@babylonjs/gui 5.0.0-alpha.7 → 5.0.0-beta.2

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 (276) hide show
  1. package/2D/adtInstrumentation.js +1 -1
  2. package/2D/advancedDynamicTexture.d.ts +165 -125
  3. package/2D/advancedDynamicTexture.js +342 -181
  4. package/2D/advancedDynamicTexture.js.map +1 -1
  5. package/2D/controls/button.d.ts +8 -0
  6. package/2D/controls/button.js +33 -10
  7. package/2D/controls/button.js.map +1 -1
  8. package/2D/controls/checkbox.d.ts +2 -1
  9. package/2D/controls/checkbox.js +10 -8
  10. package/2D/controls/checkbox.js.map +1 -1
  11. package/2D/controls/colorpicker.d.ts +4 -3
  12. package/2D/controls/colorpicker.js +40 -23
  13. package/2D/controls/colorpicker.js.map +1 -1
  14. package/2D/controls/container.d.ts +16 -5
  15. package/2D/controls/container.js +91 -13
  16. package/2D/controls/container.js.map +1 -1
  17. package/2D/controls/control.d.ts +103 -44
  18. package/2D/controls/control.js +278 -129
  19. package/2D/controls/control.js.map +1 -1
  20. package/2D/controls/displayGrid.d.ts +2 -1
  21. package/2D/controls/displayGrid.js +6 -6
  22. package/2D/controls/displayGrid.js.map +1 -1
  23. package/2D/controls/ellipse.d.ts +5 -3
  24. package/2D/controls/ellipse.js +9 -5
  25. package/2D/controls/ellipse.js.map +1 -1
  26. package/2D/controls/focusableButton.d.ts +1 -0
  27. package/2D/controls/focusableButton.js +9 -6
  28. package/2D/controls/focusableButton.js.map +1 -1
  29. package/2D/controls/grid.d.ts +13 -2
  30. package/2D/controls/grid.js +108 -24
  31. package/2D/controls/grid.js.map +1 -1
  32. package/2D/controls/image.d.ts +5 -4
  33. package/2D/controls/image.js +52 -31
  34. package/2D/controls/image.js.map +1 -1
  35. package/2D/controls/index.js +29 -29
  36. package/2D/controls/inputPassword.js +4 -4
  37. package/2D/controls/inputPassword.js.map +1 -1
  38. package/2D/controls/inputText.d.ts +2 -1
  39. package/2D/controls/inputText.js +40 -14
  40. package/2D/controls/inputText.js.map +1 -1
  41. package/2D/controls/line.d.ts +3 -2
  42. package/2D/controls/line.js +8 -8
  43. package/2D/controls/line.js.map +1 -1
  44. package/2D/controls/multiLine.d.ts +4 -3
  45. package/2D/controls/multiLine.js +6 -6
  46. package/2D/controls/multiLine.js.map +1 -1
  47. package/2D/controls/radioButton.d.ts +2 -1
  48. package/2D/controls/radioButton.js +10 -7
  49. package/2D/controls/radioButton.js.map +1 -1
  50. package/2D/controls/rectangle.d.ts +8 -3
  51. package/2D/controls/rectangle.js +21 -5
  52. package/2D/controls/rectangle.js.map +1 -1
  53. package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
  54. package/2D/controls/scrollViewers/scrollViewer.js +9 -9
  55. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  56. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
  57. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
  58. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  59. package/2D/controls/selector.js +8 -8
  60. package/2D/controls/selector.js.map +1 -1
  61. package/2D/controls/sliders/baseSlider.d.ts +1 -1
  62. package/2D/controls/sliders/baseSlider.js +12 -10
  63. package/2D/controls/sliders/baseSlider.js.map +1 -1
  64. package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
  65. package/2D/controls/sliders/imageBasedSlider.js +29 -5
  66. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  67. package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
  68. package/2D/controls/sliders/imageScrollBar.js +3 -3
  69. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  70. package/2D/controls/sliders/scrollBar.d.ts +2 -1
  71. package/2D/controls/sliders/scrollBar.js +3 -3
  72. package/2D/controls/sliders/scrollBar.js.map +1 -1
  73. package/2D/controls/sliders/slider.d.ts +2 -1
  74. package/2D/controls/sliders/slider.js +4 -4
  75. package/2D/controls/sliders/slider.js.map +1 -1
  76. package/2D/controls/stackPanel.d.ts +10 -3
  77. package/2D/controls/stackPanel.js +35 -13
  78. package/2D/controls/stackPanel.js.map +1 -1
  79. package/2D/controls/statics.js +3 -3
  80. package/2D/controls/statics.js.map +1 -1
  81. package/2D/controls/textBlock.d.ts +16 -9
  82. package/2D/controls/textBlock.js +75 -34
  83. package/2D/controls/textBlock.js.map +1 -1
  84. package/2D/controls/textWrapper.js +2 -2
  85. package/2D/controls/textWrapper.js.map +1 -1
  86. package/2D/controls/toggleButton.d.ts +1 -13
  87. package/2D/controls/toggleButton.js +29 -38
  88. package/2D/controls/toggleButton.js.map +1 -1
  89. package/2D/controls/virtualKeyboard.js +5 -5
  90. package/2D/controls/virtualKeyboard.js.map +1 -1
  91. package/2D/index.d.ts +1 -1
  92. package/2D/index.js +9 -9
  93. package/2D/index.js.map +1 -1
  94. package/2D/math2D.d.ts +5 -0
  95. package/2D/math2D.js +14 -2
  96. package/2D/math2D.js.map +1 -1
  97. package/2D/measure.js +1 -1
  98. package/2D/measure.js.map +1 -1
  99. package/2D/multiLinePoint.js +3 -3
  100. package/2D/style.js +2 -2
  101. package/2D/valueAndUnit.d.ts +21 -6
  102. package/2D/valueAndUnit.js +57 -13
  103. package/2D/valueAndUnit.js.map +1 -1
  104. package/2D/xmlLoader.d.ts +17 -3
  105. package/2D/xmlLoader.js +54 -15
  106. package/2D/xmlLoader.js.map +1 -1
  107. package/3D/behaviors/defaultBehavior.d.ts +73 -0
  108. package/3D/behaviors/defaultBehavior.js +122 -0
  109. package/3D/behaviors/defaultBehavior.js.map +1 -0
  110. package/3D/controls/abstractButton3D.d.ts +2 -2
  111. package/3D/controls/abstractButton3D.js +3 -3
  112. package/3D/controls/abstractButton3D.js.map +1 -1
  113. package/3D/controls/button3D.d.ts +0 -24
  114. package/3D/controls/button3D.js +15 -84
  115. package/3D/controls/button3D.js.map +1 -1
  116. package/3D/controls/container3D.js +2 -2
  117. package/3D/controls/contentDisplay3D.d.ts +30 -0
  118. package/3D/controls/contentDisplay3D.js +79 -0
  119. package/3D/controls/contentDisplay3D.js.map +1 -0
  120. package/3D/controls/control3D.d.ts +10 -7
  121. package/3D/controls/control3D.js +27 -19
  122. package/3D/controls/control3D.js.map +1 -1
  123. package/3D/controls/cylinderPanel.js +5 -5
  124. package/3D/controls/handMenu.d.ts +28 -0
  125. package/3D/controls/handMenu.js +48 -0
  126. package/3D/controls/handMenu.js.map +1 -0
  127. package/3D/controls/holographicBackplate.d.ts +48 -0
  128. package/3D/controls/holographicBackplate.js +121 -0
  129. package/3D/controls/holographicBackplate.js.map +1 -0
  130. package/3D/controls/holographicButton.d.ts +1 -1
  131. package/3D/controls/holographicButton.js +35 -31
  132. package/3D/controls/holographicButton.js.map +1 -1
  133. package/3D/controls/holographicSlate.d.ts +118 -0
  134. package/3D/controls/holographicSlate.js +365 -0
  135. package/3D/controls/holographicSlate.js.map +1 -0
  136. package/3D/controls/index.d.ts +7 -0
  137. package/3D/controls/index.js +22 -15
  138. package/3D/controls/index.js.map +1 -1
  139. package/3D/controls/meshButton3D.js +2 -2
  140. package/3D/controls/meshButton3D.js.map +1 -1
  141. package/3D/controls/nearMenu.d.ts +45 -0
  142. package/3D/controls/nearMenu.js +111 -0
  143. package/3D/controls/nearMenu.js.map +1 -0
  144. package/3D/controls/planePanel.js +3 -3
  145. package/3D/controls/scatterPanel.js +4 -4
  146. package/3D/controls/slider3D.d.ts +80 -0
  147. package/3D/controls/slider3D.js +268 -0
  148. package/3D/controls/slider3D.js.map +1 -0
  149. package/3D/controls/spherePanel.js +5 -5
  150. package/3D/controls/stackPanel3D.js +3 -3
  151. package/3D/controls/touchButton3D.d.ts +9 -21
  152. package/3D/controls/touchButton3D.js +52 -224
  153. package/3D/controls/touchButton3D.js.map +1 -1
  154. package/3D/controls/touchHolographicButton.d.ts +20 -3
  155. package/3D/controls/touchHolographicButton.js +137 -67
  156. package/3D/controls/touchHolographicButton.js.map +1 -1
  157. package/3D/controls/touchHolographicMenu.d.ts +61 -0
  158. package/3D/controls/touchHolographicMenu.js +149 -0
  159. package/3D/controls/touchHolographicMenu.js.map +1 -0
  160. package/3D/controls/touchMeshButton3D.d.ts +3 -6
  161. package/3D/controls/touchMeshButton3D.js +6 -14
  162. package/3D/controls/touchMeshButton3D.js.map +1 -1
  163. package/3D/controls/touchToggleButton3D.d.ts +35 -0
  164. package/3D/controls/touchToggleButton3D.js +60 -0
  165. package/3D/controls/touchToggleButton3D.js.map +1 -0
  166. package/3D/controls/volumeBasedPanel.d.ts +1 -1
  167. package/3D/controls/volumeBasedPanel.js +5 -5
  168. package/3D/controls/volumeBasedPanel.js.map +1 -1
  169. package/3D/gizmos/gizmoHandle.d.ts +108 -0
  170. package/3D/gizmos/gizmoHandle.js +210 -0
  171. package/3D/gizmos/gizmoHandle.js.map +1 -0
  172. package/3D/gizmos/index.d.ts +2 -0
  173. package/3D/gizmos/index.js +3 -0
  174. package/3D/gizmos/index.js.map +1 -0
  175. package/3D/gizmos/slateGizmo.d.ts +59 -0
  176. package/3D/gizmos/slateGizmo.js +364 -0
  177. package/3D/gizmos/slateGizmo.js.map +1 -0
  178. package/3D/gui3DManager.d.ts +15 -2
  179. package/3D/gui3DManager.js +62 -41
  180. package/3D/gui3DManager.js.map +1 -1
  181. package/3D/index.d.ts +3 -2
  182. package/3D/index.js +5 -4
  183. package/3D/index.js.map +1 -1
  184. package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
  185. package/3D/materials/fluent/fluentMaterial.js +282 -0
  186. package/3D/materials/fluent/fluentMaterial.js.map +1 -0
  187. package/3D/materials/fluent/index.d.ts +1 -0
  188. package/3D/materials/fluent/index.js +2 -0
  189. package/3D/materials/fluent/index.js.map +1 -0
  190. package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
  191. package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
  192. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
  193. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
  194. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
  195. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
  196. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
  197. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
  198. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
  199. package/3D/materials/fluentBackplate/index.d.ts +1 -0
  200. package/3D/materials/fluentBackplate/index.js +2 -0
  201. package/3D/materials/fluentBackplate/index.js.map +1 -0
  202. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
  203. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
  204. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
  205. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
  206. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
  207. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
  208. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
  209. package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
  210. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
  211. package/3D/materials/fluentButton/index.d.ts +1 -0
  212. package/3D/materials/fluentButton/index.js +2 -0
  213. package/3D/materials/fluentButton/index.js.map +1 -0
  214. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
  215. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
  216. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
  217. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
  218. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
  219. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
  220. package/3D/materials/fluentMaterial.d.ts +2 -88
  221. package/3D/materials/fluentMaterial.js +2 -277
  222. package/3D/materials/fluentMaterial.js.map +1 -1
  223. package/3D/materials/handle/handleMaterial.d.ts +68 -0
  224. package/3D/materials/handle/handleMaterial.js +127 -0
  225. package/3D/materials/handle/handleMaterial.js.map +1 -0
  226. package/3D/materials/handle/index.d.ts +1 -0
  227. package/3D/materials/handle/index.js +2 -0
  228. package/3D/materials/handle/index.js.map +1 -0
  229. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
  230. package/3D/materials/handle/shaders/handle.fragment.js +7 -0
  231. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
  232. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
  233. package/3D/materials/handle/shaders/handle.vertex.js +7 -0
  234. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
  235. package/3D/materials/index.d.ts +5 -1
  236. package/3D/materials/index.js +5 -1
  237. package/3D/materials/index.js.map +1 -1
  238. package/3D/materials/mrdl/index.d.ts +3 -0
  239. package/3D/materials/mrdl/index.js +4 -0
  240. package/3D/materials/mrdl/index.js.map +1 -0
  241. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
  242. package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
  243. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
  244. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
  245. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
  246. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
  247. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
  248. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
  249. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
  250. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
  251. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
  252. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
  253. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
  254. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
  255. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
  256. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
  257. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
  258. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
  259. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
  261. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
  262. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
  263. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
  267. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
  268. package/3D/vector3WithInfo.js +1 -1
  269. package/index.d.ts +2 -2
  270. package/index.js +2 -2
  271. package/index.js.map +1 -1
  272. package/legacy/legacy.js +2 -2
  273. package/package.json +117 -9
  274. package/3D/materials/shaders/fluent.fragment.js +0 -7
  275. package/3D/materials/shaders/fluent.fragment.js.map +0 -1
  276. package/3D/materials/shaders/fluent.vertex.js.map +0 -1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { SerializationHelper, serialize } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { IAnimatable } from \"@babylonjs/core/Animations/animatable.interface\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color4 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"@babylonjs/core/Materials/effectFallbacks\";\r\nimport { Constants } from \"@babylonjs/core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlSliderThumb.fragment\";\r\nimport \"./shaders/mrdlSliderThumb.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLSliderThumbMaterialDefines extends MaterialDefines {\r\n /*\r\n \"SKY_ENABLED\", \"BLOB_ENABLE_2\", \"IRIDESCENCE_ENABLED\"\r\n */\r\n public SKY_ENABLED = true;\r\n public BLOB_ENABLE_2 = true;\r\n public IRIDESCENCE_ENABLED = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render Slider Thumb material with MRDL\r\n */\r\nexport class MRDLSliderThumbMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static BLUE_GRADIENT_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-blue-gradient.png\";\r\n private _blueGradientTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner Radius on the slider thumb.\r\n */\r\n @serialize()\r\n public radius = 0.157;\r\n\r\n /**\r\n * Gets or sets the Bevel Front on the slider thumb.\r\n */\r\n @serialize()\r\n public bevelFront = 0.065;\r\n\r\n /**\r\n * Gets or sets the Bevel Front Stretch on the slider thumb.\r\n */\r\n @serialize()\r\n public bevelFrontStretch = 0.077;\r\n\r\n /**\r\n * Gets or sets the Bevel Back on the slider thumb.\r\n */\r\n @serialize()\r\n public bevelBack = 0.031;\r\n\r\n /**\r\n * Gets or sets the Bevel Back Stretch on the slider thumb.\r\n */\r\n @serialize()\r\n public bevelBackStretch = 0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /**\r\n * Gets or sets whether Bulge is enabled.\r\n * Default is false.\r\n */\r\n @serialize()\r\n public bulgeEnabled = false;\r\n\r\n /**\r\n * Gets or sets the Bulge Height.\r\n */\r\n @serialize()\r\n public bulgeHeight = -0.323;\r\n\r\n /**\r\n * Gets or sets the Bulge Radius.\r\n */\r\n @serialize()\r\n public bulgeRadius = 0.73;\r\n\r\n /**\r\n * Gets or sets the Sun Intensity.\r\n */\r\n @serialize()\r\n public sunIntensity = 2;\r\n\r\n /**\r\n * Gets or sets the Sun Theta.\r\n */\r\n @serialize()\r\n public sunTheta = 0.937;\r\n\r\n /**\r\n * Gets or sets the Sun Phi.\r\n */\r\n @serialize()\r\n public sunPhi = 0.555;\r\n\r\n /**\r\n * Gets or sets the Indirect Diffuse.\r\n */\r\n @serialize()\r\n public indirectDiffuse = 1;\r\n\r\n /**\r\n * Gets or sets the base albedo.\r\n */\r\n @serialize()\r\n public albedo = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the Specular value.\r\n */\r\n @serialize()\r\n public specular = 0;\r\n\r\n /**\r\n * Gets or sets the Shininess value.\r\n */\r\n @serialize()\r\n public shininess = 10;\r\n\r\n /**\r\n * Gets or sets the Sharpness value.\r\n */\r\n @serialize()\r\n public sharpness = 0;\r\n\r\n /**\r\n * Gets or sets the Subsurface value.\r\n */\r\n @serialize()\r\n public subsurface = 0.31;\r\n\r\n /**\r\n * Gets or sets the left gradient color.\r\n */\r\n @serialize()\r\n public leftGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the right gradient color.\r\n */\r\n @serialize()\r\n public rightGradientColor = new Color4(0.0117647, 0.505882, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the reflection value.\r\n */\r\n @serialize()\r\n public reflection = 0.749;\r\n\r\n /**\r\n * Gets or sets the front reflect value.\r\n */\r\n @serialize()\r\n public frontReflect = 0;\r\n\r\n /**\r\n * Gets or sets the edge reflect value.\r\n */\r\n @serialize()\r\n public edgeReflect = 0.09;\r\n\r\n /**\r\n * Gets or sets the power value.\r\n */\r\n @serialize()\r\n public power = 8.1;\r\n\r\n /**\r\n * Gets or sets the sky color.\r\n */\r\n @serialize()\r\n public skyColor = new Color4(0.0117647, 0.960784, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon color.\r\n */\r\n @serialize()\r\n public horizonColor = new Color4(0.0117647, 0.333333, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the ground color.\r\n */\r\n @serialize()\r\n public groundColor = new Color4(0, 0.254902, 0.996078, 1);\r\n\r\n /**\r\n * Gets or sets the horizon power value.\r\n */\r\n @serialize()\r\n public horizonPower = 1;\r\n\r\n /**\r\n * Gets or sets the finger occlusion width value.\r\n */\r\n @serialize()\r\n public width = 0.02;\r\n\r\n /**\r\n * Gets or sets the finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public fuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the minimum finger occlusion fuzz value.\r\n */\r\n @serialize()\r\n public minFuzz = 0.001;\r\n\r\n /**\r\n * Gets or sets the finger occlusion clip fade value.\r\n */\r\n @serialize()\r\n public clipFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the hue shift value.\r\n */\r\n @serialize()\r\n public hueShift = 0;\r\n\r\n /**\r\n * Gets or sets the saturation shift value.\r\n */\r\n @serialize()\r\n public saturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the value shift.\r\n */\r\n @serialize()\r\n public valueShift = 0;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition = new Vector3(0, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the intensity of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the near size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.01;\r\n\r\n /**\r\n * Gets or sets the far size of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.03;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the mesh, which controls the size of the hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the mesh, which controls the size of the hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.576;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 1;\r\n\r\n /**\r\n * Gets or sets the position of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobPosition2 = new Vector3(0.2, 0, 0.1);\r\n\r\n /**\r\n * Gets or sets the size of the hover glow effect when the right pointer is considered \"near\" to the mesh (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.01;\r\n\r\n /**\r\n * Gets or sets the progress of the hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 1.\r\n */\r\n @serialize()\r\n public blobFade2 = 1;\r\n\r\n /**\r\n * Gets or sets the texture of the hover glow effect.\r\n */\r\n @serialize()\r\n public blobTexture = new Texture(\"\", this.getScene());\r\n\r\n /**\r\n * Gets or sets the finger position for left index.\r\n */\r\n @serialize()\r\n public leftIndexPosition = new Vector3(0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the finger position for right index.\r\n */\r\n @serialize()\r\n public rightIndexPosition = new Vector3(-1, -1, -1);\r\n\r\n /**\r\n * Gets or sets the finger position for left index middle position.\r\n */\r\n @serialize()\r\n public leftIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the finger position for right index middle position.\r\n */\r\n @serialize()\r\n public rightIndexMiddlePosition = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the Decal Scle for XY.\r\n */\r\n @serialize()\r\n public decalScaleXY = new Vector2(1.5, 1.5);\r\n\r\n /**\r\n * Gets or sets decalFrontOnly\r\n * Default is true\r\n */\r\n @serialize()\r\n public decalFrontOnly = true;\r\n\r\n /**\r\n * Gets or sets the Rim Light intensity.\r\n */\r\n @serialize()\r\n public rimIntensity = 0.287;\r\n\r\n /**\r\n * Gets or sets the Rim Light hue shift value.\r\n */\r\n @serialize()\r\n public rimHueShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light saturation shift value.\r\n */\r\n @serialize()\r\n public rimSaturationShift = 0;\r\n\r\n /**\r\n * Gets or sets the Rim Light value shift.\r\n */\r\n @serialize()\r\n public rimValueShift = -1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalLeftIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public useGlobalRightIndex = 1.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexTipProximity = 0.0;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globaRightIndexTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftThumbTipPosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightThumbTipPosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalLeftIndexMiddlePosition = new Vector4(0.5, 0.0, -0.55, 1.0);\r\n\r\n /**\r\n * @hidden\r\n */\r\n public globalRightIndexMiddlePosition = new Vector4(0.0, 0.0, 0.0, 1.0);\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n this._blueGradientTexture = new Texture(MRDLSliderThumbMaterial.BLUE_GRADIENT_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLSliderThumbMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLSliderThumbMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlSliderThumb\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\", \"viewProjection\", \"cameraPosition\"\r\n , \"_Radius_\", \"_Bevel_Front_\", \"_Bevel_Front_Stretch_\", \"_Bevel_Back_\", \"_Bevel_Back_Stretch_\"\r\n , \"_Radius_Top_Left_\", \"_Radius_Top_Right_\", \"_Radius_Bottom_Left_\", \"_Radius_Bottom_Right_\"\r\n , \"_Bulge_Enabled_\", \"_Bulge_Height_\", \"_Bulge_Radius_\", \"_Sun_Intensity_\", \"_Sun_Theta_\", \"_Sun_Phi_\"\r\n , \"_Indirect_Diffuse_\", \"_Albedo_\", \"_Specular_\", \"_Shininess_\", \"_Sharpness_\", \"_Subsurface_\"\r\n , \"_Left_Color_\", \"_Right_Color_\", \"_Reflection_\", \"_Front_Reflect_\", \"_Edge_Reflect_\", \"_Power_\"\r\n , \"_Sky_Color_\", \"_Horizon_Color_\", \"_Ground_Color_\", \"_Horizon_Power_\", \"_Reflection_Map_\"\r\n , \"_Indirect_Environment_\", \"_Width_\", \"_Fuzz_\", \"_Min_Fuzz_\", \"_Clip_Fade_\", \"_Hue_Shift_\", \"_Saturation_Shift_\"\r\n , \"_Value_Shift_\", \"_Blob_Position_\", \"_Blob_Intensity_\", \"_Blob_Near_Size_\", \"_Blob_Far_Size_\"\r\n , \"_Blob_Near_Distance_\", \"_Blob_Far_Distance_\", \"_Blob_Fade_Length_\", \"_Blob_Pulse_\", \"_Blob_Fade_\"\r\n , \"_Blob_Texture_\", \"_Blob_Position_2_\", \"_Blob_Near_Size_2_\", \"_Blob_Pulse_2_\", \"_Blob_Fade_2_\"\r\n , \"_Left_Index_Pos_\", \"_Right_Index_Pos_\", \"_Left_Index_Middle_Pos_\", \"_Right_Index_Middle_Pos_\"\r\n , \"_Decal_\", \"_Decal_Scale_XY_\", \"_Decal_Front_Only_\", \"_Rim_Intensity_\", \"_Rim_Texture_\", \"_Rim_Hue_Shift_\"\r\n , \"_Rim_Saturation_Shift_\", \"_Rim_Value_Shift_\", \"_Iridescence_Intensity_\", \"_Iridescence_Texture_\"\r\n , \"Use_Global_Left_Index\", \"Use_Global_Right_Index\", \"Global_Left_Index_Tip_Position\", \"Global_Right_Index_Tip_Position\"\r\n , \"Global_Left_Thumb_Tip_Position\", \"Global_Right_Thumb_Tip_Position\", \"Global_Left_Index_Middle_Position;\", \"Global_Right_Index_Middle_Position\", \"Global_Left_Index_Tip_Proximity\", \"Global_Right_Index_Tip_Proximity\"\r\n ];\r\n const samplers: string[] = [\"_Rim_Texture_\", \"_Iridescence_Texture_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines);\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLSliderThumbMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Bevel_Front_\", this.bevelFront);\r\n this._activeEffect.setFloat(\"_Bevel_Front_Stretch_\", this.bevelFrontStretch);\r\n this._activeEffect.setFloat(\"_Bevel_Back_\", this.bevelBack);\r\n this._activeEffect.setFloat(\"_Bevel_Back_Stretch_\", this.bevelBackStretch);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Bulge\"\r\n this._activeEffect.setFloat(\"_Bulge_Enabled_\", this.bulgeEnabled ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Bulge_Height_\", this.bulgeHeight);\r\n this._activeEffect.setFloat(\"_Bulge_Radius_\", this.bulgeRadius);\r\n\r\n // \"Sun\"\r\n this._activeEffect.setFloat(\"_Sun_Intensity_\", this.sunIntensity);\r\n this._activeEffect.setFloat(\"_Sun_Theta_\", this.sunTheta);\r\n this._activeEffect.setFloat(\"_Sun_Phi_\", this.sunPhi);\r\n this._activeEffect.setFloat(\"_Indirect_Diffuse_\", this.indirectDiffuse);\r\n\r\n // \"Diffuse And Specular\"\r\n this._activeEffect.setDirectColor4(\"_Albedo_\", this.albedo);\r\n this._activeEffect.setFloat(\"_Specular_\", this.specular);\r\n this._activeEffect.setFloat(\"_Shininess_\", this.shininess);\r\n this._activeEffect.setFloat(\"_Sharpness_\", this.sharpness);\r\n this._activeEffect.setFloat(\"_Subsurface_\", this.subsurface);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Left_Color_\", this.leftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Right_Color_\", this.rightGradientColor);\r\n\r\n // \"Reflection\"\r\n this._activeEffect.setFloat(\"_Reflection_\", this.reflection);\r\n this._activeEffect.setFloat(\"_Front_Reflect_\", this.frontReflect);\r\n this._activeEffect.setFloat(\"_Edge_Reflect_\", this.edgeReflect);\r\n this._activeEffect.setFloat(\"_Power_\", this.power);\r\n\r\n // \"Sky Environment\"\r\n //define SKY_ENABLED true;\r\n this._activeEffect.setDirectColor4(\"_Sky_Color_\", this.skyColor);\r\n this._activeEffect.setDirectColor4(\"_Horizon_Color_\", this.horizonColor);\r\n this._activeEffect.setDirectColor4(\"_Ground_Color_\", this.groundColor);\r\n this._activeEffect.setFloat(\"_Horizon_Power_\", this.horizonPower);\r\n\r\n // \"Mapped Environment\"\r\n //define ENV_ENABLE false;\r\n this._activeEffect.setTexture(\"_Reflection_Map_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setTexture(\"_Indirect_Environment_\", new Texture(\"\", this.getScene()));\r\n\r\n // \"FingerOcclusion\"\r\n //define OCCLUSION_ENABLED false;\r\n this._activeEffect.setFloat(\"_Width_\", this.width);\r\n this._activeEffect.setFloat(\"_Fuzz_\", this.fuzz);\r\n this._activeEffect.setFloat(\"_Min_Fuzz_\", this.minFuzz);\r\n this._activeEffect.setFloat(\"_Clip_Fade_\", this.clipFade);\r\n\r\n // \"View Based Color Shift\"\r\n this._activeEffect.setFloat(\"_Hue_Shift_\", this.hueShift);\r\n this._activeEffect.setFloat(\"_Saturation_Shift_\", this.saturationShift);\r\n this._activeEffect.setFloat(\"_Value_Shift_\", this.valueShift);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE false;\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this.blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Finger Positions\"\r\n this._activeEffect.setVector3(\"_Left_Index_Pos_\", this.leftIndexPosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Pos_\", this.rightIndexPosition);\r\n this._activeEffect.setVector3(\"_Left_Index_Middle_Pos_\", this.leftIndexMiddlePosition);\r\n this._activeEffect.setVector3(\"_Right_Index_Middle_Pos_\", this.rightIndexMiddlePosition);\r\n\r\n // \"Decal Texture\"\r\n //define DECAL_ENABLE false;\r\n this._activeEffect.setTexture(\"_Decal_\", new Texture(\"\", this.getScene()));\r\n this._activeEffect.setVector2(\"_Decal_Scale_XY_\", this.decalScaleXY);\r\n this._activeEffect.setFloat(\"_Decal_Front_Only_\", this.decalFrontOnly ? 1.0 : 0.0);\r\n\r\n // \"Rim Light\"\r\n this._activeEffect.setFloat(\"_Rim_Intensity_\", this.rimIntensity);\r\n this._activeEffect.setTexture(\"_Rim_Texture_\", this._blueGradientTexture);\r\n this._activeEffect.setFloat(\"_Rim_Hue_Shift_\", this.rimHueShift);\r\n this._activeEffect.setFloat(\"_Rim_Saturation_Shift_\", this.rimSaturationShift);\r\n this._activeEffect.setFloat(\"_Rim_Value_Shift_\", this.rimValueShift);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLED true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setTexture(\"_Iridescence_Texture_\", this._blueGradientTexture);\r\n\r\n // Global inputs\r\n this._activeEffect.setFloat(\"Use_Global_Left_Index\", this.useGlobalLeftIndex);\r\n this._activeEffect.setFloat(\"Use_Global_Right_Index\", this.useGlobalRightIndex);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this.globalLeftIndexTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this.globaRightIndexTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Thumb_Tip_Position\", this.globalLeftThumbTipPosition);\r\n this._activeEffect.setVector4(\"Global_Right_Thumb_Tip_Position\", this.globalRightThumbTipPosition);\r\n\r\n this._activeEffect.setVector4(\"Global_Left_Index_Middle_Position\", this.globalLeftIndexMiddlePosition);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Middle_Position\", this.globalRightIndexMiddlePosition);\r\n\r\n this._activeEffect.setFloat(\"Global_Left_Index_Tip_Proximity\", this.globalLeftIndexTipProximity);\r\n this._activeEffect.setFloat(\"Global_Right_Index_Tip_Proximity\", this.globalRightIndexTipProximity);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLSliderThumbMaterial {\r\n return SerializationHelper.Clone(() => new MRDLSliderThumbMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLSliderThumbMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLSliderThumbMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLSliderThumbMaterial {\r\n return SerializationHelper.Parse(() => new MRDLSliderThumbMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLSliderThumbMaterial\", MRDLSliderThumbMaterial);\r\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlBackplatePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlBackplatePixelShader';
3
+ var shader = "uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nuniform float _Radius_;\nuniform float _Line_Width_;\nuniform bool _Absolute_Sizes_;\nuniform float _Filter_Width_;\nuniform vec4 _Base_Color_;\nuniform vec4 _Line_Color_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform float _Rate_;\nuniform vec4 _Highlight_Color_;\nuniform float _Highlight_Width_;\nuniform vec4 _Highlight_Transform_;\nuniform float _Highlight_;\n\nuniform float _Iridescence_Intensity_;\nuniform float _Iridescence_Edge_Intensity_;\nuniform vec4 _Iridescence_Tint_;\nuniform sampler2D _Iridescent_Map_;\nuniform float _Angle_;\nuniform bool _Reflected_;\nuniform float _Frequency_;\nuniform float _Vertical_Offset_;\nuniform vec4 _Gradient_Color_;\nuniform vec4 _Top_Left_;\nuniform vec4 _Top_Right_;\nuniform vec4 _Bottom_Left_;\nuniform vec4 _Bottom_Right_;\n\nuniform float _Edge_Width_;\nuniform float _Edge_Power_;\nuniform float _Line_Gradient_Blend_;\nuniform float _Fade_Out_;\n\n\nvoid FastLinearTosRGB_B353(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Round_Rect_Fragment_B332(\nfloat Radius,\nfloat Line_Width,\nvec4 Line_Color,\nfloat Filter_Width,\nvec2 UV,\nfloat Line_Visibility,\nvec4 Rect_Parms,\nvec4 Fill_Color,\nout vec4 Color)\n{\nfloat d=length(max(abs(UV)-Rect_Parms.xy,0.0));\nfloat dx=max(fwidth(d)*Filter_Width,0.00001);\n\nfloat g=min(Rect_Parms.z,Rect_Parms.w);\nfloat dgrad=max(fwidth(g)*Filter_Width,0.00001);\nfloat Inside_Rect=clamp(g/dgrad,0.0,1.0);\n\n\nfloat inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);\nColor=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;\n\n\n\n}\n\n\nvoid Iridescence_B343(\nvec3 Position,\nvec3 Normal,\nvec2 UV,\nvec3 Axis,\nvec3 Eye,\nvec4 Tint,\nsampler2D Texture,\nbool Reflected,\nfloat Frequency,\nfloat Vertical_Offset,\nout vec4 Color)\n{\nvec3 i=normalize(Position-Eye);\nvec3 r=reflect(i,Normal);\nfloat idota=dot(i,Axis);\nfloat idotr=dot(i,r);\nfloat x=Reflected ? idotr : idota;\nvec2 xy;\nxy.x=fract((x*Frequency+1.0)*0.5+UV.y*Vertical_Offset);\nxy.y=0.5;\nColor=texture(Texture,xy);\nColor.rgb*=Tint.rgb;\n}\n\n\nvoid Scale_RGB_B346(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Scale_RGB_B344(\nfloat Scalar,\nvec4 Color,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Line_Fragment_B362(\nvec4 Base_Color,\nvec4 Highlight_Color,\nfloat Highlight_Width,\nvec3 Line_Vertex,\nfloat Highlight,\nout vec4 Line_Color)\n{\nfloat k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);\nLine_Color=mix(Base_Color,Highlight_Color,Highlight*k2);\n}\n\n\nvoid Edge_B356(\nvec4 RectParms,\nfloat Radius,\nfloat Line_Width,\nvec2 UV,\nfloat Edge_Width,\nfloat Edge_Power,\nout float Result)\n{\nfloat d=length(max(abs(UV)-RectParms.xy,0.0));\nfloat edge=1.0-clamp((1.0-d/(Radius-Line_Width))/Edge_Width,0.0,1.0);\nResult=pow(edge,Edge_Power);\n}\n\n\nvoid Gradient_B355(\nvec4 Gradient_Color,\nvec4 Top_Left,\nvec4 Top_Right,\nvec4 Bottom_Left,\nvec4 Bottom_Right,\nvec2 UV,\nout vec4 Result)\n{\nvec3 top=Top_Left.rgb+(Top_Right.rgb-Top_Left.rgb)*UV.x;\nvec3 bottom=Bottom_Left.rgb+(Bottom_Right.rgb-Bottom_Left.rgb)*UV.x;\nResult.rgb=Gradient_Color.rgb*(bottom+(top-bottom)*UV.y);\nResult.a=1.0;\n}\n\nvoid main()\n{\n\nfloat X_Q338;\nfloat Y_Q338;\nfloat Z_Q338;\nfloat W_Q338;\nX_Q338=vExtra2.x;\nY_Q338=vExtra2.y;\nZ_Q338=vExtra2.z;\nW_Q338=vExtra2.w;\nvec4 Color_Q343;\n#if IRIDESCENCE_ENABLE\nIridescence_B343(vPosition,vNormal,vUV,vBinormal,cameraPosition,_Iridescence_Tint_,_Iridescent_Map_,_Reflected_,_Frequency_,_Vertical_Offset_,Color_Q343);\n#else\nColor_Q343=vec4(0,0,0,0);\n#endif\nvec4 Result_Q344;\nScale_RGB_B344(_Iridescence_Intensity_,Color_Q343,Result_Q344);\nvec4 Line_Color_Q362;\nLine_Fragment_B362(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q362);\nfloat Result_Q356;\n#if EDGE_ONLY\nEdge_B356(vExtra1,Z_Q338,W_Q338,vUV,_Edge_Width_,_Edge_Power_,Result_Q356);\n#else\nResult_Q356=1.0;\n#endif\n\nvec2 Vec2_Q339=vec2(X_Q338,Y_Q338);\nvec4 Result_Q355;\nGradient_B355(_Gradient_Color_,_Top_Left_,_Top_Right_,_Bottom_Left_,_Bottom_Right_,Vec2_Q339,Result_Q355);\n\nvec4 Linear_Q348;\nLinear_Q348.rgb=clamp(Result_Q355.rgb*Result_Q355.rgb,0.0,1.0);\nLinear_Q348.a=Result_Q355.a;\nvec4 Result_Q346;\nScale_RGB_B346(Linear_Q348,Result_Q356,Result_Q346);\n\nvec4 Sum_Q345=Result_Q346+Result_Q344;\n\nvec4 Color_At_T_Q347=mix(Line_Color_Q362,Result_Q346,_Line_Gradient_Blend_);\n\nvec4 Base_And_Iridescent_Q350;\nBase_And_Iridescent_Q350=_Base_Color_+vec4(Sum_Q345.rgb,0.0);\n\nvec4 Sum_Q349=Color_At_T_Q347+_Iridescence_Edge_Intensity_*Color_Q343;\n\nvec4 Result_Q351=Sum_Q349; Result_Q351.a=1.0;\nvec4 Color_Q332;\nRound_Rect_Fragment_B332(Z_Q338,W_Q338,Result_Q351,_Filter_Width_,vUV,1.0,vExtra1,Base_And_Iridescent_Q350,Color_Q332);\n\nvec4 Result_Q354=_Fade_Out_*Color_Q332;\nvec4 sRGB_Q353;\nFastLinearTosRGB_B353(Result_Q354,sRGB_Q353);\nvec4 Out_Color=sRGB_Q353;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlBackplatePixelShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlBackplate.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlBackplate.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,0BAA0B,CAAC;AACtC,IAAI,MAAM,GAAG,mwKAiOX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,wBAAwB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlBackplatePixelShader';\nlet shader = `uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nuniform float _Radius_;\nuniform float _Line_Width_;\nuniform bool _Absolute_Sizes_;\nuniform float _Filter_Width_;\nuniform vec4 _Base_Color_;\nuniform vec4 _Line_Color_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform float _Rate_;\nuniform vec4 _Highlight_Color_;\nuniform float _Highlight_Width_;\nuniform vec4 _Highlight_Transform_;\nuniform float _Highlight_;\n\nuniform float _Iridescence_Intensity_;\nuniform float _Iridescence_Edge_Intensity_;\nuniform vec4 _Iridescence_Tint_;\nuniform sampler2D _Iridescent_Map_;\nuniform float _Angle_;\nuniform bool _Reflected_;\nuniform float _Frequency_;\nuniform float _Vertical_Offset_;\nuniform vec4 _Gradient_Color_;\nuniform vec4 _Top_Left_;\nuniform vec4 _Top_Right_;\nuniform vec4 _Bottom_Left_;\nuniform vec4 _Bottom_Right_;\n\nuniform float _Edge_Width_;\nuniform float _Edge_Power_;\nuniform float _Line_Gradient_Blend_;\nuniform float _Fade_Out_;\n\n\nvoid FastLinearTosRGB_B353(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Round_Rect_Fragment_B332(\nfloat Radius,\nfloat Line_Width,\nvec4 Line_Color,\nfloat Filter_Width,\nvec2 UV,\nfloat Line_Visibility,\nvec4 Rect_Parms,\nvec4 Fill_Color,\nout vec4 Color)\n{\nfloat d=length(max(abs(UV)-Rect_Parms.xy,0.0));\nfloat dx=max(fwidth(d)*Filter_Width,0.00001);\n\nfloat g=min(Rect_Parms.z,Rect_Parms.w);\nfloat dgrad=max(fwidth(g)*Filter_Width,0.00001);\nfloat Inside_Rect=clamp(g/dgrad,0.0,1.0);\n\n\nfloat inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);\nColor=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;\n\n\n\n}\n\n\nvoid Iridescence_B343(\nvec3 Position,\nvec3 Normal,\nvec2 UV,\nvec3 Axis,\nvec3 Eye,\nvec4 Tint,\nsampler2D Texture,\nbool Reflected,\nfloat Frequency,\nfloat Vertical_Offset,\nout vec4 Color)\n{\nvec3 i=normalize(Position-Eye);\nvec3 r=reflect(i,Normal);\nfloat idota=dot(i,Axis);\nfloat idotr=dot(i,r);\nfloat x=Reflected ? idotr : idota;\nvec2 xy;\nxy.x=fract((x*Frequency+1.0)*0.5+UV.y*Vertical_Offset);\nxy.y=0.5;\nColor=texture(Texture,xy);\nColor.rgb*=Tint.rgb;\n}\n\n\nvoid Scale_RGB_B346(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Scale_RGB_B344(\nfloat Scalar,\nvec4 Color,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Line_Fragment_B362(\nvec4 Base_Color,\nvec4 Highlight_Color,\nfloat Highlight_Width,\nvec3 Line_Vertex,\nfloat Highlight,\nout vec4 Line_Color)\n{\nfloat k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);\nLine_Color=mix(Base_Color,Highlight_Color,Highlight*k2);\n}\n\n\nvoid Edge_B356(\nvec4 RectParms,\nfloat Radius,\nfloat Line_Width,\nvec2 UV,\nfloat Edge_Width,\nfloat Edge_Power,\nout float Result)\n{\nfloat d=length(max(abs(UV)-RectParms.xy,0.0));\nfloat edge=1.0-clamp((1.0-d/(Radius-Line_Width))/Edge_Width,0.0,1.0);\nResult=pow(edge,Edge_Power);\n}\n\n\nvoid Gradient_B355(\nvec4 Gradient_Color,\nvec4 Top_Left,\nvec4 Top_Right,\nvec4 Bottom_Left,\nvec4 Bottom_Right,\nvec2 UV,\nout vec4 Result)\n{\nvec3 top=Top_Left.rgb+(Top_Right.rgb-Top_Left.rgb)*UV.x;\nvec3 bottom=Bottom_Left.rgb+(Bottom_Right.rgb-Bottom_Left.rgb)*UV.x;\nResult.rgb=Gradient_Color.rgb*(bottom+(top-bottom)*UV.y);\nResult.a=1.0;\n}\n\nvoid main()\n{\n\nfloat X_Q338;\nfloat Y_Q338;\nfloat Z_Q338;\nfloat W_Q338;\nX_Q338=vExtra2.x;\nY_Q338=vExtra2.y;\nZ_Q338=vExtra2.z;\nW_Q338=vExtra2.w;\nvec4 Color_Q343;\n#if IRIDESCENCE_ENABLE\nIridescence_B343(vPosition,vNormal,vUV,vBinormal,cameraPosition,_Iridescence_Tint_,_Iridescent_Map_,_Reflected_,_Frequency_,_Vertical_Offset_,Color_Q343);\n#else\nColor_Q343=vec4(0,0,0,0);\n#endif\nvec4 Result_Q344;\nScale_RGB_B344(_Iridescence_Intensity_,Color_Q343,Result_Q344);\nvec4 Line_Color_Q362;\nLine_Fragment_B362(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q362);\nfloat Result_Q356;\n#if EDGE_ONLY\nEdge_B356(vExtra1,Z_Q338,W_Q338,vUV,_Edge_Width_,_Edge_Power_,Result_Q356);\n#else\nResult_Q356=1.0;\n#endif\n\nvec2 Vec2_Q339=vec2(X_Q338,Y_Q338);\nvec4 Result_Q355;\nGradient_B355(_Gradient_Color_,_Top_Left_,_Top_Right_,_Bottom_Left_,_Bottom_Right_,Vec2_Q339,Result_Q355);\n\nvec4 Linear_Q348;\nLinear_Q348.rgb=clamp(Result_Q355.rgb*Result_Q355.rgb,0.0,1.0);\nLinear_Q348.a=Result_Q355.a;\nvec4 Result_Q346;\nScale_RGB_B346(Linear_Q348,Result_Q356,Result_Q346);\n\nvec4 Sum_Q345=Result_Q346+Result_Q344;\n\nvec4 Color_At_T_Q347=mix(Line_Color_Q362,Result_Q346,_Line_Gradient_Blend_);\n\nvec4 Base_And_Iridescent_Q350;\nBase_And_Iridescent_Q350=_Base_Color_+vec4(Sum_Q345.rgb,0.0);\n\nvec4 Sum_Q349=Color_At_T_Q347+_Iridescence_Edge_Intensity_*Color_Q343;\n\nvec4 Result_Q351=Sum_Q349; Result_Q351.a=1.0;\nvec4 Color_Q332;\nRound_Rect_Fragment_B332(Z_Q338,W_Q338,Result_Q351,_Filter_Width_,vUV,1.0,vExtra1,Base_And_Iridescent_Q350,Color_Q332);\n\nvec4 Result_Q354=_Fade_Out_*Color_Q332;\nvec4 sRGB_Q353;\nFastLinearTosRGB_B353(Result_Q354,sRGB_Q353);\nvec4 Out_Color=sRGB_Q353;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlBackplatePixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlBackplateVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlBackplateVertexShader';
3
+ var shader = "uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 tangent;\nuniform float _Radius_;\nuniform float _Line_Width_;\nuniform bool _Absolute_Sizes_;\nuniform float _Filter_Width_;\nuniform vec4 _Base_Color_;\nuniform vec4 _Line_Color_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform float _Rate_;\nuniform vec4 _Highlight_Color_;\nuniform float _Highlight_Width_;\nuniform vec4 _Highlight_Transform_;\nuniform float _Highlight_;\n\nuniform float _Iridescence_Intensity_;\nuniform float _Iridescence_Edge_Intensity_;\nuniform vec4 _Iridescence_Tint_;\nuniform sampler2D _Iridescent_Map_;\nuniform float _Angle_;\nuniform bool _Reflected_;\nuniform float _Frequency_;\nuniform float _Vertical_Offset_;\nuniform vec4 _Gradient_Color_;\nuniform vec4 _Top_Left_;\nuniform vec4 _Top_Right_;\nuniform vec4 _Bottom_Left_;\nuniform vec4 _Bottom_Right_;\n\nuniform float _Edge_Width_;\nuniform float _Edge_Power_;\nuniform float _Line_Gradient_Blend_;\nuniform float _Fade_Out_;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\n\nvoid Object_To_World_Pos_B314(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Round_Rect_Vertex_B357(\nvec2 UV,\nfloat Radius,\nfloat Margin,\nfloat Anisotropy,\nfloat Gradient1,\nfloat Gradient2,\nvec3 Normal,\nvec4 Color_Scale_Translate,\nout vec2 Rect_UV,\nout vec4 Rect_Parms,\nout vec2 Scale_XY,\nout vec2 Line_UV,\nout vec2 Color_UV_Info)\n{\nScale_XY=vec2(Anisotropy,1.0);\nLine_UV=(UV-vec2(0.5,0.5));\nRect_UV=Line_UV*Scale_XY;\nRect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);\nRect_Parms.z=Gradient1;\nRect_Parms.w=Gradient2;\nColor_UV_Info=(Line_UV+vec2(0.5,0.5))*Color_Scale_Translate.xy+Color_Scale_Translate.zw;\n}\n\n\nvoid Line_Vertex_B333(\nvec2 Scale_XY,\nvec2 UV,\nfloat Time,\nfloat Rate,\nvec4 Highlight_Transform,\nout vec3 Line_Vertex)\n{\nfloat angle2=(Rate*Time)*2.0*3.1416;\nfloat sinAngle2=sin(angle2);\nfloat cosAngle2=cos(angle2);\nvec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;\nLine_Vertex.x=0.0;\nLine_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;\nLine_Vertex.z=0.0;\n}\n\n\nvoid PickDir_B334(\nfloat Degrees,\nvec3 DirX,\nvec3 DirY,\nout vec3 Dir)\n{\n\nfloat a=Degrees*3.14159/180.0;\nDir=cos(a)*DirX+sin(a)*DirY;\n}\n\n\nvoid Move_Verts_B327(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nNew_UV=center+r2*(UV-2.0*center+0.5);\nNew_P=vec3(New_UV-0.5,P.z);\nRadial_Gradient=1.0-length(delta)*2.0;\nRadial_Dir=vec3(delta*r2,0.0);\n}\n\n\nvoid Pick_Radius_B336(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Edge_AA_Vertex_B328(\nvec3 Position_World,\nvec3 Position_Object,\nvec3 Normal_Object,\nvec3 Eye,\nfloat Radial_Gradient,\nvec3 Radial_Dir,\nvec3 Tangent,\nout float Gradient1,\nout float Gradient2)\n{\n\nvec3 I=(Eye-Position_World);\nvec3 T=(vec4(Tangent,0.0)).xyz;\nfloat g=(dot(T,I)<0.0) ? 0.0 : 1.0;\nif (Normal_Object.z==0.0) {\n\nGradient1=Position_Object.z>0.0 ? g : 1.0;\nGradient2=Position_Object.z>0.0 ? 1.0 : g;\n} else {\n\n\n\n\nGradient1=g+(1.0-g)*(Radial_Gradient);\nGradient2=1.0;\n}\n}\n\n\nvoid Object_To_World_Dir_B330(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid RelativeOrAbsoluteDetail_B341(\nfloat Nominal_Radius,\nfloat Nominal_LineWidth,\nbool Absolute_Measurements,\nfloat Height,\nout float Radius,\nout float Line_Width)\n{\nfloat scale=Absolute_Measurements ? 1.0/Height : 1.0;\nRadius=Nominal_Radius*scale;\nLine_Width=Nominal_LineWidth*scale;\n}\n\nvoid main()\n{\n\nvec3 Nrm_World_Q326;\nNrm_World_Q326=normalize((world*vec4(normal,0.0)).xyz);\n\nvec3 Tangent_World_Q329;\nvec3 Tangent_World_N_Q329;\nfloat Tangent_Length_Q329;\nTangent_World_Q329=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q329=length(Tangent_World_Q329);\nTangent_World_N_Q329=Tangent_World_Q329/Tangent_Length_Q329;\nvec3 Binormal_World_Q330;\nvec3 Binormal_World_N_Q330;\nfloat Binormal_Length_Q330;\nObject_To_World_Dir_B330(vec3(0,1,0),Binormal_World_Q330,Binormal_World_N_Q330,Binormal_Length_Q330);\nfloat Radius_Q341;\nfloat Line_Width_Q341;\nRelativeOrAbsoluteDetail_B341(_Radius_,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q330,Radius_Q341,Line_Width_Q341);\nvec3 Dir_Q334;\nPickDir_B334(_Angle_,Tangent_World_N_Q329,Binormal_World_N_Q330,Dir_Q334);\nfloat Result_Q336;\nPick_Radius_B336(Radius_Q341,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q336);\n\nfloat Anisotropy_Q331=Tangent_Length_Q329/Binormal_Length_Q330;\n\nvec4 Out_Color_Q337=vec4(Result_Q336,Line_Width_Q341,0,1);\nvec3 New_P_Q327;\nvec2 New_UV_Q327;\nfloat Radial_Gradient_Q327;\nvec3 Radial_Dir_Q327;\nMove_Verts_B327(Anisotropy_Q331,position,Result_Q336,New_P_Q327,New_UV_Q327,Radial_Gradient_Q327,Radial_Dir_Q327);\nvec3 Pos_World_Q314;\nObject_To_World_Pos_B314(New_P_Q327,Pos_World_Q314);\nfloat Gradient1_Q328;\nfloat Gradient2_Q328;\n#if SMOOTH_EDGES\nEdge_AA_Vertex_B328(Pos_World_Q314,position,normal,cameraPosition,Radial_Gradient_Q327,Radial_Dir_Q327,tangent,Gradient1_Q328,Gradient2_Q328);\n#else\nGradient1_Q328=1.0;\nGradient2_Q328=1.0;\n#endif\nvec2 Rect_UV_Q357;\nvec4 Rect_Parms_Q357;\nvec2 Scale_XY_Q357;\nvec2 Line_UV_Q357;\nvec2 Color_UV_Info_Q357;\nRound_Rect_Vertex_B357(New_UV_Q327,Result_Q336,0.0,Anisotropy_Q331,Gradient1_Q328,Gradient2_Q328,normal,vec4(1,1,0,0),Rect_UV_Q357,Rect_Parms_Q357,Scale_XY_Q357,Line_UV_Q357,Color_UV_Info_Q357);\nvec3 Line_Vertex_Q333;\nLine_Vertex_B333(Scale_XY_Q357,Line_UV_Q357,(20.0),_Rate_,_Highlight_Transform_,Line_Vertex_Q333);\n\nfloat X_Q359;\nfloat Y_Q359;\nX_Q359=Color_UV_Info_Q357.x;\nY_Q359=Color_UV_Info_Q357.y;\n\nvec4 Vec4_Q358=vec4(X_Q359,Y_Q359,Result_Q336,Line_Width_Q341);\nvec3 Position=Pos_World_Q314;\nvec3 Normal=Nrm_World_Q326;\nvec2 UV=Rect_UV_Q357;\nvec3 Tangent=Line_Vertex_Q333;\nvec3 Binormal=Dir_Q334;\nvec4 Color=Out_Color_Q337;\nvec4 Extra1=Rect_Parms_Q357;\nvec4 Extra2=Vec4_Q358;\nvec4 Extra3=vec4(0,0,0,0);\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvExtra1=Extra1;\nvExtra2=Extra2;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlBackplateVertexShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlBackplate.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlBackplate.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,2BAA2B,CAAC;AACvC,IAAI,MAAM,GAAG,s7NAoRX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,yBAAyB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlBackplateVertexShader';\nlet shader = `uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 tangent;\nuniform float _Radius_;\nuniform float _Line_Width_;\nuniform bool _Absolute_Sizes_;\nuniform float _Filter_Width_;\nuniform vec4 _Base_Color_;\nuniform vec4 _Line_Color_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform float _Rate_;\nuniform vec4 _Highlight_Color_;\nuniform float _Highlight_Width_;\nuniform vec4 _Highlight_Transform_;\nuniform float _Highlight_;\n\nuniform float _Iridescence_Intensity_;\nuniform float _Iridescence_Edge_Intensity_;\nuniform vec4 _Iridescence_Tint_;\nuniform sampler2D _Iridescent_Map_;\nuniform float _Angle_;\nuniform bool _Reflected_;\nuniform float _Frequency_;\nuniform float _Vertical_Offset_;\nuniform vec4 _Gradient_Color_;\nuniform vec4 _Top_Left_;\nuniform vec4 _Top_Right_;\nuniform vec4 _Bottom_Left_;\nuniform vec4 _Bottom_Right_;\n\nuniform float _Edge_Width_;\nuniform float _Edge_Power_;\nuniform float _Line_Gradient_Blend_;\nuniform float _Fade_Out_;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\n\nvoid Object_To_World_Pos_B314(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Round_Rect_Vertex_B357(\nvec2 UV,\nfloat Radius,\nfloat Margin,\nfloat Anisotropy,\nfloat Gradient1,\nfloat Gradient2,\nvec3 Normal,\nvec4 Color_Scale_Translate,\nout vec2 Rect_UV,\nout vec4 Rect_Parms,\nout vec2 Scale_XY,\nout vec2 Line_UV,\nout vec2 Color_UV_Info)\n{\nScale_XY=vec2(Anisotropy,1.0);\nLine_UV=(UV-vec2(0.5,0.5));\nRect_UV=Line_UV*Scale_XY;\nRect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);\nRect_Parms.z=Gradient1;\nRect_Parms.w=Gradient2;\nColor_UV_Info=(Line_UV+vec2(0.5,0.5))*Color_Scale_Translate.xy+Color_Scale_Translate.zw;\n}\n\n\nvoid Line_Vertex_B333(\nvec2 Scale_XY,\nvec2 UV,\nfloat Time,\nfloat Rate,\nvec4 Highlight_Transform,\nout vec3 Line_Vertex)\n{\nfloat angle2=(Rate*Time)*2.0*3.1416;\nfloat sinAngle2=sin(angle2);\nfloat cosAngle2=cos(angle2);\nvec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;\nLine_Vertex.x=0.0;\nLine_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;\nLine_Vertex.z=0.0;\n}\n\n\nvoid PickDir_B334(\nfloat Degrees,\nvec3 DirX,\nvec3 DirY,\nout vec3 Dir)\n{\n\nfloat a=Degrees*3.14159/180.0;\nDir=cos(a)*DirX+sin(a)*DirY;\n}\n\n\nvoid Move_Verts_B327(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nNew_UV=center+r2*(UV-2.0*center+0.5);\nNew_P=vec3(New_UV-0.5,P.z);\nRadial_Gradient=1.0-length(delta)*2.0;\nRadial_Dir=vec3(delta*r2,0.0);\n}\n\n\nvoid Pick_Radius_B336(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Edge_AA_Vertex_B328(\nvec3 Position_World,\nvec3 Position_Object,\nvec3 Normal_Object,\nvec3 Eye,\nfloat Radial_Gradient,\nvec3 Radial_Dir,\nvec3 Tangent,\nout float Gradient1,\nout float Gradient2)\n{\n\nvec3 I=(Eye-Position_World);\nvec3 T=(vec4(Tangent,0.0)).xyz;\nfloat g=(dot(T,I)<0.0) ? 0.0 : 1.0;\nif (Normal_Object.z==0.0) {\n\nGradient1=Position_Object.z>0.0 ? g : 1.0;\nGradient2=Position_Object.z>0.0 ? 1.0 : g;\n} else {\n\n\n\n\nGradient1=g+(1.0-g)*(Radial_Gradient);\nGradient2=1.0;\n}\n}\n\n\nvoid Object_To_World_Dir_B330(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid RelativeOrAbsoluteDetail_B341(\nfloat Nominal_Radius,\nfloat Nominal_LineWidth,\nbool Absolute_Measurements,\nfloat Height,\nout float Radius,\nout float Line_Width)\n{\nfloat scale=Absolute_Measurements ? 1.0/Height : 1.0;\nRadius=Nominal_Radius*scale;\nLine_Width=Nominal_LineWidth*scale;\n}\n\nvoid main()\n{\n\nvec3 Nrm_World_Q326;\nNrm_World_Q326=normalize((world*vec4(normal,0.0)).xyz);\n\nvec3 Tangent_World_Q329;\nvec3 Tangent_World_N_Q329;\nfloat Tangent_Length_Q329;\nTangent_World_Q329=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q329=length(Tangent_World_Q329);\nTangent_World_N_Q329=Tangent_World_Q329/Tangent_Length_Q329;\nvec3 Binormal_World_Q330;\nvec3 Binormal_World_N_Q330;\nfloat Binormal_Length_Q330;\nObject_To_World_Dir_B330(vec3(0,1,0),Binormal_World_Q330,Binormal_World_N_Q330,Binormal_Length_Q330);\nfloat Radius_Q341;\nfloat Line_Width_Q341;\nRelativeOrAbsoluteDetail_B341(_Radius_,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q330,Radius_Q341,Line_Width_Q341);\nvec3 Dir_Q334;\nPickDir_B334(_Angle_,Tangent_World_N_Q329,Binormal_World_N_Q330,Dir_Q334);\nfloat Result_Q336;\nPick_Radius_B336(Radius_Q341,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q336);\n\nfloat Anisotropy_Q331=Tangent_Length_Q329/Binormal_Length_Q330;\n\nvec4 Out_Color_Q337=vec4(Result_Q336,Line_Width_Q341,0,1);\nvec3 New_P_Q327;\nvec2 New_UV_Q327;\nfloat Radial_Gradient_Q327;\nvec3 Radial_Dir_Q327;\nMove_Verts_B327(Anisotropy_Q331,position,Result_Q336,New_P_Q327,New_UV_Q327,Radial_Gradient_Q327,Radial_Dir_Q327);\nvec3 Pos_World_Q314;\nObject_To_World_Pos_B314(New_P_Q327,Pos_World_Q314);\nfloat Gradient1_Q328;\nfloat Gradient2_Q328;\n#if SMOOTH_EDGES\nEdge_AA_Vertex_B328(Pos_World_Q314,position,normal,cameraPosition,Radial_Gradient_Q327,Radial_Dir_Q327,tangent,Gradient1_Q328,Gradient2_Q328);\n#else\nGradient1_Q328=1.0;\nGradient2_Q328=1.0;\n#endif\nvec2 Rect_UV_Q357;\nvec4 Rect_Parms_Q357;\nvec2 Scale_XY_Q357;\nvec2 Line_UV_Q357;\nvec2 Color_UV_Info_Q357;\nRound_Rect_Vertex_B357(New_UV_Q327,Result_Q336,0.0,Anisotropy_Q331,Gradient1_Q328,Gradient2_Q328,normal,vec4(1,1,0,0),Rect_UV_Q357,Rect_Parms_Q357,Scale_XY_Q357,Line_UV_Q357,Color_UV_Info_Q357);\nvec3 Line_Vertex_Q333;\nLine_Vertex_B333(Scale_XY_Q357,Line_UV_Q357,(20.0),_Rate_,_Highlight_Transform_,Line_Vertex_Q333);\n\nfloat X_Q359;\nfloat Y_Q359;\nX_Q359=Color_UV_Info_Q357.x;\nY_Q359=Color_UV_Info_Q357.y;\n\nvec4 Vec4_Q358=vec4(X_Q359,Y_Q359,Result_Q336,Line_Width_Q341);\nvec3 Position=Pos_World_Q314;\nvec3 Normal=Nrm_World_Q326;\nvec2 UV=Rect_UV_Q357;\nvec3 Tangent=Line_Vertex_Q333;\nvec3 Binormal=Dir_Q334;\nvec4 Color=Out_Color_Q337;\nvec4 Extra1=Rect_Parms_Q357;\nvec4 Extra2=Vec4_Q358;\nvec4 Extra3=vec4(0,0,0,0);\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvExtra1=Extra1;\nvExtra2=Extra2;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlBackplateVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlSliderBarPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlSliderBarPixelShader';
3
+ var shader = "uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform vec4 Global_Left_Index_Middle_Position;\nuniform vec4 Global_Right_Index_Middle_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\n\nvoid Blob_Fragment_B30(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{\nfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\nfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\nvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\nBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n}\n\n\nvoid FastLinearTosRGB_B42(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Scale_RGB_B59(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Fragment_Main_B121(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{\nfloat theta=Sun_Theta*2.0*3.14159;\nfloat phi=Sun_Phi*3.14159;\nvec3 lightDir=vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\nfloat NdotL=max(dot(lightDir,Normal),0.0);\n\nvec3 R=reflect(Incident,Normal);\nfloat RdotL=max(0.0,dot(R,lightDir));\nfloat specular=pow(RdotL,Shininess);\nspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\nvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n\nResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\n}\n\n\nvoid Bulge_B79(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{\nvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\nvec3 B=(cross(Normal,Tangent));\n\n\n\n\nfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\nk=sin(k*3.14159*0.5);\nk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\nNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\nNew_Normal=Enabled ? New_Normal : Normal;\n}\n\n\nvoid SSS_B77(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{\nfloat NdotI=abs(dot(Normal,Incident));\nfloat BdotI=abs(dot(ButtonN,Incident));\nResult=(abs(NdotI-BdotI));\n\n}\n\n\nvoid FingerOcclusion_B67(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid FingerOcclusion_B68(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid Scale_Color_B91(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=Scalar*Color;\n}\n\n\nvoid From_HSV_B73(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{\n\nvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\nvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\nColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\nColor.a=Alpha;\n}\n\n\nvoid Fast_Fresnel_B122(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{\nfloat d=max(-dot(Incident,Normal),0.0);\nReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\nTransmit=1.0-Reflect;\n}\n\n\nvoid Mapped_Environment_B51(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{\n\nReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\nIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\n}\n\n\nvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{\nfloat k=pow(abs(D.y),exponent);\nvec4 C;\nif (D.y>0.0) {\nC=mix(H,S,k);\n} else {\nC=mix(H,G,k);\n}\nreturn C;\n}\nvoid Sky_Environment_B50(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{\n\nReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\nIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n}\n\n\nvoid Min_Segment_Distance_B65(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{\nvec3 u=P1-P0;\nvec3 v=Q1-Q0;\nvec3 w=P0-Q0;\nfloat a=dot(u,u);\nfloat b=dot(u,v);\nfloat c=dot(v,v);\nfloat d=dot(u,w);\nfloat e=dot(v,w);\nfloat D=a*c-b*b;\nfloat sD=D;\nfloat tD=D;\nfloat sc,sN,tc,tN;\nif (D<0.00001) {\nsN=0.0;\nsD=1.0;\ntN=e;\ntD=c;\n} else {\nsN=(b*e-c*d);\ntN=(a*e-b*d);\nif (sN<0.0) {\nsN=0.0;\ntN=e;\ntD=c;\n} else if (sN>sD) {\nsN=sD;\ntN=e+b;\ntD=c;\n}\n}\nif (tN<0.0) {\ntN=0.0;\nif (-d<0.0) {\nsN=0.0;\n} else if (-d>a) {\nsN=sD;\n} else {\nsN=-d;\nsD=a;\n}\n} else if (tN>tD) {\ntN=tD;\nif ((-d+b)<0.0) {\nsN=0.0;\n} else if ((-d+b)>a) {\nsN=sD;\n} else {\nsN=(-d+b);\nsD=a;\n}\n}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\ntc=abs(tN)<0.000001 ? 0.0 : tN/tD;\nNearP=P0+sc*u;\nNearQ=Q0+tc*v;\nDistance=distance(NearP,NearQ);\n}\n\n\nvoid To_XYZ_B74(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Finger_Positions_B64(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{\nLeft_Index=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\nRight_Index=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\nLeft_Index_Middle=(Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\nRight_Index_Middle=(Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\n}\n\n\nvoid VaryHSV_B108(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{\nHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\n}\n\n\nvoid Remap_Range_B114(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\n\nvoid To_HSV_B75(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{\n\nvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\nvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\nvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\nfloat d=q.x-min(q.w,q.y);\nfloat e=1.0e-10;\nHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\nSaturation=d/(q.x+e);\nValue=q.x;\nAlpha=Color.a;\nHSV=vec3(Hue,Saturation,Value);\n}\n\n\nvoid Code_B110(\nfloat X,\nout float Result)\n{\nResult=(acos(X)/3.14159-0.5)*2.0;\n}\n\n\nvoid Rim_Light_B132(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{\nvec3 R=reflect(Incident,Normal);\nfloat RdotF=dot(R,Front);\nfloat RdotL=sqrt(1.0-RdotF*RdotF);\nvec2 UV=vec2(R.y*0.5+0.5,0.5);\nvec4 Color=texture(Texture,UV);\nResult=Color;\n}\n\nvoid main()\n{\nvec4 Blob_Color_Q30;\n#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\n#else\nBlob_Color_Q30=vec4(0,0,0,0);\n#endif\n\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\n\nvec3 Normalized_Q38=normalize(vNormal);\n\nvec3 Normalized_Q71=normalize(vTangent);\n\nvec4 Color_Q83;\n#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\n#else\nColor_Q83=vec4(0,0,0,0);\n#endif\n\nfloat X_Q90;\nfloat Y_Q90;\nfloat Z_Q90;\nfloat W_Q90;\nX_Q90=vExtra1.x;\nY_Q90=vExtra1.y;\nZ_Q90=vExtra1.z;\nW_Q90=vExtra1.w;\n\nvec4 Linear_Q43;\nLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\nLinear_Q43.a=_Sky_Color_.a;\n\nvec4 Linear_Q44;\nLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\nLinear_Q44.a=_Horizon_Color_.a;\n\nvec4 Linear_Q45;\nLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\nLinear_Q45.a=_Ground_Color_.a;\nvec3 Left_Index_Q64;\nvec3 Right_Index_Q64;\nvec3 Left_Index_Middle_Q64;\nvec3 Right_Index_Middle_Q64;\nFinger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);\n\nvec4 Linear_Q46;\nLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\nLinear_Q46.a=_Albedo_.a;\n\nvec3 Normalized_Q107=normalize(vBinormal);\n\nvec3 Incident_Q70=normalize(vPosition-cameraPosition);\nvec3 New_Normal_Q79;\nBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\nfloat Result_Q77;\nSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\nvec4 Result_Q91;\nScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\nfloat Transmit_Q122;\nfloat Reflect_Q122;\nFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\n\nfloat Product_Q125=Y_Q90*Y_Q90;\nvec3 NearP_Q65;\nvec3 NearQ_Q65;\nfloat Distance_Q65;\nMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\nvec3 NearP_Q63;\nvec3 NearQ_Q63;\nfloat Distance_Q63;\nMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\n\nvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\n\nvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\nvec4 Result_Q132;\nRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\n\nfloat Dot_Q72=dot(Incident_Q70,Normalized_Q71);\n\nfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\nfloat NotInShadow_Q67;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\n#else\nNotInShadow_Q67=1.0;\n#endif\nfloat NotInShadow_Q68;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\n#else\nNotInShadow_Q68=1.0;\n#endif\nvec4 Reflected_Color_Q51;\nvec4 Indirect_Diffuse_Q51;\n#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\n#else\nReflected_Color_Q51=vec4(0,0,0,1);\nIndirect_Diffuse_Q51=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q50;\nvec4 Indirect_Color_Q50;\n#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\n#else\nReflected_Color_Q50=vec4(0,0,0,1);\nIndirect_Color_Q50=vec4(0,0,0,1);\n#endif\nfloat Hue_Q75;\nfloat Saturation_Q75;\nfloat Value_Q75;\nfloat Alpha_Q75;\nvec3 HSV_Q75;\nTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\nfloat Hue_Q127;\nfloat Saturation_Q127;\nfloat Value_Q127;\nfloat Alpha_Q127;\nvec3 HSV_Q127;\nTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\nfloat Result_Q110;\nCode_B110(Dot_Q72,Result_Q110);\n\nfloat AbsA_Q76=abs(Result_Q110);\n\nfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\n\nvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\n\nvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\nvec3 HSV_Out_Q126;\nVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\nfloat Out_Q114;\nRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\n\nfloat Product_Q106;\nProduct_Q106=AbsA_Q76*_Hue_Shift_;\n\nfloat X_Q128;\nfloat Y_Q128;\nfloat Z_Q128;\nTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\n\nvec2 Vec2_Q112=vec2(Out_Q114,0.5);\nvec3 HSV_Out_Q108;\nVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\nvec4 Color_Q129;\nFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\n\nvec4 Color_Q111;\n#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\n#else\nColor_Q111=vec4(0,0,0,0);\n#endif\nfloat X_Q74;\nfloat Y_Q74;\nfloat Z_Q74;\nTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\n\nvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\n\nvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\nvec4 Color_Q73;\nFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\n\nvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\nvec4 Result_Q121;\nFragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);\nvec4 Result_Q59;\nScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\nvec4 sRGB_Q42;\nFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\n\nvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\n\nvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\nvec4 Out_Color=Result_Q40;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlSliderBarPixelShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlSliderBar.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,0BAA0B,CAAC;AACtC,IAAI,MAAM,GAAG,gwgBA6pBX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,wBAAwB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlSliderBarPixelShader';\nlet shader = `uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform vec4 Global_Left_Index_Middle_Position;\nuniform vec4 Global_Right_Index_Middle_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\n\nvoid Blob_Fragment_B30(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{\nfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\nfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\nvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\nBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n}\n\n\nvoid FastLinearTosRGB_B42(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Scale_RGB_B59(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Fragment_Main_B121(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{\nfloat theta=Sun_Theta*2.0*3.14159;\nfloat phi=Sun_Phi*3.14159;\nvec3 lightDir=vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\nfloat NdotL=max(dot(lightDir,Normal),0.0);\n\nvec3 R=reflect(Incident,Normal);\nfloat RdotL=max(0.0,dot(R,lightDir));\nfloat specular=pow(RdotL,Shininess);\nspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\nvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n\nResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\n}\n\n\nvoid Bulge_B79(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{\nvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\nvec3 B=(cross(Normal,Tangent));\n\n\n\n\nfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\nk=sin(k*3.14159*0.5);\nk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\nNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\nNew_Normal=Enabled ? New_Normal : Normal;\n}\n\n\nvoid SSS_B77(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{\nfloat NdotI=abs(dot(Normal,Incident));\nfloat BdotI=abs(dot(ButtonN,Incident));\nResult=(abs(NdotI-BdotI));\n\n}\n\n\nvoid FingerOcclusion_B67(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid FingerOcclusion_B68(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid Scale_Color_B91(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=Scalar*Color;\n}\n\n\nvoid From_HSV_B73(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{\n\nvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\nvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\nColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\nColor.a=Alpha;\n}\n\n\nvoid Fast_Fresnel_B122(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{\nfloat d=max(-dot(Incident,Normal),0.0);\nReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\nTransmit=1.0-Reflect;\n}\n\n\nvoid Mapped_Environment_B51(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{\n\nReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\nIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\n}\n\n\nvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{\nfloat k=pow(abs(D.y),exponent);\nvec4 C;\nif (D.y>0.0) {\nC=mix(H,S,k);\n} else {\nC=mix(H,G,k);\n}\nreturn C;\n}\nvoid Sky_Environment_B50(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{\n\nReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\nIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n}\n\n\nvoid Min_Segment_Distance_B65(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{\nvec3 u=P1-P0;\nvec3 v=Q1-Q0;\nvec3 w=P0-Q0;\nfloat a=dot(u,u);\nfloat b=dot(u,v);\nfloat c=dot(v,v);\nfloat d=dot(u,w);\nfloat e=dot(v,w);\nfloat D=a*c-b*b;\nfloat sD=D;\nfloat tD=D;\nfloat sc,sN,tc,tN;\nif (D<0.00001) {\nsN=0.0;\nsD=1.0;\ntN=e;\ntD=c;\n} else {\nsN=(b*e-c*d);\ntN=(a*e-b*d);\nif (sN<0.0) {\nsN=0.0;\ntN=e;\ntD=c;\n} else if (sN>sD) {\nsN=sD;\ntN=e+b;\ntD=c;\n}\n}\nif (tN<0.0) {\ntN=0.0;\nif (-d<0.0) {\nsN=0.0;\n} else if (-d>a) {\nsN=sD;\n} else {\nsN=-d;\nsD=a;\n}\n} else if (tN>tD) {\ntN=tD;\nif ((-d+b)<0.0) {\nsN=0.0;\n} else if ((-d+b)>a) {\nsN=sD;\n} else {\nsN=(-d+b);\nsD=a;\n}\n}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\ntc=abs(tN)<0.000001 ? 0.0 : tN/tD;\nNearP=P0+sc*u;\nNearQ=Q0+tc*v;\nDistance=distance(NearP,NearQ);\n}\n\n\nvoid To_XYZ_B74(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Finger_Positions_B64(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{\nLeft_Index=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\nRight_Index=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\nLeft_Index_Middle=(Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\nRight_Index_Middle=(Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\n}\n\n\nvoid VaryHSV_B108(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{\nHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\n}\n\n\nvoid Remap_Range_B114(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\n\nvoid To_HSV_B75(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{\n\nvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\nvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\nvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\nfloat d=q.x-min(q.w,q.y);\nfloat e=1.0e-10;\nHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\nSaturation=d/(q.x+e);\nValue=q.x;\nAlpha=Color.a;\nHSV=vec3(Hue,Saturation,Value);\n}\n\n\nvoid Code_B110(\nfloat X,\nout float Result)\n{\nResult=(acos(X)/3.14159-0.5)*2.0;\n}\n\n\nvoid Rim_Light_B132(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{\nvec3 R=reflect(Incident,Normal);\nfloat RdotF=dot(R,Front);\nfloat RdotL=sqrt(1.0-RdotF*RdotF);\nvec2 UV=vec2(R.y*0.5+0.5,0.5);\nvec4 Color=texture(Texture,UV);\nResult=Color;\n}\n\nvoid main()\n{\nvec4 Blob_Color_Q30;\n#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\n#else\nBlob_Color_Q30=vec4(0,0,0,0);\n#endif\n\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\n\nvec3 Normalized_Q38=normalize(vNormal);\n\nvec3 Normalized_Q71=normalize(vTangent);\n\nvec4 Color_Q83;\n#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\n#else\nColor_Q83=vec4(0,0,0,0);\n#endif\n\nfloat X_Q90;\nfloat Y_Q90;\nfloat Z_Q90;\nfloat W_Q90;\nX_Q90=vExtra1.x;\nY_Q90=vExtra1.y;\nZ_Q90=vExtra1.z;\nW_Q90=vExtra1.w;\n\nvec4 Linear_Q43;\nLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\nLinear_Q43.a=_Sky_Color_.a;\n\nvec4 Linear_Q44;\nLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\nLinear_Q44.a=_Horizon_Color_.a;\n\nvec4 Linear_Q45;\nLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\nLinear_Q45.a=_Ground_Color_.a;\nvec3 Left_Index_Q64;\nvec3 Right_Index_Q64;\nvec3 Left_Index_Middle_Q64;\nvec3 Right_Index_Middle_Q64;\nFinger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);\n\nvec4 Linear_Q46;\nLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\nLinear_Q46.a=_Albedo_.a;\n\nvec3 Normalized_Q107=normalize(vBinormal);\n\nvec3 Incident_Q70=normalize(vPosition-cameraPosition);\nvec3 New_Normal_Q79;\nBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\nfloat Result_Q77;\nSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\nvec4 Result_Q91;\nScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\nfloat Transmit_Q122;\nfloat Reflect_Q122;\nFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\n\nfloat Product_Q125=Y_Q90*Y_Q90;\nvec3 NearP_Q65;\nvec3 NearQ_Q65;\nfloat Distance_Q65;\nMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\nvec3 NearP_Q63;\nvec3 NearQ_Q63;\nfloat Distance_Q63;\nMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\n\nvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\n\nvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\nvec4 Result_Q132;\nRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\n\nfloat Dot_Q72=dot(Incident_Q70,Normalized_Q71);\n\nfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\nfloat NotInShadow_Q67;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\n#else\nNotInShadow_Q67=1.0;\n#endif\nfloat NotInShadow_Q68;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\n#else\nNotInShadow_Q68=1.0;\n#endif\nvec4 Reflected_Color_Q51;\nvec4 Indirect_Diffuse_Q51;\n#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\n#else\nReflected_Color_Q51=vec4(0,0,0,1);\nIndirect_Diffuse_Q51=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q50;\nvec4 Indirect_Color_Q50;\n#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\n#else\nReflected_Color_Q50=vec4(0,0,0,1);\nIndirect_Color_Q50=vec4(0,0,0,1);\n#endif\nfloat Hue_Q75;\nfloat Saturation_Q75;\nfloat Value_Q75;\nfloat Alpha_Q75;\nvec3 HSV_Q75;\nTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\nfloat Hue_Q127;\nfloat Saturation_Q127;\nfloat Value_Q127;\nfloat Alpha_Q127;\nvec3 HSV_Q127;\nTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\nfloat Result_Q110;\nCode_B110(Dot_Q72,Result_Q110);\n\nfloat AbsA_Q76=abs(Result_Q110);\n\nfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\n\nvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\n\nvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\nvec3 HSV_Out_Q126;\nVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\nfloat Out_Q114;\nRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\n\nfloat Product_Q106;\nProduct_Q106=AbsA_Q76*_Hue_Shift_;\n\nfloat X_Q128;\nfloat Y_Q128;\nfloat Z_Q128;\nTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\n\nvec2 Vec2_Q112=vec2(Out_Q114,0.5);\nvec3 HSV_Out_Q108;\nVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\nvec4 Color_Q129;\nFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\n\nvec4 Color_Q111;\n#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\n#else\nColor_Q111=vec4(0,0,0,0);\n#endif\nfloat X_Q74;\nfloat Y_Q74;\nfloat Z_Q74;\nTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\n\nvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\n\nvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\nvec4 Color_Q73;\nFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\n\nvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\nvec4 Result_Q121;\nFragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);\nvec4 Result_Q59;\nScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\nvec4 sRGB_Q42;\nFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\n\nvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\n\nvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\nvec4 Out_Color=Result_Q40;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlSliderBarPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlSliderBarVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlSliderBarVertexShader';
3
+ var shader = "uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\n\nvoid Object_To_World_Pos_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Object_To_World_Normal_B32(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\n}\n\n\nvoid Blob_Vertex_B23(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Blob_Vertex_B24(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Move_Verts_B130(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nfloat deltad=(length(delta)*2.0);\nfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\n\nfloat innerd=clamp(deltad*2.0,0.0,1.0);\nfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\nfloat bevelAngle=outerd*3.14159*0.5;\nfloat sinb=sin(bevelAngle);\nfloat cosb=cos(bevelAngle);\nfloat beveld=(1.0-f)*innerd+f*sinb;\nfloat br=outerd;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nfloat dir=P.z<0.0001 ? 1.0 : -1.0;\n\nNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\nNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\nRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\nRadial_Dir=vec3(delta*r2,0.0);\nvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\nNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\n}\n\n\nvoid Object_To_World_Dir_B60(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{\nNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nNormal_Length=length(Normal_World);\nNormal_World_N=Normal_World/Normal_Length;\n}\n\n\nvoid To_XYZ_B78(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Conditional_Float_B93(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Object_To_World_Dir_B28(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid Pick_Radius_B69(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Conditional_Float_B36(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Greater_Than_B37(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{\nGreater_Than=Left>Right;\nNot_Greater_Than=!Greater_Than;\n}\n\n\nvoid Remap_Range_B105(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\nvoid main()\n{\n\nvec2 XY_Q85;\nXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\n\nvec3 Tangent_World_Q27;\nvec3 Tangent_World_N_Q27;\nfloat Tangent_Length_Q27;\nTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q27=length(Tangent_World_Q27);\nTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\nvec3 Normal_World_Q60;\nvec3 Normal_World_N_Q60;\nfloat Normal_Length_Q60;\nObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\nfloat X_Q78;\nfloat Y_Q78;\nfloat Z_Q78;\nTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\n\nvec3 Nrm_World_Q26;\nNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\nvec3 Binormal_World_Q28;\nvec3 Binormal_World_N_Q28;\nfloat Binormal_Length_Q28;\nObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\n\nfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\nfloat Result_Q69;\nPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\n\nfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\nbool Not_Greater_Than_Q37;\nbool Greater_Than_Q37;\nGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\n\nvec4 Linear_Q101;\nLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q101.a=_Left_Color_.a;\n\nvec4 Linear_Q102;\nLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q102.a=_Right_Color_.a;\n\nvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\n\nvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\nfloat Result_Q36;\nConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\nfloat Result_Q94;\nConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\nvec3 New_P_Q130;\nvec2 New_UV_Q130;\nfloat Radial_Gradient_Q130;\nvec3 Radial_Dir_Q130;\nvec3 New_Normal_Q130;\nMove_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);\n\nfloat X_Q98;\nfloat Y_Q98;\nX_Q98=New_UV_Q130.x;\nY_Q98=New_UV_Q130.y;\nvec3 Pos_World_Q12;\nObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\nvec3 Nrm_World_Q32;\nObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\nvec4 Blob_Info_Q23;\n#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\n#else\nBlob_Info_Q23=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q24;\n#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\n#else\nBlob_Info_Q24=vec4(0,0,0,0);\n#endif\nfloat Out_Q105;\nRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\nfloat X_Q86;\nfloat Y_Q86;\nfloat Z_Q86;\nTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\n\nvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\n\nfloat Minus_F_Q87=-Z_Q86;\n\nfloat R_Q99;\nfloat G_Q99;\nfloat B_Q99;\nfloat A_Q99;\nR_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;\n\nfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\nfloat Result_Q93;\nConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\n\nvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\nvec3 Position=Pos_World_Q12;\nvec3 Normal=Nrm_World_Q32;\nvec2 UV=XY_Q85;\nvec3 Tangent=Tangent_World_N_Q27;\nvec3 Binormal=Difference_Q61;\nvec4 Color=Out_Color_Q34;\nvec4 Extra1=Vec4_Q89;\nvec4 Extra2=Blob_Info_Q23;\nvec4 Extra3=Blob_Info_Q24;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\nvExtra2=Extra2;\nvExtra3=Extra3;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlSliderBarVertexShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlSliderBar.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,2BAA2B,CAAC;AACvC,IAAI,MAAM,GAAG,4oXA8aX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,yBAAyB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlSliderBarVertexShader';\nlet shader = `uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\n\nvoid Object_To_World_Pos_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Object_To_World_Normal_B32(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\n}\n\n\nvoid Blob_Vertex_B23(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Blob_Vertex_B24(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Move_Verts_B130(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nfloat deltad=(length(delta)*2.0);\nfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\n\nfloat innerd=clamp(deltad*2.0,0.0,1.0);\nfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\nfloat bevelAngle=outerd*3.14159*0.5;\nfloat sinb=sin(bevelAngle);\nfloat cosb=cos(bevelAngle);\nfloat beveld=(1.0-f)*innerd+f*sinb;\nfloat br=outerd;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nfloat dir=P.z<0.0001 ? 1.0 : -1.0;\n\nNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\nNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\nRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\nRadial_Dir=vec3(delta*r2,0.0);\nvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\nNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\n}\n\n\nvoid Object_To_World_Dir_B60(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{\nNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nNormal_Length=length(Normal_World);\nNormal_World_N=Normal_World/Normal_Length;\n}\n\n\nvoid To_XYZ_B78(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Conditional_Float_B93(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Object_To_World_Dir_B28(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid Pick_Radius_B69(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Conditional_Float_B36(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Greater_Than_B37(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{\nGreater_Than=Left>Right;\nNot_Greater_Than=!Greater_Than;\n}\n\n\nvoid Remap_Range_B105(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\nvoid main()\n{\n\nvec2 XY_Q85;\nXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\n\nvec3 Tangent_World_Q27;\nvec3 Tangent_World_N_Q27;\nfloat Tangent_Length_Q27;\nTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q27=length(Tangent_World_Q27);\nTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\nvec3 Normal_World_Q60;\nvec3 Normal_World_N_Q60;\nfloat Normal_Length_Q60;\nObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\nfloat X_Q78;\nfloat Y_Q78;\nfloat Z_Q78;\nTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\n\nvec3 Nrm_World_Q26;\nNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\nvec3 Binormal_World_Q28;\nvec3 Binormal_World_N_Q28;\nfloat Binormal_Length_Q28;\nObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\n\nfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\nfloat Result_Q69;\nPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\n\nfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\nbool Not_Greater_Than_Q37;\nbool Greater_Than_Q37;\nGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\n\nvec4 Linear_Q101;\nLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q101.a=_Left_Color_.a;\n\nvec4 Linear_Q102;\nLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q102.a=_Right_Color_.a;\n\nvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\n\nvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\nfloat Result_Q36;\nConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\nfloat Result_Q94;\nConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\nvec3 New_P_Q130;\nvec2 New_UV_Q130;\nfloat Radial_Gradient_Q130;\nvec3 Radial_Dir_Q130;\nvec3 New_Normal_Q130;\nMove_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);\n\nfloat X_Q98;\nfloat Y_Q98;\nX_Q98=New_UV_Q130.x;\nY_Q98=New_UV_Q130.y;\nvec3 Pos_World_Q12;\nObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\nvec3 Nrm_World_Q32;\nObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\nvec4 Blob_Info_Q23;\n#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\n#else\nBlob_Info_Q23=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q24;\n#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\n#else\nBlob_Info_Q24=vec4(0,0,0,0);\n#endif\nfloat Out_Q105;\nRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\nfloat X_Q86;\nfloat Y_Q86;\nfloat Z_Q86;\nTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\n\nvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\n\nfloat Minus_F_Q87=-Z_Q86;\n\nfloat R_Q99;\nfloat G_Q99;\nfloat B_Q99;\nfloat A_Q99;\nR_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;\n\nfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\nfloat Result_Q93;\nConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\n\nvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\nvec3 Position=Pos_World_Q12;\nvec3 Normal=Nrm_World_Q32;\nvec2 UV=XY_Q85;\nvec3 Tangent=Tangent_World_N_Q27;\nvec3 Binormal=Difference_Q61;\nvec4 Color=Out_Color_Q34;\nvec4 Extra1=Vec4_Q89;\nvec4 Extra2=Blob_Info_Q23;\nvec4 Extra3=Blob_Info_Q24;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\nvExtra2=Extra2;\nvExtra3=Extra3;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlSliderBarVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlSliderThumbPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlSliderThumbPixelShader';
3
+ var shader = "uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform vec4 Global_Left_Index_Middle_Position;\nuniform vec4 Global_Right_Index_Middle_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\n\nvoid Blob_Fragment_B180(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{\nfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\nfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\nvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\nBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n}\n\n\nvoid FastLinearTosRGB_B192(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Scale_RGB_B209(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Fragment_Main_B271(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{\nfloat theta=Sun_Theta*2.0*3.14159;\nfloat phi=Sun_Phi*3.14159;\nvec3 lightDir=vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\nfloat NdotL=max(dot(lightDir,Normal),0.0);\n\nvec3 R=reflect(Incident,Normal);\nfloat RdotL=max(0.0,dot(R,lightDir));\nfloat specular=pow(RdotL,Shininess);\nspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\nvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n\nResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\n}\n\n\nvoid Bulge_B229(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{\nvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\nvec3 B=(cross(Normal,Tangent));\n\n\n\n\nfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\nk=sin(k*3.14159*0.5);\nk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\nNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\nNew_Normal=Enabled ? New_Normal : Normal;\n}\n\n\nvoid SSS_B227(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{\nfloat NdotI=abs(dot(Normal,Incident));\nfloat BdotI=abs(dot(ButtonN,Incident));\nResult=(abs(NdotI-BdotI));\n\n}\n\n\nvoid FingerOcclusion_B217(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid FingerOcclusion_B218(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid Scale_Color_B241(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=Scalar*Color;\n}\n\n\nvoid From_HSV_B223(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{\n\nvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\nvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\nColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\nColor.a=Alpha;\n}\n\n\nvoid Fast_Fresnel_B272(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{\nfloat d=max(-dot(Incident,Normal),0.0);\nReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);\nTransmit=1.0-Reflect;\n}\n\n\nvoid Mapped_Environment_B201(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{\n\nReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\nIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\n}\n\n\nvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{\nfloat k=pow(abs(D.y),exponent);\nvec4 C;\nif (D.y>0.0) {\nC=mix(H,S,k);\n} else {\nC=mix(H,G,k);\n}\nreturn C;\n}\nvoid Sky_Environment_B200(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{\n\nReflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\nIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n}\n\n\nvoid Min_Segment_Distance_B215(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{\nvec3 u=P1-P0;\nvec3 v=Q1-Q0;\nvec3 w=P0-Q0;\nfloat a=dot(u,u);\nfloat b=dot(u,v);\nfloat c=dot(v,v);\nfloat d=dot(u,w);\nfloat e=dot(v,w);\nfloat D=a*c-b*b;\nfloat sD=D;\nfloat tD=D;\nfloat sc,sN,tc,tN;\nif (D<0.00001) {\nsN=0.0;\nsD=1.0;\ntN=e;\ntD=c;\n} else {\nsN=(b*e-c*d);\ntN=(a*e-b*d);\nif (sN<0.0) {\nsN=0.0;\ntN=e;\ntD=c;\n} else if (sN>sD) {\nsN=sD;\ntN=e+b;\ntD=c;\n}\n}\nif (tN<0.0) {\ntN=0.0;\nif (-d<0.0) {\nsN=0.0;\n} else if (-d>a) {\nsN=sD;\n} else {\nsN=-d;\nsD=a;\n}\n} else if (tN>tD) {\ntN=tD;\nif ((-d+b)<0.0) {\nsN=0.0;\n} else if ((-d+b)>a) {\nsN=sD;\n} else {\nsN=(-d+b);\nsD=a;\n}\n}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\ntc=abs(tN)<0.000001 ? 0.0 : tN/tD;\nNearP=P0+sc*u;\nNearQ=Q0+tc*v;\nDistance=distance(NearP,NearQ);\n}\n\n\nvoid To_XYZ_B224(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Finger_Positions_B214(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{\nLeft_Index=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\nRight_Index=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\nLeft_Index_Middle=(Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\nRight_Index_Middle=(Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\n}\n\n\nvoid VaryHSV_B258(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{\nHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\n}\n\n\nvoid Remap_Range_B264(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\n\nvoid To_HSV_B225(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{\n\nvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\nvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\nvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\nfloat d=q.x-min(q.w,q.y);\nfloat e=1.0e-10;\nHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\nSaturation=d/(q.x+e);\nValue=q.x;\nAlpha=Color.a;\nHSV=vec3(Hue,Saturation,Value);\n}\n\n\nvoid Code_B260(\nfloat X,\nout float Result)\n{\nResult=(acos(X)/3.14159-0.5)*2.0;\n}\n\n\nvoid Rim_Light_B282(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{\nvec3 R=reflect(Incident,Normal);\nfloat RdotF=dot(R,Front);\nfloat RdotL=sqrt(1.0-RdotF*RdotF);\nvec2 UV=vec2(R.y*0.5+0.5,0.5);\nvec4 Color=texture(Texture,UV);\nResult=Color;\n}\n\nvoid main()\n{\nvec4 Blob_Color_Q180;\n#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\n#else\nBlob_Color_Q180=vec4(0,0,0,0);\n#endif\n\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\n\nvec3 Normalized_Q188=normalize(vNormal);\n\nvec3 Normalized_Q221=normalize(vTangent);\n\nvec4 Color_Q233;\n#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\n#else\nColor_Q233=vec4(0,0,0,0);\n#endif\n\nfloat X_Q240;\nfloat Y_Q240;\nfloat Z_Q240;\nfloat W_Q240;\nX_Q240=vExtra1.x;\nY_Q240=vExtra1.y;\nZ_Q240=vExtra1.z;\nW_Q240=vExtra1.w;\n\nvec4 Linear_Q193;\nLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\nLinear_Q193.a=_Sky_Color_.a;\n\nvec4 Linear_Q194;\nLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\nLinear_Q194.a=_Horizon_Color_.a;\n\nvec4 Linear_Q195;\nLinear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\nLinear_Q195.a=_Ground_Color_.a;\nvec3 Left_Index_Q214;\nvec3 Right_Index_Q214;\nvec3 Left_Index_Middle_Q214;\nvec3 Right_Index_Middle_Q214;\nFinger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);\n\nvec4 Linear_Q196;\nLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\nLinear_Q196.a=_Albedo_.a;\n\nvec3 Normalized_Q257=normalize(vBinormal);\n\nvec3 Incident_Q220=normalize(vPosition-cameraPosition);\nvec3 New_Normal_Q229;\nBulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);\nfloat Result_Q227;\nSSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);\nvec4 Result_Q241;\nScale_Color_B241(Color_Q233,X_Q240,Result_Q241);\nfloat Transmit_Q272;\nfloat Reflect_Q272;\nFast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);\n\nfloat Product_Q275=Y_Q240*Y_Q240;\nvec3 NearP_Q215;\nvec3 NearQ_Q215;\nfloat Distance_Q215;\nMin_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);\nvec3 NearP_Q213;\nvec3 NearQ_Q213;\nfloat Distance_Q213;\nMin_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);\n\nvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\n\nvec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);\nvec4 Result_Q282;\nRim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);\n\nfloat Dot_Q222=dot(Incident_Q220,Normalized_Q221);\n\nfloat MaxAB_Q273=max(Reflect_Q272,Product_Q275);\nfloat NotInShadow_Q217;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\n#else\nNotInShadow_Q217=1.0;\n#endif\nfloat NotInShadow_Q218;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\n#else\nNotInShadow_Q218=1.0;\n#endif\nvec4 Reflected_Color_Q201;\nvec4 Indirect_Diffuse_Q201;\n#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\n#else\nReflected_Color_Q201=vec4(0,0,0,1);\nIndirect_Diffuse_Q201=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q200;\nvec4 Indirect_Color_Q200;\n#if SKY_ENABLED\nSky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);\n#else\nReflected_Color_Q200=vec4(0,0,0,1);\nIndirect_Color_Q200=vec4(0,0,0,1);\n#endif\nfloat Hue_Q225;\nfloat Saturation_Q225;\nfloat Value_Q225;\nfloat Alpha_Q225;\nvec3 HSV_Q225;\nTo_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);\nfloat Hue_Q277;\nfloat Saturation_Q277;\nfloat Value_Q277;\nfloat Alpha_Q277;\nvec3 HSV_Q277;\nTo_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);\nfloat Result_Q260;\nCode_B260(Dot_Q222,Result_Q260);\n\nfloat AbsA_Q226=abs(Result_Q260);\n\nfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\n\nvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\n\nvec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;\nvec3 HSV_Out_Q276;\nVaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);\nfloat Out_Q264;\nRemap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);\n\nfloat Product_Q256;\nProduct_Q256=AbsA_Q226*_Hue_Shift_;\n\nfloat X_Q278;\nfloat Y_Q278;\nfloat Z_Q278;\nTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\n\nvec2 Vec2_Q262=vec2(Out_Q264,0.5);\nvec3 HSV_Out_Q258;\nVaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);\nvec4 Color_Q279;\nFrom_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);\n\nvec4 Color_Q261;\n#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\n#else\nColor_Q261=vec4(0,0,0,0);\n#endif\nfloat X_Q224;\nfloat Y_Q224;\nfloat Z_Q224;\nTo_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);\n\nvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\n\nvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\nvec4 Color_Q223;\nFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\n\nvec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;\nvec4 Result_Q271;\nFragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);\nvec4 Result_Q209;\nScale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);\nvec4 sRGB_Q192;\nFastLinearTosRGB_B192(Result_Q209,sRGB_Q192);\n\nvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\n\nvec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;\nvec4 Out_Color=Result_Q190;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlSliderThumbPixelShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlSliderThumb.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,4BAA4B,CAAC;AACxC,IAAI,MAAM,GAAG,y8gBA6pBX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,0BAA0B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlSliderThumbPixelShader';\nlet shader = `uniform vec3 cameraPosition;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform vec4 Global_Left_Index_Middle_Position;\nuniform vec4 Global_Right_Index_Middle_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\n\nvoid Blob_Fragment_B180(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{\nfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\nfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\nvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\nBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n}\n\n\nvoid FastLinearTosRGB_B192(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\n\n\nvoid Scale_RGB_B209(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\n}\n\n\nvoid Fragment_Main_B271(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{\nfloat theta=Sun_Theta*2.0*3.14159;\nfloat phi=Sun_Phi*3.14159;\nvec3 lightDir=vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\nfloat NdotL=max(dot(lightDir,Normal),0.0);\n\nvec3 R=reflect(Incident,Normal);\nfloat RdotL=max(0.0,dot(R,lightDir));\nfloat specular=pow(RdotL,Shininess);\nspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\nvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n\nResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\n}\n\n\nvoid Bulge_B229(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{\nvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\nvec3 B=(cross(Normal,Tangent));\n\n\n\n\nfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\nk=sin(k*3.14159*0.5);\nk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\nNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\nNew_Normal=Enabled ? New_Normal : Normal;\n}\n\n\nvoid SSS_B227(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{\nfloat NdotI=abs(dot(Normal,Incident));\nfloat BdotI=abs(dot(ButtonN,Incident));\nResult=(abs(NdotI-BdotI));\n\n}\n\n\nvoid FingerOcclusion_B217(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid FingerOcclusion_B218(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{\nfloat d=dot((Nearest-Position),Forward);\nfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\nNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\n}\n\n\nvoid Scale_Color_B241(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=Scalar*Color;\n}\n\n\nvoid From_HSV_B223(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{\n\nvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\nvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\nColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\nColor.a=Alpha;\n}\n\n\nvoid Fast_Fresnel_B272(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{\nfloat d=max(-dot(Incident,Normal),0.0);\nReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);\nTransmit=1.0-Reflect;\n}\n\n\nvoid Mapped_Environment_B201(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{\n\nReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\nIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\n}\n\n\nvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{\nfloat k=pow(abs(D.y),exponent);\nvec4 C;\nif (D.y>0.0) {\nC=mix(H,S,k);\n} else {\nC=mix(H,G,k);\n}\nreturn C;\n}\nvoid Sky_Environment_B200(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{\n\nReflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\nIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\n}\n\n\nvoid Min_Segment_Distance_B215(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{\nvec3 u=P1-P0;\nvec3 v=Q1-Q0;\nvec3 w=P0-Q0;\nfloat a=dot(u,u);\nfloat b=dot(u,v);\nfloat c=dot(v,v);\nfloat d=dot(u,w);\nfloat e=dot(v,w);\nfloat D=a*c-b*b;\nfloat sD=D;\nfloat tD=D;\nfloat sc,sN,tc,tN;\nif (D<0.00001) {\nsN=0.0;\nsD=1.0;\ntN=e;\ntD=c;\n} else {\nsN=(b*e-c*d);\ntN=(a*e-b*d);\nif (sN<0.0) {\nsN=0.0;\ntN=e;\ntD=c;\n} else if (sN>sD) {\nsN=sD;\ntN=e+b;\ntD=c;\n}\n}\nif (tN<0.0) {\ntN=0.0;\nif (-d<0.0) {\nsN=0.0;\n} else if (-d>a) {\nsN=sD;\n} else {\nsN=-d;\nsD=a;\n}\n} else if (tN>tD) {\ntN=tD;\nif ((-d+b)<0.0) {\nsN=0.0;\n} else if ((-d+b)>a) {\nsN=sD;\n} else {\nsN=(-d+b);\nsD=a;\n}\n}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\ntc=abs(tN)<0.000001 ? 0.0 : tN/tD;\nNearP=P0+sc*u;\nNearQ=Q0+tc*v;\nDistance=distance(NearP,NearQ);\n}\n\n\nvoid To_XYZ_B224(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Finger_Positions_B214(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{\nLeft_Index=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\nRight_Index=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\nLeft_Index_Middle=(Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\nRight_Index_Middle=(Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\n}\n\n\nvoid VaryHSV_B258(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{\nHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\n}\n\n\nvoid Remap_Range_B264(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\n\nvoid To_HSV_B225(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{\n\nvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\nvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\nvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\nfloat d=q.x-min(q.w,q.y);\nfloat e=1.0e-10;\nHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\nSaturation=d/(q.x+e);\nValue=q.x;\nAlpha=Color.a;\nHSV=vec3(Hue,Saturation,Value);\n}\n\n\nvoid Code_B260(\nfloat X,\nout float Result)\n{\nResult=(acos(X)/3.14159-0.5)*2.0;\n}\n\n\nvoid Rim_Light_B282(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{\nvec3 R=reflect(Incident,Normal);\nfloat RdotF=dot(R,Front);\nfloat RdotL=sqrt(1.0-RdotF*RdotF);\nvec2 UV=vec2(R.y*0.5+0.5,0.5);\nvec4 Color=texture(Texture,UV);\nResult=Color;\n}\n\nvoid main()\n{\nvec4 Blob_Color_Q180;\n#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\n#else\nBlob_Color_Q180=vec4(0,0,0,0);\n#endif\n\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\n\nvec3 Normalized_Q188=normalize(vNormal);\n\nvec3 Normalized_Q221=normalize(vTangent);\n\nvec4 Color_Q233;\n#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\n#else\nColor_Q233=vec4(0,0,0,0);\n#endif\n\nfloat X_Q240;\nfloat Y_Q240;\nfloat Z_Q240;\nfloat W_Q240;\nX_Q240=vExtra1.x;\nY_Q240=vExtra1.y;\nZ_Q240=vExtra1.z;\nW_Q240=vExtra1.w;\n\nvec4 Linear_Q193;\nLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\nLinear_Q193.a=_Sky_Color_.a;\n\nvec4 Linear_Q194;\nLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\nLinear_Q194.a=_Horizon_Color_.a;\n\nvec4 Linear_Q195;\nLinear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\nLinear_Q195.a=_Ground_Color_.a;\nvec3 Left_Index_Q214;\nvec3 Right_Index_Q214;\nvec3 Left_Index_Middle_Q214;\nvec3 Right_Index_Middle_Q214;\nFinger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);\n\nvec4 Linear_Q196;\nLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\nLinear_Q196.a=_Albedo_.a;\n\nvec3 Normalized_Q257=normalize(vBinormal);\n\nvec3 Incident_Q220=normalize(vPosition-cameraPosition);\nvec3 New_Normal_Q229;\nBulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);\nfloat Result_Q227;\nSSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);\nvec4 Result_Q241;\nScale_Color_B241(Color_Q233,X_Q240,Result_Q241);\nfloat Transmit_Q272;\nfloat Reflect_Q272;\nFast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);\n\nfloat Product_Q275=Y_Q240*Y_Q240;\nvec3 NearP_Q215;\nvec3 NearQ_Q215;\nfloat Distance_Q215;\nMin_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);\nvec3 NearP_Q213;\nvec3 NearQ_Q213;\nfloat Distance_Q213;\nMin_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);\n\nvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\n\nvec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);\nvec4 Result_Q282;\nRim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);\n\nfloat Dot_Q222=dot(Incident_Q220,Normalized_Q221);\n\nfloat MaxAB_Q273=max(Reflect_Q272,Product_Q275);\nfloat NotInShadow_Q217;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\n#else\nNotInShadow_Q217=1.0;\n#endif\nfloat NotInShadow_Q218;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\n#else\nNotInShadow_Q218=1.0;\n#endif\nvec4 Reflected_Color_Q201;\nvec4 Indirect_Diffuse_Q201;\n#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\n#else\nReflected_Color_Q201=vec4(0,0,0,1);\nIndirect_Diffuse_Q201=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q200;\nvec4 Indirect_Color_Q200;\n#if SKY_ENABLED\nSky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);\n#else\nReflected_Color_Q200=vec4(0,0,0,1);\nIndirect_Color_Q200=vec4(0,0,0,1);\n#endif\nfloat Hue_Q225;\nfloat Saturation_Q225;\nfloat Value_Q225;\nfloat Alpha_Q225;\nvec3 HSV_Q225;\nTo_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);\nfloat Hue_Q277;\nfloat Saturation_Q277;\nfloat Value_Q277;\nfloat Alpha_Q277;\nvec3 HSV_Q277;\nTo_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);\nfloat Result_Q260;\nCode_B260(Dot_Q222,Result_Q260);\n\nfloat AbsA_Q226=abs(Result_Q260);\n\nfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\n\nvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\n\nvec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;\nvec3 HSV_Out_Q276;\nVaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);\nfloat Out_Q264;\nRemap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);\n\nfloat Product_Q256;\nProduct_Q256=AbsA_Q226*_Hue_Shift_;\n\nfloat X_Q278;\nfloat Y_Q278;\nfloat Z_Q278;\nTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\n\nvec2 Vec2_Q262=vec2(Out_Q264,0.5);\nvec3 HSV_Out_Q258;\nVaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);\nvec4 Color_Q279;\nFrom_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);\n\nvec4 Color_Q261;\n#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\n#else\nColor_Q261=vec4(0,0,0,0);\n#endif\nfloat X_Q224;\nfloat Y_Q224;\nfloat Z_Q224;\nTo_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);\n\nvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\n\nvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\nvec4 Color_Q223;\nFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\n\nvec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;\nvec4 Result_Q271;\nFragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);\nvec4 Result_Q209;\nScale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);\nvec4 sRGB_Q192;\nFastLinearTosRGB_B192(Result_Q209,sRGB_Q192);\n\nvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\n\nvec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;\nvec4 Out_Color=Result_Q190;\nfloat Clip_Threshold=0.001;\nbool To_sRGB=false;\ngl_FragColor=Out_Color;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlSliderThumbPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @hidden */
2
+ export declare var mrdlSliderThumbVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,7 @@
1
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
2
+ var name = 'mrdlSliderThumbVertexShader';
3
+ var shader = "uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\n\nvoid Object_To_World_Pos_B162(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Object_To_World_Normal_B182(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\n}\n\n\nvoid Blob_Vertex_B173(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Blob_Vertex_B174(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Move_Verts_B280(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nfloat deltad=(length(delta)*2.0);\nfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\n\nfloat innerd=clamp(deltad*2.0,0.0,1.0);\nfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\nfloat bevelAngle=outerd*3.14159*0.5;\nfloat sinb=sin(bevelAngle);\nfloat cosb=cos(bevelAngle);\nfloat beveld=(1.0-f)*innerd+f*sinb;\nfloat br=outerd;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nfloat dir=P.z<0.0001 ? 1.0 : -1.0;\n\nNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\nNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\nRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\nRadial_Dir=vec3(delta*r2,0.0);\nvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\nNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\n}\n\n\nvoid Object_To_World_Dir_B210(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{\nNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nNormal_Length=length(Normal_World);\nNormal_World_N=Normal_World/Normal_Length;\n}\n\n\nvoid To_XYZ_B228(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Conditional_Float_B243(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Object_To_World_Dir_B178(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid Pick_Radius_B219(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Conditional_Float_B186(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Greater_Than_B187(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{\nGreater_Than=Left>Right;\nNot_Greater_Than=!Greater_Than;\n}\n\n\nvoid Remap_Range_B255(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\nvoid main()\n{\n\nvec2 XY_Q235;\nXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\n\nvec3 Tangent_World_Q177;\nvec3 Tangent_World_N_Q177;\nfloat Tangent_Length_Q177;\nTangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q177=length(Tangent_World_Q177);\nTangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;\nvec3 Normal_World_Q210;\nvec3 Normal_World_N_Q210;\nfloat Normal_Length_Q210;\nObject_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);\nfloat X_Q228;\nfloat Y_Q228;\nfloat Z_Q228;\nTo_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);\n\nvec3 Nrm_World_Q176;\nNrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);\nvec3 Binormal_World_Q178;\nvec3 Binormal_World_N_Q178;\nfloat Binormal_Length_Q178;\nObject_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);\n\nfloat Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;\nfloat Result_Q219;\nPick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);\n\nfloat Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;\nbool Not_Greater_Than_Q187;\nbool Greater_Than_Q187;\nGreater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);\n\nvec4 Linear_Q251;\nLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q251.a=_Left_Color_.a;\n\nvec4 Linear_Q252;\nLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q252.a=_Right_Color_.a;\n\nvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\n\nvec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);\nfloat Result_Q186;\nConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);\nfloat Result_Q244;\nConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);\nvec3 New_P_Q280;\nvec2 New_UV_Q280;\nfloat Radial_Gradient_Q280;\nvec3 Radial_Dir_Q280;\nvec3 New_Normal_Q280;\nMove_Verts_B280(Anisotropy_Q179,position,Result_Q219,Result_Q186,normal,Anisotropy_Q203,Result_Q244,New_P_Q280,New_UV_Q280,Radial_Gradient_Q280,Radial_Dir_Q280,New_Normal_Q280);\n\nfloat X_Q248;\nfloat Y_Q248;\nX_Q248=New_UV_Q280.x;\nY_Q248=New_UV_Q280.y;\nvec3 Pos_World_Q162;\nObject_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);\nvec3 Nrm_World_Q182;\nObject_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);\nvec4 Blob_Info_Q173;\n#if BLOB_ENABLE\nBlob_Vertex_B173(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q173);\n#else\nBlob_Info_Q173=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q174;\n#if BLOB_ENABLE_2\nBlob_Vertex_B174(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q174);\n#else\nBlob_Info_Q174=vec4(0,0,0,0);\n#endif\nfloat Out_Q255;\nRemap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);\nfloat X_Q236;\nfloat Y_Q236;\nfloat Z_Q236;\nTo_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);\n\nvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\n\nfloat Minus_F_Q237=-Z_Q236;\n\nfloat R_Q249;\nfloat G_Q249;\nfloat B_Q249;\nfloat A_Q249;\nR_Q249=Color_At_T_Q247.r; G_Q249=Color_At_T_Q247.g; B_Q249=Color_At_T_Q247.b; A_Q249=Color_At_T_Q247.a;\n\nfloat ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);\nfloat Result_Q243;\nConditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);\n\nvec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);\nvec3 Position=Pos_World_Q162;\nvec3 Normal=Nrm_World_Q182;\nvec2 UV=XY_Q235;\nvec3 Tangent=Tangent_World_N_Q177;\nvec3 Binormal=Difference_Q211;\nvec4 Color=Out_Color_Q184;\nvec4 Extra1=Vec4_Q239;\nvec4 Extra2=Blob_Info_Q173;\nvec4 Extra3=Blob_Info_Q174;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\nvExtra2=Extra2;\nvExtra3=Extra3;\n}";
4
+ ShaderStore.ShadersStore[name] = shader;
5
+ /** @hidden */
6
+ export var mrdlSliderThumbVertexShader = { name: name, shader: shader };
7
+ //# sourceMappingURL=mrdlSliderThumb.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../sourceES6/gui/src/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAElE,IAAI,IAAI,GAAG,6BAA6B,CAAC;AACzC,IAAI,MAAM,GAAG,gyXA8aX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,2BAA2B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"@babylonjs/core/Engines/shaderStore\";\n\nlet name = 'mrdlSliderThumbVertexShader';\nlet shader = `uniform mat4 world;\nuniform mat4 viewProjection;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;\nuniform float _Bevel_Front_;\nuniform float _Bevel_Front_Stretch_;\nuniform float _Bevel_Back_;\nuniform float _Bevel_Back_Stretch_;\nuniform float _Radius_Top_Left_;\nuniform float _Radius_Top_Right_;\nuniform float _Radius_Bottom_Left_;\nuniform float _Radius_Bottom_Right_;\nuniform bool _Bulge_Enabled_;\nuniform float _Bulge_Height_;\nuniform float _Bulge_Radius_;\nuniform float _Sun_Intensity_;\nuniform float _Sun_Theta_;\nuniform float _Sun_Phi_;\nuniform float _Indirect_Diffuse_;\nuniform vec4 _Albedo_;\nuniform float _Specular_;\nuniform float _Shininess_;\nuniform float _Sharpness_;\nuniform float _Subsurface_;\nuniform vec4 _Left_Color_;\nuniform vec4 _Right_Color_;\nuniform float _Reflection_;\nuniform float _Front_Reflect_;\nuniform float _Edge_Reflect_;\nuniform float _Power_;\n\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\n\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\n\nuniform float _Width_;\nuniform float _Fuzz_;\nuniform float _Min_Fuzz_;\nuniform float _Clip_Fade_;\nuniform float _Hue_Shift_;\nuniform float _Saturation_Shift_;\nuniform float _Value_Shift_;\n\nuniform vec3 _Blob_Position_;\nuniform float _Blob_Intensity_;\nuniform float _Blob_Near_Size_;\nuniform float _Blob_Far_Size_;\nuniform float _Blob_Near_Distance_;\nuniform float _Blob_Far_Distance_;\nuniform float _Blob_Fade_Length_;\nuniform float _Blob_Pulse_;\nuniform float _Blob_Fade_;\nuniform sampler2D _Blob_Texture_;\n\nuniform vec3 _Blob_Position_2_;\nuniform float _Blob_Near_Size_2_;\nuniform float _Blob_Pulse_2_;\nuniform float _Blob_Fade_2_;\nuniform vec3 _Left_Index_Pos_;\nuniform vec3 _Right_Index_Pos_;\nuniform vec3 _Left_Index_Middle_Pos_;\nuniform vec3 _Right_Index_Middle_Pos_;\n\nuniform sampler2D _Decal_;\nuniform vec2 _Decal_Scale_XY_;\nuniform bool _Decal_Front_Only_;\nuniform float _Rim_Intensity_;\nuniform sampler2D _Rim_Texture_;\nuniform float _Rim_Hue_Shift_;\nuniform float _Rim_Saturation_Shift_;\nuniform float _Rim_Value_Shift_;\n\nuniform float _Iridescence_Intensity_;\nuniform sampler2D _Iridescence_Texture_;\nuniform bool Use_Global_Left_Index;\nuniform bool Use_Global_Right_Index;\nuniform vec4 Global_Left_Index_Tip_Position;\nuniform vec4 Global_Right_Index_Tip_Position;\nuniform vec4 Global_Left_Thumb_Tip_Position;\nuniform vec4 Global_Right_Thumb_Tip_Position;\nuniform float Global_Left_Index_Tip_Proximity;\nuniform float Global_Right_Index_Tip_Proximity;\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvarying vec2 vUV;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec4 vColor;\nvarying vec4 vExtra1;\nvarying vec4 vExtra2;\nvarying vec4 vExtra3;\n\nvoid Object_To_World_Pos_B162(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\n\n\nvoid Object_To_World_Normal_B182(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\n}\n\n\nvoid Blob_Vertex_B173(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Blob_Vertex_B174(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{\nvec3 blob=(Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\nvec3 delta=blob-Position;\nfloat dist=dot(Normal,delta);\nfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\nfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\nfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\nvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\nfloat Fade=fadeValue*Intensity*Blob_Fade;\nfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\nBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\n}\n\n\nvoid Move_Verts_B280(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{\nvec2 UV=P.xy*2.0+0.5;\nvec2 center=clamp(UV,0.0,1.0);\nvec2 delta=UV-center;\nfloat deltad=(length(delta)*2.0);\nfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\n\nfloat innerd=clamp(deltad*2.0,0.0,1.0);\nfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\nfloat bevelAngle=outerd*3.14159*0.5;\nfloat sinb=sin(bevelAngle);\nfloat cosb=cos(bevelAngle);\nfloat beveld=(1.0-f)*innerd+f*sinb;\nfloat br=outerd;\nvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\nfloat dir=P.z<0.0001 ? 1.0 : -1.0;\n\nNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\nNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\nRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\nRadial_Dir=vec3(delta*r2,0.0);\nvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\nNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\n}\n\n\nvoid Object_To_World_Dir_B210(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{\nNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nNormal_Length=length(Normal_World);\nNormal_World_N=Normal_World/Normal_Length;\n}\n\n\nvoid To_XYZ_B228(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{\nX=Vec3.x;\nY=Vec3.y;\nZ=Vec3.z;\n}\n\n\nvoid Conditional_Float_B243(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Object_To_World_Dir_B178(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{\nBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\nBinormal_Length=length(Binormal_World);\nBinormal_World_N=Binormal_World/Binormal_Length;\n}\n\n\nvoid Pick_Radius_B219(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{\nbool whichY=Position.y>0.0;\nResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\nResult*=Radius;\n}\n\n\nvoid Conditional_Float_B186(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\n}\n\n\nvoid Greater_Than_B187(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{\nGreater_Than=Left>Right;\nNot_Greater_Than=!Greater_Than;\n}\n\n\nvoid Remap_Range_B255(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{\nOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\n}\n\nvoid main()\n{\n\nvec2 XY_Q235;\nXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\n\nvec3 Tangent_World_Q177;\nvec3 Tangent_World_N_Q177;\nfloat Tangent_Length_Q177;\nTangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;\nTangent_Length_Q177=length(Tangent_World_Q177);\nTangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;\nvec3 Normal_World_Q210;\nvec3 Normal_World_N_Q210;\nfloat Normal_Length_Q210;\nObject_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);\nfloat X_Q228;\nfloat Y_Q228;\nfloat Z_Q228;\nTo_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);\n\nvec3 Nrm_World_Q176;\nNrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);\nvec3 Binormal_World_Q178;\nvec3 Binormal_World_N_Q178;\nfloat Binormal_Length_Q178;\nObject_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);\n\nfloat Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;\nfloat Result_Q219;\nPick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);\n\nfloat Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;\nbool Not_Greater_Than_Q187;\nbool Greater_Than_Q187;\nGreater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);\n\nvec4 Linear_Q251;\nLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q251.a=_Left_Color_.a;\n\nvec4 Linear_Q252;\nLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q252.a=_Right_Color_.a;\n\nvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\n\nvec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);\nfloat Result_Q186;\nConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);\nfloat Result_Q244;\nConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);\nvec3 New_P_Q280;\nvec2 New_UV_Q280;\nfloat Radial_Gradient_Q280;\nvec3 Radial_Dir_Q280;\nvec3 New_Normal_Q280;\nMove_Verts_B280(Anisotropy_Q179,position,Result_Q219,Result_Q186,normal,Anisotropy_Q203,Result_Q244,New_P_Q280,New_UV_Q280,Radial_Gradient_Q280,Radial_Dir_Q280,New_Normal_Q280);\n\nfloat X_Q248;\nfloat Y_Q248;\nX_Q248=New_UV_Q280.x;\nY_Q248=New_UV_Q280.y;\nvec3 Pos_World_Q162;\nObject_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);\nvec3 Nrm_World_Q182;\nObject_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);\nvec4 Blob_Info_Q173;\n#if BLOB_ENABLE\nBlob_Vertex_B173(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q173);\n#else\nBlob_Info_Q173=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q174;\n#if BLOB_ENABLE_2\nBlob_Vertex_B174(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q174);\n#else\nBlob_Info_Q174=vec4(0,0,0,0);\n#endif\nfloat Out_Q255;\nRemap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);\nfloat X_Q236;\nfloat Y_Q236;\nfloat Z_Q236;\nTo_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);\n\nvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\n\nfloat Minus_F_Q237=-Z_Q236;\n\nfloat R_Q249;\nfloat G_Q249;\nfloat B_Q249;\nfloat A_Q249;\nR_Q249=Color_At_T_Q247.r; G_Q249=Color_At_T_Q247.g; B_Q249=Color_At_T_Q247.b; A_Q249=Color_At_T_Q247.a;\n\nfloat ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);\nfloat Result_Q243;\nConditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);\n\nvec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);\nvec3 Position=Pos_World_Q162;\nvec3 Normal=Nrm_World_Q182;\nvec2 UV=XY_Q235;\nvec3 Tangent=Tangent_World_N_Q177;\nvec3 Binormal=Difference_Q211;\nvec4 Color=Out_Color_Q184;\nvec4 Extra1=Vec4_Q239;\nvec4 Extra2=Blob_Info_Q173;\nvec4 Extra3=Blob_Info_Q174;\ngl_Position=viewProjection*vec4(Position,1);\nvPosition=Position;\nvNormal=Normal;\nvUV=UV;\nvTangent=Tangent;\nvBinormal=Binormal;\nvColor=Color;\nvExtra1=Extra1;\nvExtra2=Extra2;\nvExtra3=Extra3;\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var mrdlSliderThumbVertexShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import { __extends } from "tslib";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
3
  /**
4
4
  * Class used to transport Vector3 information for pointer events
5
5
  */
package/index.d.ts CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./2D";
2
- export * from "./3D";
1
+ export * from "./2D/index";
2
+ export * from "./3D/index";
package/index.js CHANGED
@@ -1,3 +1,3 @@
1
- export * from "./2D";
2
- export * from "./3D";
1
+ export * from "./2D/index.js";
2
+ export * from "./3D/index.js";
3
3
  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/gui/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,MAAM,CAAC;AACrB,cAAc,MAAM,CAAC","sourcesContent":["export * from \"./2D\";\r\nexport * from \"./3D\";"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../sourceES6/gui/src/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC","sourcesContent":["export * from \"./2D/index\";\r\nexport * from \"./3D/index\";"]}