@babylonjs/gui 5.24.0 → 5.26.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/advancedDynamicTexture.d.ts +28 -28
- package/2D/advancedDynamicTexture.js +36 -33
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +6 -32
- package/2D/controls/button.js +6 -32
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +2 -8
- package/2D/controls/checkbox.js +2 -8
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +2 -4
- package/2D/controls/colorpicker.js +2 -4
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +20 -43
- package/2D/controls/container.js +20 -43
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +71 -144
- package/2D/controls/control.js +67 -140
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +4 -9
- package/2D/controls/focusableButton.js +4 -9
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/grid.d.ts +1 -3
- package/2D/controls/grid.js +1 -3
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +1 -3
- package/2D/controls/image.js +1 -3
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/inputText.d.ts +10 -18
- package/2D/controls/inputText.js +9 -17
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/inputTextArea.d.ts +10 -10
- package/2D/controls/inputTextArea.js +9 -9
- package/2D/controls/inputTextArea.js.map +1 -1
- package/2D/controls/rectangle.d.ts +2 -2
- package/2D/controls/rectangle.js +2 -2
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -7
- package/2D/controls/scrollViewers/scrollViewer.js +3 -7
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -10
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -10
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.d.ts +14 -40
- package/2D/controls/selector.js +14 -40
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +1 -3
- package/2D/controls/sliders/baseSlider.js +1 -3
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +1 -3
- package/2D/controls/sliders/imageBasedSlider.js +1 -3
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +1 -3
- package/2D/controls/sliders/imageScrollBar.js +1 -3
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +1 -3
- package/2D/controls/sliders/scrollBar.js +1 -3
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +2 -6
- package/2D/controls/stackPanel.js +2 -6
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.d.ts +1 -1
- package/2D/controls/statics.js +1 -1
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +1 -2
- package/2D/controls/textBlock.js +1 -2
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.d.ts +1 -1
- package/2D/controls/textWrapper.js +1 -1
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +5 -29
- package/2D/controls/toggleButton.js +5 -29
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +1 -3
- package/2D/controls/virtualKeyboard.js +1 -3
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/multiLinePoint.d.ts +1 -1
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js +1 -1
- package/2D/style.js.map +1 -1
- package/3D/controls/button3D.d.ts +1 -1
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +11 -31
- package/3D/controls/control3D.js +10 -30
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +5 -6
- package/3D/controls/holographicSlate.js +3 -4
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/meshButton3D.d.ts +1 -1
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +1 -4
- package/3D/controls/touchButton3D.js +1 -4
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +1 -1
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +1 -1
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gui3DManager.d.ts +5 -5
- package/3D/gui3DManager.js +4 -4
- package/3D/gui3DManager.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluent/fluentMaterial.js +1 -1
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +8 -8
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +9 -9
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.js +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +1 -1
- package/3D/materials/handle/handleMaterial.js +1 -1
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +8 -8
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +9 -9
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +10 -10
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +11 -11
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +10 -10
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +11 -11
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/package.json +2 -2
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@@ -10,6 +10,6 @@ Result_Q356=1.0;
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vec2 Vec2_Q339=vec2(X_Q338,Y_Q338);
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const mrdlBackplatePixelShader = { name, shader };
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//# sourceMappingURL=mrdlBackplate.fragment.js.map
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{"version":3,"file":"mrdlBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Lb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"mrdlBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+Lb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlBackplatePixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Absolute_Sizes_;\runiform float _Filter_Width_;\runiform vec4 _Base_Color_;\runiform vec4 _Line_Color_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform float _Rate_;\runiform vec4 _Highlight_Color_;\runiform float _Highlight_Width_;\runiform vec4 _Highlight_Transform_;\runiform float _Highlight_;\runiform float _Iridescence_Intensity_;\runiform float _Iridescence_Edge_Intensity_;\runiform vec4 _Iridescence_Tint_;\runiform sampler2D _Iridescent_Map_;\runiform float _Angle_;\runiform bool _Reflected_;\runiform float _Frequency_;\runiform float _Vertical_Offset_;\runiform vec4 _Gradient_Color_;\runiform vec4 _Top_Left_;\runiform vec4 _Top_Right_;\runiform vec4 _Bottom_Left_;\runiform vec4 _Bottom_Right_;\runiform float _Edge_Width_;\runiform float _Edge_Power_;\runiform float _Line_Gradient_Blend_;\runiform float _Fade_Out_;\rvoid FastLinearTosRGB_B353(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Round_Rect_Fragment_B332(\rfloat Radius,\rfloat Line_Width,\rvec4 Line_Color,\rfloat Filter_Width,\rvec2 UV,\rfloat Line_Visibility,\rvec4 Rect_Parms,\rvec4 Fill_Color,\rout vec4 Color)\r{\rfloat d=length(max(abs(UV)-Rect_Parms.xy,0.0));\rfloat dx=max(fwidth(d)*Filter_Width,0.00001);\rfloat g=min(Rect_Parms.z,Rect_Parms.w);\rfloat dgrad=max(fwidth(g)*Filter_Width,0.00001);\rfloat Inside_Rect=clamp(g/dgrad,0.0,1.0);\rfloat inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);\rColor=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;\r}\rvoid Iridescence_B343(\rvec3 Position,\rvec3 Normal,\rvec2 UV,\rvec3 Axis,\rvec3 Eye,\rvec4 Tint,\rsampler2D Texture,\rbool Reflected,\rfloat Frequency,\rfloat Vertical_Offset,\rout vec4 Color)\r{\rvec3 i=normalize(Position-Eye);\rvec3 r=reflect(i,Normal);\rfloat idota=dot(i,Axis);\rfloat idotr=dot(i,r);\rfloat x=Reflected ? idotr : idota;\rvec2 xy;\rxy.x=fract((x*Frequency+1.0)*0.5+UV.y*Vertical_Offset);\rxy.y=0.5;\rColor=texture(Texture,xy);\rColor.rgb*=Tint.rgb;\r}\rvoid Scale_RGB_B346(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Scale_RGB_B344(\rfloat Scalar,\rvec4 Color,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Line_Fragment_B362(\rvec4 Base_Color,\rvec4 Highlight_Color,\rfloat Highlight_Width,\rvec3 Line_Vertex,\rfloat Highlight,\rout vec4 Line_Color)\r{\rfloat k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);\rLine_Color=mix(Base_Color,Highlight_Color,Highlight*k2);\r}\rvoid Edge_B356(\rvec4 RectParms,\rfloat Radius,\rfloat Line_Width,\rvec2 UV,\rfloat Edge_Width,\rfloat Edge_Power,\rout float Result)\r{\rfloat d=length(max(abs(UV)-RectParms.xy,0.0));\rfloat edge=1.0-clamp((1.0-d/(Radius-Line_Width))/Edge_Width,0.0,1.0);\rResult=pow(edge,Edge_Power);\r}\rvoid Gradient_B355(\rvec4 Gradient_Color,\rvec4 Top_Left,\rvec4 Top_Right,\rvec4 Bottom_Left,\rvec4 Bottom_Right,\rvec2 UV,\rout vec4 Result)\r{\rvec3 top=Top_Left.rgb+(Top_Right.rgb-Top_Left.rgb)*UV.x;\rvec3 bottom=Bottom_Left.rgb+(Bottom_Right.rgb-Bottom_Left.rgb)*UV.x;\rResult.rgb=Gradient_Color.rgb*(bottom+(top-bottom)*UV.y);\rResult.a=1.0;\r}\rvoid main()\r{\rfloat X_Q338;\rfloat Y_Q338;\rfloat Z_Q338;\rfloat W_Q338;\rX_Q338=vExtra2.x;\rY_Q338=vExtra2.y;\rZ_Q338=vExtra2.z;\rW_Q338=vExtra2.w;\rvec4 Color_Q343;\r#if IRIDESCENCE_ENABLE\nIridescence_B343(vPosition,vNormal,vUV,vBinormal,cameraPosition,_Iridescence_Tint_,_Iridescent_Map_,_Reflected_,_Frequency_,_Vertical_Offset_,Color_Q343);\r#else\nColor_Q343=vec4(0,0,0,0);\r#endif\nvec4 Result_Q344;\rScale_RGB_B344(_Iridescence_Intensity_,Color_Q343,Result_Q344);\rvec4 Line_Color_Q362;\rLine_Fragment_B362(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q362);\rfloat Result_Q356;\r#if EDGE_ONLY\nEdge_B356(vExtra1,Z_Q338,W_Q338,vUV,_Edge_Width_,_Edge_Power_,Result_Q356);\r#else\nResult_Q356=1.0;\r#endif\nvec2 Vec2_Q339=vec2(X_Q338,Y_Q338);\rvec4 Result_Q355;\rGradient_B355(_Gradient_Color_,_Top_Left_,_Top_Right_,_Bottom_Left_,_Bottom_Right_,Vec2_Q339,Result_Q355);\rvec4 Linear_Q348;\rLinear_Q348.rgb=clamp(Result_Q355.rgb*Result_Q355.rgb,0.0,1.0);\rLinear_Q348.a=Result_Q355.a;\rvec4 Result_Q346;\rScale_RGB_B346(Linear_Q348,Result_Q356,Result_Q346);\rvec4 Sum_Q345=Result_Q346+Result_Q344;\rvec4 Color_At_T_Q347=mix(Line_Color_Q362,Result_Q346,_Line_Gradient_Blend_);\rvec4 Base_And_Iridescent_Q350;\rBase_And_Iridescent_Q350=_Base_Color_+vec4(Sum_Q345.rgb,0.0);\rvec4 Sum_Q349=Color_At_T_Q347+_Iridescence_Edge_Intensity_*Color_Q343;\rvec4 Result_Q351=Sum_Q349; Result_Q351.a=1.0;\rvec4 Color_Q332;\rRound_Rect_Fragment_B332(Z_Q338,W_Q338,Result_Q351,_Filter_Width_,vUV,1.0,vExtra1,Base_And_Iridescent_Q350,Color_Q332);\rvec4 Result_Q354=_Fade_Out_*Color_Q332;\rvec4 sRGB_Q353;\rFastLinearTosRGB_B353(Result_Q354,sRGB_Q353);\rvec4 Out_Color=sRGB_Q353;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlBackplatePixelShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkPb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,
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{"version":3,"file":"mrdlBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkPb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlBackplateVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec3 tangent;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Absolute_Sizes_;\runiform float _Filter_Width_;\runiform vec4 _Base_Color_;\runiform vec4 _Line_Color_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform float _Rate_;\runiform vec4 _Highlight_Color_;\runiform float _Highlight_Width_;\runiform vec4 _Highlight_Transform_;\runiform float _Highlight_;\runiform float _Iridescence_Intensity_;\runiform float _Iridescence_Edge_Intensity_;\runiform vec4 _Iridescence_Tint_;\runiform sampler2D _Iridescent_Map_;\runiform float _Angle_;\runiform bool _Reflected_;\runiform float _Frequency_;\runiform float _Vertical_Offset_;\runiform vec4 _Gradient_Color_;\runiform vec4 _Top_Left_;\runiform vec4 _Top_Right_;\runiform vec4 _Bottom_Left_;\runiform vec4 _Bottom_Right_;\runiform float _Edge_Width_;\runiform float _Edge_Power_;\runiform float _Line_Gradient_Blend_;\runiform float _Fade_Out_;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvoid Object_To_World_Pos_B314(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Round_Rect_Vertex_B357(\rvec2 UV,\rfloat Radius,\rfloat Margin,\rfloat Anisotropy,\rfloat Gradient1,\rfloat Gradient2,\rvec3 Normal,\rvec4 Color_Scale_Translate,\rout vec2 Rect_UV,\rout vec4 Rect_Parms,\rout vec2 Scale_XY,\rout vec2 Line_UV,\rout vec2 Color_UV_Info)\r{\rScale_XY=vec2(Anisotropy,1.0);\rLine_UV=(UV-vec2(0.5,0.5));\rRect_UV=Line_UV*Scale_XY;\rRect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);\rRect_Parms.z=Gradient1; \rRect_Parms.w=Gradient2;\rColor_UV_Info=(Line_UV+vec2(0.5,0.5))*Color_Scale_Translate.xy+Color_Scale_Translate.zw;\r}\rvoid Line_Vertex_B333(\rvec2 Scale_XY,\rvec2 UV,\rfloat Time,\rfloat Rate,\rvec4 Highlight_Transform,\rout vec3 Line_Vertex)\r{\rfloat angle2=(Rate*Time)*2.0*3.1416;\rfloat sinAngle2=sin(angle2);\rfloat cosAngle2=cos(angle2);\rvec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;\rLine_Vertex.x=0.0;\rLine_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;\rLine_Vertex.z=0.0; \r}\rvoid PickDir_B334(\rfloat Degrees,\rvec3 DirX,\rvec3 DirY,\rout vec3 Dir)\r{\rfloat a=Degrees*3.14159/180.0;\rDir=cos(a)*DirX+sin(a)*DirY;\r}\rvoid Move_Verts_B327(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rNew_UV=center+r2*(UV-2.0*center+0.5);\rNew_P=vec3(New_UV-0.5,P.z);\rRadial_Gradient=1.0-length(delta)*2.0;\rRadial_Dir=vec3(delta*r2,0.0);\r}\rvoid Pick_Radius_B336(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Edge_AA_Vertex_B328(\rvec3 Position_World,\rvec3 Position_Object,\rvec3 Normal_Object,\rvec3 Eye,\rfloat Radial_Gradient,\rvec3 Radial_Dir,\rvec3 Tangent,\rout float Gradient1,\rout float Gradient2)\r{\rvec3 I=(Eye-Position_World);\rvec3 T=(vec4(Tangent,0.0)).xyz;\rfloat g=(dot(T,I)<0.0) ? 0.0 : 1.0;\rif (Normal_Object.z==0.0) { \rGradient1=Position_Object.z>0.0 ? g : 1.0;\rGradient2=Position_Object.z>0.0 ? 1.0 : g;\r} else {\rGradient1=g+(1.0-g)*(Radial_Gradient);\rGradient2=1.0;\r}\r}\rvoid Object_To_World_Dir_B330(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid RelativeOrAbsoluteDetail_B341(\rfloat Nominal_Radius,\rfloat Nominal_LineWidth,\rbool Absolute_Measurements,\rfloat Height,\rout float Radius,\rout float Line_Width)\r{\rfloat scale=Absolute_Measurements ? 1.0/Height : 1.0;\rRadius=Nominal_Radius*scale;\rLine_Width=Nominal_LineWidth*scale;\r}\rvoid main()\r{\rvec3 Nrm_World_Q326;\rNrm_World_Q326=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Tangent_World_Q329;\rvec3 Tangent_World_N_Q329;\rfloat Tangent_Length_Q329;\rTangent_World_Q329=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q329=length(Tangent_World_Q329);\rTangent_World_N_Q329=Tangent_World_Q329/Tangent_Length_Q329;\rvec3 Binormal_World_Q330;\rvec3 Binormal_World_N_Q330;\rfloat Binormal_Length_Q330;\rObject_To_World_Dir_B330(vec3(0,1,0),Binormal_World_Q330,Binormal_World_N_Q330,Binormal_Length_Q330);\rfloat Radius_Q341;\rfloat Line_Width_Q341;\rRelativeOrAbsoluteDetail_B341(_Radius_,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q330,Radius_Q341,Line_Width_Q341);\rvec3 Dir_Q334;\rPickDir_B334(_Angle_,Tangent_World_N_Q329,Binormal_World_N_Q330,Dir_Q334);\rfloat Result_Q336;\rPick_Radius_B336(Radius_Q341,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q336);\rfloat Anisotropy_Q331=Tangent_Length_Q329/Binormal_Length_Q330;\rvec4 Out_Color_Q337=vec4(Result_Q336,Line_Width_Q341,0,1);\rvec3 New_P_Q327;\rvec2 New_UV_Q327;\rfloat Radial_Gradient_Q327;\rvec3 Radial_Dir_Q327;\rMove_Verts_B327(Anisotropy_Q331,position,Result_Q336,New_P_Q327,New_UV_Q327,Radial_Gradient_Q327,Radial_Dir_Q327);\rvec3 Pos_World_Q314;\rObject_To_World_Pos_B314(New_P_Q327,Pos_World_Q314);\rfloat Gradient1_Q328;\rfloat Gradient2_Q328;\r#if SMOOTH_EDGES\nEdge_AA_Vertex_B328(Pos_World_Q314,position,normal,cameraPosition,Radial_Gradient_Q327,Radial_Dir_Q327,tangent,Gradient1_Q328,Gradient2_Q328);\r#else\nGradient1_Q328=1.0;\rGradient2_Q328=1.0;\r#endif\nvec2 Rect_UV_Q357;\rvec4 Rect_Parms_Q357;\rvec2 Scale_XY_Q357;\rvec2 Line_UV_Q357;\rvec2 Color_UV_Info_Q357;\rRound_Rect_Vertex_B357(New_UV_Q327,Result_Q336,0.0,Anisotropy_Q331,Gradient1_Q328,Gradient2_Q328,normal,vec4(1,1,0,0),Rect_UV_Q357,Rect_Parms_Q357,Scale_XY_Q357,Line_UV_Q357,Color_UV_Info_Q357);\rvec3 Line_Vertex_Q333;\rLine_Vertex_B333(Scale_XY_Q357,Line_UV_Q357,(20.0),_Rate_,_Highlight_Transform_,Line_Vertex_Q333);\rfloat X_Q359;\rfloat Y_Q359;\rX_Q359=Color_UV_Info_Q357.x;\rY_Q359=Color_UV_Info_Q357.y;\rvec4 Vec4_Q358=vec4(X_Q359,Y_Q359,Result_Q336,Line_Width_Q341);\rvec3 Position=Pos_World_Q314;\rvec3 Normal=Nrm_World_Q326;\rvec2 UV=Rect_UV_Q357;\rvec3 Tangent=Line_Vertex_Q333;\rvec3 Binormal=Dir_Q334;\rvec4 Color=Out_Color_Q337;\rvec4 Extra1=Rect_Parms_Q357;\rvec4 Extra2=Vec4_Q358;\rvec4 Extra3=vec4(0,0,0,0);\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvExtra1=Extra1;\rvExtra2=Extra2;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlBackplateVertexShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B30(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\r}\rvoid FastLinearTosRGB_B42(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B59(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B121(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\r}\rvoid Bulge_B79(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B77(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B67(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B68(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B91(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B73(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B122(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B51(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B50(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B65(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B74(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B64(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B108(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\r}\rvoid Remap_Range_B114(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B75(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B110(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B132(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q30;\r#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\r#else\nBlob_Color_Q30=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q38=normalize(vNormal);\rvec3 Normalized_Q71=normalize(vTangent);\rvec4 Color_Q83;\r#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\r#else\nColor_Q83=vec4(0,0,0,0);\r#endif\nfloat X_Q90;\rfloat Y_Q90;\rfloat Z_Q90;\rfloat W_Q90;\rX_Q90=vExtra1.x;\rY_Q90=vExtra1.y;\rZ_Q90=vExtra1.z;\rW_Q90=vExtra1.w;\rvec4 Linear_Q43;\rLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q43.a=_Sky_Color_.a;\rvec4 Linear_Q44;\rLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q44.a=_Horizon_Color_.a;\rvec4 Linear_Q45;\rLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q45.a=_Ground_Color_.a;\rvec3 Left_Index_Q64;\rvec3 Right_Index_Q64;\rvec3 Left_Index_Middle_Q64;\rvec3 Right_Index_Middle_Q64;\rFinger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);\rvec4 Linear_Q46;\rLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q46.a=_Albedo_.a;\rvec3 Normalized_Q107=normalize(vBinormal);\rvec3 Incident_Q70=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q79;\rBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\rfloat Result_Q77;\rSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\rvec4 Result_Q91;\rScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\rfloat Transmit_Q122;\rfloat Reflect_Q122;\rFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\rfloat Product_Q125=Y_Q90*Y_Q90;\rvec3 NearP_Q65;\rvec3 NearQ_Q65;\rfloat Distance_Q65;\rMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\rvec3 NearP_Q63;\rvec3 NearQ_Q63;\rfloat Distance_Q63;\rMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\rvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\rvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\rvec4 Result_Q132;\rRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\rfloat Dot_Q72=dot(Incident_Q70, Normalized_Q71);\rfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\rfloat NotInShadow_Q67;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\r#else\nNotInShadow_Q67=1.0;\r#endif\nfloat NotInShadow_Q68;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\r#else\nNotInShadow_Q68=1.0;\r#endif\nvec4 Reflected_Color_Q51;\rvec4 Indirect_Diffuse_Q51;\r#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\r#else\nReflected_Color_Q51=vec4(0,0,0,1);\rIndirect_Diffuse_Q51=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q50;\rvec4 Indirect_Color_Q50;\r#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\r#else\nReflected_Color_Q50=vec4(0,0,0,1);\rIndirect_Color_Q50=vec4(0,0,0,1);\r#endif\nfloat Hue_Q75;\rfloat Saturation_Q75;\rfloat Value_Q75;\rfloat Alpha_Q75;\rvec3 HSV_Q75;\rTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\rfloat Hue_Q127;\rfloat Saturation_Q127;\rfloat Value_Q127;\rfloat Alpha_Q127;\rvec3 HSV_Q127;\rTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\rfloat Result_Q110;\rCode_B110(Dot_Q72,Result_Q110);\rfloat AbsA_Q76=abs(Result_Q110);\rfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\rvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\rvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\rvec3 HSV_Out_Q126;\rVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\rfloat Out_Q114;\rRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\rfloat Product_Q106;\rProduct_Q106=AbsA_Q76*_Hue_Shift_;\rfloat X_Q128;\rfloat Y_Q128;\rfloat Z_Q128;\rTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\rvec2 Vec2_Q112=vec2(Out_Q114,0.5);\rvec3 HSV_Out_Q108;\rVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\rvec4 Color_Q129;\rFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\rvec4 Color_Q111;\r#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\r#else\nColor_Q111=vec4(0,0,0,0);\r#endif\nfloat X_Q74;\rfloat Y_Q74;\rfloat Z_Q74;\rTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\rvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\rvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\rvec4 Color_Q73;\rFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\rvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\rvec4 Result_Q121;\rFragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);\rvec4 Result_Q59;\rScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\rvec4 sRGB_Q42;\rFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\rvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\rvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\rvec4 Out_Color=Result_Q40;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderBarPixelShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B30(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\r}\rvoid FastLinearTosRGB_B42(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B59(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B121(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\r}\rvoid Bulge_B79(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B77(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B67(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B68(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B91(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B73(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B122(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B51(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B50(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B65(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B74(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B64(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B108(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\r}\rvoid Remap_Range_B114(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B75(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B110(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B132(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q30;\r#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\r#else\nBlob_Color_Q30=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q38=normalize(vNormal);\rvec3 Normalized_Q71=normalize(vTangent);\rvec4 Color_Q83;\r#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\r#else\nColor_Q83=vec4(0,0,0,0);\r#endif\nfloat X_Q90;\rfloat Y_Q90;\rfloat Z_Q90;\rfloat W_Q90;\rX_Q90=vExtra1.x;\rY_Q90=vExtra1.y;\rZ_Q90=vExtra1.z;\rW_Q90=vExtra1.w;\rvec4 Linear_Q43;\rLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q43.a=_Sky_Color_.a;\rvec4 Linear_Q44;\rLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q44.a=_Horizon_Color_.a;\rvec4 Linear_Q45;\rLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q45.a=_Ground_Color_.a;\rvec3 Left_Index_Q64;\rvec3 Right_Index_Q64;\rvec3 Left_Index_Middle_Q64;\rvec3 Right_Index_Middle_Q64;\rFinger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);\rvec4 Linear_Q46;\rLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q46.a=_Albedo_.a;\rvec3 Normalized_Q107=normalize(vBinormal);\rvec3 Incident_Q70=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q79;\rBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\rfloat Result_Q77;\rSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\rvec4 Result_Q91;\rScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\rfloat Transmit_Q122;\rfloat Reflect_Q122;\rFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\rfloat Product_Q125=Y_Q90*Y_Q90;\rvec3 NearP_Q65;\rvec3 NearQ_Q65;\rfloat Distance_Q65;\rMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\rvec3 NearP_Q63;\rvec3 NearQ_Q63;\rfloat Distance_Q63;\rMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\rvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\rvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\rvec4 Result_Q132;\rRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\rfloat Dot_Q72=dot(Incident_Q70, Normalized_Q71);\rfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\rfloat NotInShadow_Q67;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\r#else\nNotInShadow_Q67=1.0;\r#endif\nfloat NotInShadow_Q68;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\r#else\nNotInShadow_Q68=1.0;\r#endif\nvec4 Reflected_Color_Q51;\rvec4 Indirect_Diffuse_Q51;\r#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\r#else\nReflected_Color_Q51=vec4(0,0,0,1);\rIndirect_Diffuse_Q51=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q50;\rvec4 Indirect_Color_Q50;\r#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\r#else\nReflected_Color_Q50=vec4(0,0,0,1);\rIndirect_Color_Q50=vec4(0,0,0,1);\r#endif\nfloat Hue_Q75;\rfloat Saturation_Q75;\rfloat Value_Q75;\rfloat Alpha_Q75;\rvec3 HSV_Q75;\rTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\rfloat Hue_Q127;\rfloat Saturation_Q127;\rfloat Value_Q127;\rfloat Alpha_Q127;\rvec3 HSV_Q127;\rTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\rfloat Result_Q110;\rCode_B110(Dot_Q72,Result_Q110);\rfloat AbsA_Q76=abs(Result_Q110);\rfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\rvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\rvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\rvec3 HSV_Out_Q126;\rVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\rfloat Out_Q114;\rRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\rfloat Product_Q106;\rProduct_Q106=AbsA_Q76*_Hue_Shift_;\rfloat X_Q128;\rfloat Y_Q128;\rfloat Z_Q128;\rTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\rvec2 Vec2_Q112=vec2(Out_Q114,0.5);\rvec3 HSV_Out_Q108;\rVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\rvec4 Color_Q129;\rFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\rvec4 Color_Q111;\r#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\r#else\nColor_Q111=vec4(0,0,0,0);\r#endif\nfloat X_Q74;\rfloat Y_Q74;\rfloat Z_Q74;\rTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\rvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\rvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\rvec4 Color_Q73;\rFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\rvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\rvec4 Result_Q121;\rFragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);\rvec4 Result_Q59;\rScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\rvec4 sRGB_Q42;\rFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\rvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\rvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\rvec4 Out_Color=Result_Q40;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderBarPixelShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B12(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B32(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B23(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B24(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B130(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B60(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B78(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B93(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B28(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B69(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B36(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B37(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B105(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q85;\rXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q27;\rvec3 Tangent_World_N_Q27;\rfloat Tangent_Length_Q27;\rTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q27=length(Tangent_World_Q27);\rTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\rvec3 Normal_World_Q60;\rvec3 Normal_World_N_Q60;\rfloat Normal_Length_Q60;\rObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\rfloat X_Q78;\rfloat Y_Q78;\rfloat Z_Q78;\rTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\rvec3 Nrm_World_Q26;\rNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q28;\rvec3 Binormal_World_N_Q28;\rfloat Binormal_Length_Q28;\rObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\rfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\rfloat Result_Q69;\rPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\rfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\rbool Not_Greater_Than_Q37;\rbool Greater_Than_Q37;\rGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\rvec4 Linear_Q101;\rLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q101.a=_Left_Color_.a;\rvec4 Linear_Q102;\rLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q102.a=_Right_Color_.a;\rvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\rvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\rfloat Result_Q36;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\rfloat Result_Q94;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\rvec3 New_P_Q130;\rvec2 New_UV_Q130;\rfloat Radial_Gradient_Q130;\rvec3 Radial_Dir_Q130;\rvec3 New_Normal_Q130;\rMove_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);\rfloat X_Q98;\rfloat Y_Q98;\rX_Q98=New_UV_Q130.x;\rY_Q98=New_UV_Q130.y;\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\rvec3 Nrm_World_Q32;\rObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\rvec4 Blob_Info_Q23;\r#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\r#else\nBlob_Info_Q23=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q24;\r#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\r#else\nBlob_Info_Q24=vec4(0,0,0,0);\r#endif\nfloat Out_Q105;\rRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\rfloat X_Q86;\rfloat Y_Q86;\rfloat Z_Q86;\rTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\rvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\rfloat Minus_F_Q87=-Z_Q86;\rfloat R_Q99;\rfloat G_Q99;\rfloat B_Q99;\rfloat A_Q99;\rR_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;\rfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\rfloat Result_Q93;\rConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\rvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\rvec3 Position=Pos_World_Q12;\rvec3 Normal=Nrm_World_Q32;\rvec2 UV=XY_Q85;\rvec3 Tangent=Tangent_World_N_Q27;\rvec3 Binormal=Difference_Q61;\rvec4 Color=Out_Color_Q34;\rvec4 Extra1=Vec4_Q89;\rvec4 Extra2=Blob_Info_Q23;\rvec4 Extra3=Blob_Info_Q24;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderBarVertexShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B12(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B32(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B23(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B24(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B130(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B60(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B78(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B93(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B28(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B69(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B36(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B37(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B105(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q85;\rXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q27;\rvec3 Tangent_World_N_Q27;\rfloat Tangent_Length_Q27;\rTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q27=length(Tangent_World_Q27);\rTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\rvec3 Normal_World_Q60;\rvec3 Normal_World_N_Q60;\rfloat Normal_Length_Q60;\rObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\rfloat X_Q78;\rfloat Y_Q78;\rfloat Z_Q78;\rTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\rvec3 Nrm_World_Q26;\rNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q28;\rvec3 Binormal_World_N_Q28;\rfloat Binormal_Length_Q28;\rObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\rfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\rfloat Result_Q69;\rPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\rfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\rbool Not_Greater_Than_Q37;\rbool Greater_Than_Q37;\rGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\rvec4 Linear_Q101;\rLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q101.a=_Left_Color_.a;\rvec4 Linear_Q102;\rLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q102.a=_Right_Color_.a;\rvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\rvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\rfloat Result_Q36;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\rfloat Result_Q94;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\rvec3 New_P_Q130;\rvec2 New_UV_Q130;\rfloat Radial_Gradient_Q130;\rvec3 Radial_Dir_Q130;\rvec3 New_Normal_Q130;\rMove_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);\rfloat X_Q98;\rfloat Y_Q98;\rX_Q98=New_UV_Q130.x;\rY_Q98=New_UV_Q130.y;\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\rvec3 Nrm_World_Q32;\rObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\rvec4 Blob_Info_Q23;\r#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\r#else\nBlob_Info_Q23=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q24;\r#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\r#else\nBlob_Info_Q24=vec4(0,0,0,0);\r#endif\nfloat Out_Q105;\rRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\rfloat X_Q86;\rfloat Y_Q86;\rfloat Z_Q86;\rTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\rvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\rfloat Minus_F_Q87=-Z_Q86;\rfloat R_Q99;\rfloat G_Q99;\rfloat B_Q99;\rfloat A_Q99;\rR_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;\rfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\rfloat Result_Q93;\rConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\rvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\rvec3 Position=Pos_World_Q12;\rvec3 Normal=Nrm_World_Q32;\rvec2 UV=XY_Q85;\rvec3 Tangent=Tangent_World_N_Q27;\rvec3 Binormal=Difference_Q61;\rvec4 Color=Out_Color_Q34;\rvec4 Extra1=Vec4_Q89;\rvec4 Extra2=Blob_Info_Q23;\rvec4 Extra3=Blob_Info_Q24;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderBarVertexShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B180(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\r}\rvoid FastLinearTosRGB_B192(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B209(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B271(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\r}\rvoid Bulge_B229(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B227(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B217(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B218(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B241(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B223(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B272(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B201(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B200(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B215(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B224(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B214(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B258(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\r}\rvoid Remap_Range_B264(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B225(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B260(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B282(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q180;\r#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\r#else\nBlob_Color_Q180=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q188=normalize(vNormal);\rvec3 Normalized_Q221=normalize(vTangent);\rvec4 Color_Q233;\r#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\r#else\nColor_Q233=vec4(0,0,0,0);\r#endif\nfloat X_Q240;\rfloat Y_Q240;\rfloat Z_Q240;\rfloat W_Q240;\rX_Q240=vExtra1.x;\rY_Q240=vExtra1.y;\rZ_Q240=vExtra1.z;\rW_Q240=vExtra1.w;\rvec4 Linear_Q193;\rLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q193.a=_Sky_Color_.a;\rvec4 Linear_Q194;\rLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q194.a=_Horizon_Color_.a;\rvec4 Linear_Q195;\rLinear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q195.a=_Ground_Color_.a;\rvec3 Left_Index_Q214;\rvec3 Right_Index_Q214;\rvec3 Left_Index_Middle_Q214;\rvec3 Right_Index_Middle_Q214;\rFinger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);\rvec4 Linear_Q196;\rLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q196.a=_Albedo_.a;\rvec3 Normalized_Q257=normalize(vBinormal);\rvec3 Incident_Q220=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q229;\rBulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);\rfloat Result_Q227;\rSSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);\rvec4 Result_Q241;\rScale_Color_B241(Color_Q233,X_Q240,Result_Q241);\rfloat Transmit_Q272;\rfloat Reflect_Q272;\rFast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);\rfloat Product_Q275=Y_Q240*Y_Q240;\rvec3 NearP_Q215;\rvec3 NearQ_Q215;\rfloat Distance_Q215;\rMin_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);\rvec3 NearP_Q213;\rvec3 NearQ_Q213;\rfloat Distance_Q213;\rMin_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);\rvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\rvec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);\rvec4 Result_Q282;\rRim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);\rfloat Dot_Q222=dot(Incident_Q220, Normalized_Q221);\rfloat MaxAB_Q273=max(Reflect_Q272,Product_Q275);\rfloat NotInShadow_Q217;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\r#else\nNotInShadow_Q217=1.0;\r#endif\nfloat NotInShadow_Q218;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\r#else\nNotInShadow_Q218=1.0;\r#endif\nvec4 Reflected_Color_Q201;\rvec4 Indirect_Diffuse_Q201;\r#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\r#else\nReflected_Color_Q201=vec4(0,0,0,1);\rIndirect_Diffuse_Q201=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q200;\rvec4 Indirect_Color_Q200;\r#if SKY_ENABLED\nSky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);\r#else\nReflected_Color_Q200=vec4(0,0,0,1);\rIndirect_Color_Q200=vec4(0,0,0,1);\r#endif\nfloat Hue_Q225;\rfloat Saturation_Q225;\rfloat Value_Q225;\rfloat Alpha_Q225;\rvec3 HSV_Q225;\rTo_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);\rfloat Hue_Q277;\rfloat Saturation_Q277;\rfloat Value_Q277;\rfloat Alpha_Q277;\rvec3 HSV_Q277;\rTo_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);\rfloat Result_Q260;\rCode_B260(Dot_Q222,Result_Q260);\rfloat AbsA_Q226=abs(Result_Q260);\rfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\rvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\rvec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;\rvec3 HSV_Out_Q276;\rVaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);\rfloat Out_Q264;\rRemap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);\rfloat Product_Q256;\rProduct_Q256=AbsA_Q226*_Hue_Shift_;\rfloat X_Q278;\rfloat Y_Q278;\rfloat Z_Q278;\rTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\rvec2 Vec2_Q262=vec2(Out_Q264,0.5);\rvec3 HSV_Out_Q258;\rVaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);\rvec4 Color_Q279;\rFrom_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);\rvec4 Color_Q261;\r#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\r#else\nColor_Q261=vec4(0,0,0,0);\r#endif\nfloat X_Q224;\rfloat Y_Q224;\rfloat Z_Q224;\rTo_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);\rvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\rvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\rvec4 Color_Q223;\rFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\rvec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;\rvec4 Result_Q271;\rFragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);\rvec4 Result_Q209;\rScale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);\rvec4 sRGB_Q192;\rFastLinearTosRGB_B192(Result_Q209,sRGB_Q192);\rvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\rvec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;\rvec4 Out_Color=Result_Q190;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderThumbPixelShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B180(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\r}\rvoid FastLinearTosRGB_B192(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B209(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B271(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\r}\rvoid Bulge_B229(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B227(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B217(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B218(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B241(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B223(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B272(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B201(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B200(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B215(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B224(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B214(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B258(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\r}\rvoid Remap_Range_B264(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B225(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B260(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B282(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q180;\r#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\r#else\nBlob_Color_Q180=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q188=normalize(vNormal);\rvec3 Normalized_Q221=normalize(vTangent);\rvec4 Color_Q233;\r#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\r#else\nColor_Q233=vec4(0,0,0,0);\r#endif\nfloat X_Q240;\rfloat Y_Q240;\rfloat Z_Q240;\rfloat W_Q240;\rX_Q240=vExtra1.x;\rY_Q240=vExtra1.y;\rZ_Q240=vExtra1.z;\rW_Q240=vExtra1.w;\rvec4 Linear_Q193;\rLinear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q193.a=_Sky_Color_.a;\rvec4 Linear_Q194;\rLinear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q194.a=_Horizon_Color_.a;\rvec4 Linear_Q195;\rLinear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q195.a=_Ground_Color_.a;\rvec3 Left_Index_Q214;\rvec3 Right_Index_Q214;\rvec3 Left_Index_Middle_Q214;\rvec3 Right_Index_Middle_Q214;\rFinger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);\rvec4 Linear_Q196;\rLinear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q196.a=_Albedo_.a;\rvec3 Normalized_Q257=normalize(vBinormal);\rvec3 Incident_Q220=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q229;\rBulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);\rfloat Result_Q227;\rSSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);\rvec4 Result_Q241;\rScale_Color_B241(Color_Q233,X_Q240,Result_Q241);\rfloat Transmit_Q272;\rfloat Reflect_Q272;\rFast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);\rfloat Product_Q275=Y_Q240*Y_Q240;\rvec3 NearP_Q215;\rvec3 NearQ_Q215;\rfloat Distance_Q215;\rMin_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);\rvec3 NearP_Q213;\rvec3 NearQ_Q213;\rfloat Distance_Q213;\rMin_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);\rvec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);\rvec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);\rvec4 Result_Q282;\rRim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);\rfloat Dot_Q222=dot(Incident_Q220, Normalized_Q221);\rfloat MaxAB_Q273=max(Reflect_Q272,Product_Q275);\rfloat NotInShadow_Q217;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\r#else\nNotInShadow_Q217=1.0;\r#endif\nfloat NotInShadow_Q218;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\r#else\nNotInShadow_Q218=1.0;\r#endif\nvec4 Reflected_Color_Q201;\rvec4 Indirect_Diffuse_Q201;\r#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\r#else\nReflected_Color_Q201=vec4(0,0,0,1);\rIndirect_Diffuse_Q201=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q200;\rvec4 Indirect_Color_Q200;\r#if SKY_ENABLED\nSky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);\r#else\nReflected_Color_Q200=vec4(0,0,0,1);\rIndirect_Color_Q200=vec4(0,0,0,1);\r#endif\nfloat Hue_Q225;\rfloat Saturation_Q225;\rfloat Value_Q225;\rfloat Alpha_Q225;\rvec3 HSV_Q225;\rTo_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);\rfloat Hue_Q277;\rfloat Saturation_Q277;\rfloat Value_Q277;\rfloat Alpha_Q277;\rvec3 HSV_Q277;\rTo_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);\rfloat Result_Q260;\rCode_B260(Dot_Q222,Result_Q260);\rfloat AbsA_Q226=abs(Result_Q260);\rfloat MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);\rvec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;\rvec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;\rvec3 HSV_Out_Q276;\rVaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);\rfloat Out_Q264;\rRemap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);\rfloat Product_Q256;\rProduct_Q256=AbsA_Q226*_Hue_Shift_;\rfloat X_Q278;\rfloat Y_Q278;\rfloat Z_Q278;\rTo_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);\rvec2 Vec2_Q262=vec2(Out_Q264,0.5);\rvec3 HSV_Out_Q258;\rVaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);\rvec4 Color_Q279;\rFrom_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);\rvec4 Color_Q261;\r#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\r#else\nColor_Q261=vec4(0,0,0,0);\r#endif\nfloat X_Q224;\rfloat Y_Q224;\rfloat Z_Q224;\rTo_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);\rvec4 Result_Q281=_Rim_Intensity_*Color_Q279;\rvec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;\rvec4 Color_Q223;\rFrom_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);\rvec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;\rvec4 Result_Q271;\rFragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);\rvec4 Result_Q209;\rScale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);\rvec4 sRGB_Q192;\rFastLinearTosRGB_B192(Result_Q209,sRGB_Q192);\rvec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;\rvec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;\rvec4 Out_Color=Result_Q190;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderThumbPixelShader = { name, shader };\n"]}
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@@ -13,6 +13,6 @@ Blob_Info_Q174=vec4(0,0,0,0);
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float Out_Q255;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @
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/** @internal */
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export const mrdlSliderThumbVertexShader = { name, shader };
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//# sourceMappingURL=mrdlSliderThumb.vertex.js.map
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{"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B162(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B182(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B173(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B174(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B280(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B210(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B228(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B243(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B178(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B219(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B186(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B187(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B255(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q235;\rXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q177;\rvec3 Tangent_World_N_Q177;\rfloat Tangent_Length_Q177;\rTangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q177=length(Tangent_World_Q177);\rTangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;\rvec3 Normal_World_Q210;\rvec3 Normal_World_N_Q210;\rfloat Normal_Length_Q210;\rObject_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);\rfloat X_Q228;\rfloat Y_Q228;\rfloat Z_Q228;\rTo_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);\rvec3 Nrm_World_Q176;\rNrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q178;\rvec3 Binormal_World_N_Q178;\rfloat Binormal_Length_Q178;\rObject_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);\rfloat Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;\rfloat Result_Q219;\rPick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);\rfloat Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;\rbool Not_Greater_Than_Q187;\rbool Greater_Than_Q187;\rGreater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);\rvec4 Linear_Q251;\rLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q251.a=_Left_Color_.a;\rvec4 Linear_Q252;\rLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q252.a=_Right_Color_.a;\rvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\rvec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);\rfloat Result_Q186;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);\rfloat Result_Q244;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);\rvec3 New_P_Q280;\rvec2 New_UV_Q280;\rfloat Radial_Gradient_Q280;\rvec3 Radial_Dir_Q280;\rvec3 New_Normal_Q280;\rMove_Verts_B280(Anisotropy_Q179,position,Result_Q219,Result_Q186,normal,Anisotropy_Q203,Result_Q244,New_P_Q280,New_UV_Q280,Radial_Gradient_Q280,Radial_Dir_Q280,New_Normal_Q280);\rfloat X_Q248;\rfloat Y_Q248;\rX_Q248=New_UV_Q280.x;\rY_Q248=New_UV_Q280.y;\rvec3 Pos_World_Q162;\rObject_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);\rvec3 Nrm_World_Q182;\rObject_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);\rvec4 Blob_Info_Q173;\r#if BLOB_ENABLE\nBlob_Vertex_B173(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q173);\r#else\nBlob_Info_Q173=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q174;\r#if BLOB_ENABLE_2\nBlob_Vertex_B174(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q174);\r#else\nBlob_Info_Q174=vec4(0,0,0,0);\r#endif\nfloat Out_Q255;\rRemap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);\rfloat X_Q236;\rfloat Y_Q236;\rfloat Z_Q236;\rTo_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);\rvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\rfloat Minus_F_Q237=-Z_Q236;\rfloat R_Q249;\rfloat G_Q249;\rfloat B_Q249;\rfloat A_Q249;\rR_Q249=Color_At_T_Q247.r; G_Q249=Color_At_T_Q247.g; B_Q249=Color_At_T_Q247.b; A_Q249=Color_At_T_Q247.a;\rfloat ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);\rfloat Result_Q243;\rConditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);\rvec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);\rvec3 Position=Pos_World_Q162;\rvec3 Normal=Nrm_World_Q182;\rvec2 UV=XY_Q235;\rvec3 Tangent=Tangent_World_N_Q177;\rvec3 Binormal=Difference_Q211;\rvec4 Color=Out_Color_Q184;\rvec4 Extra1=Vec4_Q239;\rvec4 Extra2=Blob_Info_Q173;\rvec4 Extra3=Blob_Info_Q174;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const mrdlSliderThumbVertexShader = { name, shader };\n"]}
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{"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B162(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B182(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B173(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B174(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B280(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B210(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B228(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B243(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B178(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B219(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B186(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B187(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B255(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q235;\rXY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q177;\rvec3 Tangent_World_N_Q177;\rfloat Tangent_Length_Q177;\rTangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q177=length(Tangent_World_Q177);\rTangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;\rvec3 Normal_World_Q210;\rvec3 Normal_World_N_Q210;\rfloat Normal_Length_Q210;\rObject_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);\rfloat X_Q228;\rfloat Y_Q228;\rfloat Z_Q228;\rTo_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);\rvec3 Nrm_World_Q176;\rNrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q178;\rvec3 Binormal_World_N_Q178;\rfloat Binormal_Length_Q178;\rObject_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);\rfloat Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;\rfloat Result_Q219;\rPick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);\rfloat Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;\rbool Not_Greater_Than_Q187;\rbool Greater_Than_Q187;\rGreater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);\rvec4 Linear_Q251;\rLinear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q251.a=_Left_Color_.a;\rvec4 Linear_Q252;\rLinear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q252.a=_Right_Color_.a;\rvec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;\rvec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);\rfloat Result_Q186;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);\rfloat Result_Q244;\rConditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);\rvec3 New_P_Q280;\rvec2 New_UV_Q280;\rfloat Radial_Gradient_Q280;\rvec3 Radial_Dir_Q280;\rvec3 New_Normal_Q280;\rMove_Verts_B280(Anisotropy_Q179,position,Result_Q219,Result_Q186,normal,Anisotropy_Q203,Result_Q244,New_P_Q280,New_UV_Q280,Radial_Gradient_Q280,Radial_Dir_Q280,New_Normal_Q280);\rfloat X_Q248;\rfloat Y_Q248;\rX_Q248=New_UV_Q280.x;\rY_Q248=New_UV_Q280.y;\rvec3 Pos_World_Q162;\rObject_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);\rvec3 Nrm_World_Q182;\rObject_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);\rvec4 Blob_Info_Q173;\r#if BLOB_ENABLE\nBlob_Vertex_B173(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q173);\r#else\nBlob_Info_Q173=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q174;\r#if BLOB_ENABLE_2\nBlob_Vertex_B174(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q174);\r#else\nBlob_Info_Q174=vec4(0,0,0,0);\r#endif\nfloat Out_Q255;\rRemap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);\rfloat X_Q236;\rfloat Y_Q236;\rfloat Z_Q236;\rTo_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);\rvec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);\rfloat Minus_F_Q237=-Z_Q236;\rfloat R_Q249;\rfloat G_Q249;\rfloat B_Q249;\rfloat A_Q249;\rR_Q249=Color_At_T_Q247.r; G_Q249=Color_At_T_Q247.g; B_Q249=Color_At_T_Q247.b; A_Q249=Color_At_T_Q247.a;\rfloat ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);\rfloat Result_Q243;\rConditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);\rvec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);\rvec3 Position=Pos_World_Q162;\rvec3 Normal=Nrm_World_Q182;\rvec2 UV=XY_Q235;\rvec3 Tangent=Tangent_World_N_Q177;\rvec3 Binormal=Difference_Q211;\rvec4 Color=Out_Color_Q184;\rvec4 Extra1=Vec4_Q239;\rvec4 Extra2=Blob_Info_Q173;\rvec4 Extra3=Blob_Info_Q174;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderThumbVertexShader = { name, shader };\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
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"name": "@babylonjs/gui",
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3
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-
"version": "5.
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+
"version": "5.26.0",
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4
4
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"main": "index.js",
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"module": "index.js",
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"types": "index.d.ts",
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@@ -19,7 +19,7 @@
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"prepublishOnly": "build-tools -c prepare-es6-build"
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|
},
|
|
21
21
|
"devDependencies": {
|
|
22
|
-
"@babylonjs/core": "^5.
|
|
22
|
+
"@babylonjs/core": "^5.26.0",
|
|
23
23
|
"@dev/build-tools": "^1.0.0",
|
|
24
24
|
"@lts/gui": "1.0.0",
|
|
25
25
|
"rimraf": "^3.0.2",
|