@babylonjs/core 5.35.1 → 5.37.0

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 (274) hide show
  1. package/Audio/sound.d.ts +5 -0
  2. package/Audio/sound.js +7 -0
  3. package/Audio/sound.js.map +1 -1
  4. package/Cameras/arcRotateCamera.d.ts +2 -2
  5. package/Cameras/arcRotateCamera.js.map +1 -1
  6. package/Debug/physicsViewer.d.ts +4 -3
  7. package/Debug/physicsViewer.js +2 -2
  8. package/Debug/physicsViewer.js.map +1 -1
  9. package/Engines/Extensions/engine.views.d.ts +4 -0
  10. package/Engines/Extensions/engine.views.js +61 -42
  11. package/Engines/Extensions/engine.views.js.map +1 -1
  12. package/Engines/thinEngine.js +2 -2
  13. package/Engines/thinEngine.js.map +1 -1
  14. package/Gizmos/planeRotationGizmo.js +3 -1
  15. package/Gizmos/planeRotationGizmo.js.map +1 -1
  16. package/Inputs/scene.inputManager.js +4 -4
  17. package/Inputs/scene.inputManager.js.map +1 -1
  18. package/Loading/Plugins/babylonFileLoader.js +3 -3
  19. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +2 -3
  21. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
  23. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +2 -2
  25. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  26. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +2 -3
  27. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  28. package/Materials/Node/Blocks/Dual/textureBlock.js +4 -5
  29. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -2
  31. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -2
  33. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  34. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
  35. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  36. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +4 -0
  37. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +35 -19
  38. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +2 -2
  40. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +2 -2
  42. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +2 -2
  44. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
  46. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +2 -3
  48. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -2
  50. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/gradientBlock.js +7 -6
  52. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/normalBlendBlock.js +10 -8
  54. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/randomNumberBlock.js +6 -5
  56. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/reflectBlock.js +10 -8
  58. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/refractBlock.js +10 -8
  60. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/triPlanarBlock.js +4 -4
  62. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  63. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.d.ts +3 -1
  64. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js +2 -0
  65. package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.d.ts +19 -1
  67. package/Materials/Node/nodeMaterial.js +30 -0
  68. package/Materials/Node/nodeMaterial.js.map +1 -1
  69. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +5 -0
  70. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +13 -0
  71. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  72. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
  73. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  74. package/Materials/Textures/baseTexture.d.ts +2 -1
  75. package/Materials/Textures/baseTexture.js +3 -2
  76. package/Materials/Textures/baseTexture.js.map +1 -1
  77. package/Materials/Textures/internalTexture.d.ts +2 -0
  78. package/Materials/Textures/internalTexture.js +4 -0
  79. package/Materials/Textures/internalTexture.js.map +1 -1
  80. package/Materials/Textures/mirrorTexture.js +0 -2
  81. package/Materials/Textures/mirrorTexture.js.map +1 -1
  82. package/Materials/Textures/texture.d.ts +2 -0
  83. package/Materials/Textures/texture.js +35 -7
  84. package/Materials/Textures/texture.js.map +1 -1
  85. package/Materials/Textures/videoTexture.d.ts +5 -0
  86. package/Materials/Textures/videoTexture.js +27 -23
  87. package/Materials/Textures/videoTexture.js.map +1 -1
  88. package/Materials/material.js +1 -1
  89. package/Materials/material.js.map +1 -1
  90. package/Materials/materialHelper.js +3 -0
  91. package/Materials/materialHelper.js.map +1 -1
  92. package/Meshes/abstractMesh.d.ts +4 -4
  93. package/Meshes/abstractMesh.js +4 -4
  94. package/Meshes/abstractMesh.js.map +1 -1
  95. package/Meshes/mesh.d.ts +2 -2
  96. package/Meshes/mesh.js +1 -1
  97. package/Meshes/mesh.js.map +1 -1
  98. package/Misc/copyTextureToTexture.d.ts +9 -2
  99. package/Misc/copyTextureToTexture.js +23 -1
  100. package/Misc/copyTextureToTexture.js.map +1 -1
  101. package/Misc/virtualJoystick.d.ts +1 -0
  102. package/Misc/virtualJoystick.js +6 -0
  103. package/Misc/virtualJoystick.js.map +1 -1
  104. package/Particles/IParticleSystem.d.ts +15 -1
  105. package/Particles/IParticleSystem.js.map +1 -1
  106. package/Particles/gpuParticleSystem.d.ts +24 -2
  107. package/Particles/gpuParticleSystem.js +98 -43
  108. package/Particles/gpuParticleSystem.js.map +1 -1
  109. package/Particles/particleSystem.d.ts +6 -1
  110. package/Particles/particleSystem.js +7 -2
  111. package/Particles/particleSystem.js.map +1 -1
  112. package/Physics/IPhysicsEngine.d.ts +8 -108
  113. package/Physics/IPhysicsEngine.js.map +1 -1
  114. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
  115. package/Physics/Plugins/ammoJSPlugin.js +2 -1414
  116. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  117. package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
  118. package/Physics/Plugins/cannonJSPlugin.js +2 -664
  119. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  120. package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
  121. package/Physics/Plugins/oimoJSPlugin.js +2 -432
  122. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  123. package/Physics/index.d.ts +3 -6
  124. package/Physics/index.js +3 -6
  125. package/Physics/index.js.map +1 -1
  126. package/Physics/physicsEngine.d.ts +1 -135
  127. package/Physics/physicsEngine.js +2 -221
  128. package/Physics/physicsEngine.js.map +1 -1
  129. package/Physics/physicsEngineComponent.d.ts +7 -42
  130. package/Physics/physicsEngineComponent.js +11 -71
  131. package/Physics/physicsEngineComponent.js.map +1 -1
  132. package/Physics/physicsHelper.d.ts +1 -411
  133. package/Physics/physicsHelper.js +2 -708
  134. package/Physics/physicsHelper.js.map +1 -1
  135. package/Physics/physicsImpostor.d.ts +1 -640
  136. package/Physics/physicsImpostor.js +2 -1004
  137. package/Physics/physicsImpostor.js.map +1 -1
  138. package/Physics/physicsJoint.d.ts +1 -275
  139. package/Physics/physicsJoint.js +2 -222
  140. package/Physics/physicsJoint.js.map +1 -1
  141. package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
  142. package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
  143. package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
  144. package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
  145. package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
  146. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
  147. package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
  148. package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
  149. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
  150. package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
  151. package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
  152. package/Physics/v1/Plugins/index.js.map +1 -0
  153. package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
  154. package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
  155. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
  156. package/Physics/v1/index.d.ts +7 -0
  157. package/Physics/v1/index.js +9 -0
  158. package/Physics/v1/index.js.map +1 -0
  159. package/Physics/v1/physicsEngine.d.ts +147 -0
  160. package/Physics/v1/physicsEngine.js +237 -0
  161. package/Physics/v1/physicsEngine.js.map +1 -0
  162. package/Physics/v1/physicsEngineComponent.d.ts +45 -0
  163. package/Physics/v1/physicsEngineComponent.js +70 -0
  164. package/Physics/v1/physicsEngineComponent.js.map +1 -0
  165. package/Physics/v1/physicsHelper.d.ts +411 -0
  166. package/Physics/v1/physicsHelper.js +709 -0
  167. package/Physics/v1/physicsHelper.js.map +1 -0
  168. package/Physics/v1/physicsImpostor.d.ts +636 -0
  169. package/Physics/v1/physicsImpostor.js +1001 -0
  170. package/Physics/v1/physicsImpostor.js.map +1 -0
  171. package/Physics/v1/physicsJoint.d.ts +275 -0
  172. package/Physics/v1/physicsJoint.js +223 -0
  173. package/Physics/v1/physicsJoint.js.map +1 -0
  174. package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
  175. package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
  176. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
  177. package/Physics/v2/Plugins/index.d.ts +0 -0
  178. package/Physics/v2/Plugins/index.js +2 -0
  179. package/Physics/v2/Plugins/index.js.map +1 -0
  180. package/Physics/v2/index.d.ts +6 -0
  181. package/Physics/v2/index.js +8 -0
  182. package/Physics/v2/index.js.map +1 -0
  183. package/Physics/v2/physicsAggregate.d.ts +114 -0
  184. package/Physics/v2/physicsAggregate.js +46 -0
  185. package/Physics/v2/physicsAggregate.js.map +1 -0
  186. package/Physics/v2/physicsBody.d.ts +109 -0
  187. package/Physics/v2/physicsBody.js +158 -0
  188. package/Physics/v2/physicsBody.js.map +1 -0
  189. package/Physics/v2/physicsConstraint.d.ts +184 -0
  190. package/Physics/v2/physicsConstraint.js +257 -0
  191. package/Physics/v2/physicsConstraint.js.map +1 -0
  192. package/Physics/v2/physicsEngine.d.ts +103 -0
  193. package/Physics/v2/physicsEngine.js +146 -0
  194. package/Physics/v2/physicsEngine.js.map +1 -0
  195. package/Physics/v2/physicsEngineComponent.d.ts +31 -0
  196. package/Physics/v2/physicsEngineComponent.js +50 -0
  197. package/Physics/v2/physicsEngineComponent.js.map +1 -0
  198. package/Physics/v2/physicsMaterial.d.ts +45 -0
  199. package/Physics/v2/physicsMaterial.js +67 -0
  200. package/Physics/v2/physicsMaterial.js.map +1 -0
  201. package/Physics/v2/physicsShape.d.ts +182 -0
  202. package/Physics/v2/physicsShape.js +229 -0
  203. package/Physics/v2/physicsShape.js.map +1 -0
  204. package/PostProcesses/postProcess.d.ts +3 -1
  205. package/PostProcesses/postProcess.js +4 -1
  206. package/PostProcesses/postProcess.js.map +1 -1
  207. package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
  208. package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
  209. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
  210. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
  211. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
  212. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
  213. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
  214. package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
  215. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
  216. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
  217. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
  218. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
  219. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
  220. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
  221. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
  222. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
  223. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
  224. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
  225. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
  226. package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
  227. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
  228. package/Rendering/fluidRenderer/index.d.ts +5 -0
  229. package/Rendering/fluidRenderer/index.js +6 -0
  230. package/Rendering/fluidRenderer/index.js.map +1 -0
  231. package/Rendering/index.d.ts +1 -0
  232. package/Rendering/index.js +2 -0
  233. package/Rendering/index.js.map +1 -1
  234. package/Shaders/copyTextureToTexture.fragment.js +4 -1
  235. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  236. package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  237. package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
  238. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  239. package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  240. package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
  241. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
  242. package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  243. package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
  244. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
  245. package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  246. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
  247. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  248. package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  249. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
  250. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  251. package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  252. package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
  253. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
  254. package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  255. package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
  256. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
  257. package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
  258. package/Shaders/fluidRenderingRender.fragment.js +46 -0
  259. package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
  260. package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  261. package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
  262. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
  263. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  264. package/XR/features/WebXRControllerPhysics.js +1 -1
  265. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  266. package/XR/features/WebXRHandTracking.js +1 -1
  267. package/XR/features/WebXRHandTracking.js.map +1 -1
  268. package/package.json +1 -1
  269. package/scene.js +6 -1
  270. package/scene.js.map +1 -1
  271. package/sceneComponent.d.ts +3 -0
  272. package/sceneComponent.js +3 -0
  273. package/sceneComponent.js.map +1 -1
  274. package/Physics/Plugins/index.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"materialHelper.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialHelper.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAExC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAGrD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAEjD,OAAO,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAC1D,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAOjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,2BAA2B,EAAE,MAAM,2BAA2B,CAAC;AAGxE;;;;;;GAMG;AACH,MAAM,OAAO,cAAc;IACvB;;;;OAIG;IACI,MAAM,CAAC,sBAAsB,CAAC,MAAc,EAAE,QAAuB;QACxE,QAAQ,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAC3C,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAoB,EAAE,OAAY,EAAE,GAAW;QACnF,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;QACxB,OAAO,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;QACpB,IAAI,OAAO,CAAC,oBAAoB,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,eAAe,EAAE,EAAE;YAC9E,OAAO,CAAC,GAAG,GAAG,UAAU,CAAC,GAAG,OAAO,CAAC,gBAAgB,GAAG,CAAC,CAAC;YACzD,OAAO,CAAC,QAAQ,GAAG,CAAC,OAAO,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;SAC7D;aAAM;YACH,OAAO,CAAC,GAAG,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAAoB,EAAE,aAA4B,EAAE,GAAW;QAC3F,MAAM,MAAM,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAE1C,aAAa,CAAC,YAAY,CAAC,GAAG,GAAG,QAAQ,EAAE,MAAM,CAAC,CAAC;IACvD,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,WAAW,CAAC,IAAkB,EAAE,KAAY;QACtD,OAAO,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,CAAC;IACrF,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,qBAAqB,CAC/B,IAAkB,EAClB,KAAY,EACZ,mBAA4B,EAC5B,WAAoB,EACpB,UAAmB,EACnB,SAAkB,EAClB,OAAY;QAEZ,IAAI,OAAO,CAAC,aAAa,EAAE;YACvB,OAAO,CAAC,kBAAkB,CAAC,GAAG,mBAAmB,CAAC;YAClD,OAAO,CAAC,WAAW,CAAC,GAAG,WAAW,CAAC;YACnC,OAAO,CAAC,KAAK,CAAC,GAAG,UAAU,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;YAC7D,OAAO,CAAC,mBAAmB,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC;YACtD,OAAO,CAAC,WAAW,CAAC,GAAG,SAAS,CAAC;SACpC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,uBAAuB,CAAC,KAAY,EAAE,OAAY;QAC5D,IAAI,OAAO,GAAG,KAAK,CAAC;QAEpB,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,MAAM,QAAQ,GAAG,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvD,MAAM,OAAO,GAAG,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/E,MAAM,OAAO,GAAG,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9E,IAAI,QAAQ,GAAG,OAAO,IAAI,QAAQ,GAAG,OAAO,EAAE;gBAC1C,OAAO,CAAC,qBAAqB,CAAC,GAAG,OAAO,KAAK,CAAC,CAAC;gBAC/C,OAAO,CAAC,oBAAoB,CAAC,GAAG,OAAO,KAAK,CAAC,CAAC;gBAC9C,OAAO,GAAG,IAAI,CAAC;aAClB;SACJ;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,iCAAiC,CAC3C,KAAY,EACZ,MAAc,EACd,QAAkB,EAClB,OAAY,EACZ,YAAqB,EACrB,eAAkC,IAAI,EACtC,mBAA4B,KAAK;QAEjC,IAAI,OAAO,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAErE,IAAI,YAAY,KAAK,KAAK,EAAE;YACxB,OAAO,GAAG,2BAA2B,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACnE;QAED,IAAI,OAAO,CAAC,cAAc,CAAC,KAAK,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE;YACrD,OAAO,CAAC,cAAc,CAAC,GAAG,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;YACnD,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,CAAC,WAAW,CAAC,KAAK,YAAY,EAAE;YACvC,OAAO,CAAC,WAAW,CAAC,GAAG,YAAY,CAAC;YACpC,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,CAAC,gBAAgB,CAAC,KAAK,gBAAgB,EAAE;YAChD,OAAO,CAAC,gBAAgB,CAAC,GAAG,gBAAgB,CAAC;YAC7C,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,sBAAsB,CAAC,IAAkB,EAAE,OAAY;QACjE,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACjE,OAAO,CAAC,sBAAsB,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC;YAE1D,MAAM,2BAA2B,GAAG,OAAO,CAAC,aAAa,CAAC,KAAK,SAAS,CAAC;YAEzE,IAAI,IAAI,CAAC,QAAQ,CAAC,yBAAyB,IAAI,2BAA2B,EAAE;gBACxE,OAAO,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC;aACjC;iBAAM;gBACH,OAAO,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;gBACzD,OAAO,CAAC,aAAa,CAAC,GAAG,2BAA2B,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;gBAEzE,MAAM,eAAe,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;gBACxD,IAAI,eAAe,IAAI,eAAe,CAAC,OAAO,EAAE;oBAC5C,MAAM,WAAW,GAAG,eAAe,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;oBAC7E,OAAO,CAAC,wBAAwB,CAAC,GAAG,WAAW,CAAC;iBACnD;aACJ;SACJ;aAAM;YACH,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC;YACpC,OAAO,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;SAC/B;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,6BAA6B,CAAC,IAAkB,EAAE,OAAY;QACxE,MAAM,OAAO,GAAU,IAAK,CAAC,kBAAkB,CAAC;QAChD,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,iBAAiB,CAAC,GAAG,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC;YACnE,OAAO,CAAC,sBAAsB,CAAC,GAAG,OAAO,CAAC,gBAAgB,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC;YACjF,OAAO,CAAC,qBAAqB,CAAC,GAAG,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC;YAC9E,OAAO,CAAC,cAAc,CAAC,GAAG,OAAO,CAAC,cAAc,GAAG,CAAC,CAAC;YACrD,OAAO,CAAC,uBAAuB,CAAC,GAAG,OAAO,CAAC,cAAc,CAAC;YAE1D,OAAO,CAAC,sBAAsB,CAAC,GAAG,OAAO,CAAC,wBAAwB,CAAC;SACtE;aAAM;YACH,OAAO,CAAC,iBAAiB,CAAC,GAAG,KAAK,CAAC;YACnC,OAAO,CAAC,sBAAsB,CAAC,GAAG,KAAK,CAAC;YACxC,OAAO,CAAC,qBAAqB,CAAC,GAAG,KAAK,CAAC;YACvC,OAAO,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC;YAChC,OAAO,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;SACxC;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,qCAAqC,CAAC,IAAkB,EAAE,OAAY;QAChF,MAAM,OAAO,GAAU,IAAK,CAAC,2BAA2B,CAAC;QACzD,OAAO,CAAC,gCAAgC,CAAC,GAAG,OAAO,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC5F,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,2BAA2B,CACrC,IAAkB,EAClB,OAAY,EACZ,cAAuB,EACvB,QAAiB,EACjB,eAAe,GAAG,KAAK,EACvB,cAAc,GAAG,IAAI,EACrB,uBAAuB,GAAG,IAAI;QAE9B,IAAI,CAAC,OAAO,CAAC,mBAAmB,IAAI,OAAO,CAAC,YAAY,KAAK,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,QAAQ,KAAK,OAAO,CAAC,IAAI,EAAE;YAChH,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,YAAY,CAAC;QACxC,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,QAAQ,CAAC;QAEhC,OAAO,CAAC,QAAQ,CAAC,GAAG,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAEhG,IAAI,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,WAAW,CAAC,EAAE;YAC9E,OAAO,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC;SAC7B;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,CAAC,qBAAqB,EAAE,EAAE,CAAC,EAAE;YACvD,OAAO,CAAC,IAAI,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;SACtG;QAED,IAAI,cAAc,EAAE;YAChB,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;YACnG,OAAO,CAAC,aAAa,CAAC,GAAG,eAAe,CAAC;YACzC,OAAO,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,cAAc,IAAI,eAAe,IAAI,cAAc,CAAC;SACrF;QAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,EAAE;YAC5G,OAAO,CAAC,gBAAgB,CAAC,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SAC9C;QAED,IAAI,eAAe,EAAE;YACjB,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,uBAAuB,EAAE;YACzB,IAAI,CAAC,qCAAqC,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SAC7D;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,0BAA0B,CAAC,KAAY,EAAE,OAAY;QAC/D,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,MAAM,iBAAiB,GAAG,OAAO,CAAC,SAAS,CAAC;YAC5C,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,kBAAkB,KAAK,IAAI,IAAI,KAAK,CAAC,YAAY,CAAC,kBAAkB,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;YAC/H,IAAI,OAAO,CAAC,SAAS,IAAI,iBAAiB,EAAE;gBACxC,OAAO,CAAC,iBAAiB,EAAE,CAAC;aAC/B;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,oBAAoB,CAAC,KAAY,EAAE,OAAY,EAAE,iBAA0B;QACrF,MAAM,cAAc,GAAG,OAAO,CAAC,8BAA8B,CAAC;QAC9D,MAAM,oBAAoB,GAAG,OAAO,CAAC,qCAAqC,CAAC;QAE3E,OAAO,CAAC,8BAA8B,GAAG,KAAK,CAAC,+BAA+B,IAAI,iBAAiB,CAAC;QACpG,OAAO,CAAC,qCAAqC,GAAG,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;QAEzG,IAAI,cAAc,KAAK,OAAO,CAAC,8BAA8B,IAAI,oBAAoB,KAAK,OAAO,CAAC,qCAAqC,EAAE;YACrI,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,wBAAwB,CAAC,KAAY,EAAE,OAAY,EAAE,cAAuB;QACtF,MAAM,eAAe,GAAG,OAAO,CAAC,OAAO,CAAC;QAExC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,YAAY,GAAG;YACjB;gBACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,kBAAkB;gBAC1B,KAAK,EAAE,wBAAwB;aAClC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,kBAAkB;gBAC1B,KAAK,EAAE,wBAAwB;aAClC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,iCAAiC;gBACjD,MAAM,EAAE,sBAAsB;gBAC9B,KAAK,EAAE,4BAA4B;aACtC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,+BAA+B;gBAC/C,MAAM,EAAE,oBAAoB;gBAC5B,KAAK,EAAE,0BAA0B;aACpC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,gCAAgC;gBAChD,MAAM,EAAE,qBAAqB;gBAC7B,KAAK,EAAE,2BAA2B;aACrC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,0BAA0B;gBAC1C,MAAM,EAAE,eAAe;gBACvB,KAAK,EAAE,qBAAqB;aAC/B;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,2BAA2B;gBAC3C,MAAM,EAAE,gBAAgB;gBACxB,KAAK,EAAE,sBAAsB;aAChC;SACJ,CAAC;QAEF,IAAI,KAAK,CAAC,eAAe,IAAI,KAAK,CAAC,eAAe,CAAC,OAAO,IAAI,cAAc,EAAE;YAC1E,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC;YAEzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC1C,MAAM,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACnE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;oBACd,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC;oBACvC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC;iBAC1C;qBAAM;oBACH,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;iBAC3C;aACJ;SACJ;aAAM;YACH,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC1C,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;aAC3C;SACJ;QAED,IAAI,OAAO,CAAC,OAAO,IAAI,eAAe,EAAE;YACpC,OAAO,CAAC,iBAAiB,EAAE,CAAC;YAC5B,OAAO,CAAC,0BAA0B,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACI,MAAM,CAAC,sBAAsB,CAChC,KAAY,EACZ,IAAkB,EAClB,KAAY,EACZ,UAAkB,EAClB,OAAY,EACZ,iBAA0B,EAC1B,KAMC;;QAED,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;QAEzB,IAAI,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,KAAK,SAAS,EAAE;YAC7C,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QAErC,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEzC,KAAK,CAAC,2BAA2B,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;QAEvD,WAAW;QACX,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACnD,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEvD,QAAQ,KAAK,CAAC,WAAW,EAAE;YACvB,KAAK,cAAc,CAAC,YAAY;gBAC5B,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBAClD,MAAM;YACV,KAAK,cAAc,CAAC,gBAAgB;gBAChC,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBACtD,MAAM;YACV,KAAK,cAAc,CAAC,gBAAgB;gBAChC,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBACtD,MAAM;SACb;QAED,WAAW;QACX,IAAI,iBAAiB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;YAC5D,KAAK,CAAC,eAAe,GAAG,IAAI,CAAC;SAChC;QAED,UAAU;QACV,OAAO,CAAC,QAAQ,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvC,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC/C,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACtD,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvD,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACjD,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACtD,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,eAAe,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC9C,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC/C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACjD,OAAO,CAAC,qBAAqB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEpD,IAAI,IAAI,IAAI,IAAI,CAAC,cAAc,IAAI,KAAK,CAAC,cAAc,IAAI,KAAK,CAAC,aAAa,EAAE;YAC5E,MAAM,eAAe,GAAG,MAAA,KAAK,CAAC,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC,mCAAI,KAAK,CAAC,kBAAkB,EAAE,CAAC;YACnG,IAAI,eAAe,EAAE;gBACjB,MAAM,SAAS,GAAG,eAAe,CAAC,YAAY,EAAE,CAAC;gBACjD,IAAI,SAAS,EAAE;oBACX,IAAI,SAAS,CAAC,UAAU,IAAI,SAAS,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,EAAE;wBACzD,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC;wBAC3B,eAAe,CAAC,cAAc,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;qBACvD;iBACJ;aACJ;SACJ;QAED,IAAI,KAAK,CAAC,YAAY,IAAI,cAAc,CAAC,gBAAgB,EAAE;YACvD,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC;YAC1B,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;YAChD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC,YAAY,IAAI,cAAc,CAAC,oBAAoB,CAAC;SAC1G;aAAM;YACH,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;YACjD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;SACtD;IACL,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,uBAAuB,CAAC,KAAY,EAAE,IAAkB,EAAE,OAAY,EAAE,iBAA0B,EAAE,qBAAqB,GAAG,CAAC,EAAE,eAAe,GAAG,KAAK;QAChK,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,OAAO,CAAC,YAAY,CAAC;SAC/B;QAED,IAAI,UAAU,GAAG,CAAC,CAAC;QACnB,MAAM,KAAK,GAAG;YACV,WAAW,EAAE,OAAO,CAAC,YAAY;YACjC,WAAW,EAAE,KAAK;YAClB,YAAY,EAAE,KAAK;YACnB,aAAa,EAAE,KAAK;YACpB,eAAe,EAAE,KAAK;SACzB,CAAC;QAEF,IAAI,KAAK,CAAC,aAAa,IAAI,CAAC,eAAe,EAAE;YACzC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnC,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;gBAE/F,UAAU,EAAE,CAAC;gBACb,IAAI,UAAU,KAAK,qBAAqB,EAAE;oBACtC,MAAM;iBACT;aACJ;SACJ;QAED,OAAO,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC,eAAe,CAAC;QAChD,OAAO,CAAC,SAAS,CAAC,GAAG,KAAK,CAAC,aAAa,CAAC;QAEzC,oCAAoC;QACpC,KAAK,IAAI,KAAK,GAAG,UAAU,EAAE,KAAK,GAAG,qBAAqB,EAAE,KAAK,EAAE,EAAE;YACjE,IAAI,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,KAAK,SAAS,EAAE;gBACxC,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACpC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAClC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC1C,OAAO,CAAC,uBAAuB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjD,OAAO,CAAC,wBAAwB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAClD,OAAO,CAAC,kBAAkB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC5C,OAAO,CAAC,uBAAuB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjD,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACzC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC1C,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,kBAAkB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC5C,OAAO,CAAC,qBAAqB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;aAClD;SACJ;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAEzC,IAAI,OAAO,CAAC,aAAa,CAAC,KAAK,SAAS,EAAE;YACtC,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,CAAC,aAAa,CAAC;YAClB,KAAK,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC;QACpK,OAAO,CAAC,kBAAkB,CAAC,GAAG,KAAK,CAAC,YAAY,CAAC;QAEjD,IAAI,KAAK,CAAC,WAAW,EAAE;YACnB,OAAO,CAAC,OAAO,EAAE,CAAC;SACrB;QAED,OAAO,KAAK,CAAC,WAAW,CAAC;IAC7B,CAAC;IAED;;;;;;;;OAQG;IACI,MAAM,CAAC,kCAAkC,CAC5C,UAAkB,EAClB,YAAsB,EACtB,YAAsB,EACtB,qBAA2B,EAC3B,qBAAyC,IAAI,EAC7C,qBAAqB,GAAG,KAAK;QAE7B,IAAI,kBAAkB,EAAE;YACpB,kBAAkB,CAAC,IAAI,CAAC,OAAO,GAAG,UAAU,CAAC,CAAC;SACjD;QAED,IAAI,qBAAqB,EAAE;YACvB,OAAO;SACV;QAED,YAAY,CAAC,IAAI,CACb,YAAY,GAAG,UAAU,EACzB,eAAe,GAAG,UAAU,EAC5B,gBAAgB,GAAG,UAAU,EAC7B,iBAAiB,GAAG,UAAU,EAC9B,eAAe,GAAG,UAAU,EAC5B,cAAc,GAAG,UAAU,EAC3B,aAAa,GAAG,UAAU,EAC1B,aAAa,GAAG,UAAU,EAC1B,aAAa,GAAG,UAAU,CAC7B,CAAC;QAEF,YAAY,CAAC,IAAI,CAAC,eAAe,GAAG,UAAU,CAAC,CAAC;QAChD,YAAY,CAAC,IAAI,CAAC,cAAc,GAAG,UAAU,CAAC,CAAC;QAE/C,YAAY,CAAC,IAAI,CACb,cAAc,GAAG,UAAU,EAC3B,oBAAoB,GAAG,UAAU,EACjC,uBAAuB,GAAG,UAAU,EACpC,iBAAiB,GAAG,UAAU,EAC9B,kBAAkB,GAAG,UAAU,EAC/B,gBAAgB,GAAG,UAAU,CAChC,CAAC;QAEF,IAAI,qBAAqB,EAAE;YACvB,YAAY,CAAC,IAAI,CAAC,wBAAwB,GAAG,UAAU,CAAC,CAAC;YACzD,YAAY,CAAC,IAAI,CAAC,yBAAyB,GAAG,UAAU,CAAC,CAAC;SAC7D;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,8BAA8B,CACxC,qBAAwD,EACxD,YAAuB,EACvB,OAAa,EACb,qBAAqB,GAAG,CAAC;QAEzB,IAAI,YAAsB,CAAC;QAC3B,IAAI,kBAAkB,GAAuB,IAAI,CAAC;QAElD,IAA6B,qBAAsB,CAAC,aAAa,EAAE;YAC/D,MAAM,OAAO,GAA2B,qBAAqB,CAAC;YAC9D,YAAY,GAAG,OAAO,CAAC,aAAa,CAAC;YACrC,kBAAkB,GAAG,OAAO,CAAC,mBAAmB,CAAC;YACjD,YAAY,GAAG,OAAO,CAAC,QAAQ,CAAC;YAChC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;YAC1B,qBAAqB,GAAG,OAAO,CAAC,qBAAqB,IAAI,CAAC,CAAC;SAC9D;aAAM;YACH,YAAY,GAAa,qBAAqB,CAAC;YAC/C,IAAI,CAAC,YAAY,EAAE;gBACf,YAAY,GAAG,EAAE,CAAC;aACrB;SACJ;QAED,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,qBAAqB,EAAE,UAAU,EAAE,EAAE;YACvE,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE;gBAChC,MAAM;aACT;YACD,IAAI,CAAC,kCAAkC,CAAC,UAAU,EAAE,YAAY,EAAE,YAAY,EAAE,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,EAAE,kBAAkB,CAAC,CAAC;SACtJ;QAED,IAAI,OAAO,CAAC,uBAAuB,CAAC,EAAE;YAClC,YAAY,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;SAC9C;QAED,IAAI,OAAO,CAAC,gCAAgC,CAAC,EAAE;YAC3C,YAAY,CAAC,IAAI,CAAC,8BAA8B,CAAC,CAAC;YAClD,YAAY,CAAC,IAAI,CAAC,yCAAyC,CAAC,CAAC;YAC7D,YAAY,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAC9C,YAAY,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAY,EAAE,SAA0B,EAAE,qBAAqB,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC;QACjH,IAAI,iBAAiB,GAAG,CAAC,CAAC;QAC1B,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,qBAAqB,EAAE,UAAU,EAAE,EAAE;YACvE,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE;gBAChC,MAAM;aACT;YAED,IAAI,UAAU,GAAG,CAAC,EAAE;gBAChB,iBAAiB,GAAG,IAAI,GAAG,UAAU,CAAC;gBACtC,SAAS,CAAC,WAAW,CAAC,iBAAiB,EAAE,OAAO,GAAG,UAAU,CAAC,CAAC;aAClE;YAED,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,EAAE;gBACrB,IAAI,OAAO,CAAC,QAAQ,GAAG,UAAU,CAAC,EAAE;oBAChC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,CAAC,CAAC;iBACtD;gBAED,IAAI,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,EAAE;oBACnC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,GAAG,UAAU,CAAC,CAAC;iBACzD;gBAED,IAAI,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,EAAE;oBACpC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,YAAY,GAAG,UAAU,CAAC,CAAC;iBAC1D;gBAED,IAAI,OAAO,CAAC,eAAe,GAAG,UAAU,CAAC,EAAE;oBACvC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,eAAe,GAAG,UAAU,CAAC,CAAC;iBAC7D;gBAED,IAAI,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,EAAE;oBACnC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,GAAG,UAAU,CAAC,CAAC;iBACzD;gBAED,IAAI,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,EAAE;oBACxC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,gBAAgB,GAAG,UAAU,CAAC,CAAC;iBAC9D;aACJ;SACJ;QACD,OAAO,iBAAiB,EAAE,CAAC;IAC/B,CAAC;IAID;;;;;OAKG;IACI,MAAM,CAAC,2CAA2C,CAAC,OAAiB,EAAE,IAAkB,EAAE,WAAmB;QAChH,IAAI,CAAC,oBAAoB,CAAC,qBAAqB,GAAG,WAAW,CAAC;QAC9D,IAAI,CAAC,gCAAgC,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IACpF,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,gCAAgC,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY;QAC9F,MAAM,WAAW,GAAG,OAAO,CAAC,uBAAuB,CAAC,CAAC;QAErD,IAAI,WAAW,GAAG,CAAC,IAAI,WAAW,CAAC,iBAAiB,EAAE;YAClD,MAAM,kBAAkB,GAAG,WAAW,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,gBAAgB,CAAC;YACpF,MAAM,OAAO,GAAU,IAAK,CAAC,kBAAkB,CAAC;YAChD,IAAI,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,wBAAwB,EAAE;gBACnC,OAAO;aACV;YACD,MAAM,MAAM,GAAG,OAAO,IAAI,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC;YACvE,MAAM,OAAO,GAAG,OAAO,IAAI,OAAO,CAAC,gBAAgB,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC;YAC1E,MAAM,EAAE,GAAG,OAAO,IAAI,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC;YAC5D,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,EAAE,KAAK,EAAE,EAAE;gBAC9C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,CAAC;gBAEhD,IAAI,MAAM,EAAE;oBACR,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC;iBACjD;gBAED,IAAI,OAAO,EAAE;oBACT,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,KAAK,CAAC,CAAC;iBAClD;gBAED,IAAI,EAAE,EAAE;oBACJ,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;iBACnD;gBAED,IAAI,OAAO,CAAC,MAAM,GAAG,kBAAkB,EAAE;oBACrC,MAAM,CAAC,KAAK,CAAC,6CAA6C,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC;iBAC3E;aACJ;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,wCAAwC,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY;QACtG,MAAM,OAAO,GAAG,OAAO,CAAC,gCAAgC,CAAC,IAAI,OAAO,CAAC,WAAW,CAAC,CAAC;QAElF,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;SACzD;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY,EAAE,SAA0B;QACnH,IAAI,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,EAAE;YACrC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAE1C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,EAAE;gBACrC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;aACvD;SACJ;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,6BAA6B,CAAC,OAAiB,EAAE,OAAwB;QACnF,IAAI,OAAO,CAAC,WAAW,CAAC,IAAI,OAAO,CAAC,gBAAgB,CAAC,EAAE;YACnD,IAAI,CAAC,0BAA0B,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC;SAC3E;QAED,IAAI,OAAO,CAAC,cAAc,EAAE;YACxB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;SAChD;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,0BAA0B,CAAC,OAAiB,EAAE,wBAAiC,KAAK;QAC9F,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,IAAI,qBAAqB,EAAE;YACvB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAClC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,mBAAmB,CAAC,KAAY,EAAE,MAAc,EAAE,UAAkB;QAC9E,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,UAAU,GAAG,EAAE,CAAC,CAAC;IACpD,CAAC;IAED;;;;;;;;OAQG;IACI,MAAM,CAAC,SAAS,CAAC,KAAY,EAAE,UAAkB,EAAE,KAAY,EAAE,MAAc,EAAE,WAAoB,EAAE,cAAc,GAAG,IAAI;QAC/H,KAAK,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,WAAW,EAAE,cAAc,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,UAAU,CAAC,KAAY,EAAE,IAAkB,EAAE,MAAc,EAAE,OAAY,EAAE,qBAAqB,GAAG,CAAC;QAC9G,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,qBAAqB,CAAC,CAAC;QAEtE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;YAC1B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;YACnC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SAClI;IACL,CAAC;IAGD;;;;;;OAMG;IACI,MAAM,CAAC,iBAAiB,CAAC,KAAY,EAAE,IAAkB,EAAE,MAAc,EAAE,WAAW,GAAG,KAAK;QACjG,IAAI,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,EAAE;YAC3E,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC;YAC7F,+EAA+E;YAC/E,IAAI,WAAW,EAAE;gBACb,KAAK,CAAC,QAAQ,CAAC,kBAAkB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBACtD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;aACrD;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC;aACjD;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,mBAAmB,CAAC,IAAmB,EAAE,MAAe,EAAE,oBAA2C;QAC/G,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,EAAE;YAClB,OAAO;SACV;QACD,IAAI,IAAI,CAAC,wBAAwB,IAAI,MAAM,CAAC,4BAA4B,EAAE;YACtE,IAAI,CAAC,wBAAwB,GAAG,KAAK,CAAC;SACzC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACjE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAE/B,IAAI,QAAQ,CAAC,yBAAyB,IAAI,MAAM,CAAC,eAAe,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,EAAE;gBACvF,MAAM,WAAW,GAAG,QAAQ,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBAC7D,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;gBAC9C,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;aAC1E;iBAAM;gBACH,MAAM,QAAQ,GAAG,QAAQ,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBAErD,IAAI,QAAQ,EAAE;oBACV,MAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;oBACvC,IAAI,oBAAoB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,6BAA6B,CAAC,EAAE;wBAC/I,IAAI,CAAC,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;4BACpD,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;yBACxE;wBACD,MAAM,CAAC,WAAW,CAAC,gBAAgB,EAAE,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;wBACxF,cAAc,CAAC,gCAAgC,CAAC,QAAQ,EAAE,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;qBAChH;iBACJ;aACJ;SACJ;IACL,CAAC;IAED,oGAAoG;IAC5F,MAAM,CAAC,gCAAgC,CAAC,MAAoB,EAAE,MAAoB;QACtF,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;QAEnB,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,yBAAyB,CAAC,YAA0B,EAAE,MAAc;QAC9E,MAAM,OAAO,GAAU,YAAa,CAAC,kBAAkB,CAAC;QACxD,IAAI,CAAC,YAAY,IAAI,CAAC,OAAO,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,CAAC,aAAa,CAAC,uBAAuB,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;IACtE,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,YAAY,CAAC,OAAY,EAAE,MAAc,EAAE,KAAY;QACjE,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,IAAI,OAAO,CAAC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,EAAE;YAC1G,MAAM,MAAM,GAAW,KAAK,CAAC,YAAY,CAAC;YAC1C,IAAI,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,EAAE;gBAC5C,MAAM,CAAC,KAAK,CAAC,gEAAgE,EAAE,EAAE,CAAC,CAAC;aACtF;YACD,MAAM,CAAC,QAAQ,CAAC,0BAA0B,EAAE,GAAG,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;SAC/F;IACL,CAAC;;AA9PD,gEAAgE;AACjD,mCAAoB,GAAG,EAAE,qBAAqB,EAAE,CAAC,EAAE,CAAC;AA+JpD,4BAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC","sourcesContent":["import { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { LightConstants } from \"../Lights/lightConstants\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { prepareDefinesForClipPlanes } from \"./clipPlaneMaterialHelper\";\r\nimport type { Material } from \"./material\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.optimizeUVAllocation && texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the defines relative to the active camera\r\n * @param scene defines the current scene\r\n * @param defines specifies the list of active defines\r\n * @returns true if the defines have been updated, else false\r\n */\r\n public static PrepareDefinesForCamera(scene: Scene, defines: any): boolean {\r\n let changed = false;\r\n\r\n if (scene.activeCamera) {\r\n const wasOrtho = defines[\"CAMERA_ORTHOGRAPHIC\"] ? 1 : 0;\r\n const wasPersp = defines[\"CAMERA_PERSPECTIVE\"] ? 1 : 0;\r\n const isOrtho = scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 1 : 0;\r\n const isPersp = scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA ? 1 : 0;\r\n\r\n if (wasOrtho ^ isOrtho || wasPersp ^ isPersp) {\r\n defines[\"CAMERA_ORTHOGRAPHIC\"] = isOrtho === 1;\r\n defines[\"CAMERA_PERSPECTIVE\"] = isPersp === 1;\r\n changed = true;\r\n }\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param material defines the material we are compiling the shader for\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n material: Material,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = MaterialHelper.PrepareDefinesForCamera(scene, defines);\r\n\r\n if (useClipPlane !== false) {\r\n changed = prepareDefinesForClipPlanes(material, scene, defines);\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = manager.numInfluencers > 0;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind) && (mesh.hasInstances || mesh.hasThinInstances)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case LightConstants.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator(scene.activeCamera) ?? light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != LightConstants.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == LightConstants.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: defines._needNormals, // prevents overriding previous reflection or other needs for normals\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n\r\n if (defines.INSTANCESCOLOR) {\r\n attribs.push(VertexBuffer.ColorInstanceKind);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"] || (defines.indexOf && defines.indexOf(\"LOGARITHMICDEPTH\") >= 0)) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"materialHelper.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialHelper.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAExC,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAGrD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAEjD,OAAO,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAC1D,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAOjD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAE7C,OAAO,EAAE,2BAA2B,EAAE,MAAM,2BAA2B,CAAC;AAGxE;;;;;;GAMG;AACH,MAAM,OAAO,cAAc;IACvB;;;;OAIG;IACI,MAAM,CAAC,sBAAsB,CAAC,MAAc,EAAE,QAAuB;QACxE,QAAQ,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAC3C,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAoB,EAAE,OAAY,EAAE,GAAW;QACnF,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;QACxB,OAAO,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC;QACpB,IAAI,OAAO,CAAC,oBAAoB,IAAI,OAAO,CAAC,gBAAgB,EAAE,CAAC,eAAe,EAAE,EAAE;YAC9E,OAAO,CAAC,GAAG,GAAG,UAAU,CAAC,GAAG,OAAO,CAAC,gBAAgB,GAAG,CAAC,CAAC;YACzD,OAAO,CAAC,QAAQ,GAAG,CAAC,OAAO,CAAC,gBAAgB,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;SAC7D;aAAM;YACH,OAAO,CAAC,GAAG,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC;SACjC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAAoB,EAAE,aAA4B,EAAE,GAAW;QAC3F,MAAM,MAAM,GAAG,OAAO,CAAC,gBAAgB,EAAE,CAAC;QAE1C,aAAa,CAAC,YAAY,CAAC,GAAG,GAAG,QAAQ,EAAE,MAAM,CAAC,CAAC;IACvD,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,WAAW,CAAC,IAAkB,EAAE,KAAY;QACtD,OAAO,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,CAAC;IACrF,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,qBAAqB,CAC/B,IAAkB,EAClB,KAAY,EACZ,mBAA4B,EAC5B,WAAoB,EACpB,UAAmB,EACnB,SAAkB,EAClB,OAAY;QAEZ,IAAI,OAAO,CAAC,aAAa,EAAE;YACvB,OAAO,CAAC,kBAAkB,CAAC,GAAG,mBAAmB,CAAC;YAClD,OAAO,CAAC,WAAW,CAAC,GAAG,WAAW,CAAC;YACnC,OAAO,CAAC,KAAK,CAAC,GAAG,UAAU,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;YAC7D,OAAO,CAAC,mBAAmB,CAAC,GAAG,IAAI,CAAC,iBAAiB,CAAC;YACtD,OAAO,CAAC,WAAW,CAAC,GAAG,SAAS,CAAC;SACpC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,uBAAuB,CAAC,KAAY,EAAE,OAAY;QAC5D,IAAI,OAAO,GAAG,KAAK,CAAC;QAEpB,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,MAAM,QAAQ,GAAG,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACxD,MAAM,QAAQ,GAAG,OAAO,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvD,MAAM,OAAO,GAAG,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC/E,MAAM,OAAO,GAAG,KAAK,CAAC,YAAY,CAAC,IAAI,KAAK,MAAM,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAE9E,IAAI,QAAQ,GAAG,OAAO,IAAI,QAAQ,GAAG,OAAO,EAAE;gBAC1C,OAAO,CAAC,qBAAqB,CAAC,GAAG,OAAO,KAAK,CAAC,CAAC;gBAC/C,OAAO,CAAC,oBAAoB,CAAC,GAAG,OAAO,KAAK,CAAC,CAAC;gBAC9C,OAAO,GAAG,IAAI,CAAC;aAClB;SACJ;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,iCAAiC,CAC3C,KAAY,EACZ,MAAc,EACd,QAAkB,EAClB,OAAY,EACZ,YAAqB,EACrB,eAAkC,IAAI,EACtC,mBAA4B,KAAK;QAEjC,IAAI,OAAO,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAErE,IAAI,YAAY,KAAK,KAAK,EAAE;YACxB,OAAO,GAAG,2BAA2B,CAAC,QAAQ,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;SACnE;QAED,IAAI,OAAO,CAAC,cAAc,CAAC,KAAK,CAAC,MAAM,CAAC,aAAa,EAAE,EAAE;YACrD,OAAO,CAAC,cAAc,CAAC,GAAG,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC;YACnD,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,CAAC,WAAW,CAAC,KAAK,YAAY,EAAE;YACvC,OAAO,CAAC,WAAW,CAAC,GAAG,YAAY,CAAC;YACpC,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,CAAC,gBAAgB,CAAC,KAAK,gBAAgB,EAAE;YAChD,OAAO,CAAC,gBAAgB,CAAC,GAAG,gBAAgB,CAAC;YAC7C,OAAO,GAAG,IAAI,CAAC;SAClB;QAED,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,sBAAsB,CAAC,IAAkB,EAAE,OAAY;QACjE,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACjE,OAAO,CAAC,sBAAsB,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC;YAE1D,MAAM,2BAA2B,GAAG,OAAO,CAAC,aAAa,CAAC,KAAK,SAAS,CAAC;YAEzE,IAAI,IAAI,CAAC,QAAQ,CAAC,yBAAyB,IAAI,2BAA2B,EAAE;gBACxE,OAAO,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC;aACjC;iBAAM;gBACH,OAAO,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;gBACzD,OAAO,CAAC,aAAa,CAAC,GAAG,2BAA2B,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;gBAEzE,MAAM,eAAe,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,CAAC;gBACxD,IAAI,eAAe,IAAI,eAAe,CAAC,OAAO,EAAE;oBAC5C,MAAM,WAAW,GAAG,eAAe,CAAC,mBAAmB,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;oBAC7E,OAAO,CAAC,wBAAwB,CAAC,GAAG,WAAW,CAAC;iBACnD;aACJ;SACJ;aAAM;YACH,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,CAAC;YACpC,OAAO,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;YAC5B,IAAI,OAAO,CAAC,aAAa,CAAC,KAAK,SAAS,EAAE;gBACtC,OAAO,CAAC,aAAa,CAAC,GAAG,KAAK,CAAC;aAClC;SACJ;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,6BAA6B,CAAC,IAAkB,EAAE,OAAY;QACxE,MAAM,OAAO,GAAU,IAAK,CAAC,kBAAkB,CAAC;QAChD,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,iBAAiB,CAAC,GAAG,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC;YACnE,OAAO,CAAC,sBAAsB,CAAC,GAAG,OAAO,CAAC,gBAAgB,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC;YACjF,OAAO,CAAC,qBAAqB,CAAC,GAAG,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC;YAC9E,OAAO,CAAC,cAAc,CAAC,GAAG,OAAO,CAAC,cAAc,GAAG,CAAC,CAAC;YACrD,OAAO,CAAC,uBAAuB,CAAC,GAAG,OAAO,CAAC,cAAc,CAAC;YAE1D,OAAO,CAAC,sBAAsB,CAAC,GAAG,OAAO,CAAC,wBAAwB,CAAC;SACtE;aAAM;YACH,OAAO,CAAC,iBAAiB,CAAC,GAAG,KAAK,CAAC;YACnC,OAAO,CAAC,sBAAsB,CAAC,GAAG,KAAK,CAAC;YACxC,OAAO,CAAC,qBAAqB,CAAC,GAAG,KAAK,CAAC;YACvC,OAAO,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC;YAChC,OAAO,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;SACxC;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,qCAAqC,CAAC,IAAkB,EAAE,OAAY;QAChF,MAAM,OAAO,GAAU,IAAK,CAAC,2BAA2B,CAAC;QACzD,OAAO,CAAC,gCAAgC,CAAC,GAAG,OAAO,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC5F,CAAC;IAED;;;;;;;;;;OAUG;IACI,MAAM,CAAC,2BAA2B,CACrC,IAAkB,EAClB,OAAY,EACZ,cAAuB,EACvB,QAAiB,EACjB,eAAe,GAAG,KAAK,EACvB,cAAc,GAAG,IAAI,EACrB,uBAAuB,GAAG,IAAI;QAE9B,IAAI,CAAC,OAAO,CAAC,mBAAmB,IAAI,OAAO,CAAC,YAAY,KAAK,OAAO,CAAC,QAAQ,IAAI,OAAO,CAAC,QAAQ,KAAK,OAAO,CAAC,IAAI,EAAE;YAChH,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,CAAC,QAAQ,GAAG,OAAO,CAAC,YAAY,CAAC;QACxC,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,QAAQ,CAAC;QAEhC,OAAO,CAAC,QAAQ,CAAC,GAAG,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;QAEhG,IAAI,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,WAAW,CAAC,EAAE;YAC9E,OAAO,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC;SAC7B;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,SAAS,CAAC,qBAAqB,EAAE,EAAE,CAAC,EAAE;YACvD,OAAO,CAAC,IAAI,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;SACtG;QAED,IAAI,cAAc,EAAE;YAChB,MAAM,eAAe,GAAG,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;YACnG,OAAO,CAAC,aAAa,CAAC,GAAG,eAAe,CAAC;YACzC,OAAO,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,cAAc,IAAI,eAAe,IAAI,cAAc,CAAC;SACrF;QAED,IAAI,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,gBAAgB,CAAC,EAAE;YAC5G,OAAO,CAAC,gBAAgB,CAAC,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,QAAQ,EAAE;YACV,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SAC9C;QAED,IAAI,eAAe,EAAE;YACjB,IAAI,CAAC,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,uBAAuB,EAAE;YACzB,IAAI,CAAC,qCAAqC,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;SAC7D;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,0BAA0B,CAAC,KAAY,EAAE,OAAY;QAC/D,IAAI,KAAK,CAAC,YAAY,EAAE;YACpB,MAAM,iBAAiB,GAAG,OAAO,CAAC,SAAS,CAAC;YAC5C,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,YAAY,CAAC,kBAAkB,KAAK,IAAI,IAAI,KAAK,CAAC,YAAY,CAAC,kBAAkB,CAAC,YAAY,EAAE,GAAG,CAAC,CAAC;YAC/H,IAAI,OAAO,CAAC,SAAS,IAAI,iBAAiB,EAAE;gBACxC,OAAO,CAAC,iBAAiB,EAAE,CAAC;aAC/B;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,oBAAoB,CAAC,KAAY,EAAE,OAAY,EAAE,iBAA0B;QACrF,MAAM,cAAc,GAAG,OAAO,CAAC,8BAA8B,CAAC;QAC9D,MAAM,oBAAoB,GAAG,OAAO,CAAC,qCAAqC,CAAC;QAE3E,OAAO,CAAC,8BAA8B,GAAG,KAAK,CAAC,+BAA+B,IAAI,iBAAiB,CAAC;QACpG,OAAO,CAAC,qCAAqC,GAAG,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC;QAEzG,IAAI,cAAc,KAAK,OAAO,CAAC,8BAA8B,IAAI,oBAAoB,KAAK,OAAO,CAAC,qCAAqC,EAAE;YACrI,OAAO,CAAC,iBAAiB,EAAE,CAAC;SAC/B;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,wBAAwB,CAAC,KAAY,EAAE,OAAY,EAAE,cAAuB;QACtF,MAAM,eAAe,GAAG,OAAO,CAAC,OAAO,CAAC;QAExC,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,YAAY,GAAG;YACjB;gBACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,kBAAkB;gBAC1B,KAAK,EAAE,wBAAwB;aAClC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,6BAA6B;gBAC7C,MAAM,EAAE,kBAAkB;gBAC1B,KAAK,EAAE,wBAAwB;aAClC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,iCAAiC;gBACjD,MAAM,EAAE,sBAAsB;gBAC9B,KAAK,EAAE,4BAA4B;aACtC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,+BAA+B;gBAC/C,MAAM,EAAE,oBAAoB;gBAC5B,KAAK,EAAE,0BAA0B;aACpC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,gCAAgC;gBAChD,MAAM,EAAE,qBAAqB;gBAC7B,KAAK,EAAE,2BAA2B;aACrC;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,0BAA0B;gBAC1C,MAAM,EAAE,eAAe;gBACvB,KAAK,EAAE,qBAAqB;aAC/B;YACD;gBACI,IAAI,EAAE,SAAS,CAAC,2BAA2B;gBAC3C,MAAM,EAAE,gBAAgB;gBACxB,KAAK,EAAE,sBAAsB;aAChC;SACJ,CAAC;QAEF,IAAI,KAAK,CAAC,eAAe,IAAI,KAAK,CAAC,eAAe,CAAC,OAAO,IAAI,cAAc,EAAE;YAC1E,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC;YAEzD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC1C,MAAM,KAAK,GAAG,KAAK,CAAC,eAAe,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACnE,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;oBACd,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC;oBACvC,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,KAAK,CAAC;iBAC1C;qBAAM;oBACH,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;iBAC3C;aACJ;SACJ;aAAM;YACH,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;YACxB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBAC1C,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;aAC3C;SACJ;QAED,IAAI,OAAO,CAAC,OAAO,IAAI,eAAe,EAAE;YACpC,OAAO,CAAC,iBAAiB,EAAE,CAAC;YAC5B,OAAO,CAAC,0BAA0B,EAAE,CAAC;SACxC;IACL,CAAC;IAED;;;;;;;;;;;;;;OAcG;IACI,MAAM,CAAC,sBAAsB,CAChC,KAAY,EACZ,IAAkB,EAClB,KAAY,EACZ,UAAkB,EAClB,OAAY,EACZ,iBAA0B,EAC1B,KAMC;;QAED,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;QAEzB,IAAI,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,KAAK,SAAS,EAAE;YAC7C,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QAErC,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEzC,KAAK,CAAC,2BAA2B,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;QAEvD,WAAW;QACX,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACnD,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEvD,QAAQ,KAAK,CAAC,WAAW,EAAE;YACvB,KAAK,cAAc,CAAC,YAAY;gBAC5B,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBAClD,MAAM;YACV,KAAK,cAAc,CAAC,gBAAgB;gBAChC,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBACtD,MAAM;YACV,KAAK,cAAc,CAAC,gBAAgB;gBAChC,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;gBACtD,MAAM;SACb;QAED,WAAW;QACX,IAAI,iBAAiB,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE;YAC5D,KAAK,CAAC,eAAe,GAAG,IAAI,CAAC;SAChC;QAED,UAAU;QACV,OAAO,CAAC,QAAQ,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvC,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC/C,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACtD,OAAO,CAAC,wBAAwB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACvD,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACjD,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACtD,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,eAAe,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC9C,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC1C,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC/C,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAC3C,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QACjD,OAAO,CAAC,qBAAqB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;QAEpD,IAAI,IAAI,IAAI,IAAI,CAAC,cAAc,IAAI,KAAK,CAAC,cAAc,IAAI,KAAK,CAAC,aAAa,EAAE;YAC5E,MAAM,eAAe,GAAG,MAAA,KAAK,CAAC,kBAAkB,CAAC,KAAK,CAAC,YAAY,CAAC,mCAAI,KAAK,CAAC,kBAAkB,EAAE,CAAC;YACnG,IAAI,eAAe,EAAE;gBACjB,MAAM,SAAS,GAAG,eAAe,CAAC,YAAY,EAAE,CAAC;gBACjD,IAAI,SAAS,EAAE;oBACX,IAAI,SAAS,CAAC,UAAU,IAAI,SAAS,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,EAAE;wBACzD,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC;wBAC3B,eAAe,CAAC,cAAc,CAAC,OAAO,EAAE,UAAU,CAAC,CAAC;qBACvD;iBACJ;aACJ;SACJ;QAED,IAAI,KAAK,CAAC,YAAY,IAAI,cAAc,CAAC,gBAAgB,EAAE;YACvD,KAAK,CAAC,YAAY,GAAG,IAAI,CAAC;YAC1B,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;YAChD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC,YAAY,IAAI,cAAc,CAAC,oBAAoB,CAAC;SAC1G;aAAM;YACH,OAAO,CAAC,kBAAkB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;YACjD,OAAO,CAAC,oBAAoB,GAAG,UAAU,CAAC,GAAG,KAAK,CAAC;SACtD;IACL,CAAC;IAED;;;;;;;;;OASG;IACI,MAAM,CAAC,uBAAuB,CAAC,KAAY,EAAE,IAAkB,EAAE,OAAY,EAAE,iBAA0B,EAAE,qBAAqB,GAAG,CAAC,EAAE,eAAe,GAAG,KAAK;QAChK,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,OAAO,CAAC,YAAY,CAAC;SAC/B;QAED,IAAI,UAAU,GAAG,CAAC,CAAC;QACnB,MAAM,KAAK,GAAG;YACV,WAAW,EAAE,OAAO,CAAC,YAAY;YACjC,WAAW,EAAE,KAAK;YAClB,YAAY,EAAE,KAAK;YACnB,aAAa,EAAE,KAAK;YACpB,eAAe,EAAE,KAAK;SACzB,CAAC;QAEF,IAAI,KAAK,CAAC,aAAa,IAAI,CAAC,eAAe,EAAE;YACzC,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnC,IAAI,CAAC,sBAAsB,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,UAAU,EAAE,OAAO,EAAE,iBAAiB,EAAE,KAAK,CAAC,CAAC;gBAE/F,UAAU,EAAE,CAAC;gBACb,IAAI,UAAU,KAAK,qBAAqB,EAAE;oBACtC,MAAM;iBACT;aACJ;SACJ;QAED,OAAO,CAAC,cAAc,CAAC,GAAG,KAAK,CAAC,eAAe,CAAC;QAChD,OAAO,CAAC,SAAS,CAAC,GAAG,KAAK,CAAC,aAAa,CAAC;QAEzC,oCAAoC;QACpC,KAAK,IAAI,KAAK,GAAG,UAAU,EAAE,KAAK,GAAG,qBAAqB,EAAE,KAAK,EAAE,EAAE;YACjE,IAAI,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,KAAK,SAAS,EAAE;gBACxC,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACpC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAClC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC1C,OAAO,CAAC,uBAAuB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjD,OAAO,CAAC,wBAAwB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAClD,OAAO,CAAC,kBAAkB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC5C,OAAO,CAAC,uBAAuB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACjD,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,eAAe,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACzC,OAAO,CAAC,WAAW,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACrC,OAAO,CAAC,gBAAgB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC1C,OAAO,CAAC,YAAY,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBACtC,OAAO,CAAC,kBAAkB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;gBAC5C,OAAO,CAAC,qBAAqB,GAAG,KAAK,CAAC,GAAG,KAAK,CAAC;aAClD;SACJ;QAED,MAAM,IAAI,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAEzC,IAAI,OAAO,CAAC,aAAa,CAAC,KAAK,SAAS,EAAE;YACtC,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC;SAC5B;QAED,OAAO,CAAC,aAAa,CAAC;YAClB,KAAK,CAAC,aAAa,IAAI,CAAC,CAAC,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,+BAA+B,CAAC,CAAC,CAAC;QACpK,OAAO,CAAC,kBAAkB,CAAC,GAAG,KAAK,CAAC,YAAY,CAAC;QAEjD,IAAI,KAAK,CAAC,WAAW,EAAE;YACnB,OAAO,CAAC,OAAO,EAAE,CAAC;SACrB;QAED,OAAO,KAAK,CAAC,WAAW,CAAC;IAC7B,CAAC;IAED;;;;;;;;OAQG;IACI,MAAM,CAAC,kCAAkC,CAC5C,UAAkB,EAClB,YAAsB,EACtB,YAAsB,EACtB,qBAA2B,EAC3B,qBAAyC,IAAI,EAC7C,qBAAqB,GAAG,KAAK;QAE7B,IAAI,kBAAkB,EAAE;YACpB,kBAAkB,CAAC,IAAI,CAAC,OAAO,GAAG,UAAU,CAAC,CAAC;SACjD;QAED,IAAI,qBAAqB,EAAE;YACvB,OAAO;SACV;QAED,YAAY,CAAC,IAAI,CACb,YAAY,GAAG,UAAU,EACzB,eAAe,GAAG,UAAU,EAC5B,gBAAgB,GAAG,UAAU,EAC7B,iBAAiB,GAAG,UAAU,EAC9B,eAAe,GAAG,UAAU,EAC5B,cAAc,GAAG,UAAU,EAC3B,aAAa,GAAG,UAAU,EAC1B,aAAa,GAAG,UAAU,EAC1B,aAAa,GAAG,UAAU,CAC7B,CAAC;QAEF,YAAY,CAAC,IAAI,CAAC,eAAe,GAAG,UAAU,CAAC,CAAC;QAChD,YAAY,CAAC,IAAI,CAAC,cAAc,GAAG,UAAU,CAAC,CAAC;QAE/C,YAAY,CAAC,IAAI,CACb,cAAc,GAAG,UAAU,EAC3B,oBAAoB,GAAG,UAAU,EACjC,uBAAuB,GAAG,UAAU,EACpC,iBAAiB,GAAG,UAAU,EAC9B,kBAAkB,GAAG,UAAU,EAC/B,gBAAgB,GAAG,UAAU,CAChC,CAAC;QAEF,IAAI,qBAAqB,EAAE;YACvB,YAAY,CAAC,IAAI,CAAC,wBAAwB,GAAG,UAAU,CAAC,CAAC;YACzD,YAAY,CAAC,IAAI,CAAC,yBAAyB,GAAG,UAAU,CAAC,CAAC;SAC7D;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,8BAA8B,CACxC,qBAAwD,EACxD,YAAuB,EACvB,OAAa,EACb,qBAAqB,GAAG,CAAC;QAEzB,IAAI,YAAsB,CAAC;QAC3B,IAAI,kBAAkB,GAAuB,IAAI,CAAC;QAElD,IAA6B,qBAAsB,CAAC,aAAa,EAAE;YAC/D,MAAM,OAAO,GAA2B,qBAAqB,CAAC;YAC9D,YAAY,GAAG,OAAO,CAAC,aAAa,CAAC;YACrC,kBAAkB,GAAG,OAAO,CAAC,mBAAmB,CAAC;YACjD,YAAY,GAAG,OAAO,CAAC,QAAQ,CAAC;YAChC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;YAC1B,qBAAqB,GAAG,OAAO,CAAC,qBAAqB,IAAI,CAAC,CAAC;SAC9D;aAAM;YACH,YAAY,GAAa,qBAAqB,CAAC;YAC/C,IAAI,CAAC,YAAY,EAAE;gBACf,YAAY,GAAG,EAAE,CAAC;aACrB;SACJ;QAED,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,qBAAqB,EAAE,UAAU,EAAE,EAAE;YACvE,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE;gBAChC,MAAM;aACT;YACD,IAAI,CAAC,kCAAkC,CAAC,UAAU,EAAE,YAAY,EAAE,YAAY,EAAE,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,EAAE,kBAAkB,CAAC,CAAC;SACtJ;QAED,IAAI,OAAO,CAAC,uBAAuB,CAAC,EAAE;YAClC,YAAY,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;SAC9C;QAED,IAAI,OAAO,CAAC,gCAAgC,CAAC,EAAE;YAC3C,YAAY,CAAC,IAAI,CAAC,8BAA8B,CAAC,CAAC;YAClD,YAAY,CAAC,IAAI,CAAC,yCAAyC,CAAC,CAAC;YAC7D,YAAY,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAC9C,YAAY,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAY,EAAE,SAA0B,EAAE,qBAAqB,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC;QACjH,IAAI,iBAAiB,GAAG,CAAC,CAAC;QAC1B,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,qBAAqB,EAAE,UAAU,EAAE,EAAE;YACvE,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE;gBAChC,MAAM;aACT;YAED,IAAI,UAAU,GAAG,CAAC,EAAE;gBAChB,iBAAiB,GAAG,IAAI,GAAG,UAAU,CAAC;gBACtC,SAAS,CAAC,WAAW,CAAC,iBAAiB,EAAE,OAAO,GAAG,UAAU,CAAC,CAAC;aAClE;YAED,IAAI,CAAC,OAAO,CAAC,SAAS,CAAC,EAAE;gBACrB,IAAI,OAAO,CAAC,QAAQ,GAAG,UAAU,CAAC,EAAE;oBAChC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,GAAG,UAAU,CAAC,CAAC;iBACtD;gBAED,IAAI,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,EAAE;oBACnC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,GAAG,UAAU,CAAC,CAAC;iBACzD;gBAED,IAAI,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,EAAE;oBACpC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,YAAY,GAAG,UAAU,CAAC,CAAC;iBAC1D;gBAED,IAAI,OAAO,CAAC,eAAe,GAAG,UAAU,CAAC,EAAE;oBACvC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,eAAe,GAAG,UAAU,CAAC,CAAC;iBAC7D;gBAED,IAAI,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,EAAE;oBACnC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,WAAW,GAAG,UAAU,CAAC,CAAC;iBACzD;gBAED,IAAI,OAAO,CAAC,gBAAgB,GAAG,UAAU,CAAC,EAAE;oBACxC,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,gBAAgB,GAAG,UAAU,CAAC,CAAC;iBAC9D;aACJ;SACJ;QACD,OAAO,iBAAiB,EAAE,CAAC;IAC/B,CAAC;IAID;;;;;OAKG;IACI,MAAM,CAAC,2CAA2C,CAAC,OAAiB,EAAE,IAAkB,EAAE,WAAmB;QAChH,IAAI,CAAC,oBAAoB,CAAC,qBAAqB,GAAG,WAAW,CAAC;QAC9D,IAAI,CAAC,gCAAgC,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IACpF,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,gCAAgC,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY;QAC9F,MAAM,WAAW,GAAG,OAAO,CAAC,uBAAuB,CAAC,CAAC;QAErD,IAAI,WAAW,GAAG,CAAC,IAAI,WAAW,CAAC,iBAAiB,EAAE;YAClD,MAAM,kBAAkB,GAAG,WAAW,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,gBAAgB,CAAC;YACpF,MAAM,OAAO,GAAU,IAAK,CAAC,kBAAkB,CAAC;YAChD,IAAI,OAAO,aAAP,OAAO,uBAAP,OAAO,CAAE,wBAAwB,EAAE;gBACnC,OAAO;aACV;YACD,MAAM,MAAM,GAAG,OAAO,IAAI,OAAO,CAAC,eAAe,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC;YACvE,MAAM,OAAO,GAAG,OAAO,IAAI,OAAO,CAAC,gBAAgB,IAAI,OAAO,CAAC,SAAS,CAAC,CAAC;YAC1E,MAAM,EAAE,GAAG,OAAO,IAAI,OAAO,CAAC,WAAW,IAAI,OAAO,CAAC,KAAK,CAAC,CAAC;YAC5D,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,WAAW,EAAE,KAAK,EAAE,EAAE;gBAC9C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,CAAC;gBAEhD,IAAI,MAAM,EAAE;oBACR,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC;iBACjD;gBAED,IAAI,OAAO,EAAE;oBACT,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,KAAK,CAAC,CAAC;iBAClD;gBAED,IAAI,EAAE,EAAE;oBACJ,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,GAAG,GAAG,KAAK,CAAC,CAAC;iBACnD;gBAED,IAAI,OAAO,CAAC,MAAM,GAAG,kBAAkB,EAAE;oBACrC,MAAM,CAAC,KAAK,CAAC,6CAA6C,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC;iBAC3E;aACJ;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,wCAAwC,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY;QACtG,MAAM,OAAO,GAAG,OAAO,CAAC,gCAAgC,CAAC,IAAI,OAAO,CAAC,WAAW,CAAC,CAAC;QAElF,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;SACzD;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,yBAAyB,CAAC,OAAiB,EAAE,IAAkB,EAAE,OAAY,EAAE,SAA0B;QACnH,IAAI,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,EAAE;YACrC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAE1C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;YAC/C,IAAI,OAAO,CAAC,sBAAsB,CAAC,GAAG,CAAC,EAAE;gBACrC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;gBACpD,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,wBAAwB,CAAC,CAAC;aACvD;SACJ;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,6BAA6B,CAAC,OAAiB,EAAE,OAAwB;QACnF,IAAI,OAAO,CAAC,WAAW,CAAC,IAAI,OAAO,CAAC,gBAAgB,CAAC,EAAE;YACnD,IAAI,CAAC,0BAA0B,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC;SAC3E;QAED,IAAI,OAAO,CAAC,cAAc,EAAE;YACxB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;SAChD;IACL,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,0BAA0B,CAAC,OAAiB,EAAE,wBAAiC,KAAK;QAC9F,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvB,IAAI,qBAAqB,EAAE;YACvB,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/B,OAAO,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAClC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,mBAAmB,CAAC,KAAY,EAAE,MAAc,EAAE,UAAkB;QAC9E,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,UAAU,GAAG,EAAE,CAAC,CAAC;IACpD,CAAC;IAED;;;;;;;;OAQG;IACI,MAAM,CAAC,SAAS,CAAC,KAAY,EAAE,UAAkB,EAAE,KAAY,EAAE,MAAc,EAAE,WAAoB,EAAE,cAAc,GAAG,IAAI;QAC/H,KAAK,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,EAAE,MAAM,EAAE,WAAW,EAAE,cAAc,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,UAAU,CAAC,KAAY,EAAE,IAAkB,EAAE,MAAc,EAAE,OAAY,EAAE,qBAAqB,GAAG,CAAC;QAC9G,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,EAAE,qBAAqB,CAAC,CAAC;QAEtE,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,EAAE,CAAC,EAAE,EAAE;YAC1B,MAAM,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;YACnC,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,cAAc,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;SAClI;IACL,CAAC;IAGD;;;;;;OAMG;IACI,MAAM,CAAC,iBAAiB,CAAC,KAAY,EAAE,IAAkB,EAAE,MAAc,EAAE,WAAW,GAAG,KAAK;QACjG,IAAI,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,QAAQ,IAAI,KAAK,CAAC,OAAO,KAAK,KAAK,CAAC,YAAY,EAAE;YAC3E,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC;YAC7F,+EAA+E;YAC/E,IAAI,WAAW,EAAE;gBACb,KAAK,CAAC,QAAQ,CAAC,kBAAkB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;gBACtD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;aACrD;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,QAAQ,CAAC,CAAC;aACjD;SACJ;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,mBAAmB,CAAC,IAAmB,EAAE,MAAe,EAAE,oBAA2C;QAC/G,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,EAAE;YAClB,OAAO;SACV;QACD,IAAI,IAAI,CAAC,wBAAwB,IAAI,MAAM,CAAC,4BAA4B,EAAE;YACtE,IAAI,CAAC,wBAAwB,GAAG,KAAK,CAAC;SACzC;QAED,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,wBAAwB,IAAI,IAAI,CAAC,QAAQ,EAAE;YACjE,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;YAE/B,IAAI,QAAQ,CAAC,yBAAyB,IAAI,MAAM,CAAC,eAAe,CAAC,kBAAkB,CAAC,GAAG,CAAC,CAAC,EAAE;gBACvF,MAAM,WAAW,GAAG,QAAQ,CAAC,yBAAyB,CAAC,IAAI,CAAC,CAAC;gBAC7D,MAAM,CAAC,UAAU,CAAC,aAAa,EAAE,WAAW,CAAC,CAAC;gBAC9C,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,GAAG,GAAG,CAAC,QAAQ,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;aAC1E;iBAAM;gBACH,MAAM,QAAQ,GAAG,QAAQ,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;gBAErD,IAAI,QAAQ,EAAE;oBACV,MAAM,CAAC,WAAW,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;oBACvC,IAAI,oBAAoB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAe,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,eAAgB,CAAC,QAAQ,CAAC,SAAS,CAAC,6BAA6B,CAAC,EAAE;wBAC/I,IAAI,CAAC,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE;4BACpD,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,QAAQ,CAAC,KAAK,EAAE,CAAC;yBACxE;wBACD,MAAM,CAAC,WAAW,CAAC,gBAAgB,EAAE,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;wBACxF,cAAc,CAAC,gCAAgC,CAAC,QAAQ,EAAE,oBAAoB,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;qBAChH;iBACJ;aACJ;SACJ;IACL,CAAC;IAED,oGAAoG;IAC5F,MAAM,CAAC,gCAAgC,CAAC,MAAoB,EAAE,MAAoB;QACtF,MAAM,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;QAEnB,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,yBAAyB,CAAC,YAA0B,EAAE,MAAc;QAC9E,MAAM,OAAO,GAAU,YAAa,CAAC,kBAAkB,CAAC;QACxD,IAAI,CAAC,YAAY,IAAI,CAAC,OAAO,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,CAAC,aAAa,CAAC,uBAAuB,EAAE,OAAO,CAAC,UAAU,CAAC,CAAC;IACtE,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,YAAY,CAAC,OAAY,EAAE,MAAc,EAAE,KAAY;QACjE,IAAI,CAAC,OAAO,IAAI,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,IAAI,OAAO,CAAC,OAAO,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,EAAE;YAC1G,MAAM,MAAM,GAAW,KAAK,CAAC,YAAY,CAAC;YAC1C,IAAI,MAAM,CAAC,IAAI,KAAK,MAAM,CAAC,mBAAmB,EAAE;gBAC5C,MAAM,CAAC,KAAK,CAAC,gEAAgE,EAAE,EAAE,CAAC,CAAC;aACtF;YACD,MAAM,CAAC,QAAQ,CAAC,0BAA0B,EAAE,GAAG,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;SAC/F;IACL,CAAC;;AA9PD,gEAAgE;AACjD,mCAAoB,GAAG,EAAE,qBAAqB,EAAE,CAAC,EAAE,CAAC;AA+JpD,4BAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC","sourcesContent":["import { Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { LightConstants } from \"../Lights/lightConstants\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { prepareDefinesForClipPlanes } from \"./clipPlaneMaterialHelper\";\r\nimport type { Material } from \"./material\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.optimizeUVAllocation && texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the defines relative to the active camera\r\n * @param scene defines the current scene\r\n * @param defines specifies the list of active defines\r\n * @returns true if the defines have been updated, else false\r\n */\r\n public static PrepareDefinesForCamera(scene: Scene, defines: any): boolean {\r\n let changed = false;\r\n\r\n if (scene.activeCamera) {\r\n const wasOrtho = defines[\"CAMERA_ORTHOGRAPHIC\"] ? 1 : 0;\r\n const wasPersp = defines[\"CAMERA_PERSPECTIVE\"] ? 1 : 0;\r\n const isOrtho = scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 1 : 0;\r\n const isPersp = scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA ? 1 : 0;\r\n\r\n if (wasOrtho ^ isOrtho || wasPersp ^ isPersp) {\r\n defines[\"CAMERA_ORTHOGRAPHIC\"] = isOrtho === 1;\r\n defines[\"CAMERA_PERSPECTIVE\"] = isPersp === 1;\r\n changed = true;\r\n }\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param material defines the material we are compiling the shader for\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n material: Material,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = MaterialHelper.PrepareDefinesForCamera(scene, defines);\r\n\r\n if (useClipPlane !== false) {\r\n changed = prepareDefinesForClipPlanes(material, scene, defines);\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n if (defines[\"BONETEXTURE\"] !== undefined) {\r\n defines[\"BONETEXTURE\"] = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = manager.numInfluencers > 0;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind) && (mesh.hasInstances || mesh.hasThinInstances)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case LightConstants.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator(scene.activeCamera) ?? light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != LightConstants.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == LightConstants.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: defines._needNormals, // prevents overriding previous reflection or other needs for normals\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n\r\n if (defines.INSTANCESCOLOR) {\r\n attribs.push(VertexBuffer.ColorInstanceKind);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"] || (defines.indexOf && defines.indexOf(\"LOGARITHMICDEPTH\") >= 0)) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n}\r\n"]}
@@ -718,7 +718,7 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
718
718
  /**
719
719
  * Perform relative position change from the point of view of behind the front of the mesh.
720
720
  * This is performed taking into account the meshes current rotation, so you do not have to care.
721
- * Supports definition of mesh facing forward or backward
721
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
722
722
  * @param amountRight defines the distance on the right axis
723
723
  * @param amountUp defines the distance on the up axis
724
724
  * @param amountForward defines the distance on the forward axis
@@ -728,7 +728,7 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
728
728
  /**
729
729
  * Calculate relative position change from the point of view of behind the front of the mesh.
730
730
  * This is performed taking into account the meshes current rotation, so you do not have to care.
731
- * Supports definition of mesh facing forward or backward
731
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
732
732
  * @param amountRight defines the distance on the right axis
733
733
  * @param amountUp defines the distance on the up axis
734
734
  * @param amountForward defines the distance on the forward axis
@@ -737,7 +737,7 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
737
737
  calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
738
738
  /**
739
739
  * Perform relative rotation change from the point of view of behind the front of the mesh.
740
- * Supports definition of mesh facing forward or backward
740
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
741
741
  * @param flipBack defines the flip
742
742
  * @param twirlClockwise defines the twirl
743
743
  * @param tiltRight defines the tilt
@@ -746,7 +746,7 @@ export declare class AbstractMesh extends TransformNode implements IDisposable,
746
746
  rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
747
747
  /**
748
748
  * Calculate relative rotation change from the point of view of behind the front of the mesh.
749
- * Supports definition of mesh facing forward or backward.
749
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
750
750
  * @param flipBack defines the flip
751
751
  * @param twirlClockwise defines the twirl
752
752
  * @param tiltRight defines the tilt
@@ -1098,7 +1098,7 @@ export class AbstractMesh extends TransformNode {
1098
1098
  /**
1099
1099
  * Perform relative position change from the point of view of behind the front of the mesh.
1100
1100
  * This is performed taking into account the meshes current rotation, so you do not have to care.
1101
- * Supports definition of mesh facing forward or backward
1101
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
1102
1102
  * @param amountRight defines the distance on the right axis
1103
1103
  * @param amountUp defines the distance on the up axis
1104
1104
  * @param amountForward defines the distance on the forward axis
@@ -1111,7 +1111,7 @@ export class AbstractMesh extends TransformNode {
1111
1111
  /**
1112
1112
  * Calculate relative position change from the point of view of behind the front of the mesh.
1113
1113
  * This is performed taking into account the meshes current rotation, so you do not have to care.
1114
- * Supports definition of mesh facing forward or backward
1114
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
1115
1115
  * @param amountRight defines the distance on the right axis
1116
1116
  * @param amountUp defines the distance on the up axis
1117
1117
  * @param amountForward defines the distance on the forward axis
@@ -1129,7 +1129,7 @@ export class AbstractMesh extends TransformNode {
1129
1129
  // ================================== Point of View Rotation =================================
1130
1130
  /**
1131
1131
  * Perform relative rotation change from the point of view of behind the front of the mesh.
1132
- * Supports definition of mesh facing forward or backward
1132
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
1133
1133
  * @param flipBack defines the flip
1134
1134
  * @param twirlClockwise defines the twirl
1135
1135
  * @param tiltRight defines the tilt
@@ -1141,7 +1141,7 @@ export class AbstractMesh extends TransformNode {
1141
1141
  }
1142
1142
  /**
1143
1143
  * Calculate relative rotation change from the point of view of behind the front of the mesh.
1144
- * Supports definition of mesh facing forward or backward.
1144
+ * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.
1145
1145
  * @param flipBack defines the flip
1146
1146
  * @param twirlClockwise defines the twirl
1147
1147
  * @param tiltRight defines the tilt