@babylonjs/gui 6.10.0 → 6.11.0

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Files changed (117) hide show
  1. package/2D/adtInstrumentation.js.map +1 -1
  2. package/2D/advancedDynamicTexture.js.map +1 -1
  3. package/2D/controls/button.js.map +1 -1
  4. package/2D/controls/checkbox.js.map +1 -1
  5. package/2D/controls/colorpicker.js.map +1 -1
  6. package/2D/controls/container.js.map +1 -1
  7. package/2D/controls/control.js.map +1 -1
  8. package/2D/controls/displayGrid.js.map +1 -1
  9. package/2D/controls/ellipse.js.map +1 -1
  10. package/2D/controls/focusableButton.js.map +1 -1
  11. package/2D/controls/focusableControl.js.map +1 -1
  12. package/2D/controls/gradient/BaseGradient.js.map +1 -1
  13. package/2D/controls/gradient/LinearGradient.js.map +1 -1
  14. package/2D/controls/gradient/RadialGradient.js.map +1 -1
  15. package/2D/controls/grid.js.map +1 -1
  16. package/2D/controls/image.js.map +1 -1
  17. package/2D/controls/index.js.map +1 -1
  18. package/2D/controls/inputPassword.js.map +1 -1
  19. package/2D/controls/inputText.js.map +1 -1
  20. package/2D/controls/inputTextArea.js.map +1 -1
  21. package/2D/controls/line.js.map +1 -1
  22. package/2D/controls/multiLine.js.map +1 -1
  23. package/2D/controls/radioButton.js.map +1 -1
  24. package/2D/controls/rectangle.js.map +1 -1
  25. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  26. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  27. package/2D/controls/selector.js.map +1 -1
  28. package/2D/controls/sliders/baseSlider.js.map +1 -1
  29. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  30. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  31. package/2D/controls/sliders/scrollBar.js.map +1 -1
  32. package/2D/controls/sliders/slider.js.map +1 -1
  33. package/2D/controls/stackPanel.js.map +1 -1
  34. package/2D/controls/statics.js.map +1 -1
  35. package/2D/controls/textBlock.js.map +1 -1
  36. package/2D/controls/textWrapper.js.map +1 -1
  37. package/2D/controls/toggleButton.js.map +1 -1
  38. package/2D/controls/virtualKeyboard.js.map +1 -1
  39. package/2D/index.js.map +1 -1
  40. package/2D/math2D.js.map +1 -1
  41. package/2D/measure.js.map +1 -1
  42. package/2D/multiLinePoint.js.map +1 -1
  43. package/2D/style.js.map +1 -1
  44. package/2D/valueAndUnit.js.map +1 -1
  45. package/2D/xmlLoader.js.map +1 -1
  46. package/3D/behaviors/defaultBehavior.js.map +1 -1
  47. package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -1
  48. package/3D/controls/abstractButton3D.js.map +1 -1
  49. package/3D/controls/button3D.js.map +1 -1
  50. package/3D/controls/container3D.js.map +1 -1
  51. package/3D/controls/contentDisplay3D.js.map +1 -1
  52. package/3D/controls/control3D.js.map +1 -1
  53. package/3D/controls/cylinderPanel.js.map +1 -1
  54. package/3D/controls/handMenu.js.map +1 -1
  55. package/3D/controls/holographicBackplate.js.map +1 -1
  56. package/3D/controls/holographicButton.js.map +1 -1
  57. package/3D/controls/holographicSlate.js.map +1 -1
  58. package/3D/controls/index.js.map +1 -1
  59. package/3D/controls/meshButton3D.js.map +1 -1
  60. package/3D/controls/nearMenu.js.map +1 -1
  61. package/3D/controls/planePanel.js.map +1 -1
  62. package/3D/controls/scatterPanel.js.map +1 -1
  63. package/3D/controls/slider3D.js.map +1 -1
  64. package/3D/controls/spherePanel.js.map +1 -1
  65. package/3D/controls/stackPanel3D.js.map +1 -1
  66. package/3D/controls/touchButton3D.js.map +1 -1
  67. package/3D/controls/touchHolographicButton.js.map +1 -1
  68. package/3D/controls/touchHolographicMenu.js.map +1 -1
  69. package/3D/controls/touchMeshButton3D.js.map +1 -1
  70. package/3D/controls/volumeBasedPanel.js.map +1 -1
  71. package/3D/gizmos/gizmoHandle.js.map +1 -1
  72. package/3D/gizmos/index.js.map +1 -1
  73. package/3D/gizmos/slateGizmo.js.map +1 -1
  74. package/3D/gui3DManager.js.map +1 -1
  75. package/3D/index.js.map +1 -1
  76. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  77. package/3D/materials/fluent/index.js.map +1 -1
  78. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  79. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  80. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  81. package/3D/materials/fluentBackplate/index.js.map +1 -1
  82. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  83. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  84. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  85. package/3D/materials/fluentButton/index.js.map +1 -1
  86. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  87. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  88. package/3D/materials/fluentMaterial.js.map +1 -1
  89. package/3D/materials/handle/handleMaterial.js.map +1 -1
  90. package/3D/materials/handle/index.js.map +1 -1
  91. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  92. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  93. package/3D/materials/index.js.map +1 -1
  94. package/3D/materials/mrdl/index.js.map +1 -1
  95. package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -1
  96. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  97. package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -1
  98. package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -1
  99. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  100. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  101. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -1
  102. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -1
  103. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  104. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  105. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -1
  106. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -1
  107. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -1
  108. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -1
  109. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  110. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  111. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  112. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  113. package/3D/vector3WithInfo.js.map +1 -1
  114. package/index.js.map +1 -1
  115. package/legacy/legacy.d.ts +1 -1
  116. package/legacy/legacy.js.map +1 -1
  117. package/package.json +4 -4
@@ -1 +1 @@
1
- {"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"]}
1
+ {"version":3,"file":"mrdlBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlFrontplate.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgIb,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 = \"mrdlFrontplatePixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Relative_To_Height_;\runiform float _Filter_Width_;\runiform vec4 _Edge_Color_;\runiform float _Fade_Out_;\runiform bool _Smooth_Edges_;\runiform bool _Blob_Enable_;\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_Inner_Fade_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform float _Blob_Pulse_Max_Size_;\runiform bool _Blob_Enable_2_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Inner_Fade_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform float _Gaze_Intensity_;\runiform float _Gaze_Focus_;\runiform sampler2D _Blob_Texture_;\runiform float _Selection_Fuzz_;\runiform float _Selected_;\runiform float _Selection_Fade_;\runiform float _Selection_Fade_Size_;\runiform float _Selected_Distance_;\runiform float _Selected_Fade_Length_;\runiform float _Proximity_Max_Intensity_;\runiform float _Proximity_Far_Distance_;\runiform float _Proximity_Near_Radius_;\runiform float _Proximity_Anisotropy_;\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;\rvoid Scale_Color_B54(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid Scale_RGB_B50(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Proximity_Fragment_B51(\rfloat Proximity_Max_Intensity,\rfloat Proximity_Near_Radius,\rvec4 Deltas,\rfloat Show_Selection,\rfloat Distance_Fade1,\rfloat Distance_Fade2,\rfloat Strength,\rout float Proximity)\r{\rfloat proximity1=(1.0-clamp(length(Deltas.xy)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade1;\rfloat proximity2=(1.0-clamp(length(Deltas.zw)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade2;\rProximity=Strength*(Proximity_Max_Intensity*max(proximity1,proximity2) *(1.0-Show_Selection)+Show_Selection);\r}\rvoid Blob_Fragment_B56(\rvec2 UV,\rvec3 Blob_Info,\rsampler2D Blob_Texture,\rout vec4 Blob_Color)\r{\rfloat k=dot(UV,UV);\rBlob_Color=Blob_Info.y*texture(Blob_Texture,vec2(vec2(sqrt(k),Blob_Info.x).x,1.0-vec2(sqrt(k),Blob_Info.x).y))*(1.0-clamp(k,0.0,1.0));\r}\rvoid Round_Rect_Fragment_B61(\rfloat Radius,\rvec4 Line_Color,\rfloat Filter_Width,\rfloat Line_Visibility,\rvec4 Fill_Color,\rbool Smooth_Edges,\rvec4 Rect_Parms,\rout float Inside_Rect)\r{\rfloat d=length(max(abs(Rect_Parms.zw)-Rect_Parms.xy,0.0));\rfloat dx=max(fwidth(d)*Filter_Width,0.00001);\rInside_Rect=Smooth_Edges ? clamp((Radius-d)/dx,0.0,1.0) : 1.0-step(Radius,d);\r}\rvoid main()\r{\rfloat Is_Quad_Q53;\rIs_Quad_Q53=vNormal.z;\rvec4 Blob_Color_Q56;\rBlob_Fragment_B56(vUV,vTangent,_Blob_Texture_,Blob_Color_Q56);\rfloat X_Q52;\rfloat Y_Q52;\rfloat Z_Q52;\rfloat W_Q52;\rX_Q52=vExtra3.x;\rY_Q52=vExtra3.y;\rZ_Q52=vExtra3.z;\rW_Q52=vExtra3.w;\rfloat Proximity_Q51;\rProximity_Fragment_B51(_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vExtra2,X_Q52,Y_Q52,Z_Q52,1.0,Proximity_Q51);\rfloat Inside_Rect_Q61;\rRound_Rect_Fragment_B61(W_Q52,vec4(1,1,1,1),_Filter_Width_,1.0,vec4(0,0,0,0),_Smooth_Edges_,vExtra1,Inside_Rect_Q61);\rvec4 Result_Q50;\rScale_RGB_B50(_Edge_Color_,Proximity_Q51,Result_Q50);\rvec4 Result_Q47=Inside_Rect_Q61*Blob_Color_Q56;\rvec4 Color_At_T_Q48=mix(Result_Q50,Result_Q47,Is_Quad_Q53);\rvec4 Result_Q54;\rScale_Color_B54(Color_At_T_Q48,_Fade_Out_,Result_Q54);\rvec4 Out_Color=Result_Q54;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplatePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlFrontplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgIb,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 = \"mrdlFrontplatePixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Relative_To_Height_;\runiform float _Filter_Width_;\runiform vec4 _Edge_Color_;\runiform float _Fade_Out_;\runiform bool _Smooth_Edges_;\runiform bool _Blob_Enable_;\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_Inner_Fade_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform float _Blob_Pulse_Max_Size_;\runiform bool _Blob_Enable_2_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Inner_Fade_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform float _Gaze_Intensity_;\runiform float _Gaze_Focus_;\runiform sampler2D _Blob_Texture_;\runiform float _Selection_Fuzz_;\runiform float _Selected_;\runiform float _Selection_Fade_;\runiform float _Selection_Fade_Size_;\runiform float _Selected_Distance_;\runiform float _Selected_Fade_Length_;\runiform float _Proximity_Max_Intensity_;\runiform float _Proximity_Far_Distance_;\runiform float _Proximity_Near_Radius_;\runiform float _Proximity_Anisotropy_;\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;\rvoid Scale_Color_B54(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid Scale_RGB_B50(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Proximity_Fragment_B51(\rfloat Proximity_Max_Intensity,\rfloat Proximity_Near_Radius,\rvec4 Deltas,\rfloat Show_Selection,\rfloat Distance_Fade1,\rfloat Distance_Fade2,\rfloat Strength,\rout float Proximity)\r{\rfloat proximity1=(1.0-clamp(length(Deltas.xy)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade1;\rfloat proximity2=(1.0-clamp(length(Deltas.zw)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade2;\rProximity=Strength*(Proximity_Max_Intensity*max(proximity1,proximity2) *(1.0-Show_Selection)+Show_Selection);\r}\rvoid Blob_Fragment_B56(\rvec2 UV,\rvec3 Blob_Info,\rsampler2D Blob_Texture,\rout vec4 Blob_Color)\r{\rfloat k=dot(UV,UV);\rBlob_Color=Blob_Info.y*texture(Blob_Texture,vec2(vec2(sqrt(k),Blob_Info.x).x,1.0-vec2(sqrt(k),Blob_Info.x).y))*(1.0-clamp(k,0.0,1.0));\r}\rvoid Round_Rect_Fragment_B61(\rfloat Radius,\rvec4 Line_Color,\rfloat Filter_Width,\rfloat Line_Visibility,\rvec4 Fill_Color,\rbool Smooth_Edges,\rvec4 Rect_Parms,\rout float Inside_Rect)\r{\rfloat d=length(max(abs(Rect_Parms.zw)-Rect_Parms.xy,0.0));\rfloat dx=max(fwidth(d)*Filter_Width,0.00001);\rInside_Rect=Smooth_Edges ? clamp((Radius-d)/dx,0.0,1.0) : 1.0-step(Radius,d);\r}\rvoid main()\r{\rfloat Is_Quad_Q53;\rIs_Quad_Q53=vNormal.z;\rvec4 Blob_Color_Q56;\rBlob_Fragment_B56(vUV,vTangent,_Blob_Texture_,Blob_Color_Q56);\rfloat X_Q52;\rfloat Y_Q52;\rfloat Z_Q52;\rfloat W_Q52;\rX_Q52=vExtra3.x;\rY_Q52=vExtra3.y;\rZ_Q52=vExtra3.z;\rW_Q52=vExtra3.w;\rfloat Proximity_Q51;\rProximity_Fragment_B51(_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vExtra2,X_Q52,Y_Q52,Z_Q52,1.0,Proximity_Q51);\rfloat Inside_Rect_Q61;\rRound_Rect_Fragment_B61(W_Q52,vec4(1,1,1,1),_Filter_Width_,1.0,vec4(0,0,0,0),_Smooth_Edges_,vExtra1,Inside_Rect_Q61);\rvec4 Result_Q50;\rScale_RGB_B50(_Edge_Color_,Proximity_Q51,Result_Q50);\rvec4 Result_Q47=Inside_Rect_Q61*Blob_Color_Q56;\rvec4 Color_At_T_Q48=mix(Result_Q50,Result_Q47,Is_Quad_Q53);\rvec4 Result_Q54;\rScale_Color_B54(Color_At_T_Q48,_Fade_Out_,Result_Q54);\rvec4 Out_Color=Result_Q54;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplatePixelShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlFrontplate.vertex.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsXb,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 = \"mrdlFrontplateVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rattribute vec3 tangent;\rattribute vec4 color;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Relative_To_Height_;\runiform float _Filter_Width_;\runiform vec4 _Edge_Color_;\runiform float _Fade_Out_;\runiform bool _Smooth_Edges_;\runiform bool _Blob_Enable_;\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_Inner_Fade_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform float _Blob_Pulse_Max_Size_;\runiform bool _Blob_Enable_2_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Inner_Fade_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform float _Gaze_Intensity_;\runiform float _Gaze_Focus_;\runiform sampler2D _Blob_Texture_;\runiform float _Selection_Fuzz_;\runiform float _Selected_;\runiform float _Selection_Fade_;\runiform float _Selection_Fade_Size_;\runiform float _Selected_Distance_;\runiform float _Selected_Fade_Length_;\runiform float _Proximity_Max_Intensity_;\runiform float _Proximity_Far_Distance_;\runiform float _Proximity_Near_Radius_;\runiform float _Proximity_Anisotropy_;\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;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Blob_Vertex_B40(\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,\rvec4 Vx_Color,\rvec2 UV,\rvec3 Face_Center,\rvec2 Face_Size,\rvec2 In_UV,\rfloat Blob_Fade_Length,\rfloat Selection_Fade,\rfloat Selection_Fade_Size,\rfloat Inner_Fade,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rfloat Blob_Enabled,\rfloat DistanceOffset,\rout vec3 Out_Position,\rout vec2 Out_UV,\rout vec3 Blob_Info,\rout vec2 Blob_Relative_UV)\r{\rfloat blobSize,fadeIn;\rvec3 Hit_Position;\rBlob_Info=vec3(0.0,0.0,0.0);\rfloat Hit_Distance=dot(Blob_Position-Face_Center,Normal)+DistanceOffset*Blob_Far_Distance;\rHit_Position=Blob_Position-Hit_Distance*Normal;\rfloat absD=abs(Hit_Distance);\rfloat lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);\rfloat farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);\rfloat size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;\rblobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;\rBlob_Info.x=lerpVal*0.5+0.5;\rBlob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;\rBlob_Info.x*=(1.0-Blob_Pulse);\rvec3 delta=Hit_Position-Face_Center;\rvec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));\rvec2 quadUVin=2.0*UV-1.0; \rvec2 blobXY=blobCenterXY+quadUVin*blobSize;\rvec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);\rvec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;\rvec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;\rOut_Position=mix(Position,blobCorner,Vx_Color.rrr);\rOut_UV=mix(In_UV,blobUV,Vx_Color.rr);\rBlob_Relative_UV=blobClipped/Face_Size.y;\r}\rvoid Round_Rect_Vertex_B36(\rvec2 UV,\rvec3 Tangent,\rvec3 Binormal,\rfloat Radius,\rfloat Anisotropy,\rvec2 Blob_Center_UV,\rout vec2 Rect_UV,\rout vec2 Scale_XY,\rout vec4 Rect_Parms)\r{\rScale_XY=vec2(Anisotropy,1.0);\rRect_UV=(UV-vec2(0.5,0.5))*Scale_XY;\rRect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius);\rRect_Parms.zw=Blob_Center_UV;\r}\rvec2 ProjectProximity(\rvec3 blobPosition,\rvec3 position,\rvec3 center,\rvec3 dir,\rvec3 xdir,\rvec3 ydir,\rout float vdistance\r)\r{\rvec3 delta=blobPosition-position;\rvec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));\rvdistance=abs(dot(delta,dir));\rreturn xy;\r}\rvoid Proximity_Vertex_B33(\rvec3 Blob_Position,\rvec3 Blob_Position_2,\rvec3 Face_Center,\rvec3 Position,\rfloat Proximity_Far_Distance,\rfloat Relative_Scale,\rfloat Proximity_Anisotropy,\rvec3 Normal,\rvec3 Tangent,\rvec3 Binormal,\rout vec4 Extra,\rout float Distance_To_Face,\rout float Distance_Fade1,\rout float Distance_Fade2)\r{\rfloat distz1,distz2;\rExtra.xy=ProjectProximity(Blob_Position,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz1)/Relative_Scale;\rExtra.zw=ProjectProximity(Blob_Position_2,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz2)/Relative_Scale;\rDistance_To_Face=dot(Normal,Position-Face_Center);\rDistance_Fade1=1.0-clamp(distz1/Proximity_Far_Distance,0.0,1.0);\rDistance_Fade2=1.0-clamp(distz2/Proximity_Far_Distance,0.0,1.0);\r}\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 Choose_Blob_B27(\rvec4 Vx_Color,\rvec3 Position1,\rvec3 Position2,\rbool Blob_Enable_1,\rbool Blob_Enable_2,\rfloat Near_Size_1,\rfloat Near_Size_2,\rfloat Blob_Inner_Fade_1,\rfloat Blob_Inner_Fade_2,\rfloat Blob_Pulse_1,\rfloat Blob_Pulse_2,\rfloat Blob_Fade_1,\rfloat Blob_Fade_2,\rout vec3 Position,\rout float Near_Size,\rout float Inner_Fade,\rout float Blob_Enable,\rout float Fade,\rout float Pulse)\r{\rPosition=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;\rfloat b1=Blob_Enable_1 ? 1.0 : 0.0;\rfloat b2=Blob_Enable_2 ? 1.0 : 0.0;\rBlob_Enable=b1+(b2-b1)*Vx_Color.g;\rPulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;\rFade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;\rNear_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;\rInner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;\r}\rvoid Move_Verts_B32(\rvec2 UV,\rfloat Radius,\rfloat Anisotropy,\rfloat Line_Width,\rfloat Visible,\rout vec3 New_P,\rout vec2 New_UV)\r{\rvec2 xy=2.0*UV-vec2(0.5,0.5);\rvec2 center=clamp(xy,0.0,1.0);\rvec2 delta=2.0*(xy-center);\rfloat deltaLength=length(delta);\rvec2 aniso=vec2(1.0/Anisotropy,1.0);\rcenter=(center-vec2(0.5,0.5))*(1.0-2.0*Radius*aniso);\rNew_UV=vec2((2.0-2.0*deltaLength)*Visible,0.0);\rfloat deltaRadius= (Radius-Line_Width*New_UV.x);\rNew_P.xy=(center+deltaRadius/deltaLength *aniso*delta);\rNew_P.z=0.0;\r}\rvoid Object_To_World_Dir_B14(\rvec3 Dir_Object,\rout vec3 Binormal_World)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\r}\rvoid Proximity_Visibility_B55(\rfloat Selection,\rvec3 Proximity_Center,\rvec3 Proximity_Center_2,\rfloat Proximity_Far_Distance,\rfloat Proximity_Radius,\rvec3 Face_Center,\rvec3 Normal,\rvec2 Face_Size,\rfloat Gaze,\rout float Width)\r{\rfloat boxMaxSize=length(Face_Size)*0.5;\rfloat d1=dot(Proximity_Center-Face_Center,Normal);\rvec3 blob1=Proximity_Center-d1*Normal;\rfloat d2=dot(Proximity_Center_2-Face_Center,Normal);\rvec3 blob2=Proximity_Center_2-d2*Normal;\rvec3 delta1=blob1-Face_Center;\rvec3 delta2=blob2-Face_Center;\rfloat dist1=dot(delta1,delta1);\rfloat dist2=dot(delta2,delta2);\rfloat nearestProxDist=sqrt(min(dist1,dist2));\rWidth=(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));\rWidth=max(Gaze,Width);\r}\rvec2 ramp2(vec2 start,vec2 end,vec2 x)\r{\rreturn clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));\r}\rfloat computeSelection(\rvec3 blobPosition,\rvec3 normal,\rvec3 tangent,\rvec3 bitangent,\rvec3 faceCenter,\rvec2 faceSize,\rfloat selectionFuzz,\rfloat farDistance,\rfloat fadeLength\r)\r{\rvec3 delta=blobPosition-faceCenter;\rfloat absD=abs(dot(delta,normal));\rfloat fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);\rvec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));\rvec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;\rvec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);\rreturn selectPulse.x*selectPulse.y*fadeIn;\r}\rvoid Selection_Vertex_B31(\rvec3 Blob_Position,\rvec3 Blob_Position_2,\rvec3 Face_Center,\rvec2 Face_Size,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rfloat Selection_Fuzz,\rfloat Selected,\rfloat Far_Distance,\rfloat Fade_Length,\rvec3 Active_Face_Dir,\rout float Show_Selection)\r{\rfloat select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\rfloat select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\rShow_Selection=mix(max(select1,select2),1.0,Selected);\r}\rvoid main()\r{\rvec3 Vec3_Q29=vec3(vec2(0,0).x,vec2(0,0).y,color.r);\rvec3 Nrm_World_Q24;\rNrm_World_Q24=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Face_Center_Q30;\rFace_Center_Q30=(world*vec4(vec3(0,0,0),1.0)).xyz;\rvec3 Tangent_World_Q13;\rTangent_World_Q13=(world*vec4(tangent,0.0)).xyz;\rvec3 Result_Q42;\rResult_Q42=_Use_Global_Left_Index_ ? Global_Left_Index_Tip_Position.xyz : _Blob_Position_;\rvec3 Result_Q43;\rResult_Q43=_Use_Global_Right_Index_ ? Global_Right_Index_Tip_Position.xyz : _Blob_Position_2_;\rfloat Value_At_T_Q58=mix(_Blob_Near_Size_,_Blob_Pulse_Max_Size_,_Blob_Pulse_);\rfloat Value_At_T_Q59=mix(_Blob_Near_Size_2_,_Blob_Pulse_Max_Size_,_Blob_Pulse_2_);\rvec3 Cross_Q70=cross(normal,tangent);\rfloat Product_Q45=_Gaze_Intensity_*_Gaze_Focus_;\rfloat Step_Q46=step(0.0001,Product_Q45);\rvec3 Tangent_World_N_Q15=normalize(Tangent_World_Q13);\rvec3 Position_Q27;\rfloat Near_Size_Q27;\rfloat Inner_Fade_Q27;\rfloat Blob_Enable_Q27;\rfloat Fade_Q27;\rfloat Pulse_Q27;\rChoose_Blob_B27(color,Result_Q42,Result_Q43,_Blob_Enable_,_Blob_Enable_2_,Value_At_T_Q58,Value_At_T_Q59,_Blob_Inner_Fade_,_Blob_Inner_Fade_2_,_Blob_Pulse_,_Blob_Pulse_2_,_Blob_Fade_,_Blob_Fade_2_,Position_Q27,Near_Size_Q27,Inner_Fade_Q27,Blob_Enable_Q27,Fade_Q27,Pulse_Q27);\rvec3 Binormal_World_Q14;\rObject_To_World_Dir_B14(Cross_Q70,Binormal_World_Q14);\rfloat Anisotropy_Q21=length(Tangent_World_Q13)/length(Binormal_World_Q14);\rvec3 Binormal_World_N_Q16=normalize(Binormal_World_Q14);\rvec2 Face_Size_Q35;\rfloat ScaleY_Q35;\rFace_Size_Q35=vec2(length(Tangent_World_Q13),length(Binormal_World_Q14));\rScaleY_Q35=Face_Size_Q35.y;\rfloat Out_Radius_Q38;\rfloat Out_Line_Width_Q38;\rOut_Radius_Q38=_Relative_To_Height_ ? _Radius_ : _Radius_/ScaleY_Q35;\rOut_Line_Width_Q38=_Relative_To_Height_ ? _Line_Width_ : _Line_Width_/ScaleY_Q35;\rfloat Show_Selection_Q31;\rSelection_Vertex_B31(Result_Q42,Result_Q43,Face_Center_Q30,Face_Size_Q35,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,_Selection_Fuzz_,_Selected_,_Selected_Distance_,_Selected_Fade_Length_,vec3(0,0,-1),Show_Selection_Q31);\rfloat MaxAB_Q41=max(Show_Selection_Q31,Product_Q45);\rfloat Width_Q55;\rProximity_Visibility_B55(Show_Selection_Q31,Result_Q42,Result_Q43,_Proximity_Far_Distance_,_Proximity_Near_Radius_,Face_Center_Q30,Nrm_World_Q24,Face_Size_Q35,Step_Q46,Width_Q55);\rvec3 New_P_Q32;\rvec2 New_UV_Q32;\rMove_Verts_B32(uv,Out_Radius_Q38,Anisotropy_Q21,Out_Line_Width_Q38,Width_Q55,New_P_Q32,New_UV_Q32);\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q32,Pos_World_Q12);\rvec3 Out_Position_Q40;\rvec2 Out_UV_Q40;\rvec3 Blob_Info_Q40;\rvec2 Blob_Relative_UV_Q40;\rBlob_Vertex_B40(Pos_World_Q12,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Position_Q27,_Blob_Intensity_,Near_Size_Q27,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,color,uv,Face_Center_Q30,Face_Size_Q35,New_UV_Q32,_Blob_Fade_Length_,_Selection_Fade_,_Selection_Fade_Size_,Inner_Fade_Q27,Pulse_Q27,Fade_Q27,Blob_Enable_Q27,0.0,Out_Position_Q40,Out_UV_Q40,Blob_Info_Q40,Blob_Relative_UV_Q40);\rvec2 Rect_UV_Q36;\rvec2 Scale_XY_Q36;\rvec4 Rect_Parms_Q36;\rRound_Rect_Vertex_B36(New_UV_Q32,Tangent_World_Q13,Binormal_World_Q14,Out_Radius_Q38,Anisotropy_Q21,Blob_Relative_UV_Q40,Rect_UV_Q36,Scale_XY_Q36,Rect_Parms_Q36);\rvec4 Extra_Q33;\rfloat Distance_To_Face_Q33;\rfloat Distance_Fade1_Q33;\rfloat Distance_Fade2_Q33;\rProximity_Vertex_B33(Result_Q42,Result_Q43,Face_Center_Q30,Pos_World_Q12,_Proximity_Far_Distance_,1.0,_Proximity_Anisotropy_,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Extra_Q33,Distance_To_Face_Q33,Distance_Fade1_Q33,Distance_Fade2_Q33);\rvec4 Vec4_Q37=vec4(MaxAB_Q41,Distance_Fade1_Q33,Distance_Fade2_Q33,Out_Radius_Q38);\rvec3 Position=Out_Position_Q40;\rvec3 Normal=Vec3_Q29;\rvec2 UV=Out_UV_Q40;\rvec3 Tangent=Blob_Info_Q40;\rvec3 Binormal=vec3(0,0,0);\rvec4 Color=vec4(1,1,1,1);\rvec4 Extra1=Rect_Parms_Q36;\rvec4 Extra2=Extra_Q33;\rvec4 Extra3=Vec4_Q37;\rgl_Position=viewProjection*vec4(Position,1);\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplateVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlFrontplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsXb,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 = \"mrdlFrontplateVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rattribute vec3 tangent;\rattribute vec4 color;\runiform float _Radius_;\runiform float _Line_Width_;\runiform bool _Relative_To_Height_;\runiform float _Filter_Width_;\runiform vec4 _Edge_Color_;\runiform float _Fade_Out_;\runiform bool _Smooth_Edges_;\runiform bool _Blob_Enable_;\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_Inner_Fade_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform float _Blob_Pulse_Max_Size_;\runiform bool _Blob_Enable_2_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Inner_Fade_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform float _Gaze_Intensity_;\runiform float _Gaze_Focus_;\runiform sampler2D _Blob_Texture_;\runiform float _Selection_Fuzz_;\runiform float _Selected_;\runiform float _Selection_Fade_;\runiform float _Selection_Fade_Size_;\runiform float _Selected_Distance_;\runiform float _Selected_Fade_Length_;\runiform float _Proximity_Max_Intensity_;\runiform float _Proximity_Far_Distance_;\runiform float _Proximity_Near_Radius_;\runiform float _Proximity_Anisotropy_;\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;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Blob_Vertex_B40(\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,\rvec4 Vx_Color,\rvec2 UV,\rvec3 Face_Center,\rvec2 Face_Size,\rvec2 In_UV,\rfloat Blob_Fade_Length,\rfloat Selection_Fade,\rfloat Selection_Fade_Size,\rfloat Inner_Fade,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rfloat Blob_Enabled,\rfloat DistanceOffset,\rout vec3 Out_Position,\rout vec2 Out_UV,\rout vec3 Blob_Info,\rout vec2 Blob_Relative_UV)\r{\rfloat blobSize,fadeIn;\rvec3 Hit_Position;\rBlob_Info=vec3(0.0,0.0,0.0);\rfloat Hit_Distance=dot(Blob_Position-Face_Center,Normal)+DistanceOffset*Blob_Far_Distance;\rHit_Position=Blob_Position-Hit_Distance*Normal;\rfloat absD=abs(Hit_Distance);\rfloat lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);\rfloat farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);\rfloat size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;\rblobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;\rBlob_Info.x=lerpVal*0.5+0.5;\rBlob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;\rBlob_Info.x*=(1.0-Blob_Pulse);\rvec3 delta=Hit_Position-Face_Center;\rvec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));\rvec2 quadUVin=2.0*UV-1.0; \rvec2 blobXY=blobCenterXY+quadUVin*blobSize;\rvec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);\rvec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;\rvec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;\rOut_Position=mix(Position,blobCorner,Vx_Color.rrr);\rOut_UV=mix(In_UV,blobUV,Vx_Color.rr);\rBlob_Relative_UV=blobClipped/Face_Size.y;\r}\rvoid Round_Rect_Vertex_B36(\rvec2 UV,\rvec3 Tangent,\rvec3 Binormal,\rfloat Radius,\rfloat Anisotropy,\rvec2 Blob_Center_UV,\rout vec2 Rect_UV,\rout vec2 Scale_XY,\rout vec4 Rect_Parms)\r{\rScale_XY=vec2(Anisotropy,1.0);\rRect_UV=(UV-vec2(0.5,0.5))*Scale_XY;\rRect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius);\rRect_Parms.zw=Blob_Center_UV;\r}\rvec2 ProjectProximity(\rvec3 blobPosition,\rvec3 position,\rvec3 center,\rvec3 dir,\rvec3 xdir,\rvec3 ydir,\rout float vdistance\r)\r{\rvec3 delta=blobPosition-position;\rvec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));\rvdistance=abs(dot(delta,dir));\rreturn xy;\r}\rvoid Proximity_Vertex_B33(\rvec3 Blob_Position,\rvec3 Blob_Position_2,\rvec3 Face_Center,\rvec3 Position,\rfloat Proximity_Far_Distance,\rfloat Relative_Scale,\rfloat Proximity_Anisotropy,\rvec3 Normal,\rvec3 Tangent,\rvec3 Binormal,\rout vec4 Extra,\rout float Distance_To_Face,\rout float Distance_Fade1,\rout float Distance_Fade2)\r{\rfloat distz1,distz2;\rExtra.xy=ProjectProximity(Blob_Position,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz1)/Relative_Scale;\rExtra.zw=ProjectProximity(Blob_Position_2,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz2)/Relative_Scale;\rDistance_To_Face=dot(Normal,Position-Face_Center);\rDistance_Fade1=1.0-clamp(distz1/Proximity_Far_Distance,0.0,1.0);\rDistance_Fade2=1.0-clamp(distz2/Proximity_Far_Distance,0.0,1.0);\r}\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 Choose_Blob_B27(\rvec4 Vx_Color,\rvec3 Position1,\rvec3 Position2,\rbool Blob_Enable_1,\rbool Blob_Enable_2,\rfloat Near_Size_1,\rfloat Near_Size_2,\rfloat Blob_Inner_Fade_1,\rfloat Blob_Inner_Fade_2,\rfloat Blob_Pulse_1,\rfloat Blob_Pulse_2,\rfloat Blob_Fade_1,\rfloat Blob_Fade_2,\rout vec3 Position,\rout float Near_Size,\rout float Inner_Fade,\rout float Blob_Enable,\rout float Fade,\rout float Pulse)\r{\rPosition=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;\rfloat b1=Blob_Enable_1 ? 1.0 : 0.0;\rfloat b2=Blob_Enable_2 ? 1.0 : 0.0;\rBlob_Enable=b1+(b2-b1)*Vx_Color.g;\rPulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;\rFade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;\rNear_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;\rInner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;\r}\rvoid Move_Verts_B32(\rvec2 UV,\rfloat Radius,\rfloat Anisotropy,\rfloat Line_Width,\rfloat Visible,\rout vec3 New_P,\rout vec2 New_UV)\r{\rvec2 xy=2.0*UV-vec2(0.5,0.5);\rvec2 center=clamp(xy,0.0,1.0);\rvec2 delta=2.0*(xy-center);\rfloat deltaLength=length(delta);\rvec2 aniso=vec2(1.0/Anisotropy,1.0);\rcenter=(center-vec2(0.5,0.5))*(1.0-2.0*Radius*aniso);\rNew_UV=vec2((2.0-2.0*deltaLength)*Visible,0.0);\rfloat deltaRadius= (Radius-Line_Width*New_UV.x);\rNew_P.xy=(center+deltaRadius/deltaLength *aniso*delta);\rNew_P.z=0.0;\r}\rvoid Object_To_World_Dir_B14(\rvec3 Dir_Object,\rout vec3 Binormal_World)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\r}\rvoid Proximity_Visibility_B55(\rfloat Selection,\rvec3 Proximity_Center,\rvec3 Proximity_Center_2,\rfloat Proximity_Far_Distance,\rfloat Proximity_Radius,\rvec3 Face_Center,\rvec3 Normal,\rvec2 Face_Size,\rfloat Gaze,\rout float Width)\r{\rfloat boxMaxSize=length(Face_Size)*0.5;\rfloat d1=dot(Proximity_Center-Face_Center,Normal);\rvec3 blob1=Proximity_Center-d1*Normal;\rfloat d2=dot(Proximity_Center_2-Face_Center,Normal);\rvec3 blob2=Proximity_Center_2-d2*Normal;\rvec3 delta1=blob1-Face_Center;\rvec3 delta2=blob2-Face_Center;\rfloat dist1=dot(delta1,delta1);\rfloat dist2=dot(delta2,delta2);\rfloat nearestProxDist=sqrt(min(dist1,dist2));\rWidth=(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));\rWidth=max(Gaze,Width);\r}\rvec2 ramp2(vec2 start,vec2 end,vec2 x)\r{\rreturn clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));\r}\rfloat computeSelection(\rvec3 blobPosition,\rvec3 normal,\rvec3 tangent,\rvec3 bitangent,\rvec3 faceCenter,\rvec2 faceSize,\rfloat selectionFuzz,\rfloat farDistance,\rfloat fadeLength\r)\r{\rvec3 delta=blobPosition-faceCenter;\rfloat absD=abs(dot(delta,normal));\rfloat fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);\rvec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));\rvec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;\rvec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);\rreturn selectPulse.x*selectPulse.y*fadeIn;\r}\rvoid Selection_Vertex_B31(\rvec3 Blob_Position,\rvec3 Blob_Position_2,\rvec3 Face_Center,\rvec2 Face_Size,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rfloat Selection_Fuzz,\rfloat Selected,\rfloat Far_Distance,\rfloat Fade_Length,\rvec3 Active_Face_Dir,\rout float Show_Selection)\r{\rfloat select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\rfloat select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);\rShow_Selection=mix(max(select1,select2),1.0,Selected);\r}\rvoid main()\r{\rvec3 Vec3_Q29=vec3(vec2(0,0).x,vec2(0,0).y,color.r);\rvec3 Nrm_World_Q24;\rNrm_World_Q24=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Face_Center_Q30;\rFace_Center_Q30=(world*vec4(vec3(0,0,0),1.0)).xyz;\rvec3 Tangent_World_Q13;\rTangent_World_Q13=(world*vec4(tangent,0.0)).xyz;\rvec3 Result_Q42;\rResult_Q42=_Use_Global_Left_Index_ ? Global_Left_Index_Tip_Position.xyz : _Blob_Position_;\rvec3 Result_Q43;\rResult_Q43=_Use_Global_Right_Index_ ? Global_Right_Index_Tip_Position.xyz : _Blob_Position_2_;\rfloat Value_At_T_Q58=mix(_Blob_Near_Size_,_Blob_Pulse_Max_Size_,_Blob_Pulse_);\rfloat Value_At_T_Q59=mix(_Blob_Near_Size_2_,_Blob_Pulse_Max_Size_,_Blob_Pulse_2_);\rvec3 Cross_Q70=cross(normal,tangent);\rfloat Product_Q45=_Gaze_Intensity_*_Gaze_Focus_;\rfloat Step_Q46=step(0.0001,Product_Q45);\rvec3 Tangent_World_N_Q15=normalize(Tangent_World_Q13);\rvec3 Position_Q27;\rfloat Near_Size_Q27;\rfloat Inner_Fade_Q27;\rfloat Blob_Enable_Q27;\rfloat Fade_Q27;\rfloat Pulse_Q27;\rChoose_Blob_B27(color,Result_Q42,Result_Q43,_Blob_Enable_,_Blob_Enable_2_,Value_At_T_Q58,Value_At_T_Q59,_Blob_Inner_Fade_,_Blob_Inner_Fade_2_,_Blob_Pulse_,_Blob_Pulse_2_,_Blob_Fade_,_Blob_Fade_2_,Position_Q27,Near_Size_Q27,Inner_Fade_Q27,Blob_Enable_Q27,Fade_Q27,Pulse_Q27);\rvec3 Binormal_World_Q14;\rObject_To_World_Dir_B14(Cross_Q70,Binormal_World_Q14);\rfloat Anisotropy_Q21=length(Tangent_World_Q13)/length(Binormal_World_Q14);\rvec3 Binormal_World_N_Q16=normalize(Binormal_World_Q14);\rvec2 Face_Size_Q35;\rfloat ScaleY_Q35;\rFace_Size_Q35=vec2(length(Tangent_World_Q13),length(Binormal_World_Q14));\rScaleY_Q35=Face_Size_Q35.y;\rfloat Out_Radius_Q38;\rfloat Out_Line_Width_Q38;\rOut_Radius_Q38=_Relative_To_Height_ ? _Radius_ : _Radius_/ScaleY_Q35;\rOut_Line_Width_Q38=_Relative_To_Height_ ? _Line_Width_ : _Line_Width_/ScaleY_Q35;\rfloat Show_Selection_Q31;\rSelection_Vertex_B31(Result_Q42,Result_Q43,Face_Center_Q30,Face_Size_Q35,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,_Selection_Fuzz_,_Selected_,_Selected_Distance_,_Selected_Fade_Length_,vec3(0,0,-1),Show_Selection_Q31);\rfloat MaxAB_Q41=max(Show_Selection_Q31,Product_Q45);\rfloat Width_Q55;\rProximity_Visibility_B55(Show_Selection_Q31,Result_Q42,Result_Q43,_Proximity_Far_Distance_,_Proximity_Near_Radius_,Face_Center_Q30,Nrm_World_Q24,Face_Size_Q35,Step_Q46,Width_Q55);\rvec3 New_P_Q32;\rvec2 New_UV_Q32;\rMove_Verts_B32(uv,Out_Radius_Q38,Anisotropy_Q21,Out_Line_Width_Q38,Width_Q55,New_P_Q32,New_UV_Q32);\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q32,Pos_World_Q12);\rvec3 Out_Position_Q40;\rvec2 Out_UV_Q40;\rvec3 Blob_Info_Q40;\rvec2 Blob_Relative_UV_Q40;\rBlob_Vertex_B40(Pos_World_Q12,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Position_Q27,_Blob_Intensity_,Near_Size_Q27,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,color,uv,Face_Center_Q30,Face_Size_Q35,New_UV_Q32,_Blob_Fade_Length_,_Selection_Fade_,_Selection_Fade_Size_,Inner_Fade_Q27,Pulse_Q27,Fade_Q27,Blob_Enable_Q27,0.0,Out_Position_Q40,Out_UV_Q40,Blob_Info_Q40,Blob_Relative_UV_Q40);\rvec2 Rect_UV_Q36;\rvec2 Scale_XY_Q36;\rvec4 Rect_Parms_Q36;\rRound_Rect_Vertex_B36(New_UV_Q32,Tangent_World_Q13,Binormal_World_Q14,Out_Radius_Q38,Anisotropy_Q21,Blob_Relative_UV_Q40,Rect_UV_Q36,Scale_XY_Q36,Rect_Parms_Q36);\rvec4 Extra_Q33;\rfloat Distance_To_Face_Q33;\rfloat Distance_Fade1_Q33;\rfloat Distance_Fade2_Q33;\rProximity_Vertex_B33(Result_Q42,Result_Q43,Face_Center_Q30,Pos_World_Q12,_Proximity_Far_Distance_,1.0,_Proximity_Anisotropy_,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Extra_Q33,Distance_To_Face_Q33,Distance_Fade1_Q33,Distance_Fade2_Q33);\rvec4 Vec4_Q37=vec4(MaxAB_Q41,Distance_Fade1_Q33,Distance_Fade2_Q33,Out_Radius_Q38);\rvec3 Position=Out_Position_Q40;\rvec3 Normal=Vec3_Q29;\rvec2 UV=Out_UV_Q40;\rvec3 Tangent=Blob_Info_Q40;\rvec3 Binormal=vec3(0,0,0);\rvec4 Color=vec4(1,1,1,1);\rvec4 Extra1=Rect_Parms_Q36;\rvec4 Extra2=Extra_Q33;\rvec4 Extra3=Vec4_Q37;\rgl_Position=viewProjection*vec4(Position,1);\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplateVertexShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlInnerquad.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,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 = \"mrdlInnerquadPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec2 vUV;\rvarying vec3 vTangent;\runiform vec4 _Color_;\runiform float _Radius_;\runiform bool _Fixed_Radius_;\runiform float _Filter_Width_;\runiform float _Glow_Fraction_;\runiform float _Glow_Max_;\runiform float _Glow_Falloff_;\rfloat FilterStep_Bid194(float edge,float x,float filterWidth)\r{\rfloat dx=max(1.0E-5,fwidth(x)*filterWidth);\rreturn max((x+dx*0.5-max(edge,x-dx*0.5))/dx,0.0);\r}\rvoid Round_Rect_B194(\rfloat Size_X,\rfloat Size_Y,\rfloat Radius,\rvec4 Rect_Color,\rfloat Filter_Width,\rvec2 UV,\rfloat Glow_Fraction,\rfloat Glow_Max,\rfloat Glow_Falloff,\rout vec4 Color)\r{\rvec2 halfSize=vec2(Size_X,Size_Y)*0.5;\rvec2 r=max(min(vec2(Radius,Radius),halfSize),vec2(0.01,0.01));\rvec2 v=abs(UV);\rvec2 nearestp=min(v,halfSize-r);\rvec2 delta=(v-nearestp)/max(vec2(0.01,0.01),r);\rfloat Distance=length(delta);\rfloat insideRect=1.0-FilterStep_Bid194(1.0-Glow_Fraction,Distance,Filter_Width);\rfloat glow=clamp((1.0-Distance)/Glow_Fraction,0.0,1.0);\rglow=pow(glow,Glow_Falloff);\rColor=Rect_Color*max(insideRect,glow*Glow_Max);\r}\rvoid main()\r{\rfloat X_Q192;\rfloat Y_Q192;\rfloat Z_Q192;\rX_Q192=vTangent.x;\rY_Q192=vTangent.y;\rZ_Q192=vTangent.z;\rvec4 Color_Q194;\rRound_Rect_B194(X_Q192,1.0,Y_Q192,_Color_,_Filter_Width_,vUV,_Glow_Fraction_,_Glow_Max_,_Glow_Falloff_,Color_Q194);\rvec4 Out_Color=Color_Q194;\rfloat Clip_Threshold=0.0;\rgl_FragColor=Out_Color;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlInnerquad.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,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 = \"mrdlInnerquadPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec2 vUV;\rvarying vec3 vTangent;\runiform vec4 _Color_;\runiform float _Radius_;\runiform bool _Fixed_Radius_;\runiform float _Filter_Width_;\runiform float _Glow_Fraction_;\runiform float _Glow_Max_;\runiform float _Glow_Falloff_;\rfloat FilterStep_Bid194(float edge,float x,float filterWidth)\r{\rfloat dx=max(1.0E-5,fwidth(x)*filterWidth);\rreturn max((x+dx*0.5-max(edge,x-dx*0.5))/dx,0.0);\r}\rvoid Round_Rect_B194(\rfloat Size_X,\rfloat Size_Y,\rfloat Radius,\rvec4 Rect_Color,\rfloat Filter_Width,\rvec2 UV,\rfloat Glow_Fraction,\rfloat Glow_Max,\rfloat Glow_Falloff,\rout vec4 Color)\r{\rvec2 halfSize=vec2(Size_X,Size_Y)*0.5;\rvec2 r=max(min(vec2(Radius,Radius),halfSize),vec2(0.01,0.01));\rvec2 v=abs(UV);\rvec2 nearestp=min(v,halfSize-r);\rvec2 delta=(v-nearestp)/max(vec2(0.01,0.01),r);\rfloat Distance=length(delta);\rfloat insideRect=1.0-FilterStep_Bid194(1.0-Glow_Fraction,Distance,Filter_Width);\rfloat glow=clamp((1.0-Distance)/Glow_Fraction,0.0,1.0);\rglow=pow(glow,Glow_Falloff);\rColor=Rect_Color*max(insideRect,glow*Glow_Max);\r}\rvoid main()\r{\rfloat X_Q192;\rfloat Y_Q192;\rfloat Z_Q192;\rX_Q192=vTangent.x;\rY_Q192=vTangent.y;\rZ_Q192=vTangent.z;\rvec4 Color_Q194;\rRound_Rect_B194(X_Q192,1.0,Y_Q192,_Color_,_Filter_Width_,vUV,_Glow_Fraction_,_Glow_Max_,_Glow_Falloff_,Color_Q194);\rvec4 Out_Color=Color_Q194;\rfloat Clip_Threshold=0.0;\rgl_FragColor=Out_Color;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadPixelShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlInnerquad.vertex.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC;AACF,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 = \"mrdlInnerquadVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rattribute vec3 tangent;\rattribute vec4 color;\runiform vec4 _Color_;\runiform float _Radius_;\runiform bool _Fixed_Radius_;\runiform float _Filter_Width_;\runiform float _Glow_Fraction_;\runiform float _Glow_Max_;\runiform float _Glow_Falloff_;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvoid main()\r{\rvec3 Pos_World_Q189;\rPos_World_Q189=(world*vec4(position,1.0)).xyz;\rvec3 Dir_World_Q190;\rDir_World_Q190=(world*vec4(tangent,0.0)).xyz;\rvec3 Dir_World_Q191;\rDir_World_Q191=(world*vec4((cross(normal,tangent)),0.0)).xyz;\rfloat Length_Q180=length(Dir_World_Q190);\rfloat Length_Q181=length(Dir_World_Q191);\rfloat Quotient_Q184=Length_Q180/Length_Q181;\rfloat Quotient_Q195=_Radius_/Length_Q181;\rvec2 Result_Q193;\rResult_Q193=vec2((uv.x-0.5)*Length_Q180/Length_Q181,(uv.y-0.5));\rfloat Result_Q198=_Fixed_Radius_ ? Quotient_Q195 : _Radius_;\rvec3 Vec3_Q183=vec3(Quotient_Q184,Result_Q198,0);\rvec3 Position=Pos_World_Q189;\rvec3 Normal=vec3(0,0,0);\rvec2 UV=Result_Q193;\rvec3 Tangent=Vec3_Q183;\rvec3 Binormal=vec3(0,0,0);\rvec4 Color=color;\rgl_Position=viewProjection*vec4(Position,1);\rvUV=UV;\rvTangent=Tangent;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlInnerquad.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC;AACF,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 = \"mrdlInnerquadVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rattribute vec3 tangent;\rattribute vec4 color;\runiform vec4 _Color_;\runiform float _Radius_;\runiform bool _Fixed_Radius_;\runiform float _Filter_Width_;\runiform float _Glow_Fraction_;\runiform float _Glow_Max_;\runiform float _Glow_Falloff_;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvoid main()\r{\rvec3 Pos_World_Q189;\rPos_World_Q189=(world*vec4(position,1.0)).xyz;\rvec3 Dir_World_Q190;\rDir_World_Q190=(world*vec4(tangent,0.0)).xyz;\rvec3 Dir_World_Q191;\rDir_World_Q191=(world*vec4((cross(normal,tangent)),0.0)).xyz;\rfloat Length_Q180=length(Dir_World_Q190);\rfloat Length_Q181=length(Dir_World_Q191);\rfloat Quotient_Q184=Length_Q180/Length_Q181;\rfloat Quotient_Q195=_Radius_/Length_Q181;\rvec2 Result_Q193;\rResult_Q193=vec2((uv.x-0.5)*Length_Q180/Length_Q181,(uv.y-0.5));\rfloat Result_Q198=_Fixed_Radius_ ? Quotient_Q195 : _Radius_;\rvec3 Vec3_Q183=vec3(Quotient_Q184,Result_Q198,0);\rvec3 Position=Pos_World_Q189;\rvec3 Normal=vec3(0,0,0);\rvec2 UV=Result_Q193;\rvec3 Tangent=Vec3_Q183;\rvec3 Binormal=vec3(0,0,0);\rvec4 Color=color;\rgl_Position=viewProjection*vec4(Position,1);\rvUV=UV;\rvTangent=Tangent;\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadVertexShader = { name, shader };\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,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"]}
1
+ {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,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"]}
1
+ {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,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"]}
1
+ {"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../../lts/gui/generated/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,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"]}
1
+ {"version":3,"file":"mrdlSliderThumb.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/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"]}
@@ -1 +1 @@
1
- {"version":3,"file":"vector3WithInfo.js","sourceRoot":"","sources":["../../../../lts/gui/generated/3D/vector3WithInfo.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAEjD;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,OAAO;IACxC;;;;OAIG;IACH,YACI,MAAe;IACf,6CAA6C;IACtC,cAAsB,CAAC;QAE9B,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QAF7B,gBAAW,GAAX,WAAW,CAAY;IAGlC,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class used to transport Vector3 information for pointer events\r\n */\r\nexport class Vector3WithInfo extends Vector3 {\r\n /**\r\n * Creates a new Vector3WithInfo\r\n * @param source defines the vector3 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n public constructor(\r\n source: Vector3,\r\n /** defines the current mouse button index */\r\n public buttonIndex: number = 0\r\n ) {\r\n super(source.x, source.y, source.z);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"vector3WithInfo.js","sourceRoot":"","sources":["../../../../dev/gui/src/3D/vector3WithInfo.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAEjD;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,OAAO;IACxC;;;;OAIG;IACH,YACI,MAAe;IACf,6CAA6C;IACtC,cAAsB,CAAC;QAE9B,KAAK,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QAF7B,gBAAW,GAAX,WAAW,CAAY;IAGlC,CAAC;CACJ","sourcesContent":["import { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class used to transport Vector3 information for pointer events\r\n */\r\nexport class Vector3WithInfo extends Vector3 {\r\n /**\r\n * Creates a new Vector3WithInfo\r\n * @param source defines the vector3 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n public constructor(\r\n source: Vector3,\r\n /** defines the current mouse button index */\r\n public buttonIndex: number = 0\r\n ) {\r\n super(source.x, source.y, source.z);\r\n }\r\n}\r\n"]}
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../lts/gui/generated/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./2D/index\";\r\nexport * from \"./3D/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../dev/gui/src/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./2D/index\";\r\nexport * from \"./3D/index\";\r\n"]}
@@ -1 +1 @@
1
- export * from "../index";
1
+ export * from "../index.js";
@@ -1 +1 @@
1
- {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../lts/gui/generated/legacy/legacy.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,GAAG,MAAM,UAAU,CAAC;AAChC;;;;;GAKG;AACH,MAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IAC/B,YAAa,CAAC,OAAO,GAAS,YAAa,CAAC,OAAO,IAAI,EAAE,CAAC;IAChE,IAAI,CAAO,YAAa,CAAC,OAAO,CAAC,GAAG,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,CAAC;KACzC;CACJ;AACD,cAAc,UAAU,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as GUI from \"../index\";\n/**\n * Legacy support, defining window.BABYLON.GUI (global variable).\n *\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\n if (!(<any>globalObject).BABYLON.GUI) {\n (<any>globalObject).BABYLON.GUI = GUI;\n }\n}\nexport * from \"../index\";\n"]}
1
+ {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../lts/gui/src/legacy/legacy.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,GAAG,oBAAkB;AAEjC;;;;;GAKG;AACH,MAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IAC/B,YAAa,CAAC,OAAO,GAAS,YAAa,CAAC,OAAO,IAAI,EAAE,CAAC;IAChE,IAAI,CAAO,YAAa,CAAC,OAAO,CAAC,GAAG,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,CAAC;KACzC;CACJ;AAED,4BAA0B","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nimport * as GUI from \"gui/index\";\r\n\r\n/**\r\n * Legacy support, defining window.BABYLON.GUI (global variable).\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n (<any>globalObject).BABYLON = (<any>globalObject).BABYLON || {};\r\n if (!(<any>globalObject).BABYLON.GUI) {\r\n (<any>globalObject).BABYLON.GUI = GUI;\r\n }\r\n}\r\n\r\nexport * from \"gui/index\";\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/gui",
3
- "version": "6.10.0",
3
+ "version": "6.11.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -13,12 +13,12 @@
13
13
  ],
14
14
  "scripts": {
15
15
  "build": "npm run clean && npm run compile",
16
- "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(md|json|build.json)\"",
17
- "compile": "tsc -b tsconfig.build.json --verbose",
16
+ "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(md|json|build.json|lts.json)\"",
17
+ "compile": "tsc -b tsconfig.build.json && tsc -b tsconfig.lts.json",
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^6.10.0",
21
+ "@babylonjs/core": "^6.11.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/gui": "1.0.0"
24
24
  },