@babylonjs/gui 6.14.2 → 6.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/3D/materials/fluent/shaders/fluent.fragment.js +25 -12
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +29 -8
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +50 -7
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +117 -13
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +47 -4
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +152 -4
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +15 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +2 -1
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +78 -7
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +86 -4
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +38 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +148 -1
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +17 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +3 -1
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +226 -22
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +127 -10
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +226 -22
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +127 -10
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/package.json +2 -2
@@ -1,24 +1,37 @@
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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const name = "fluentPixelShader";
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const shader = `precision highp float;
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const shader = `precision highp float;varying vec2 vUV;uniform vec4 albedoColor;
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#ifdef INNERGLOW
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uniform vec4 innerGlowColor;
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#endif
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#ifdef BORDER
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varying vec2 scaleInfo;
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varying vec2 scaleInfo;uniform float edgeSmoothingValue;uniform float borderMinValue;
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#endif
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#ifdef HOVERLIGHT
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varying vec3 worldPosition;
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varying vec3 worldPosition;uniform vec3 hoverPosition;uniform vec4 hoverColor;uniform float hoverRadius;
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#endif
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#ifdef TEXTURE
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uniform sampler2D albedoSampler;uniform mat4 textureMatrix;vec2 finalUV;
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#endif
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void main(void) {vec3 albedo=albedoColor.rgb;float alpha=albedoColor.a;
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#ifdef TEXTURE
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finalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));
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finalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));albedo=texture2D(albedoSampler,finalUV).rgb;
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#endif
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#ifdef HOVERLIGHT
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float pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;
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float pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;albedo=clamp(albedo+hoverColor.rgb*pointToHover,0.,1.);
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#else
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float pointToHover=1.0;
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#endif
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#ifdef BORDER
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float borderPower=10.0;
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float borderPower=10.0;float inverseBorderPower=1.0/borderPower;vec3 borderColor=albedo*borderPower;vec2 distanceToEdge;distanceToEdge.x=abs(vUV.x-0.5)*2.0;distanceToEdge.y=abs(vUV.y-0.5)*2.0;float borderValue=max(smoothstep(scaleInfo.x-edgeSmoothingValue,scaleInfo.x+edgeSmoothingValue,distanceToEdge.x),
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smoothstep(scaleInfo.y-edgeSmoothingValue,scaleInfo.y+edgeSmoothingValue,distanceToEdge.y));borderColor=borderColor*borderValue*max(borderMinValue*inverseBorderPower,pointToHover);
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albedo+=borderColor;alpha=max(alpha,borderValue);
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#endif
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#ifdef INNERGLOW
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vec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);
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vec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);uvGlow=uvGlow*uvGlow;uvGlow=uvGlow*uvGlow;albedo+=mix(vec3(0.0,0.0,0.0),innerGlowColor.rgb,uvGlow.x+uvGlow.y);
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#endif
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gl_FragColor=vec4(albedo,alpha);}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"fluent.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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{"version":3,"file":"fluent.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;kCA8BmB,CAAC;AACnC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentPixelShader\";\nconst shader = `precision highp float;varying vec2 vUV;uniform vec4 albedoColor;\n#ifdef INNERGLOW\nuniform vec4 innerGlowColor;\n#endif\n#ifdef BORDER\nvarying vec2 scaleInfo;uniform float edgeSmoothingValue;uniform float borderMinValue;\n#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;uniform vec3 hoverPosition;uniform vec4 hoverColor;uniform float hoverRadius;\n#endif\n#ifdef TEXTURE\nuniform sampler2D albedoSampler;uniform mat4 textureMatrix;vec2 finalUV;\n#endif\nvoid main(void) {vec3 albedo=albedoColor.rgb;float alpha=albedoColor.a;\n#ifdef TEXTURE\nfinalUV=vec2(textureMatrix*vec4(vUV,1.0,0.0));albedo=texture2D(albedoSampler,finalUV).rgb;\n#endif\n#ifdef HOVERLIGHT\nfloat pointToHover=(1.0-clamp(length(hoverPosition-worldPosition)/hoverRadius,0.,1.))*hoverColor.a;albedo=clamp(albedo+hoverColor.rgb*pointToHover,0.,1.);\n#else\nfloat pointToHover=1.0;\n#endif\n#ifdef BORDER \nfloat borderPower=10.0;float inverseBorderPower=1.0/borderPower;vec3 borderColor=albedo*borderPower;vec2 distanceToEdge;distanceToEdge.x=abs(vUV.x-0.5)*2.0;distanceToEdge.y=abs(vUV.y-0.5)*2.0;float borderValue=max(smoothstep(scaleInfo.x-edgeSmoothingValue,scaleInfo.x+edgeSmoothingValue,distanceToEdge.x),\nsmoothstep(scaleInfo.y-edgeSmoothingValue,scaleInfo.y+edgeSmoothingValue,distanceToEdge.y));borderColor=borderColor*borderValue*max(borderMinValue*inverseBorderPower,pointToHover); \nalbedo+=borderColor;alpha=max(alpha,borderValue);\n#endif\n#ifdef INNERGLOW\nvec2 uvGlow=(vUV-vec2(0.5,0.5))*(innerGlowColor.a*2.0);uvGlow=uvGlow*uvGlow;uvGlow=uvGlow*uvGlow;albedo+=mix(vec3(0.0,0.0,0.0),innerGlowColor.rgb,uvGlow.x+uvGlow.y); \n#endif\ngl_FragColor=vec4(albedo,alpha);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluentPixelShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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const name = "fluentVertexShader";
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const shader = `precision highp float;
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const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 world;uniform mat4 viewProjection;varying vec2 vUV;
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#ifdef BORDER
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varying vec2 scaleInfo;uniform float borderWidth;uniform vec3 scaleFactor;
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#endif
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#ifdef HOVERLIGHT
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varying vec3 worldPosition;
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varying vec3 worldPosition;
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#endif
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void main(void) {vUV=uv;
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#ifdef BORDER
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vec3 scale=scaleFactor;float minScale=min(min(scale.x,scale.y),scale.z);float maxScale=max(max(scale.x,scale.y),scale.z);float minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);float areaYZ=scale.y*scale.z;float areaXZ=scale.x*scale.z;float areaXY=scale.x*scale.y;float scaledBorderWidth=borderWidth;
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if (abs(normal.x)==1.0)
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{scale.x=scale.y;scale.y=scale.z;if (areaYZ>areaXZ && areaYZ>areaXY)
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{scaledBorderWidth*=minOverMiddleScale;}}
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else if (abs(normal.y)==1.0)
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{scale.x=scale.z;if (areaXZ>areaXY && areaXZ>areaYZ)
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{scaledBorderWidth*=minOverMiddleScale;}}
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else
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{if (areaXY>areaYZ && areaXY>areaXZ)
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{scaledBorderWidth*=minOverMiddleScale;}}
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float scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);if (scale.x>scale.y)
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{scaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);scaleInfo.y=1.0-scaledBorderWidth;}
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else
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{scaleInfo.x=1.0-scaledBorderWidth;scaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);}
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#endif
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vec4 worldPos=world*vec4(position,1.0);
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#ifdef HOVERLIGHT
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worldPosition=worldPos.xyz;
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#endif
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gl_Position=viewProjection*worldPos;}
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`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG
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{"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/shaders/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;uniform mat4 world;uniform mat4 viewProjection;varying vec2 vUV;\n#ifdef BORDER\nvarying vec2 scaleInfo;uniform float borderWidth;uniform vec3 scaleFactor;\n#endif\n#ifdef HOVERLIGHT\nvarying vec3 worldPosition;\n#endif\nvoid main(void) {vUV=uv;\n#ifdef BORDER\nvec3 scale=scaleFactor;float minScale=min(min(scale.x,scale.y),scale.z);float maxScale=max(max(scale.x,scale.y),scale.z);float minOverMiddleScale=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);float areaYZ=scale.y*scale.z;float areaXZ=scale.x*scale.z;float areaXY=scale.x*scale.y;float scaledBorderWidth=borderWidth; \nif (abs(normal.x)==1.0) \n{scale.x=scale.y;scale.y=scale.z;if (areaYZ>areaXZ && areaYZ>areaXY)\n{scaledBorderWidth*=minOverMiddleScale;}}\nelse if (abs(normal.y)==1.0) \n{scale.x=scale.z;if (areaXZ>areaXY && areaXZ>areaYZ)\n{scaledBorderWidth*=minOverMiddleScale;}}\nelse \n{if (areaXY>areaYZ && areaXY>areaXZ)\n{scaledBorderWidth*=minOverMiddleScale;}}\nfloat scaleRatio=min(scale.x,scale.y)/max(scale.x,scale.y);if (scale.x>scale.y)\n{scaleInfo.x=1.0-(scaledBorderWidth*scaleRatio);scaleInfo.y=1.0-scaledBorderWidth;}\nelse\n{scaleInfo.x=1.0-scaledBorderWidth;scaleInfo.y=1.0-(scaledBorderWidth*scaleRatio);} \n#endif \nvec4 worldPos=world*vec4(position,1.0);\n#ifdef HOVERLIGHT\nworldPosition=worldPos.xyz;\n#endif\ngl_Position=viewProjection*worldPos;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluentVertexShader = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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const name = "fluentBackplatePixelShader";
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const shader = `uniform vec3 cameraPosition;
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float
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vec4
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const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;void Round_Rect_Fragment_B31(
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float Radius,
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float Line_Width,
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vec4 Line_Color,
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float Filter_Width,
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vec2 UV,
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float Line_Visibility,
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vec4 Rect_Parms,
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vec4 Fill_Color,
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out vec4 Color)
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{float d=length(max(abs(UV)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);float g=min(Rect_Parms.z,Rect_Parms.w);float dgrad=max(fwidth(g)*Filter_Width,0.00001);float Inside_Rect=clamp(g/dgrad,0.0,1.0);float inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);Color=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;}
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void Blob_Fragment_B71(
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sampler2D Blob_Texture,
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vec4 Blob_Info1,
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vec4 Blob_Info2,
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out vec4 Blob_Color)
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{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_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);}
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void Line_Fragment_B48(
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vec4 Base_Color,
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vec4 Highlight_Color,
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float Highlight_Width,
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vec3 Line_Vertex,
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float Highlight,
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out vec4 Line_Color)
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{float k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);Line_Color=mix(Base_Color,Highlight_Color,Highlight*k2);}
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void Scale_RGB_B54(
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vec4 Color,
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float Scalar,
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out vec4 Result)
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{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}
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void Conditional_Float_B38(
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bool Which,
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float If_True,
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float If_False,
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out float Result)
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{Result=Which ? If_True : If_False;}
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void main()
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{float R_Q72;float G_Q72;float B_Q72;float A_Q72;R_Q72=vColor.r; G_Q72=vColor.g; B_Q72=vColor.b; A_Q72=vColor.a;vec4 Blob_Color_Q71;
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#if BLOB_ENABLE
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float k1=dot(vExtra2.xy,vExtra2.xy);float k2=dot(vExtra3.xy,vExtra3.xy);vec3 closer=k1<k2 ? vec3(k1,vExtra2.z,vExtra2.w) : vec3(k2,vExtra3.z,vExtra3.w);Blob_Color_Q71=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);
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#else
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Blob_Color_Q71=vec4(0,0,0,0);
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#endif
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vec4 Line_Color_Q48;Line_Fragment_B48(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q48);float X_Q67;float Y_Q67;X_Q67=vUV.x;Y_Q67=vUV.y;vec3 Incident_Q66=normalize(vPosition-cameraPosition);vec3 Reflected_Q60=reflect(Incident_Q66,vBinormal);float Product_Q63=Y_Q67*_Vertical_Offset_;float Dot_Q68=dot(Incident_Q66, Reflected_Q60);float Dot_Q57=dot(vNormal, Incident_Q66);float Result_Q38;Conditional_Float_B38(_Reflected_,Dot_Q68,Dot_Q57,Result_Q38);float Product_Q64=Result_Q38*_Frequency_;float Sum_Q69=Product_Q64+1.0;float Product_Q70=Sum_Q69*0.5;float Sum_Q62=Product_Q63+Product_Q70;float FractF_Q59=fract(Sum_Q62);vec2 Vec2_Q65=vec2(FractF_Q59,0.5);vec4 Color_Q58;
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#if IRIDESCENT_MAP_ENABLE
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Color_Q58=texture(_Iridescent_Map_,Vec2_Q65);
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#else
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Color_Q58=vec4(0,0,0,0);
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#endif
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vec4 Result_Q54;Scale_RGB_B54(Color_Q58,_Iridescence_Edge_Intensity_,Result_Q54);vec4 Result_Q55;Scale_RGB_B54(Color_Q58,_Iridescence_Intensity_,Result_Q55);vec4 Base_And_Iridescent_Q53;Base_And_Iridescent_Q53=Line_Color_Q48+vec4(Result_Q54.rgb,0.0);vec4 Base_And_Iridescent_Q56;Base_And_Iridescent_Q56=_Base_Color_+vec4(Result_Q55.rgb,0.0);vec4 Result_Q52=Base_And_Iridescent_Q53; Result_Q52.a=1.0;vec4 Result_Q35=Blob_Color_Q71+(1.0-Blob_Color_Q71.a)*Base_And_Iridescent_Q56;vec4 Color_Q31;Round_Rect_Fragment_B31(R_Q72,G_Q72,Result_Q52,_Filter_Width_,vUV,1.0,vExtra1,Result_Q35,Color_Q31);vec4 Result_Q47=_Fade_Out_*Color_Q31;vec4 Out_Color=Result_Q47;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
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{"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG
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1
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{"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;stBAiDusB,CAAC;AACvtB,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 = \"fluentBackplatePixelShader\";\nconst shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;void Round_Rect_Fragment_B31(\nfloat Radius,\nfloat Line_Width,\nvec4 Line_Color,\nfloat Filter_Width,\nvec2 UV,\nfloat Line_Visibility,\nvec4 Rect_Parms,\nvec4 Fill_Color,\nout vec4 Color)\n{float d=length(max(abs(UV)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);float g=min(Rect_Parms.z,Rect_Parms.w);float dgrad=max(fwidth(g)*Filter_Width,0.00001);float Inside_Rect=clamp(g/dgrad,0.0,1.0);float inner=clamp((d+dx*0.5-max(Radius-Line_Width,d-dx*0.5))/dx,0.0,1.0);Color=clamp(mix(Fill_Color,Line_Color,inner),0.0,1.0)*Inside_Rect;}\nvoid Blob_Fragment_B71(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_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);}\nvoid Line_Fragment_B48(\nvec4 Base_Color,\nvec4 Highlight_Color,\nfloat Highlight_Width,\nvec3 Line_Vertex,\nfloat Highlight,\nout vec4 Line_Color)\n{float k2=1.0-clamp(abs(Line_Vertex.y/Highlight_Width),0.0,1.0);Line_Color=mix(Base_Color,Highlight_Color,Highlight*k2);}\nvoid Scale_RGB_B54(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}\nvoid Conditional_Float_B38(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid main()\n{float R_Q72;float G_Q72;float B_Q72;float A_Q72;R_Q72=vColor.r; G_Q72=vColor.g; B_Q72=vColor.b; A_Q72=vColor.a;vec4 Blob_Color_Q71;\n#if BLOB_ENABLE\nfloat k1=dot(vExtra2.xy,vExtra2.xy);float k2=dot(vExtra3.xy,vExtra3.xy);vec3 closer=k1<k2 ? vec3(k1,vExtra2.z,vExtra2.w) : vec3(k2,vExtra3.z,vExtra3.w);Blob_Color_Q71=closer.z*texture(_Blob_Texture_,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\n#else\nBlob_Color_Q71=vec4(0,0,0,0);\n#endif\nvec4 Line_Color_Q48;Line_Fragment_B48(_Line_Color_,_Highlight_Color_,_Highlight_Width_,vTangent,_Highlight_,Line_Color_Q48);float X_Q67;float Y_Q67;X_Q67=vUV.x;Y_Q67=vUV.y;vec3 Incident_Q66=normalize(vPosition-cameraPosition);vec3 Reflected_Q60=reflect(Incident_Q66,vBinormal);float Product_Q63=Y_Q67*_Vertical_Offset_;float Dot_Q68=dot(Incident_Q66, Reflected_Q60);float Dot_Q57=dot(vNormal, Incident_Q66);float Result_Q38;Conditional_Float_B38(_Reflected_,Dot_Q68,Dot_Q57,Result_Q38);float Product_Q64=Result_Q38*_Frequency_;float Sum_Q69=Product_Q64+1.0;float Product_Q70=Sum_Q69*0.5;float Sum_Q62=Product_Q63+Product_Q70;float FractF_Q59=fract(Sum_Q62);vec2 Vec2_Q65=vec2(FractF_Q59,0.5);vec4 Color_Q58;\n#if IRIDESCENT_MAP_ENABLE\nColor_Q58=texture(_Iridescent_Map_,Vec2_Q65);\n#else\nColor_Q58=vec4(0,0,0,0);\n#endif\nvec4 Result_Q54;Scale_RGB_B54(Color_Q58,_Iridescence_Edge_Intensity_,Result_Q54);vec4 Result_Q55;Scale_RGB_B54(Color_Q58,_Iridescence_Intensity_,Result_Q55);vec4 Base_And_Iridescent_Q53;Base_And_Iridescent_Q53=Line_Color_Q48+vec4(Result_Q54.rgb,0.0);vec4 Base_And_Iridescent_Q56;Base_And_Iridescent_Q56=_Base_Color_+vec4(Result_Q55.rgb,0.0);vec4 Result_Q52=Base_And_Iridescent_Q53; Result_Q52.a=1.0;vec4 Result_Q35=Blob_Color_Q71+(1.0-Blob_Color_Q71.a)*Base_And_Iridescent_Q56;vec4 Color_Q31;Round_Rect_Fragment_B31(R_Q72,G_Q72,Result_Q52,_Filter_Width_,vUV,1.0,vExtra1,Result_Q35,Color_Q31);vec4 Result_Q47=_Fade_Out_*Color_Q31;vec4 Out_Color=Result_Q47;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluentBackplatePixelShader = { name, shader };\n"]}
|
@@ -1,19 +1,123 @@
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1
1
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// Do not edit.
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2
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import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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3
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const name = "fluentBackplateVertexShader";
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-
const shader = `uniform mat4 world;
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-
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vec4
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-
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const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;
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#ifdef TANGENT
|
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+
attribute vec3 tangent;
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#else
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8
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const vec3 tangent=vec3(0.);
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#endif
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+
uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B115(
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vec3 Pos_Object,
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out vec3 Pos_World)
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{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}
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void PickDir_B140(
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float Degrees,
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vec3 DirX,
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vec3 DirY,
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out vec3 Dir)
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{float a=Degrees*3.14159/180.0;Dir=cos(a)*DirX+sin(a)*DirY;}
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void Round_Rect_Vertex_B139(
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vec2 UV,
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float Radius,
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float Margin,
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float Anisotropy,
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float Gradient1,
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float Gradient2,
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out vec2 Rect_UV,
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out vec4 Rect_Parms,
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out vec2 Scale_XY,
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out vec2 Line_UV)
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{Scale_XY=vec2(Anisotropy,1.0);Line_UV=(UV-vec2(0.5,0.5));Rect_UV=Line_UV*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);Rect_Parms.z=Gradient1;
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Rect_Parms.w=Gradient2;}
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void Line_Vertex_B135(
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vec2 Scale_XY,
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vec2 UV,
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float Time,
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float Rate,
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vec4 Highlight_Transform,
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out vec3 Line_Vertex)
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{float angle2=(Rate*Time)*2.0*3.1416;float sinAngle2=sin(angle2);float cosAngle2=cos(angle2);vec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;Line_Vertex.x=0.0;Line_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;Line_Vertex.z=0.0; }
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void Blob_Vertex_B180(
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vec3 Position,
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vec3 Normal,
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vec3 Tangent,
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vec3 Bitangent,
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vec3 Blob_Position,
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float Intensity,
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float Blob_Near_Size,
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float Blob_Far_Size,
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float Blob_Near_Distance,
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float Blob_Far_Distance,
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float Blob_Fade_Length,
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float Blob_Pulse,
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float Blob_Fade,
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out vec4 Blob_Info)
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{vec3 blob=Blob_Position;vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
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void Move_Verts_B129(
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float Anisotropy,
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vec3 P,
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float Radius,
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out vec3 New_P,
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out vec2 New_UV,
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out float Radial_Gradient,
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out vec3 Radial_Dir)
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{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);New_UV=center+r2*(UV-2.0*center+0.5);New_P=vec3(New_UV-0.5,P.z);Radial_Gradient=1.0-length(delta)*2.0;Radial_Dir=vec3(delta*r2,0.0);}
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void Object_To_World_Dir_B132(
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vec3 Dir_Object,
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out vec3 Binormal_World,
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out vec3 Binormal_World_N,
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out float Binormal_Length)
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{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}
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void RelativeOrAbsoluteDetail_B147(
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float Nominal_Radius,
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float Nominal_LineWidth,
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bool Absolute_Measurements,
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float Height,
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out float Radius,
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out float Line_Width)
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{float scale=Absolute_Measurements ? 1.0/Height : 1.0;Radius=Nominal_Radius*scale;Line_Width=Nominal_LineWidth*scale;}
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void Edge_AA_Vertex_B130(
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vec3 Position_World,
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vec3 Position_Object,
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vec3 Normal_Object,
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vec3 Eye,
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float Radial_Gradient,
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vec3 Radial_Dir,
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vec3 Tangent,
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out float Gradient1,
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out float Gradient2)
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{vec3 I=(Eye-Position_World);vec3 T=(world* vec4(Tangent,0.0)).xyz;float g=(dot(T,I)<0.0) ? 0.0 : 1.0;if (Normal_Object.z==0.0) {
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Gradient1=Position_Object.z>0.0 ? g : 1.0;Gradient2=Position_Object.z>0.0 ? 1.0 : g;} else {Gradient1=g+(1.0-g)*(Radial_Gradient);Gradient2=1.0;}}
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void Pick_Radius_B144(
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float Radius,
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float Radius_Top_Left,
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float Radius_Top_Right,
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float Radius_Bottom_Left,
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float Radius_Bottom_Right,
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vec3 Position,
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out float Result)
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{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}
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void main()
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+
{vec3 Nrm_World_Q128;Nrm_World_Q128=normalize((world*vec4(normal,0.0)).xyz);vec3 Tangent_World_Q131;vec3 Tangent_World_N_Q131;float Tangent_Length_Q131;Tangent_World_Q131=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q131=length(Tangent_World_Q131);Tangent_World_N_Q131=Tangent_World_Q131/Tangent_Length_Q131;vec3 Binormal_World_Q132;vec3 Binormal_World_N_Q132;float Binormal_Length_Q132;Object_To_World_Dir_B132(vec3(0,1,0),Binormal_World_Q132,Binormal_World_N_Q132,Binormal_Length_Q132);float Anisotropy_Q133=Tangent_Length_Q131/Binormal_Length_Q132;vec3 Result_Q177;Result_Q177=mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(_Use_Global_Left_Index_));vec3 Result_Q178;Result_Q178=mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(_Use_Global_Right_Index_));float Result_Q144;Pick_Radius_B144(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q144);vec3 Dir_Q140;PickDir_B140(_Angle_,Tangent_World_N_Q131,Binormal_World_N_Q132,Dir_Q140);float Radius_Q147;float Line_Width_Q147;RelativeOrAbsoluteDetail_B147(Result_Q144,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q132,Radius_Q147,Line_Width_Q147);vec4 Out_Color_Q145=vec4(Radius_Q147,Line_Width_Q147,0,1);vec3 New_P_Q129;vec2 New_UV_Q129;float Radial_Gradient_Q129;vec3 Radial_Dir_Q129;Move_Verts_B129(Anisotropy_Q133,position,Radius_Q147,New_P_Q129,New_UV_Q129,Radial_Gradient_Q129,Radial_Dir_Q129);vec3 Pos_World_Q115;Object_To_World_Pos_B115(New_P_Q129,Pos_World_Q115);vec4 Blob_Info_Q180;
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#if BLOB_ENABLE
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Blob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q177,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q180);
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#else
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Blob_Info_Q180=vec4(0,0,0,0);
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#endif
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vec4 Blob_Info_Q181;
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#if BLOB_ENABLE_2
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Blob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q178,_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_Q181);
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#else
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Blob_Info_Q181=vec4(0,0,0,0);
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#endif
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float Gradient1_Q130;float Gradient2_Q130;
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#if SMOOTH_EDGES
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Edge_AA_Vertex_B130(Pos_World_Q115,position,normal,cameraPosition,Radial_Gradient_Q129,Radial_Dir_Q129,tangent,Gradient1_Q130,Gradient2_Q130);
|
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#else
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Gradient1_Q130=1.0;Gradient2_Q130=1.0;
|
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#endif
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+
vec2 Rect_UV_Q139;vec4 Rect_Parms_Q139;vec2 Scale_XY_Q139;vec2 Line_UV_Q139;Round_Rect_Vertex_B139(New_UV_Q129,Radius_Q147,0.0,Anisotropy_Q133,Gradient1_Q130,Gradient2_Q130,Rect_UV_Q139,Rect_Parms_Q139,Scale_XY_Q139,Line_UV_Q139);vec3 Line_Vertex_Q135;Line_Vertex_B135(Scale_XY_Q139,Line_UV_Q139,0.0,_Rate_,_Highlight_Transform_,Line_Vertex_Q135);vec3 Position=Pos_World_Q115;vec3 Normal=Dir_Q140;vec2 UV=Rect_UV_Q139;vec3 Tangent=Line_Vertex_Q135;vec3 Binormal=Nrm_World_Q128;vec4 Color=Out_Color_Q145;vec4 Extra1=Rect_Parms_Q139;vec4 Extra2=Blob_Info_Q180;vec4 Extra3=Blob_Info_Q181;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
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// Sideeffect
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ShaderStore.ShadersStore[name] = shader;
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/** @internal */
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"fluentBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG
|
1
|
+
{"version":3,"file":"fluentBackplate.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8vBAoH+uB,CAAC;AAC/vB,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 = \"fluentBackplateVertexShader\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B115(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid PickDir_B140(\nfloat Degrees,\nvec3 DirX,\nvec3 DirY,\nout vec3 Dir)\n{float a=Degrees*3.14159/180.0;Dir=cos(a)*DirX+sin(a)*DirY;}\nvoid Round_Rect_Vertex_B139(\nvec2 UV,\nfloat Radius,\nfloat Margin,\nfloat Anisotropy,\nfloat Gradient1,\nfloat Gradient2,\nout vec2 Rect_UV,\nout vec4 Rect_Parms,\nout vec2 Scale_XY,\nout vec2 Line_UV)\n{Scale_XY=vec2(Anisotropy,1.0);Line_UV=(UV-vec2(0.5,0.5));Rect_UV=Line_UV*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);Rect_Parms.z=Gradient1; \nRect_Parms.w=Gradient2;}\nvoid Line_Vertex_B135(\nvec2 Scale_XY,\nvec2 UV,\nfloat Time,\nfloat Rate,\nvec4 Highlight_Transform,\nout vec3 Line_Vertex)\n{float angle2=(Rate*Time)*2.0*3.1416;float sinAngle2=sin(angle2);float cosAngle2=cos(angle2);vec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;Line_Vertex.x=0.0;Line_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;Line_Vertex.z=0.0; }\nvoid Blob_Vertex_B180(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{vec3 blob=Blob_Position;vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}\nvoid Move_Verts_B129(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir)\n{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);New_UV=center+r2*(UV-2.0*center+0.5);New_P=vec3(New_UV-0.5,P.z);Radial_Gradient=1.0-length(delta)*2.0;Radial_Dir=vec3(delta*r2,0.0);}\nvoid Object_To_World_Dir_B132(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}\nvoid RelativeOrAbsoluteDetail_B147(\nfloat Nominal_Radius,\nfloat Nominal_LineWidth,\nbool Absolute_Measurements,\nfloat Height,\nout float Radius,\nout float Line_Width)\n{float scale=Absolute_Measurements ? 1.0/Height : 1.0;Radius=Nominal_Radius*scale;Line_Width=Nominal_LineWidth*scale;}\nvoid Edge_AA_Vertex_B130(\nvec3 Position_World,\nvec3 Position_Object,\nvec3 Normal_Object,\nvec3 Eye,\nfloat Radial_Gradient,\nvec3 Radial_Dir,\nvec3 Tangent,\nout float Gradient1,\nout float Gradient2)\n{vec3 I=(Eye-Position_World);vec3 T=(world* vec4(Tangent,0.0)).xyz;float g=(dot(T,I)<0.0) ? 0.0 : 1.0;if (Normal_Object.z==0.0) { \nGradient1=Position_Object.z>0.0 ? g : 1.0;Gradient2=Position_Object.z>0.0 ? 1.0 : g;} else {Gradient1=g+(1.0-g)*(Radial_Gradient);Gradient2=1.0;}}\nvoid Pick_Radius_B144(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}\nvoid main()\n{vec3 Nrm_World_Q128;Nrm_World_Q128=normalize((world*vec4(normal,0.0)).xyz);vec3 Tangent_World_Q131;vec3 Tangent_World_N_Q131;float Tangent_Length_Q131;Tangent_World_Q131=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q131=length(Tangent_World_Q131);Tangent_World_N_Q131=Tangent_World_Q131/Tangent_Length_Q131;vec3 Binormal_World_Q132;vec3 Binormal_World_N_Q132;float Binormal_Length_Q132;Object_To_World_Dir_B132(vec3(0,1,0),Binormal_World_Q132,Binormal_World_N_Q132,Binormal_Length_Q132);float Anisotropy_Q133=Tangent_Length_Q131/Binormal_Length_Q132;vec3 Result_Q177;Result_Q177=mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(_Use_Global_Left_Index_));vec3 Result_Q178;Result_Q178=mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(_Use_Global_Right_Index_));float Result_Q144;Pick_Radius_B144(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q144);vec3 Dir_Q140;PickDir_B140(_Angle_,Tangent_World_N_Q131,Binormal_World_N_Q132,Dir_Q140);float Radius_Q147;float Line_Width_Q147;RelativeOrAbsoluteDetail_B147(Result_Q144,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q132,Radius_Q147,Line_Width_Q147);vec4 Out_Color_Q145=vec4(Radius_Q147,Line_Width_Q147,0,1);vec3 New_P_Q129;vec2 New_UV_Q129;float Radial_Gradient_Q129;vec3 Radial_Dir_Q129;Move_Verts_B129(Anisotropy_Q133,position,Radius_Q147,New_P_Q129,New_UV_Q129,Radial_Gradient_Q129,Radial_Dir_Q129);vec3 Pos_World_Q115;Object_To_World_Pos_B115(New_P_Q129,Pos_World_Q115);vec4 Blob_Info_Q180;\n#if BLOB_ENABLE\nBlob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q177,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q180);\n#else\nBlob_Info_Q180=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q181;\n#if BLOB_ENABLE_2\nBlob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q178,_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_Q181);\n#else\nBlob_Info_Q181=vec4(0,0,0,0);\n#endif\nfloat Gradient1_Q130;float Gradient2_Q130;\n#if SMOOTH_EDGES\nEdge_AA_Vertex_B130(Pos_World_Q115,position,normal,cameraPosition,Radial_Gradient_Q129,Radial_Dir_Q129,tangent,Gradient1_Q130,Gradient2_Q130);\n#else\nGradient1_Q130=1.0;Gradient2_Q130=1.0;\n#endif\nvec2 Rect_UV_Q139;vec4 Rect_Parms_Q139;vec2 Scale_XY_Q139;vec2 Line_UV_Q139;Round_Rect_Vertex_B139(New_UV_Q129,Radius_Q147,0.0,Anisotropy_Q133,Gradient1_Q130,Gradient2_Q130,Rect_UV_Q139,Rect_Parms_Q139,Scale_XY_Q139,Line_UV_Q139);vec3 Line_Vertex_Q135;Line_Vertex_B135(Scale_XY_Q139,Line_UV_Q139,0.0,_Rate_,_Highlight_Transform_,Line_Vertex_Q135);vec3 Position=Pos_World_Q115;vec3 Normal=Dir_Q140;vec2 UV=Rect_UV_Q139;vec3 Tangent=Line_Vertex_Q135;vec3 Binormal=Nrm_World_Q128;vec4 Color=Out_Color_Q145;vec4 Extra1=Rect_Parms_Q139;vec4 Extra2=Blob_Info_Q180;vec4 Extra3=Blob_Info_Q181;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluentBackplateVertexShader = { name, shader };\n"]}
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@@ -1,10 +1,53 @@
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1
1
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// Do not edit.
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
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3
|
const name = "fluentButtonPixelShader";
|
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|
-
const shader = `uniform vec3 cameraPosition;
|
5
|
-
|
6
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-
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7
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-
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4
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const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;uniform float _Edge_Width_;uniform vec4 _Edge_Color_;uniform bool _Relative_Width_;uniform float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;uniform float _Selection_Fuzz_;uniform float _Selected_;uniform float _Selection_Fade_;uniform float _Selection_Fade_Size_;uniform float _Selected_Distance_;uniform float _Selected_Fade_Length_;uniform bool _Blob_Enable_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Inner_Fade_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform bool _Blob_Enable_2_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Inner_Fade_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Active_Face_Dir_;uniform vec3 _Active_Face_Up_;uniform bool Enable_Fade;uniform float _Fade_Width_;uniform bool _Smooth_Active_Face_;uniform bool _Show_Frame_;uniform bool _Use_Blob_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Holo_Edge_Fragment_B35(
|
5
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+
vec4 Edges,
|
6
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float Edge_Width,
|
7
|
+
out float NotEdge)
|
8
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+
{vec2 c=vec2(min(Edges.r,Edges.g),min(Edges.b,Edges.a));vec2 df=fwidth(c)*Edge_Width;vec2 g=clamp(c/df,0.0,1.0);NotEdge=g.x*g.y;}
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9
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void Blob_Fragment_B39(
|
10
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vec2 UV,
|
11
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vec3 Blob_Info,
|
12
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sampler2D Blob_Texture,
|
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out vec4 Blob_Color)
|
14
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{float k=dot(UV,UV);Blob_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));}
|
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+
vec2 FilterStep(vec2 Edge,vec2 X)
|
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+
{vec2 dX=max(fwidth(X),vec2(0.00001,0.00001));return clamp( (X+dX-max(Edge,X-dX))/(dX*2.0),0.0,1.0);}
|
17
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void Wireframe_Fragment_B59(
|
18
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+
vec3 Widths,
|
19
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+
vec2 UV,
|
20
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float Proximity,
|
21
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+
vec4 Edge_Color,
|
22
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+
out vec4 Wireframe)
|
23
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+
{vec2 c=min(UV,vec2(1.0,1.0)-UV);vec2 g=FilterStep(Widths.xy*0.5,c);
|
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+
Wireframe=(1.0-min(g.x,g.y))*Proximity*Edge_Color;}
|
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void Proximity_B53(
|
26
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vec3 Proximity_Center,
|
27
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+
vec3 Proximity_Center_2,
|
28
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float Proximity_Max_Intensity,
|
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float Proximity_Near_Radius,
|
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vec3 Position,
|
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vec3 Show_Selection,
|
32
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vec4 Extra1,
|
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float Dist_To_Face,
|
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float Intensity,
|
35
|
+
out float Proximity)
|
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+
{vec2 delta1=Extra1.xy;vec2 delta2=Extra1.zw;float d2=sqrt(min(dot(delta1,delta1),dot(delta2,delta2))+Dist_To_Face*Dist_To_Face);Proximity=Intensity*Proximity_Max_Intensity*(1.0-clamp(d2/Proximity_Near_Radius,0.0,1.0))*(1.0-Show_Selection.x)+Show_Selection.x;}
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void To_XYZ_B46(
|
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vec3 Vec3,
|
39
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out float X,
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out float Y,
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+
out float Z)
|
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+
{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}
|
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+
void main()
|
44
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+
{float NotEdge_Q35;
|
45
|
+
#if ENABLE_FADE
|
46
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+
Holo_Edge_Fragment_B35(vColor,_Fade_Width_,NotEdge_Q35);
|
47
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+
#else
|
48
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NotEdge_Q35=1.0;
|
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+
#endif
|
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+
vec4 Blob_Color_Q39;float k=dot(vUV,vUV);vec2 blobTextureCoord=vec2(vec2(sqrt(k),vTangent.x).x,1.0-vec2(sqrt(k),vTangent.x).y);vec4 blobColor=mix(vec4(1.0,1.0,1.0,1.0)*step(1.0-vTangent.x,clamp(sqrt(k)+0.1,0.0,1.0)),texture(_Blob_Texture_,blobTextureCoord),float(_Use_Blob_Texture_));Blob_Color_Q39=vTangent.y*blobColor*(1.0-clamp(k,0.0,1.0));float Is_Quad_Q24;Is_Quad_Q24=vNormal.z;vec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));vec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));float X_Q46;float Y_Q46;float Z_Q46;To_XYZ_B46(vBinormal,X_Q46,Y_Q46,Z_Q46);float Proximity_Q53;Proximity_B53(Blob_Position_Q41,Blob_Position_Q42,_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vPosition,vBinormal,vExtra1,Y_Q46,Z_Q46,Proximity_Q53);vec4 Wireframe_Q59;Wireframe_Fragment_B59(vNormal,vUV,Proximity_Q53,_Edge_Color_,Wireframe_Q59);vec4 Wire_Or_Blob_Q23=mix(Wireframe_Q59,Blob_Color_Q39,Is_Quad_Q24);vec4 Result_Q22;Result_Q22=mix(Wire_Or_Blob_Q23,vec4(0.3,0.3,0.3,0.3),float(_Show_Frame_));vec4 Final_Color_Q37=NotEdge_Q35*Result_Q22;vec4 Out_Color=Final_Color_Q37;float Clip_Threshold=0.0;bool To_sRGB=false;gl_FragColor=Out_Color;}`;
|
8
51
|
// Sideeffect
|
9
52
|
ShaderStore.ShadersStore[name] = shader;
|
10
53
|
/** @internal */
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"fluentButton.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentButton/shaders/fluentButton.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG
|
1
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+
{"version":3,"file":"fluentButton.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentButton/shaders/fluentButton.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;uuCA8CwtC,CAAC;AACxuC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentButtonPixelShader\";\nconst shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;uniform float _Edge_Width_;uniform vec4 _Edge_Color_;uniform bool _Relative_Width_;uniform float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;uniform float _Selection_Fuzz_;uniform float _Selected_;uniform float _Selection_Fade_;uniform float _Selection_Fade_Size_;uniform float _Selected_Distance_;uniform float _Selected_Fade_Length_;uniform bool _Blob_Enable_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Inner_Fade_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform bool _Blob_Enable_2_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Inner_Fade_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Active_Face_Dir_;uniform vec3 _Active_Face_Up_;uniform bool Enable_Fade;uniform float _Fade_Width_;uniform bool _Smooth_Active_Face_;uniform bool _Show_Frame_;uniform bool _Use_Blob_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Holo_Edge_Fragment_B35(\nvec4 Edges,\nfloat Edge_Width,\nout float NotEdge)\n{vec2 c=vec2(min(Edges.r,Edges.g),min(Edges.b,Edges.a));vec2 df=fwidth(c)*Edge_Width;vec2 g=clamp(c/df,0.0,1.0);NotEdge=g.x*g.y;}\nvoid Blob_Fragment_B39(\nvec2 UV,\nvec3 Blob_Info,\nsampler2D Blob_Texture,\nout vec4 Blob_Color)\n{float k=dot(UV,UV);Blob_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));}\nvec2 FilterStep(vec2 Edge,vec2 X)\n{vec2 dX=max(fwidth(X),vec2(0.00001,0.00001));return clamp( (X+dX-max(Edge,X-dX))/(dX*2.0),0.0,1.0);}\nvoid Wireframe_Fragment_B59(\nvec3 Widths,\nvec2 UV,\nfloat Proximity,\nvec4 Edge_Color,\nout vec4 Wireframe)\n{vec2 c=min(UV,vec2(1.0,1.0)-UV);vec2 g=FilterStep(Widths.xy*0.5,c); \nWireframe=(1.0-min(g.x,g.y))*Proximity*Edge_Color;}\nvoid Proximity_B53(\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Proximity_Max_Intensity,\nfloat Proximity_Near_Radius,\nvec3 Position,\nvec3 Show_Selection,\nvec4 Extra1,\nfloat Dist_To_Face,\nfloat Intensity,\nout float Proximity)\n{vec2 delta1=Extra1.xy;vec2 delta2=Extra1.zw;float d2=sqrt(min(dot(delta1,delta1),dot(delta2,delta2))+Dist_To_Face*Dist_To_Face);Proximity=Intensity*Proximity_Max_Intensity*(1.0-clamp(d2/Proximity_Near_Radius,0.0,1.0))*(1.0-Show_Selection.x)+Show_Selection.x;}\nvoid To_XYZ_B46(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}\nvoid main()\n{float NotEdge_Q35;\n#if ENABLE_FADE\nHolo_Edge_Fragment_B35(vColor,_Fade_Width_,NotEdge_Q35);\n#else\nNotEdge_Q35=1.0;\n#endif\nvec4 Blob_Color_Q39;float k=dot(vUV,vUV);vec2 blobTextureCoord=vec2(vec2(sqrt(k),vTangent.x).x,1.0-vec2(sqrt(k),vTangent.x).y);vec4 blobColor=mix(vec4(1.0,1.0,1.0,1.0)*step(1.0-vTangent.x,clamp(sqrt(k)+0.1,0.0,1.0)),texture(_Blob_Texture_,blobTextureCoord),float(_Use_Blob_Texture_));Blob_Color_Q39=vTangent.y*blobColor*(1.0-clamp(k,0.0,1.0));float Is_Quad_Q24;Is_Quad_Q24=vNormal.z;vec3 Blob_Position_Q41= mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(Use_Global_Left_Index));vec3 Blob_Position_Q42= mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(Use_Global_Right_Index));float X_Q46;float Y_Q46;float Z_Q46;To_XYZ_B46(vBinormal,X_Q46,Y_Q46,Z_Q46);float Proximity_Q53;Proximity_B53(Blob_Position_Q41,Blob_Position_Q42,_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vPosition,vBinormal,vExtra1,Y_Q46,Z_Q46,Proximity_Q53);vec4 Wireframe_Q59;Wireframe_Fragment_B59(vNormal,vUV,Proximity_Q53,_Edge_Color_,Wireframe_Q59);vec4 Wire_Or_Blob_Q23=mix(Wireframe_Q59,Blob_Color_Q39,Is_Quad_Q24);vec4 Result_Q22;Result_Q22=mix(Wire_Or_Blob_Q23,vec4(0.3,0.3,0.3,0.3),float(_Show_Frame_));vec4 Final_Color_Q37=NotEdge_Q35*Result_Q22;vec4 Out_Color=Final_Color_Q37;float Clip_Threshold=0.0;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluentButtonPixelShader = { name, shader };\n"]}
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