@babylonjs/gui 5.0.0-rc.7 → 5.0.1

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 (277) 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 -448
  5. package/2D/advancedDynamicTexture.js +1318 -1318
  6. package/2D/advancedDynamicTexture.js.map +1 -1
  7. package/2D/controls/button.d.ts +135 -135
  8. package/2D/controls/button.js +276 -276
  9. package/2D/controls/button.js.map +1 -1
  10. package/2D/controls/checkbox.d.ts +59 -59
  11. package/2D/controls/checkbox.js +188 -188
  12. package/2D/controls/checkbox.js.map +1 -1
  13. package/2D/controls/colorpicker.d.ts +103 -103
  14. package/2D/controls/colorpicker.js +1417 -1417
  15. package/2D/controls/colorpicker.js.map +1 -1
  16. package/2D/controls/container.d.ts +175 -175
  17. package/2D/controls/container.js +570 -570
  18. package/2D/controls/container.js.map +1 -1
  19. package/2D/controls/control.d.ts +866 -866
  20. package/2D/controls/control.js +2433 -2433
  21. package/2D/controls/control.js.map +1 -1
  22. package/2D/controls/displayGrid.d.ts +53 -53
  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 -59
  29. package/2D/controls/focusableButton.js +99 -99
  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 -139
  35. package/2D/controls/grid.js +529 -529
  36. package/2D/controls/grid.js.map +1 -1
  37. package/2D/controls/image.d.ts +204 -204
  38. package/2D/controls/image.js +887 -887
  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/inputPassword.d.ts +9 -8
  43. package/2D/controls/inputPassword.js +28 -25
  44. package/2D/controls/inputPassword.js.map +1 -1
  45. package/2D/controls/inputText.d.ts +201 -201
  46. package/2D/controls/inputText.js +1119 -1119
  47. package/2D/controls/inputText.js.map +1 -1
  48. package/2D/controls/line.d.ts +66 -66
  49. package/2D/controls/line.js +271 -271
  50. package/2D/controls/line.js.map +1 -1
  51. package/2D/controls/multiLine.d.ts +75 -75
  52. package/2D/controls/multiLine.js +262 -262
  53. package/2D/controls/multiLine.js.map +1 -1
  54. package/2D/controls/radioButton.d.ts +49 -49
  55. package/2D/controls/radioButton.js +205 -205
  56. package/2D/controls/radioButton.js.map +1 -1
  57. package/2D/controls/rectangle.d.ts +29 -29
  58. package/2D/controls/rectangle.js +150 -150
  59. package/2D/controls/rectangle.js.map +1 -1
  60. package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -182
  61. package/2D/controls/scrollViewers/scrollViewer.js +677 -677
  62. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  63. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -57
  64. package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -278
  65. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  66. package/2D/controls/selector.d.ts +263 -263
  67. package/2D/controls/selector.js +692 -692
  68. package/2D/controls/sliders/baseSlider.d.ts +82 -82
  69. package/2D/controls/sliders/baseSlider.js +347 -347
  70. package/2D/controls/sliders/baseSlider.js.map +1 -1
  71. package/2D/controls/sliders/imageBasedSlider.d.ts +49 -49
  72. package/2D/controls/sliders/imageBasedSlider.js +192 -192
  73. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  74. package/2D/controls/sliders/imageScrollBar.d.ts +65 -65
  75. package/2D/controls/sliders/imageScrollBar.js +263 -263
  76. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  77. package/2D/controls/sliders/scrollBar.d.ts +38 -38
  78. package/2D/controls/sliders/scrollBar.js +143 -143
  79. package/2D/controls/sliders/scrollBar.js.map +1 -1
  80. package/2D/controls/sliders/slider.d.ts +35 -35
  81. package/2D/controls/sliders/slider.js +271 -271
  82. package/2D/controls/sliders/slider.js.map +1 -1
  83. package/2D/controls/stackPanel.d.ts +64 -64
  84. package/2D/controls/stackPanel.js +246 -246
  85. package/2D/controls/stackPanel.js.map +1 -1
  86. package/2D/controls/statics.d.ts +6 -6
  87. package/2D/controls/statics.js +49 -49
  88. package/2D/controls/textBlock.d.ts +175 -175
  89. package/2D/controls/textBlock.js +603 -603
  90. package/2D/controls/textBlock.js.map +1 -1
  91. package/2D/controls/textWrapper.d.ts +13 -13
  92. package/2D/controls/textWrapper.js +101 -101
  93. package/2D/controls/toggleButton.d.ts +117 -117
  94. package/2D/controls/toggleButton.js +268 -268
  95. package/2D/controls/toggleButton.js.map +1 -1
  96. package/2D/controls/virtualKeyboard.d.ts +96 -96
  97. package/2D/controls/virtualKeyboard.js +256 -256
  98. package/2D/controls/virtualKeyboard.js.map +1 -1
  99. package/2D/index.d.ts +9 -9
  100. package/2D/index.js +10 -9
  101. package/2D/index.js.map +1 -1
  102. package/2D/math2D.d.ts +117 -117
  103. package/2D/math2D.js +221 -221
  104. package/2D/math2D.js.map +1 -1
  105. package/2D/measure.d.ts +77 -77
  106. package/2D/measure.js +139 -139
  107. package/2D/measure.js.map +1 -1
  108. package/2D/multiLinePoint.d.ts +47 -47
  109. package/2D/multiLinePoint.js +127 -127
  110. package/2D/multiLinePoint.js.map +1 -1
  111. package/2D/style.d.ts +46 -46
  112. package/2D/style.js +97 -97
  113. package/2D/style.js.map +1 -1
  114. package/2D/valueAndUnit.d.ts +89 -89
  115. package/2D/valueAndUnit.js +226 -226
  116. package/2D/valueAndUnit.js.map +1 -1
  117. package/2D/xmlLoader.d.ts +60 -60
  118. package/2D/xmlLoader.js +348 -348
  119. package/2D/xmlLoader.js.map +1 -1
  120. package/3D/behaviors/defaultBehavior.d.ts +73 -73
  121. package/3D/behaviors/defaultBehavior.js +121 -121
  122. package/3D/behaviors/defaultBehavior.js.map +1 -1
  123. package/3D/controls/abstractButton3D.d.ts +15 -15
  124. package/3D/controls/abstractButton3D.js +25 -25
  125. package/3D/controls/abstractButton3D.js.map +1 -1
  126. package/3D/controls/button3D.d.ts +30 -30
  127. package/3D/controls/button3D.js +93 -93
  128. package/3D/controls/button3D.js.map +1 -1
  129. package/3D/controls/container3D.d.ts +72 -72
  130. package/3D/controls/container3D.js +139 -139
  131. package/3D/controls/container3D.js.map +1 -1
  132. package/3D/controls/contentDisplay3D.d.ts +30 -30
  133. package/3D/controls/contentDisplay3D.js +79 -79
  134. package/3D/controls/contentDisplay3D.js.map +1 -1
  135. package/3D/controls/control3D.d.ts +201 -201
  136. package/3D/controls/control3D.js +445 -445
  137. package/3D/controls/control3D.js.map +1 -1
  138. package/3D/controls/cylinderPanel.d.ts +17 -17
  139. package/3D/controls/cylinderPanel.js +66 -66
  140. package/3D/controls/cylinderPanel.js.map +1 -1
  141. package/3D/controls/handMenu.d.ts +28 -28
  142. package/3D/controls/handMenu.js +47 -47
  143. package/3D/controls/handMenu.js.map +1 -1
  144. package/3D/controls/holographicBackplate.d.ts +49 -49
  145. package/3D/controls/holographicBackplate.js +120 -120
  146. package/3D/controls/holographicBackplate.js.map +1 -1
  147. package/3D/controls/holographicButton.d.ts +84 -84
  148. package/3D/controls/holographicButton.js +339 -339
  149. package/3D/controls/holographicButton.js.map +1 -1
  150. package/3D/controls/holographicSlate.d.ts +131 -131
  151. package/3D/controls/holographicSlate.js +431 -431
  152. package/3D/controls/holographicSlate.js.map +1 -1
  153. package/3D/controls/index.d.ts +21 -21
  154. package/3D/controls/index.js +21 -21
  155. package/3D/controls/meshButton3D.d.ts +21 -21
  156. package/3D/controls/meshButton3D.js +62 -62
  157. package/3D/controls/meshButton3D.js.map +1 -1
  158. package/3D/controls/nearMenu.d.ts +44 -44
  159. package/3D/controls/nearMenu.js +114 -114
  160. package/3D/controls/nearMenu.js.map +1 -1
  161. package/3D/controls/planePanel.d.ts +9 -9
  162. package/3D/controls/planePanel.js +36 -36
  163. package/3D/controls/planePanel.js.map +1 -1
  164. package/3D/controls/scatterPanel.d.ts +18 -18
  165. package/3D/controls/scatterPanel.js +108 -108
  166. package/3D/controls/scatterPanel.js.map +1 -1
  167. package/3D/controls/slider3D.d.ts +81 -81
  168. package/3D/controls/slider3D.js +268 -268
  169. package/3D/controls/slider3D.js.map +1 -1
  170. package/3D/controls/spherePanel.d.ts +17 -17
  171. package/3D/controls/spherePanel.js +67 -67
  172. package/3D/controls/spherePanel.js.map +1 -1
  173. package/3D/controls/stackPanel3D.d.ts +22 -22
  174. package/3D/controls/stackPanel3D.js +107 -107
  175. package/3D/controls/touchButton3D.d.ts +80 -80
  176. package/3D/controls/touchButton3D.js +233 -233
  177. package/3D/controls/touchButton3D.js.map +1 -1
  178. package/3D/controls/touchHolographicButton.d.ts +110 -110
  179. package/3D/controls/touchHolographicButton.js +445 -445
  180. package/3D/controls/touchHolographicButton.js.map +1 -1
  181. package/3D/controls/touchHolographicMenu.d.ts +61 -61
  182. package/3D/controls/touchHolographicMenu.js +149 -149
  183. package/3D/controls/touchHolographicMenu.js.map +1 -1
  184. package/3D/controls/touchMeshButton3D.d.ts +21 -21
  185. package/3D/controls/touchMeshButton3D.js +62 -62
  186. package/3D/controls/touchMeshButton3D.js.map +1 -1
  187. package/3D/controls/volumeBasedPanel.d.ts +53 -53
  188. package/3D/controls/volumeBasedPanel.js +174 -174
  189. package/3D/controls/volumeBasedPanel.js.map +1 -1
  190. package/3D/gizmos/gizmoHandle.d.ts +108 -108
  191. package/3D/gizmos/gizmoHandle.js +209 -209
  192. package/3D/gizmos/gizmoHandle.js.map +1 -1
  193. package/3D/gizmos/index.d.ts +2 -2
  194. package/3D/gizmos/index.js +2 -2
  195. package/3D/gizmos/slateGizmo.d.ts +57 -57
  196. package/3D/gizmos/slateGizmo.js +369 -369
  197. package/3D/gizmos/slateGizmo.js.map +1 -1
  198. package/3D/gui3DManager.d.ts +94 -94
  199. package/3D/gui3DManager.js +257 -257
  200. package/3D/gui3DManager.js.map +1 -1
  201. package/3D/index.d.ts +5 -5
  202. package/3D/index.js +6 -5
  203. package/3D/index.js.map +1 -1
  204. package/3D/materials/fluent/fluentMaterial.d.ts +91 -90
  205. package/3D/materials/fluent/fluentMaterial.js +292 -292
  206. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  207. package/3D/materials/fluent/index.d.ts +1 -1
  208. package/3D/materials/fluent/index.js +1 -1
  209. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
  210. package/3D/materials/fluent/shaders/fluent.fragment.js +8 -8
  211. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
  212. package/3D/materials/fluent/shaders/fluent.vertex.js +8 -8
  213. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -154
  214. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -469
  215. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  216. package/3D/materials/fluentBackplate/index.d.ts +1 -1
  217. package/3D/materials/fluentBackplate/index.js +1 -1
  218. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
  219. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -8
  220. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
  221. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -8
  222. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -189
  223. package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -539
  224. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  225. package/3D/materials/fluentButton/index.d.ts +1 -1
  226. package/3D/materials/fluentButton/index.js +1 -1
  227. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
  228. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -8
  229. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
  230. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -8
  231. package/3D/materials/fluentMaterial.d.ts +4 -4
  232. package/3D/materials/fluentMaterial.js +4 -4
  233. package/3D/materials/handle/handleMaterial.d.ts +68 -68
  234. package/3D/materials/handle/handleMaterial.js +126 -126
  235. package/3D/materials/handle/handleMaterial.js.map +1 -1
  236. package/3D/materials/handle/index.d.ts +1 -1
  237. package/3D/materials/handle/index.js +1 -1
  238. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
  239. package/3D/materials/handle/shaders/handle.fragment.js +8 -8
  240. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
  241. package/3D/materials/handle/shaders/handle.vertex.js +8 -8
  242. package/3D/materials/index.d.ts +5 -5
  243. package/3D/materials/index.js +6 -5
  244. package/3D/materials/index.js.map +1 -1
  245. package/3D/materials/mrdl/index.d.ts +3 -3
  246. package/3D/materials/mrdl/index.js +3 -3
  247. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -147
  248. package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -436
  249. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  250. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +334 -333
  251. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -851
  252. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  253. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +334 -333
  254. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -851
  255. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  256. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
  257. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -8
  258. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
  259. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -8
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
  261. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -8
  262. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
  263. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -8
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -8
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
  267. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -8
  268. package/3D/vector3WithInfo.d.ts +16 -16
  269. package/3D/vector3WithInfo.js +23 -23
  270. package/index.d.ts +2 -2
  271. package/index.js +3 -2
  272. package/index.js.map +1 -1
  273. package/legacy/legacy.d.ts +1 -1
  274. package/legacy/legacy.js +14 -13
  275. package/legacy/legacy.js.map +1 -1
  276. package/license.md +71 -0
  277. package/package.json +24 -5
@@ -1,9 +1,9 @@
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 };
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 };
9
9
  //# sourceMappingURL=mrdlSliderThumb.fragment.js.map
@@ -1,5 +1,5 @@
1
- /** @hidden */
2
- export declare const mrdlSliderThumbVertexShader: {
3
- name: string;
4
- shader: string;
5
- };
1
+ /** @hidden */
2
+ export declare const mrdlSliderThumbVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -1,9 +1,9 @@
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 };
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 };
9
9
  //# sourceMappingURL=mrdlSliderThumb.vertex.js.map
@@ -1,16 +1,16 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
- /**
3
- * Class used to transport Vector3 information for pointer events
4
- */
5
- export declare class Vector3WithInfo extends Vector3 {
6
- /** defines the current mouse button index */
7
- buttonIndex: number;
8
- /**
9
- * Creates a new Vector3WithInfo
10
- * @param source defines the vector3 data to transport
11
- * @param buttonIndex defines the current mouse button index
12
- */
13
- constructor(source: Vector3,
14
- /** defines the current mouse button index */
15
- buttonIndex?: number);
16
- }
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ /**
3
+ * Class used to transport Vector3 information for pointer events
4
+ */
5
+ export declare class Vector3WithInfo extends Vector3 {
6
+ /** defines the current mouse button index */
7
+ buttonIndex: number;
8
+ /**
9
+ * Creates a new Vector3WithInfo
10
+ * @param source defines the vector3 data to transport
11
+ * @param buttonIndex defines the current mouse button index
12
+ */
13
+ constructor(source: Vector3,
14
+ /** defines the current mouse button index */
15
+ buttonIndex?: number);
16
+ }
@@ -1,24 +1,24 @@
1
- import { __extends } from "tslib";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
- /**
4
- * Class used to transport Vector3 information for pointer events
5
- */
6
- var Vector3WithInfo = /** @class */ (function (_super) {
7
- __extends(Vector3WithInfo, _super);
8
- /**
9
- * Creates a new Vector3WithInfo
10
- * @param source defines the vector3 data to transport
11
- * @param buttonIndex defines the current mouse button index
12
- */
13
- function Vector3WithInfo(source,
14
- /** defines the current mouse button index */
15
- buttonIndex) {
16
- if (buttonIndex === void 0) { buttonIndex = 0; }
17
- var _this = _super.call(this, source.x, source.y, source.z) || this;
18
- _this.buttonIndex = buttonIndex;
19
- return _this;
20
- }
21
- return Vector3WithInfo;
22
- }(Vector3));
23
- export { Vector3WithInfo };
1
+ import { __extends } from "tslib";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
+ /**
4
+ * Class used to transport Vector3 information for pointer events
5
+ */
6
+ var Vector3WithInfo = /** @class */ (function (_super) {
7
+ __extends(Vector3WithInfo, _super);
8
+ /**
9
+ * Creates a new Vector3WithInfo
10
+ * @param source defines the vector3 data to transport
11
+ * @param buttonIndex defines the current mouse button index
12
+ */
13
+ function Vector3WithInfo(source,
14
+ /** defines the current mouse button index */
15
+ buttonIndex) {
16
+ if (buttonIndex === void 0) { buttonIndex = 0; }
17
+ var _this = _super.call(this, source.x, source.y, source.z) || this;
18
+ _this.buttonIndex = buttonIndex;
19
+ return _this;
20
+ }
21
+ return Vector3WithInfo;
22
+ }(Vector3));
23
+ export { Vector3WithInfo };
24
24
  //# sourceMappingURL=vector3WithInfo.js.map
package/index.d.ts CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./2D/index";
2
- export * from "./3D/index";
1
+ export * from "./2D/index";
2
+ export * from "./3D/index";
package/index.js CHANGED
@@ -1,3 +1,4 @@
1
- export * from "./2D/index.js";
2
- export * from "./3D/index.js";
1
+ /* eslint-disable import/no-internal-modules */
2
+ export * from "./2D/index.js";
3
+ export * from "./3D/index.js";
3
4
  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/gui/generated/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC","sourcesContent":["export * from \"./2D/index\";\r\nexport * from \"./3D/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/gui/generated/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./2D/index\";\r\nexport * from \"./3D/index\";\r\n"]}
@@ -1 +1 @@
1
- export * from "./index.js";
1
+ export * from "../index";
package/legacy/legacy.js CHANGED
@@ -1,14 +1,15 @@
1
- import * as GUI from "./index.js";
2
- /**
3
- * Legacy support, defining window.BABYLON.GUI (global variable).
4
- *
5
- * This is the entry point for the UMD module.
6
- * The entry point for a future ESM package should be index.ts
7
- */
8
- var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
9
- if (typeof globalObject !== "undefined") {
10
- globalObject.BABYLON = globalObject.BABYLON || {};
11
- globalObject.BABYLON.GUI = GUI;
12
- }
13
- export * from "./index.js";
1
+ /* eslint-disable import/no-internal-modules */
2
+ import * as GUI from "../index.js";
3
+ /**
4
+ * Legacy support, defining window.BABYLON.GUI (global variable).
5
+ *
6
+ * This is the entry point for the UMD module.
7
+ * The entry point for a future ESM package should be index.ts
8
+ */
9
+ var globalObject = typeof global !== "undefined" ? global : typeof window !== "undefined" ? window : undefined;
10
+ if (typeof globalObject !== "undefined") {
11
+ globalObject.BABYLON = globalObject.BABYLON || {};
12
+ globalObject.BABYLON.GUI = GUI;
13
+ }
14
+ export * from "../index.js";
14
15
  //# sourceMappingURL=legacy.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/legacy/legacy.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,GAAG,mBAAkB;AAEjC;;;;;GAKG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IAC/B,YAAa,CAAC,OAAO,GAAS,YAAa,CAAC,OAAO,IAAI,EAAE,CAAC;IAC1D,YAAa,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,CAAC;CACzC;AAED,2BAA0B","sourcesContent":["import * as GUI from \"gui/index\";\r\n\r\n/**\r\n * Legacy support, defining window.BABYLON.GUI (global variable).\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\r\n (<any>globalObject).BABYLON.GUI = GUI;\r\n}\r\n\r\nexport * from \"gui/index\";\r\n"]}
1
+ {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/legacy/legacy.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,GAAG,MAAM,UAAU,CAAC;AAChC;;;;;GAKG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IAC/B,YAAa,CAAC,OAAO,GAAS,YAAa,CAAC,OAAO,IAAI,EAAE,CAAC;IAC1D,YAAa,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,CAAC;CACzC;AACD,cAAc,UAAU,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as GUI from \"../index\";\n/**\n * Legacy support, defining window.BABYLON.GUI (global variable).\n *\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\n (<any>globalObject).BABYLON.GUI = GUI;\n}\nexport * from \"../index\";\n"]}
package/license.md ADDED
@@ -0,0 +1,71 @@
1
+ # Apache License 2.0 (Apache)
2
+
3
+ Apache License
4
+ Version 2.0, January 2004
5
+ <http://www.apache.org/licenses/>
6
+
7
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
8
+
9
+ ## Definitions
10
+
11
+ "License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
12
+
13
+ "Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
14
+
15
+ "Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
16
+
17
+ "You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.
18
+
19
+ "Source" form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
20
+
21
+ "Object" form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
22
+
23
+ "Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
24
+
25
+ "Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
26
+
27
+ "Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution."
28
+
29
+ "Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.
30
+
31
+ ## Grant of Copyright License
32
+
33
+ Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
34
+
35
+ ## Grant of Patent License
36
+
37
+ Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
38
+
39
+ ## Redistribution
40
+
41
+ You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:
42
+
43
+ 1. You must give any other recipients of the Work or Derivative Works a copy of this License; and
44
+
45
+ 2. You must cause any modified files to carry prominent notices stating that You changed the files; and
46
+
47
+ 3. You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
48
+
49
+ 4. If the Work includes a "NOTICE" text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
50
+
51
+ You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License.
52
+
53
+ ## Submission of Contributions
54
+
55
+ Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
56
+
57
+ ## Trademarks
58
+
59
+ This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
60
+
61
+ ## Disclaimer of Warranty
62
+
63
+ Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
64
+
65
+ ## Limitation of Liability
66
+
67
+ In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
68
+
69
+ ## Accepting Warranty or Additional Liability
70
+
71
+ While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/gui",
3
- "version": "5.0.0-rc.7",
3
+ "version": "5.0.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -8,17 +8,18 @@
8
8
  "**/*.js",
9
9
  "**/*.d.ts",
10
10
  "**/*.map",
11
- "readme.md"
11
+ "readme.md",
12
+ "license.md"
12
13
  ],
13
14
  "scripts": {
14
15
  "build": "npm run clean && npm run compile",
15
16
  "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(md|json|build.json)\"",
16
17
  "compile": "tsc -b tsconfig.build.json --verbose",
17
- "postcompile": "build-tools -c add-js-to-es6 --path ./dist/**/*.js",
18
+ "postcompile": "build-tools -c add-js-to-es6",
18
19
  "prepublishOnly": "build-tools -c prepare-es6-build"
19
20
  },
20
21
  "dependencies": {
21
- "@babylonjs/core": "^5.0.0-rc.7",
22
+ "@babylonjs/core": "^5.0.1",
22
23
  "tslib": "^2.3.1"
23
24
  },
24
25
  "devDependencies": {
@@ -27,5 +28,23 @@
27
28
  "rimraf": "^3.0.2",
28
29
  "typescript": "^4.4.4"
29
30
  },
30
- "sideEffects": true
31
+ "keywords": [
32
+ "3D",
33
+ "javascript",
34
+ "html5",
35
+ "webgl",
36
+ "babylon.js"
37
+ ],
38
+ "license": "Apache-2.0",
39
+ "esnext": "index.js",
40
+ "type": "module",
41
+ "sideEffects": true,
42
+ "homepage": "https://www.babylonjs.com",
43
+ "repository": {
44
+ "type": "git",
45
+ "url": "https://github.com/BabylonJS/Babylon.js.git"
46
+ },
47
+ "bugs": {
48
+ "url": "https://github.com/BabylonJS/Babylon.js/issues"
49
+ }
31
50
  }