV;\n \n outputColor.rgb = (\n (planeTexture * 0.09) +\n (_Color * baseTexture.r * _ColorS) +\n (highlightColor * (baseTexture.r * texture2D(_TextureMask, animatedMaskUV).r) * _ColorMaskS * 10.0)\n ).rgb;\n\n if (isApi) {\n outputColor.rgb = mix(vec3(0.0), outputColor.rgb, 0.55);\n }\n\n outputColor.a = 1.0;\n\n\n vec3 myWorldPosition = vPosition / objSize;\n if (isFadeIn) {\n float circle1 = step(distance(center.xyz / objSize, myWorldPosition), progress - 0.002);\n float circle2 = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.rgb += vec3(circle2 - circle1) * 3.;\n outputColor.a = outputColor.a * circle2;\n } else {\n float circle = step(distance(center.xyz / objSize, myWorldPosition), progress);\n outputColor.a *= step(circle, 0.);\n }\n \n gl_FragColor = outputColor;\n ${ShaderChunk.logdepthbuf_fragment}\n }\n`\n\nexport const ground = { vertexShader, fragmentShader, uniforms }"],"mappings":"AACA,SAASA,KAAK,EAAEC,cAAc,EAAEC,WAAW,EAAEC,aAAa,EAAEC,OAAO,QAAQ,eAAe;AAC1F,SAASC,MAAM,EAAEC,MAAM,EAAEC,IAAI;AAE7B,MAAMC,oBAAoB,GAAG,IAAI;AACjC,MAAMC,mBAAmB,GAAG,EAAE;AAC9B,MAAMC,oBAAoB,GAAG,SAAS;AACtC,MAAMC,kBAAkB,GAAG,SAAS;AAEpC,MAAMC,aAAa,GAAG,IAAIT,aAAa,CAAC,CAAC;AAEzC,MAAMU,iBAAiB,GAAGD,aAAa,CAACE,IAAI,CAACT,MAAM,CAAC;AACpD,MAAMU,iBAAiB,GAAGH,aAAa,CAACE,IAAI,CAACR,MAAM,CAAC;AACpD,MAAMU,kBAAkB,GAAGJ,aAAa,CAACE,IAAI,CAACP,IAAI,CAAC;AAEnD,MAAMU,gBAAgB,GAAGA,CAACC,OAAgB,EAAEC,OAAe,EAAEC,OAAe,KAAK;EAC/EF,OAAO,CAACG,KAAK,GAAGpB,cAAc;EAC9BiB,OAAO,CAACI,KAAK,GAAGrB,cAAc;EAC9BiB,OAAO,CAACK,MAAM,CAACC,GAAG,CAACL,OAAO,EAAEC,OAAO,CAAC;AACtC,CAAC;AAEDH,gBAAgB,CAACJ,iBAAiB,EAAEL,oBAAoB,EAAEA,oBAAoB,CAAC;AAC/ES,gBAAgB,CAACF,iBAAiB,EAAEN,mBAAmB,EAAEA,mBAAmB,CAAC;AAC7EQ,gBAAgB,CAACD,kBAAkB,EAAER,oBAAoB,EAAEA,oBAAoB,CAAC;AAEhF,OAAO,MAAMiB,QAAQ,GAAG;EACtBC,QAAQ,EAAE;IAAEC,KAAK,EAAEd;EAAkB,CAAC;EACtCe,WAAW,EAAE;IAAED,KAAK,EAAE,IAAIvB,OAAO,CAAC;EAAE,CAAC;EACrCyB,MAAM,EAAE;IACNF,KAAK,EAAE,IAAIvB,OAAO,CAChB,IAAIJ,KAAK,CAACU,oBAAoB,CAAC,CAACoB,CAAC,EACjC,IAAI9B,KAAK,CAACU,oBAAoB,CAAC,CAACqB,CAAC,EACjC,IAAI/B,KAAK,CAACU,oBAAoB,CAAC,CAACsB,CAAC,EACjC,GACF;EACF,CAAC;EACDC,OAAO,EAAE;IAAEN,KAAK,EAAE;EAAE,CAAC;EACrBO,YAAY,EAAE;IAAEP,KAAK,EAAEZ;EAAkB,CAAC;EAC1CoB,aAAa,EAAE;IAAER,KAAK,EAAEX;EAAmB,CAAC;EAC5CoB,OAAO,EAAE;IAAET,KAAK,EAAE;EAAE,CAAC;EACrBU,UAAU,EAAE;IACVV,KAAK,EAAE,IAAIvB,OAAO,CAChB,IAAIJ,KAAK,CAACW,kBAAkB,CAAC,CAACmB,CAAC,EAC/B,IAAI9B,KAAK,CAACW,kBAAkB,CAAC,CAACoB,CAAC,EAC/B,IAAI/B,KAAK,CAACW,kBAAkB,CAAC,CAACqB,CAAC,EAC/B,CACF;EACF,CAAC;EACDM,WAAW,EAAE;IAAEX,KAAK,EAAE;EAAE,CAAC;EACzBY,MAAM,EAAE;IAAEZ,KAAK,EAAE,IAAIvB,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;EAAE,CAAC;EAC9CoC,GAAG,EAAE;IAAEb,KAAK,EAAE;EAAI,CAAC;EACnBc,IAAI,EAAE;IAAEd,KAAK,EAAE;EAAI;AACrB,CAAC;;AAED;AACA,MAAMe,YAAY,GAAG,UAAW;AAChC,MAAMxC,WAAW,CAACyC,uBAAwB;AAC1C;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,UAAUzC,WAAW,CAAC0C,kBAAmB;AACzC;AACA,CAAC;;AAED;AACA,MAAMC,cAAc,GAAG,UAAW;AAClC,MAAM3C,WAAW,CAAC4C,yBAA0B;AAC5C;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,UAAU5C,WAAW,CAAC6C,oBAAqB;AAC3C;AACA,CAAC;AAED,OAAO,MAAMC,MAAM,GAAG;EAAEN,YAAY;EAAEG,cAAc;EAAEpB;AAAS,CAAC"}