@babylonjs/gui 5.0.0-rc.1 → 5.0.0-rc.12

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 (306) hide show
  1. package/2D/adtInstrumentation.d.ts +52 -52
  2. package/2D/adtInstrumentation.js +126 -126
  3. package/2D/adtInstrumentation.js.map +1 -1
  4. package/2D/advancedDynamicTexture.d.ts +449 -423
  5. package/2D/advancedDynamicTexture.js +1318 -1286
  6. package/2D/advancedDynamicTexture.js.map +1 -1
  7. package/2D/controls/button.d.ts +135 -97
  8. package/2D/controls/button.js +276 -238
  9. package/2D/controls/button.js.map +1 -1
  10. package/2D/controls/checkbox.d.ts +59 -51
  11. package/2D/controls/checkbox.js +188 -178
  12. package/2D/controls/checkbox.js.map +1 -1
  13. package/2D/controls/colorpicker.d.ts +103 -90
  14. package/2D/controls/colorpicker.js +1417 -1400
  15. package/2D/controls/colorpicker.js.map +1 -1
  16. package/2D/controls/container.d.ts +175 -130
  17. package/2D/controls/container.js +570 -525
  18. package/2D/controls/container.js.map +1 -1
  19. package/2D/controls/control.d.ts +866 -743
  20. package/2D/controls/control.js +2433 -2308
  21. package/2D/controls/control.js.map +1 -1
  22. package/2D/controls/displayGrid.d.ts +53 -55
  23. package/2D/controls/displayGrid.js +245 -245
  24. package/2D/controls/displayGrid.js.map +1 -1
  25. package/2D/controls/ellipse.d.ts +21 -21
  26. package/2D/controls/ellipse.js +85 -85
  27. package/2D/controls/ellipse.js.map +1 -1
  28. package/2D/controls/focusableButton.d.ts +59 -52
  29. package/2D/controls/focusableButton.js +99 -92
  30. package/2D/controls/focusableButton.js.map +1 -1
  31. package/2D/controls/focusableControl.d.ts +34 -34
  32. package/2D/controls/focusableControl.js +1 -1
  33. package/2D/controls/focusableControl.js.map +1 -1
  34. package/2D/controls/grid.d.ts +139 -135
  35. package/2D/controls/grid.js +529 -525
  36. package/2D/controls/grid.js.map +1 -1
  37. package/2D/controls/image.d.ts +204 -197
  38. package/2D/controls/image.js +887 -879
  39. package/2D/controls/image.js.map +1 -1
  40. package/2D/controls/index.d.ts +29 -29
  41. package/2D/controls/index.js +29 -29
  42. package/2D/controls/index.js.map +1 -1
  43. package/2D/controls/inputPassword.d.ts +9 -8
  44. package/2D/controls/inputPassword.js +28 -25
  45. package/2D/controls/inputPassword.js.map +1 -1
  46. package/2D/controls/inputText.d.ts +201 -182
  47. package/2D/controls/inputText.js +1119 -1096
  48. package/2D/controls/inputText.js.map +1 -1
  49. package/2D/controls/line.d.ts +66 -66
  50. package/2D/controls/line.js +271 -271
  51. package/2D/controls/line.js.map +1 -1
  52. package/2D/controls/multiLine.d.ts +75 -77
  53. package/2D/controls/multiLine.js +262 -262
  54. package/2D/controls/multiLine.js.map +1 -1
  55. package/2D/controls/radioButton.d.ts +49 -49
  56. package/2D/controls/radioButton.js +205 -205
  57. package/2D/controls/radioButton.js.map +1 -1
  58. package/2D/controls/rectangle.d.ts +29 -29
  59. package/2D/controls/rectangle.js +150 -150
  60. package/2D/controls/rectangle.js.map +1 -1
  61. package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -175
  62. package/2D/controls/scrollViewers/scrollViewer.js +677 -676
  63. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  64. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -45
  65. package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -263
  66. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  67. package/2D/controls/selector.d.ts +263 -209
  68. package/2D/controls/selector.js +692 -629
  69. package/2D/controls/selector.js.map +1 -1
  70. package/2D/controls/sliders/baseSlider.d.ts +82 -78
  71. package/2D/controls/sliders/baseSlider.js +347 -343
  72. package/2D/controls/sliders/baseSlider.js.map +1 -1
  73. package/2D/controls/sliders/imageBasedSlider.d.ts +49 -47
  74. package/2D/controls/sliders/imageBasedSlider.js +192 -188
  75. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  76. package/2D/controls/sliders/imageScrollBar.d.ts +65 -61
  77. package/2D/controls/sliders/imageScrollBar.js +263 -256
  78. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  79. package/2D/controls/sliders/scrollBar.d.ts +38 -34
  80. package/2D/controls/sliders/scrollBar.js +143 -136
  81. package/2D/controls/sliders/scrollBar.js.map +1 -1
  82. package/2D/controls/sliders/slider.d.ts +35 -37
  83. package/2D/controls/sliders/slider.js +271 -271
  84. package/2D/controls/sliders/slider.js.map +1 -1
  85. package/2D/controls/stackPanel.d.ts +64 -56
  86. package/2D/controls/stackPanel.js +246 -236
  87. package/2D/controls/stackPanel.js.map +1 -1
  88. package/2D/controls/statics.d.ts +6 -6
  89. package/2D/controls/statics.js +49 -47
  90. package/2D/controls/statics.js.map +1 -1
  91. package/2D/controls/textBlock.d.ts +175 -172
  92. package/2D/controls/textBlock.js +603 -598
  93. package/2D/controls/textBlock.js.map +1 -1
  94. package/2D/controls/textWrapper.d.ts +13 -13
  95. package/2D/controls/textWrapper.js +101 -101
  96. package/2D/controls/textWrapper.js.map +1 -1
  97. package/2D/controls/toggleButton.d.ts +117 -83
  98. package/2D/controls/toggleButton.js +268 -234
  99. package/2D/controls/toggleButton.js.map +1 -1
  100. package/2D/controls/virtualKeyboard.d.ts +96 -96
  101. package/2D/controls/virtualKeyboard.js +256 -256
  102. package/2D/controls/virtualKeyboard.js.map +1 -1
  103. package/2D/index.d.ts +9 -9
  104. package/2D/index.js +10 -9
  105. package/2D/index.js.map +1 -1
  106. package/2D/math2D.d.ts +117 -117
  107. package/2D/math2D.js +221 -221
  108. package/2D/math2D.js.map +1 -1
  109. package/2D/measure.d.ts +77 -77
  110. package/2D/measure.js +139 -149
  111. package/2D/measure.js.map +1 -1
  112. package/2D/multiLinePoint.d.ts +47 -47
  113. package/2D/multiLinePoint.js +127 -127
  114. package/2D/multiLinePoint.js.map +1 -1
  115. package/2D/style.d.ts +46 -46
  116. package/2D/style.js +97 -97
  117. package/2D/style.js.map +1 -1
  118. package/2D/valueAndUnit.d.ts +89 -89
  119. package/2D/valueAndUnit.js +226 -222
  120. package/2D/valueAndUnit.js.map +1 -1
  121. package/2D/xmlLoader.d.ts +60 -60
  122. package/2D/xmlLoader.js +348 -348
  123. package/2D/xmlLoader.js.map +1 -1
  124. package/3D/behaviors/defaultBehavior.d.ts +73 -73
  125. package/3D/behaviors/defaultBehavior.js +121 -121
  126. package/3D/behaviors/defaultBehavior.js.map +1 -1
  127. package/3D/controls/abstractButton3D.d.ts +15 -15
  128. package/3D/controls/abstractButton3D.js +25 -25
  129. package/3D/controls/abstractButton3D.js.map +1 -1
  130. package/3D/controls/button3D.d.ts +30 -30
  131. package/3D/controls/button3D.js +93 -93
  132. package/3D/controls/button3D.js.map +1 -1
  133. package/3D/controls/container3D.d.ts +72 -72
  134. package/3D/controls/container3D.js +139 -140
  135. package/3D/controls/container3D.js.map +1 -1
  136. package/3D/controls/contentDisplay3D.d.ts +30 -30
  137. package/3D/controls/contentDisplay3D.js +79 -78
  138. package/3D/controls/contentDisplay3D.js.map +1 -1
  139. package/3D/controls/control3D.d.ts +201 -165
  140. package/3D/controls/control3D.js +445 -408
  141. package/3D/controls/control3D.js.map +1 -1
  142. package/3D/controls/cylinderPanel.d.ts +17 -17
  143. package/3D/controls/cylinderPanel.js +66 -66
  144. package/3D/controls/cylinderPanel.js.map +1 -1
  145. package/3D/controls/handMenu.d.ts +28 -28
  146. package/3D/controls/handMenu.js +47 -47
  147. package/3D/controls/handMenu.js.map +1 -1
  148. package/3D/controls/holographicBackplate.d.ts +49 -48
  149. package/3D/controls/holographicBackplate.js +120 -120
  150. package/3D/controls/holographicBackplate.js.map +1 -1
  151. package/3D/controls/holographicButton.d.ts +84 -83
  152. package/3D/controls/holographicButton.js +339 -338
  153. package/3D/controls/holographicButton.js.map +1 -1
  154. package/3D/controls/holographicSlate.d.ts +131 -128
  155. package/3D/controls/holographicSlate.js +431 -428
  156. package/3D/controls/holographicSlate.js.map +1 -1
  157. package/3D/controls/index.d.ts +21 -21
  158. package/3D/controls/index.js +21 -21
  159. package/3D/controls/index.js.map +1 -1
  160. package/3D/controls/meshButton3D.d.ts +21 -21
  161. package/3D/controls/meshButton3D.js +62 -61
  162. package/3D/controls/meshButton3D.js.map +1 -1
  163. package/3D/controls/nearMenu.d.ts +44 -44
  164. package/3D/controls/nearMenu.js +114 -112
  165. package/3D/controls/nearMenu.js.map +1 -1
  166. package/3D/controls/planePanel.d.ts +9 -9
  167. package/3D/controls/planePanel.js +36 -36
  168. package/3D/controls/planePanel.js.map +1 -1
  169. package/3D/controls/scatterPanel.d.ts +18 -18
  170. package/3D/controls/scatterPanel.js +108 -108
  171. package/3D/controls/scatterPanel.js.map +1 -1
  172. package/3D/controls/slider3D.d.ts +81 -81
  173. package/3D/controls/slider3D.js +268 -267
  174. package/3D/controls/slider3D.js.map +1 -1
  175. package/3D/controls/spherePanel.d.ts +17 -17
  176. package/3D/controls/spherePanel.js +67 -67
  177. package/3D/controls/spherePanel.js.map +1 -1
  178. package/3D/controls/stackPanel3D.d.ts +22 -22
  179. package/3D/controls/stackPanel3D.js +107 -107
  180. package/3D/controls/stackPanel3D.js.map +1 -1
  181. package/3D/controls/touchButton3D.d.ts +80 -75
  182. package/3D/controls/touchButton3D.js +233 -227
  183. package/3D/controls/touchButton3D.js.map +1 -1
  184. package/3D/controls/touchHolographicButton.d.ts +110 -109
  185. package/3D/controls/touchHolographicButton.js +445 -445
  186. package/3D/controls/touchHolographicButton.js.map +1 -1
  187. package/3D/controls/touchHolographicMenu.d.ts +61 -61
  188. package/3D/controls/touchHolographicMenu.js +149 -148
  189. package/3D/controls/touchHolographicMenu.js.map +1 -1
  190. package/3D/controls/touchMeshButton3D.d.ts +21 -22
  191. package/3D/controls/touchMeshButton3D.js +62 -62
  192. package/3D/controls/touchMeshButton3D.js.map +1 -1
  193. package/3D/controls/volumeBasedPanel.d.ts +53 -52
  194. package/3D/controls/volumeBasedPanel.js +174 -174
  195. package/3D/controls/volumeBasedPanel.js.map +1 -1
  196. package/3D/gizmos/gizmoHandle.d.ts +108 -108
  197. package/3D/gizmos/gizmoHandle.js +209 -209
  198. package/3D/gizmos/gizmoHandle.js.map +1 -1
  199. package/3D/gizmos/index.d.ts +2 -2
  200. package/3D/gizmos/index.js +2 -2
  201. package/3D/gizmos/index.js.map +1 -1
  202. package/3D/gizmos/slateGizmo.d.ts +57 -57
  203. package/3D/gizmos/slateGizmo.js +369 -369
  204. package/3D/gizmos/slateGizmo.js.map +1 -1
  205. package/3D/gui3DManager.d.ts +94 -94
  206. package/3D/gui3DManager.js +257 -257
  207. package/3D/gui3DManager.js.map +1 -1
  208. package/3D/index.d.ts +5 -5
  209. package/3D/index.js +6 -5
  210. package/3D/index.js.map +1 -1
  211. package/3D/materials/fluent/fluentMaterial.d.ts +91 -90
  212. package/3D/materials/fluent/fluentMaterial.js +292 -281
  213. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  214. package/3D/materials/fluent/index.d.ts +1 -1
  215. package/3D/materials/fluent/index.js +1 -1
  216. package/3D/materials/fluent/index.js.map +1 -1
  217. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
  218. package/3D/materials/fluent/shaders/fluent.fragment.js +8 -6
  219. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  220. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
  221. package/3D/materials/fluent/shaders/fluent.vertex.js +8 -6
  222. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  223. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -154
  224. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -434
  225. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  226. package/3D/materials/fluentBackplate/index.d.ts +1 -1
  227. package/3D/materials/fluentBackplate/index.js +1 -1
  228. package/3D/materials/fluentBackplate/index.js.map +1 -1
  229. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
  230. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -6
  231. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  232. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
  233. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -6
  234. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  235. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -189
  236. package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -537
  237. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  238. package/3D/materials/fluentButton/index.d.ts +1 -1
  239. package/3D/materials/fluentButton/index.js +1 -1
  240. package/3D/materials/fluentButton/index.js.map +1 -1
  241. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
  242. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -6
  243. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  244. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
  245. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -6
  246. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  247. package/3D/materials/fluentMaterial.d.ts +4 -4
  248. package/3D/materials/fluentMaterial.js +4 -4
  249. package/3D/materials/fluentMaterial.js.map +1 -1
  250. package/3D/materials/handle/handleMaterial.d.ts +68 -68
  251. package/3D/materials/handle/handleMaterial.js +126 -126
  252. package/3D/materials/handle/handleMaterial.js.map +1 -1
  253. package/3D/materials/handle/index.d.ts +1 -1
  254. package/3D/materials/handle/index.js +1 -1
  255. package/3D/materials/handle/index.js.map +1 -1
  256. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
  257. package/3D/materials/handle/shaders/handle.fragment.js +8 -6
  258. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  259. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
  260. package/3D/materials/handle/shaders/handle.vertex.js +8 -6
  261. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  262. package/3D/materials/index.d.ts +5 -5
  263. package/3D/materials/index.js +6 -5
  264. package/3D/materials/index.js.map +1 -1
  265. package/3D/materials/mrdl/index.d.ts +3 -3
  266. package/3D/materials/mrdl/index.js +3 -3
  267. package/3D/materials/mrdl/index.js.map +1 -1
  268. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -147
  269. package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -409
  270. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  271. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +334 -333
  272. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -786
  273. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  274. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +334 -333
  275. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -786
  276. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  277. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
  278. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -6
  279. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  280. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
  281. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -6
  282. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  283. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
  284. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -6
  285. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  286. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
  287. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -6
  288. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  289. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
  290. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -6
  291. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  292. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
  293. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -6
  294. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  295. package/3D/vector3WithInfo.d.ts +16 -16
  296. package/3D/vector3WithInfo.js +23 -23
  297. package/3D/vector3WithInfo.js.map +1 -1
  298. package/index.d.ts +2 -2
  299. package/index.js +3 -2
  300. package/index.js.map +1 -1
  301. package/legacy/legacy.d.ts +1 -1
  302. package/legacy/legacy.js +14 -13
  303. package/legacy/legacy.js.map +1 -1
  304. package/license.md +71 -0
  305. package/package.json +37 -325
  306. package/readme.md +2 -2
@@ -1 +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"]}
1
+ {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,IAAM,MAAM,GAAG,slgBAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,wBAAwB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B30(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_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);\r}\rvoid FastLinearTosRGB_B42(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B59(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B121(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((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;\r}\rvoid Bulge_B79(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B77(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B67(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B68(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B91(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B73(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B122(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B51(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B50(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B65(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B74(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B64(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B108(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_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));\r}\rvoid Remap_Range_B114(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B75(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B110(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B132(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q30;\r#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\r#else\nBlob_Color_Q30=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q38=normalize(vNormal);\rvec3 Normalized_Q71=normalize(vTangent);\rvec4 Color_Q83;\r#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\r#else\nColor_Q83=vec4(0,0,0,0);\r#endif\nfloat X_Q90;\rfloat Y_Q90;\rfloat Z_Q90;\rfloat W_Q90;\rX_Q90=vExtra1.x;\rY_Q90=vExtra1.y;\rZ_Q90=vExtra1.z;\rW_Q90=vExtra1.w;\rvec4 Linear_Q43;\rLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q43.a=_Sky_Color_.a;\rvec4 Linear_Q44;\rLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q44.a=_Horizon_Color_.a;\rvec4 Linear_Q45;\rLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q45.a=_Ground_Color_.a;\rvec3 Left_Index_Q64;\rvec3 Right_Index_Q64;\rvec3 Left_Index_Middle_Q64;\rvec3 Right_Index_Middle_Q64;\rFinger_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);\rvec4 Linear_Q46;\rLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q46.a=_Albedo_.a;\rvec3 Normalized_Q107=normalize(vBinormal);\rvec3 Incident_Q70=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q79;\rBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\rfloat Result_Q77;\rSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\rvec4 Result_Q91;\rScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\rfloat Transmit_Q122;\rfloat Reflect_Q122;\rFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\rfloat Product_Q125=Y_Q90*Y_Q90;\rvec3 NearP_Q65;\rvec3 NearQ_Q65;\rfloat Distance_Q65;\rMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\rvec3 NearP_Q63;\rvec3 NearQ_Q63;\rfloat Distance_Q63;\rMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\rvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\rvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\rvec4 Result_Q132;\rRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\rfloat Dot_Q72=dot(Incident_Q70, Normalized_Q71);\rfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\rfloat NotInShadow_Q67;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\r#else\nNotInShadow_Q67=1.0;\r#endif\nfloat NotInShadow_Q68;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\r#else\nNotInShadow_Q68=1.0;\r#endif\nvec4 Reflected_Color_Q51;\rvec4 Indirect_Diffuse_Q51;\r#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\r#else\nReflected_Color_Q51=vec4(0,0,0,1);\rIndirect_Diffuse_Q51=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q50;\rvec4 Indirect_Color_Q50;\r#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);\r#else\nReflected_Color_Q50=vec4(0,0,0,1);\rIndirect_Color_Q50=vec4(0,0,0,1);\r#endif\nfloat Hue_Q75;\rfloat Saturation_Q75;\rfloat Value_Q75;\rfloat Alpha_Q75;\rvec3 HSV_Q75;\rTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\rfloat Hue_Q127;\rfloat Saturation_Q127;\rfloat Value_Q127;\rfloat Alpha_Q127;\rvec3 HSV_Q127;\rTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\rfloat Result_Q110;\rCode_B110(Dot_Q72,Result_Q110);\rfloat AbsA_Q76=abs(Result_Q110);\rfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\rvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\rvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\rvec3 HSV_Out_Q126;\rVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\rfloat Out_Q114;\rRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\rfloat Product_Q106;\rProduct_Q106=AbsA_Q76*_Hue_Shift_;\rfloat X_Q128;\rfloat Y_Q128;\rfloat Z_Q128;\rTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\rvec2 Vec2_Q112=vec2(Out_Q114,0.5);\rvec3 HSV_Out_Q108;\rVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\rvec4 Color_Q129;\rFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\rvec4 Color_Q111;\r#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\r#else\nColor_Q111=vec4(0,0,0,0);\r#endif\nfloat X_Q74;\rfloat Y_Q74;\rfloat Z_Q74;\rTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\rvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\rvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\rvec4 Color_Q73;\rFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\rvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\rvec4 Result_Q121;\rFragment_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);\rvec4 Result_Q59;\rScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\rvec4 sRGB_Q42;\rFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\rvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\rvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\rvec4 Out_Color=Result_Q40;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderBarPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare var mrdlSliderBarVertexShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const mrdlSliderBarVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,7 +1,9 @@
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 };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "mrdlSliderBarVertexShader";
4
+ 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_;\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\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_;\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_;\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_;\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_;\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;\nvoid Object_To_World_Pos_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\nvoid Object_To_World_Normal_B32(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\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}\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}\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;\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;\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}\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}\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}\nvoid Conditional_Float_B93(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\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}\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}\nvoid Conditional_Float_B36(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\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}\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}\nvoid main()\n{\nvec2 XY_Q85;\nXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\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);\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);\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);\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);\nvec4 Linear_Q101;\nLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q101.a=_Left_Color_.a;\nvec4 Linear_Q102;\nLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q102.a=_Right_Color_.a;\nvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\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);\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);\nvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\nfloat Minus_F_Q87=-Z_Q86;\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;\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);\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}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var mrdlSliderBarVertexShader = { name: name, shader: shader };
7
9
  //# sourceMappingURL=mrdlSliderBar.vertex.js.map
@@ -1 +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"]}
1
+ {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,IAAM,MAAM,GAAG,0iXA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,yBAAyB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B12(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B32(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B23(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B24(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B130(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B60(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B78(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B93(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B28(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B69(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B36(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B37(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B105(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q85;\rXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q27;\rvec3 Tangent_World_N_Q27;\rfloat Tangent_Length_Q27;\rTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q27=length(Tangent_World_Q27);\rTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\rvec3 Normal_World_Q60;\rvec3 Normal_World_N_Q60;\rfloat Normal_Length_Q60;\rObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\rfloat X_Q78;\rfloat Y_Q78;\rfloat Z_Q78;\rTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\rvec3 Nrm_World_Q26;\rNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q28;\rvec3 Binormal_World_N_Q28;\rfloat Binormal_Length_Q28;\rObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\rfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\rfloat Result_Q69;\rPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\rfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\rbool Not_Greater_Than_Q37;\rbool Greater_Than_Q37;\rGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\rvec4 Linear_Q101;\rLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q101.a=_Left_Color_.a;\rvec4 Linear_Q102;\rLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q102.a=_Right_Color_.a;\rvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\rvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\rfloat Result_Q36;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\rfloat Result_Q94;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\rvec3 New_P_Q130;\rvec2 New_UV_Q130;\rfloat Radial_Gradient_Q130;\rvec3 Radial_Dir_Q130;\rvec3 New_Normal_Q130;\rMove_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);\rfloat X_Q98;\rfloat Y_Q98;\rX_Q98=New_UV_Q130.x;\rY_Q98=New_UV_Q130.y;\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\rvec3 Nrm_World_Q32;\rObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\rvec4 Blob_Info_Q23;\r#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);\r#else\nBlob_Info_Q23=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q24;\r#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);\r#else\nBlob_Info_Q24=vec4(0,0,0,0);\r#endif\nfloat Out_Q105;\rRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\rfloat X_Q86;\rfloat Y_Q86;\rfloat Z_Q86;\rTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\rvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\rfloat Minus_F_Q87=-Z_Q86;\rfloat R_Q99;\rfloat G_Q99;\rfloat B_Q99;\rfloat A_Q99;\rR_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;\rfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\rfloat Result_Q93;\rConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\rvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\rvec3 Position=Pos_World_Q12;\rvec3 Normal=Nrm_World_Q32;\rvec2 UV=XY_Q85;\rvec3 Tangent=Tangent_World_N_Q27;\rvec3 Binormal=Difference_Q61;\rvec4 Color=Out_Color_Q34;\rvec4 Extra1=Vec4_Q89;\rvec4 Extra2=Blob_Info_Q23;\rvec4 Extra3=Blob_Info_Q24;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderBarVertexShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare var mrdlSliderThumbPixelShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const mrdlSliderThumbPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,7 +1,9 @@
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 };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "mrdlSliderThumbPixelShader";
4
+ 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_;\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\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_;\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_;\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_;\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_;\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;\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}\nvoid FastLinearTosRGB_B192(\nvec4 Linear,\nout vec4 sRGB)\n{\nsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\nsRGB.a=Linear.a;\n}\nvoid Scale_RGB_B209(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=vec4(Scalar,Scalar,Scalar,1)*Color;\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);\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);\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}\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));\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}\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}\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}\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}\nvoid Scale_Color_B241(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{\nResult=Scalar*Color;\n}\nvoid From_HSV_B223(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\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}\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}\nvoid Mapped_Environment_B201(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\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}\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{\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}\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}\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}\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}\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}\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}\nvoid To_HSV_B225(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\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}\nvoid Code_B260(\nfloat X,\nout float Result)\n{\nResult=(acos(X)/3.14159-0.5)*2.0;\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}\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\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\nvec3 Normalized_Q188=normalize(vNormal);\nvec3 Normalized_Q221=normalize(vTangent);\nvec4 Color_Q233;\n#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\n#else\nColor_Q233=vec4(0,0,0,0);\n#endif\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;\nvec4 Linear_Q193;\nLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\nLinear_Q193.a=_Sky_Color_.a;\nvec4 Linear_Q194;\nLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\nLinear_Q194.a=_Horizon_Color_.a;\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);\nvec4 Linear_Q196;\nLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\nLinear_Q196.a=_Albedo_.a;\nvec3 Normalized_Q257=normalize(vBinormal);\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);\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);\nvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\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);\nfloat Dot_Q222=dot(Incident_Q220, Normalized_Q221);\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);\nfloat AbsA_Q226=abs(Result_Q260);\nfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\nvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\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);\nfloat Product_Q256;\nProduct_Q256=AbsA_Q226*_Hue_Shift_;\nfloat X_Q278;\nfloat Y_Q278;\nfloat Z_Q278;\nTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\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);\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);\nvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\nvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\nvec4 Color_Q223;\nFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\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);\nvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\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}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var mrdlSliderThumbPixelShader = { name: name, shader: shader };
7
9
  //# sourceMappingURL=mrdlSliderThumb.fragment.js.map
@@ -1 +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"]}
1
+ {"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,IAAM,MAAM,GAAG,+xgBAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,0BAA0B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B180(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_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);\r}\rvoid FastLinearTosRGB_B192(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B209(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B271(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((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;\r}\rvoid Bulge_B229(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B227(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B217(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B218(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B241(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B223(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B272(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B201(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B200(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B215(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B224(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B214(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B258(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_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));\r}\rvoid Remap_Range_B264(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B225(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B260(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B282(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q180;\r#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\r#else\nBlob_Color_Q180=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q188=normalize(vNormal);\rvec3 Normalized_Q221=normalize(vTangent);\rvec4 Color_Q233;\r#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\r#else\nColor_Q233=vec4(0,0,0,0);\r#endif\nfloat X_Q240;\rfloat Y_Q240;\rfloat Z_Q240;\rfloat W_Q240;\rX_Q240=vExtra1.x;\rY_Q240=vExtra1.y;\rZ_Q240=vExtra1.z;\rW_Q240=vExtra1.w;\rvec4 Linear_Q193;\rLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q193.a=_Sky_Color_.a;\rvec4 Linear_Q194;\rLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q194.a=_Horizon_Color_.a;\rvec4 Linear_Q195;\rLinear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q195.a=_Ground_Color_.a;\rvec3 Left_Index_Q214;\rvec3 Right_Index_Q214;\rvec3 Left_Index_Middle_Q214;\rvec3 Right_Index_Middle_Q214;\rFinger_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);\rvec4 Linear_Q196;\rLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q196.a=_Albedo_.a;\rvec3 Normalized_Q257=normalize(vBinormal);\rvec3 Incident_Q220=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q229;\rBulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);\rfloat Result_Q227;\rSSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);\rvec4 Result_Q241;\rScale_Color_B241(Color_Q233,X_Q240,Result_Q241);\rfloat Transmit_Q272;\rfloat Reflect_Q272;\rFast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);\rfloat Product_Q275=Y_Q240*Y_Q240;\rvec3 NearP_Q215;\rvec3 NearQ_Q215;\rfloat Distance_Q215;\rMin_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);\rvec3 NearP_Q213;\rvec3 NearQ_Q213;\rfloat Distance_Q213;\rMin_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);\rvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\rvec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);\rvec4 Result_Q282;\rRim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);\rfloat Dot_Q222=dot(Incident_Q220, Normalized_Q221);\rfloat MaxAB_Q273=max(Reflect_Q272,Product_Q275);\rfloat NotInShadow_Q217;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\r#else\nNotInShadow_Q217=1.0;\r#endif\nfloat NotInShadow_Q218;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\r#else\nNotInShadow_Q218=1.0;\r#endif\nvec4 Reflected_Color_Q201;\rvec4 Indirect_Diffuse_Q201;\r#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\r#else\nReflected_Color_Q201=vec4(0,0,0,1);\rIndirect_Diffuse_Q201=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q200;\rvec4 Indirect_Color_Q200;\r#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);\r#else\nReflected_Color_Q200=vec4(0,0,0,1);\rIndirect_Color_Q200=vec4(0,0,0,1);\r#endif\nfloat Hue_Q225;\rfloat Saturation_Q225;\rfloat Value_Q225;\rfloat Alpha_Q225;\rvec3 HSV_Q225;\rTo_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);\rfloat Hue_Q277;\rfloat Saturation_Q277;\rfloat Value_Q277;\rfloat Alpha_Q277;\rvec3 HSV_Q277;\rTo_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);\rfloat Result_Q260;\rCode_B260(Dot_Q222,Result_Q260);\rfloat AbsA_Q226=abs(Result_Q260);\rfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\rvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\rvec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;\rvec3 HSV_Out_Q276;\rVaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);\rfloat Out_Q264;\rRemap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);\rfloat Product_Q256;\rProduct_Q256=AbsA_Q226*_Hue_Shift_;\rfloat X_Q278;\rfloat Y_Q278;\rfloat Z_Q278;\rTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\rvec2 Vec2_Q262=vec2(Out_Q264,0.5);\rvec3 HSV_Out_Q258;\rVaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);\rvec4 Color_Q279;\rFrom_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);\rvec4 Color_Q261;\r#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\r#else\nColor_Q261=vec4(0,0,0,0);\r#endif\nfloat X_Q224;\rfloat Y_Q224;\rfloat Z_Q224;\rTo_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);\rvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\rvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\rvec4 Color_Q223;\rFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\rvec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;\rvec4 Result_Q271;\rFragment_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);\rvec4 Result_Q209;\rScale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);\rvec4 sRGB_Q192;\rFastLinearTosRGB_B192(Result_Q209,sRGB_Q192);\rvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\rvec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;\rvec4 Out_Color=Result_Q190;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderThumbPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare var mrdlSliderThumbVertexShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const mrdlSliderThumbVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,7 +1,9 @@
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 };
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ var name = "mrdlSliderThumbVertexShader";
4
+ 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_;\nuniform vec4 _Sky_Color_;\nuniform vec4 _Horizon_Color_;\nuniform vec4 _Ground_Color_;\nuniform float _Horizon_Power_;\nuniform sampler2D _Reflection_Map_;\nuniform sampler2D _Indirect_Environment_;\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_;\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_;\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_;\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_;\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;\nvoid Object_To_World_Pos_B162(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{\nPos_World=(world*vec4(Pos_Object,1.0)).xyz;\n}\nvoid Object_To_World_Normal_B182(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{\nNrm_World=(vec4(Nrm_Object,0.0)).xyz;\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}\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}\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;\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;\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}\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}\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}\nvoid Conditional_Float_B243(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\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}\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}\nvoid Conditional_Float_B186(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{\nResult=Which ? If_True : If_False;\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}\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}\nvoid main()\n{\nvec2 XY_Q235;\nXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\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);\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);\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);\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);\nvec4 Linear_Q251;\nLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\nLinear_Q251.a=_Left_Color_.a;\nvec4 Linear_Q252;\nLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\nLinear_Q252.a=_Right_Color_.a;\nvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\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);\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);\nvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\nfloat Minus_F_Q237=-Z_Q236;\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;\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);\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}";
5
+ // Sideeffect
6
+ ShaderStore.ShadersStore[name] = shader;
7
+ /** @hidden */
8
+ export var mrdlSliderThumbVertexShader = { name: name, shader: shader };
7
9
  //# sourceMappingURL=mrdlSliderThumb.vertex.js.map
@@ -1 +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
+ {"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,IAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,IAAM,MAAM,GAAG,8rXA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAM,2BAA2B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B162(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B182(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B173(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B174(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B280(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B210(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B228(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B243(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B178(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B219(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B186(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B187(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B255(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q235;\rXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q177;\rvec3 Tangent_World_N_Q177;\rfloat Tangent_Length_Q177;\rTangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q177=length(Tangent_World_Q177);\rTangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;\rvec3 Normal_World_Q210;\rvec3 Normal_World_N_Q210;\rfloat Normal_Length_Q210;\rObject_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);\rfloat X_Q228;\rfloat Y_Q228;\rfloat Z_Q228;\rTo_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);\rvec3 Nrm_World_Q176;\rNrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q178;\rvec3 Binormal_World_N_Q178;\rfloat Binormal_Length_Q178;\rObject_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);\rfloat Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;\rfloat Result_Q219;\rPick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);\rfloat Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;\rbool Not_Greater_Than_Q187;\rbool Greater_Than_Q187;\rGreater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);\rvec4 Linear_Q251;\rLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q251.a=_Left_Color_.a;\rvec4 Linear_Q252;\rLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q252.a=_Right_Color_.a;\rvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\rvec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);\rfloat Result_Q186;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);\rfloat Result_Q244;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);\rvec3 New_P_Q280;\rvec2 New_UV_Q280;\rfloat Radial_Gradient_Q280;\rvec3 Radial_Dir_Q280;\rvec3 New_Normal_Q280;\rMove_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);\rfloat X_Q248;\rfloat Y_Q248;\rX_Q248=New_UV_Q280.x;\rY_Q248=New_UV_Q280.y;\rvec3 Pos_World_Q162;\rObject_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);\rvec3 Nrm_World_Q182;\rObject_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);\rvec4 Blob_Info_Q173;\r#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);\r#else\nBlob_Info_Q173=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q174;\r#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);\r#else\nBlob_Info_Q174=vec4(0,0,0,0);\r#endif\nfloat Out_Q255;\rRemap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);\rfloat X_Q236;\rfloat Y_Q236;\rfloat Z_Q236;\rTo_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);\rvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\rfloat Minus_F_Q237=-Z_Q236;\rfloat R_Q249;\rfloat G_Q249;\rfloat B_Q249;\rfloat A_Q249;\rR_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;\rfloat ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);\rfloat Result_Q243;\rConditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);\rvec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);\rvec3 Position=Pos_World_Q162;\rvec3 Normal=Nrm_World_Q182;\rvec2 UV=XY_Q235;\rvec3 Tangent=Tangent_World_N_Q177;\rvec3 Binormal=Difference_Q211;\rvec4 Color=Out_Color_Q184;\rvec4 Extra1=Vec4_Q239;\rvec4 Extra2=Blob_Info_Q173;\rvec4 Extra3=Blob_Info_Q174;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderThumbVertexShader = { name, shader };\n"]}