@babylonjs/gui 6.15.0 → 6.16.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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
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{"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
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{"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;g7BAqFi6B,CAAC;AACj7B,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;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec3 tangent;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 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 vec4 _Iridescence_Tint_;uniform sampler2D _Iridescent_Map_;uniform float _Angle_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform vec4 _Gradient_Color_;uniform vec4 _Top_Left_;uniform vec4 _Top_Right_;uniform vec4 _Bottom_Left_;uniform vec4 _Bottom_Right_;uniform float _Edge_Width_;uniform float _Edge_Power_;uniform float _Line_Gradient_Blend_;uniform float _Fade_Out_;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vExtra1;varying vec4 vExtra2;void Object_To_World_Pos_B314(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid Round_Rect_Vertex_B357(\nvec2 UV,\nfloat Radius,\nfloat Margin,\nfloat Anisotropy,\nfloat Gradient1,\nfloat Gradient2,\nvec3 Normal,\nvec4 Color_Scale_Translate,\nout vec2 Rect_UV,\nout vec4 Rect_Parms,\nout vec2 Scale_XY,\nout vec2 Line_UV,\nout vec2 Color_UV_Info)\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;Color_UV_Info=(Line_UV+vec2(0.5,0.5))*Color_Scale_Translate.xy+Color_Scale_Translate.zw;}\nvoid Line_Vertex_B333(\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 PickDir_B334(\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 Move_Verts_B327(\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 Pick_Radius_B336(\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 Edge_AA_Vertex_B328(\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=(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 Object_To_World_Dir_B330(\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_B341(\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 main()\n{vec3 Nrm_World_Q326;Nrm_World_Q326=normalize((world*vec4(normal,0.0)).xyz);vec3 Tangent_World_Q329;vec3 Tangent_World_N_Q329;float Tangent_Length_Q329;Tangent_World_Q329=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q329=length(Tangent_World_Q329);Tangent_World_N_Q329=Tangent_World_Q329/Tangent_Length_Q329;vec3 Binormal_World_Q330;vec3 Binormal_World_N_Q330;float Binormal_Length_Q330;Object_To_World_Dir_B330(vec3(0,1,0),Binormal_World_Q330,Binormal_World_N_Q330,Binormal_Length_Q330);float Radius_Q341;float Line_Width_Q341;RelativeOrAbsoluteDetail_B341(_Radius_,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q330,Radius_Q341,Line_Width_Q341);vec3 Dir_Q334;PickDir_B334(_Angle_,Tangent_World_N_Q329,Binormal_World_N_Q330,Dir_Q334);float Result_Q336;Pick_Radius_B336(Radius_Q341,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q336);float Anisotropy_Q331=Tangent_Length_Q329/Binormal_Length_Q330;vec4 Out_Color_Q337=vec4(Result_Q336,Line_Width_Q341,0,1);vec3 New_P_Q327;vec2 New_UV_Q327;float Radial_Gradient_Q327;vec3 Radial_Dir_Q327;Move_Verts_B327(Anisotropy_Q331,position,Result_Q336,New_P_Q327,New_UV_Q327,Radial_Gradient_Q327,Radial_Dir_Q327);vec3 Pos_World_Q314;Object_To_World_Pos_B314(New_P_Q327,Pos_World_Q314);float Gradient1_Q328;float Gradient2_Q328;\n#if SMOOTH_EDGES\nEdge_AA_Vertex_B328(Pos_World_Q314,position,normal,cameraPosition,Radial_Gradient_Q327,Radial_Dir_Q327,tangent,Gradient1_Q328,Gradient2_Q328);\n#else\nGradient1_Q328=1.0;Gradient2_Q328=1.0;\n#endif\nvec2 Rect_UV_Q357;vec4 Rect_Parms_Q357;vec2 Scale_XY_Q357;vec2 Line_UV_Q357;vec2 Color_UV_Info_Q357;Round_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);vec3 Line_Vertex_Q333;Line_Vertex_B333(Scale_XY_Q357,Line_UV_Q357,(20.0),_Rate_,_Highlight_Transform_,Line_Vertex_Q333);float X_Q359;float Y_Q359;X_Q359=Color_UV_Info_Q357.x;Y_Q359=Color_UV_Info_Q357.y;vec4 Vec4_Q358=vec4(X_Q359,Y_Q359,Result_Q336,Line_Width_Q341);vec3 Position=Pos_World_Q314;vec3 Normal=Nrm_World_Q326;vec2 UV=Rect_UV_Q357;vec3 Tangent=Line_Vertex_Q333;vec3 Binormal=Dir_Q334;vec4 Color=Out_Color_Q337;vec4 Extra1=Rect_Parms_Q357;vec4 Extra2=Vec4_Q358;vec4 Extra3=vec4(0,0,0,0);gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vExtra1=Extra1;vExtra2=Extra2;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlBackplateVertexShader = { 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 = "mrdlFrontplatePixelShader";
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const shader = `uniform vec3 cameraPosition;
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const shader = `uniform vec3 cameraPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;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 float _Blob_Pulse_Max_Size_;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 float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;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 float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;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 Scale_Color_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=Scalar*Color;}
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void Scale_RGB_B50(
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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 Proximity_Fragment_B51(
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float Proximity_Max_Intensity,
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float Proximity_Near_Radius,
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vec4 Deltas,
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float Show_Selection,
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float Distance_Fade1,
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float Distance_Fade2,
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float Strength,
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out float Proximity)
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{float proximity1=(1.0-clamp(length(Deltas.xy)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade1;float proximity2=(1.0-clamp(length(Deltas.zw)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade2;Proximity=Strength*(Proximity_Max_Intensity*max(proximity1,proximity2) *(1.0-Show_Selection)+Show_Selection);}
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void Blob_Fragment_B56(
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vec2 UV,
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vec3 Blob_Info,
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sampler2D Blob_Texture,
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out vec4 Blob_Color)
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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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void Round_Rect_Fragment_B61(
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float Radius,
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vec4 Line_Color,
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float Filter_Width,
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float Line_Visibility,
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vec4 Fill_Color,
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bool Smooth_Edges,
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vec4 Rect_Parms,
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out float Inside_Rect)
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{float d=length(max(abs(Rect_Parms.zw)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);Inside_Rect=Smooth_Edges ? clamp((Radius-d)/dx,0.0,1.0) : 1.0-step(Radius,d);}
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void main()
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{float Is_Quad_Q53;Is_Quad_Q53=vNormal.z;vec4 Blob_Color_Q56;Blob_Fragment_B56(vUV,vTangent,_Blob_Texture_,Blob_Color_Q56);float X_Q52;float Y_Q52;float Z_Q52;float W_Q52;X_Q52=vExtra3.x;Y_Q52=vExtra3.y;Z_Q52=vExtra3.z;W_Q52=vExtra3.w;float Proximity_Q51;Proximity_Fragment_B51(_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vExtra2,X_Q52,Y_Q52,Z_Q52,1.0,Proximity_Q51);float Inside_Rect_Q61;Round_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);vec4 Result_Q50;Scale_RGB_B50(_Edge_Color_,Proximity_Q51,Result_Q50);vec4 Result_Q47=Inside_Rect_Q61*Blob_Color_Q56;vec4 Color_At_T_Q48=mix(Result_Q50,Result_Q47,Is_Quad_Q53);vec4 Result_Q54;Scale_Color_B54(Color_At_T_Q48,_Fade_Out_,Result_Q54);vec4 Out_Color=Result_Q54;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":"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
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{"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;s1BAqCu0B,CAAC;AACv1B,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;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;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 float _Blob_Pulse_Max_Size_;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 float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;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 float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;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 Scale_Color_B54(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=Scalar*Color;}\nvoid Scale_RGB_B50(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}\nvoid Proximity_Fragment_B51(\nfloat Proximity_Max_Intensity,\nfloat Proximity_Near_Radius,\nvec4 Deltas,\nfloat Show_Selection,\nfloat Distance_Fade1,\nfloat Distance_Fade2,\nfloat Strength,\nout float Proximity)\n{float proximity1=(1.0-clamp(length(Deltas.xy)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade1;float proximity2=(1.0-clamp(length(Deltas.zw)/Proximity_Near_Radius,0.0,1.0))*Distance_Fade2;Proximity=Strength*(Proximity_Max_Intensity*max(proximity1,proximity2) *(1.0-Show_Selection)+Show_Selection);}\nvoid Blob_Fragment_B56(\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));}\nvoid Round_Rect_Fragment_B61(\nfloat Radius,\nvec4 Line_Color,\nfloat Filter_Width,\nfloat Line_Visibility,\nvec4 Fill_Color,\nbool Smooth_Edges,\nvec4 Rect_Parms,\nout float Inside_Rect)\n{float d=length(max(abs(Rect_Parms.zw)-Rect_Parms.xy,0.0));float dx=max(fwidth(d)*Filter_Width,0.00001);Inside_Rect=Smooth_Edges ? clamp((Radius-d)/dx,0.0,1.0) : 1.0-step(Radius,d);}\nvoid main()\n{float Is_Quad_Q53;Is_Quad_Q53=vNormal.z;vec4 Blob_Color_Q56;Blob_Fragment_B56(vUV,vTangent,_Blob_Texture_,Blob_Color_Q56);float X_Q52;float Y_Q52;float Z_Q52;float W_Q52;X_Q52=vExtra3.x;Y_Q52=vExtra3.y;Z_Q52=vExtra3.z;W_Q52=vExtra3.w;float Proximity_Q51;Proximity_Fragment_B51(_Proximity_Max_Intensity_,_Proximity_Near_Radius_,vExtra2,X_Q52,Y_Q52,Z_Q52,1.0,Proximity_Q51);float Inside_Rect_Q61;Round_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);vec4 Result_Q50;Scale_RGB_B50(_Edge_Color_,Proximity_Q51,Result_Q50);vec4 Result_Q47=Inside_Rect_Q61*Blob_Color_Q56;vec4 Color_At_T_Q48=mix(Result_Q50,Result_Q47,Is_Quad_Q53);vec4 Result_Q54;Scale_Color_B54(Color_At_T_Q48,_Fade_Out_,Result_Q54);vec4 Out_Color=Result_Q54;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplatePixelShader = { 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 = "mrdlFrontplateVertexShader";
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const shader = `uniform mat4 world;
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const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;attribute vec3 tangent;attribute vec4 color;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;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 float _Blob_Pulse_Max_Size_;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 float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;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 float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;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 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Blob_Vertex_B40(
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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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vec4 Vx_Color,
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vec2 UV,
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vec3 Face_Center,
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vec2 Face_Size,
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vec2 In_UV,
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float Blob_Fade_Length,
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float Selection_Fade,
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float Selection_Fade_Size,
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float Inner_Fade,
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float Blob_Pulse,
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float Blob_Fade,
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float Blob_Enabled,
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float DistanceOffset,
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out vec3 Out_Position,
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out vec2 Out_UV,
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out vec3 Blob_Info,
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out vec2 Blob_Relative_UV)
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{float blobSize,fadeIn;vec3 Hit_Position;Blob_Info=vec3(0.0,0.0,0.0);float Hit_Distance=dot(Blob_Position-Face_Center,Normal)+DistanceOffset*Blob_Far_Distance;Hit_Position=Blob_Position-Hit_Distance*Normal;float absD=abs(Hit_Distance);float lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);fadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);float farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);float size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;blobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;Blob_Info.x=lerpVal*0.5+0.5;Blob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;Blob_Info.x*=(1.0-Blob_Pulse);vec3 delta=Hit_Position-Face_Center;vec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));vec2 quadUVin=2.0*UV-1.0;
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vec2 blobXY=blobCenterXY+quadUVin*blobSize;vec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);vec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;vec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;Out_Position=mix(Position,blobCorner,Vx_Color.rrr);Out_UV=mix(In_UV,blobUV,Vx_Color.rr);Blob_Relative_UV=blobClipped/Face_Size.y;}
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void Round_Rect_Vertex_B36(
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vec2 UV,
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vec3 Tangent,
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vec3 Binormal,
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float Radius,
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float Anisotropy,
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vec2 Blob_Center_UV,
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out vec2 Rect_UV,
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out vec2 Scale_XY,
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out vec4 Rect_Parms)
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{Scale_XY=vec2(Anisotropy,1.0);Rect_UV=(UV-vec2(0.5,0.5))*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius);Rect_Parms.zw=Blob_Center_UV;}
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vec2 ProjectProximity(
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vec3 blobPosition,
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vec3 position,
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vec3 center,
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vec3 dir,
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vec3 xdir,
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vec3 ydir,
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out float vdistance
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)
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{vec3 delta=blobPosition-position;vec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));vdistance=abs(dot(delta,dir));return xy;}
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void Proximity_Vertex_B33(
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vec3 Blob_Position,
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vec3 Blob_Position_2,
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vec3 Face_Center,
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vec3 Position,
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float Proximity_Far_Distance,
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float Relative_Scale,
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float Proximity_Anisotropy,
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vec3 Normal,
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vec3 Tangent,
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vec3 Binormal,
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out vec4 Extra,
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out float Distance_To_Face,
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out float Distance_Fade1,
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out float Distance_Fade2)
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{float distz1,distz2;Extra.xy=ProjectProximity(Blob_Position,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz1)/Relative_Scale;Extra.zw=ProjectProximity(Blob_Position_2,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz2)/Relative_Scale;Distance_To_Face=dot(Normal,Position-Face_Center);Distance_Fade1=1.0-clamp(distz1/Proximity_Far_Distance,0.0,1.0);Distance_Fade2=1.0-clamp(distz2/Proximity_Far_Distance,0.0,1.0);}
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void Object_To_World_Pos_B12(
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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 Choose_Blob_B27(
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vec4 Vx_Color,
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vec3 Position1,
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vec3 Position2,
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bool Blob_Enable_1,
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bool Blob_Enable_2,
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float Near_Size_1,
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float Near_Size_2,
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float Blob_Inner_Fade_1,
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float Blob_Inner_Fade_2,
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float Blob_Pulse_1,
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float Blob_Pulse_2,
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float Blob_Fade_1,
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float Blob_Fade_2,
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out vec3 Position,
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out float Near_Size,
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out float Inner_Fade,
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out float Blob_Enable,
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out float Fade,
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out float Pulse)
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{Position=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;float b1=Blob_Enable_1 ? 1.0 : 0.0;float b2=Blob_Enable_2 ? 1.0 : 0.0;Blob_Enable=b1+(b2-b1)*Vx_Color.g;Pulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;Fade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;Near_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;Inner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;}
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void Move_Verts_B32(
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vec2 UV,
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float Radius,
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float Anisotropy,
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float Line_Width,
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float Visible,
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out vec3 New_P,
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out vec2 New_UV)
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{vec2 xy=2.0*UV-vec2(0.5,0.5);vec2 center=clamp(xy,0.0,1.0);vec2 delta=2.0*(xy-center);float deltaLength=length(delta);vec2 aniso=vec2(1.0/Anisotropy,1.0);center=(center-vec2(0.5,0.5))*(1.0-2.0*Radius*aniso);New_UV=vec2((2.0-2.0*deltaLength)*Visible,0.0);float deltaRadius= (Radius-Line_Width*New_UV.x);New_P.xy=(center+deltaRadius/deltaLength *aniso*delta);New_P.z=0.0;}
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void Object_To_World_Dir_B14(
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vec3 Dir_Object,
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out vec3 Binormal_World)
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{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;}
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void Proximity_Visibility_B55(
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float Selection,
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vec3 Proximity_Center,
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vec3 Proximity_Center_2,
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float Proximity_Far_Distance,
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float Proximity_Radius,
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vec3 Face_Center,
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vec3 Normal,
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vec2 Face_Size,
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float Gaze,
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out float Width)
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{float boxMaxSize=length(Face_Size)*0.5;float d1=dot(Proximity_Center-Face_Center,Normal);vec3 blob1=Proximity_Center-d1*Normal;float d2=dot(Proximity_Center_2-Face_Center,Normal);vec3 blob2=Proximity_Center_2-d2*Normal;vec3 delta1=blob1-Face_Center;vec3 delta2=blob2-Face_Center;float dist1=dot(delta1,delta1);float dist2=dot(delta2,delta2);float nearestProxDist=sqrt(min(dist1,dist2));Width=(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));Width=max(Gaze,Width);}
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vec2 ramp2(vec2 start,vec2 end,vec2 x)
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{return clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));}
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float computeSelection(
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vec3 blobPosition,
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vec3 normal,
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vec3 tangent,
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vec3 bitangent,
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vec3 faceCenter,
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vec2 faceSize,
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float selectionFuzz,
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float farDistance,
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float fadeLength
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)
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{vec3 delta=blobPosition-faceCenter;float absD=abs(dot(delta,normal));float fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);vec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));vec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;vec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);return selectPulse.x*selectPulse.y*fadeIn;}
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void Selection_Vertex_B31(
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vec3 Blob_Position,
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vec3 Blob_Position_2,
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vec3 Face_Center,
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vec2 Face_Size,
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vec3 Normal,
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vec3 Tangent,
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vec3 Bitangent,
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float Selection_Fuzz,
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float Selected,
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float Far_Distance,
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float Fade_Length,
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vec3 Active_Face_Dir,
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out float Show_Selection)
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{float select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);float select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);Show_Selection=mix(max(select1,select2),1.0,Selected);}
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void main()
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+
{vec3 Vec3_Q29=vec3(vec2(0,0).x,vec2(0,0).y,color.r);vec3 Nrm_World_Q24;Nrm_World_Q24=normalize((world*vec4(normal,0.0)).xyz);vec3 Face_Center_Q30;Face_Center_Q30=(world*vec4(vec3(0,0,0),1.0)).xyz;vec3 Tangent_World_Q13;Tangent_World_Q13=(world*vec4(tangent,0.0)).xyz;vec3 Result_Q42;Result_Q42=_Use_Global_Left_Index_ ? Global_Left_Index_Tip_Position.xyz : _Blob_Position_;vec3 Result_Q43;Result_Q43=_Use_Global_Right_Index_ ? Global_Right_Index_Tip_Position.xyz : _Blob_Position_2_;float Value_At_T_Q58=mix(_Blob_Near_Size_,_Blob_Pulse_Max_Size_,_Blob_Pulse_);float Value_At_T_Q59=mix(_Blob_Near_Size_2_,_Blob_Pulse_Max_Size_,_Blob_Pulse_2_);vec3 Cross_Q70=cross(normal,tangent);float Product_Q45=_Gaze_Intensity_*_Gaze_Focus_;float Step_Q46=step(0.0001,Product_Q45);vec3 Tangent_World_N_Q15=normalize(Tangent_World_Q13);vec3 Position_Q27;float Near_Size_Q27;float Inner_Fade_Q27;float Blob_Enable_Q27;float Fade_Q27;float Pulse_Q27;Choose_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);vec3 Binormal_World_Q14;Object_To_World_Dir_B14(Cross_Q70,Binormal_World_Q14);float Anisotropy_Q21=length(Tangent_World_Q13)/length(Binormal_World_Q14);vec3 Binormal_World_N_Q16=normalize(Binormal_World_Q14);vec2 Face_Size_Q35;float ScaleY_Q35;Face_Size_Q35=vec2(length(Tangent_World_Q13),length(Binormal_World_Q14));ScaleY_Q35=Face_Size_Q35.y;float Out_Radius_Q38;float Out_Line_Width_Q38;Out_Radius_Q38=_Relative_To_Height_ ? _Radius_ : _Radius_/ScaleY_Q35;Out_Line_Width_Q38=_Relative_To_Height_ ? _Line_Width_ : _Line_Width_/ScaleY_Q35;float Show_Selection_Q31;Selection_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);float MaxAB_Q41=max(Show_Selection_Q31,Product_Q45);float Width_Q55;Proximity_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);vec3 New_P_Q32;vec2 New_UV_Q32;Move_Verts_B32(uv,Out_Radius_Q38,Anisotropy_Q21,Out_Line_Width_Q38,Width_Q55,New_P_Q32,New_UV_Q32);vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q32,Pos_World_Q12);vec3 Out_Position_Q40;vec2 Out_UV_Q40;vec3 Blob_Info_Q40;vec2 Blob_Relative_UV_Q40;Blob_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);vec2 Rect_UV_Q36;vec2 Scale_XY_Q36;vec4 Rect_Parms_Q36;Round_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);vec4 Extra_Q33;float Distance_To_Face_Q33;float Distance_Fade1_Q33;float Distance_Fade2_Q33;Proximity_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);vec4 Vec4_Q37=vec4(MaxAB_Q41,Distance_Fade1_Q33,Distance_Fade2_Q33,Out_Radius_Q38);vec3 Position=Out_Position_Q40;vec3 Normal=Vec3_Q29;vec2 UV=Out_UV_Q40;vec3 Tangent=Blob_Info_Q40;vec3 Binormal=vec3(0,0,0);vec4 Color=vec4(1,1,1,1);vec4 Extra1=Rect_Parms_Q36;vec4 Extra2=Extra_Q33;vec4 Extra3=Vec4_Q37;gl_Position=viewProjection*vec4(Position,1);vNormal=Normal;vUV=UV;vTangent=Tangent;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
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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":"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"]}
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1
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+
{"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;i2HAmJk1H,CAAC;AACl2H,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;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;attribute vec3 tangent;attribute vec4 color;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;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 float _Blob_Pulse_Max_Size_;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 float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;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 float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;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 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Blob_Vertex_B40(\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,\nvec4 Vx_Color,\nvec2 UV,\nvec3 Face_Center,\nvec2 Face_Size,\nvec2 In_UV,\nfloat Blob_Fade_Length,\nfloat Selection_Fade,\nfloat Selection_Fade_Size,\nfloat Inner_Fade,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nfloat Blob_Enabled,\nfloat DistanceOffset,\nout vec3 Out_Position,\nout vec2 Out_UV,\nout vec3 Blob_Info,\nout vec2 Blob_Relative_UV)\n{float blobSize,fadeIn;vec3 Hit_Position;Blob_Info=vec3(0.0,0.0,0.0);float Hit_Distance=dot(Blob_Position-Face_Center,Normal)+DistanceOffset*Blob_Far_Distance;Hit_Position=Blob_Position-Hit_Distance*Normal;float absD=abs(Hit_Distance);float lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);fadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);float farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);float size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;blobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;Blob_Info.x=lerpVal*0.5+0.5;Blob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;Blob_Info.x*=(1.0-Blob_Pulse);vec3 delta=Hit_Position-Face_Center;vec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));vec2 quadUVin=2.0*UV-1.0; \nvec2 blobXY=blobCenterXY+quadUVin*blobSize;vec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);vec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;vec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;Out_Position=mix(Position,blobCorner,Vx_Color.rrr);Out_UV=mix(In_UV,blobUV,Vx_Color.rr);Blob_Relative_UV=blobClipped/Face_Size.y;}\nvoid Round_Rect_Vertex_B36(\nvec2 UV,\nvec3 Tangent,\nvec3 Binormal,\nfloat Radius,\nfloat Anisotropy,\nvec2 Blob_Center_UV,\nout vec2 Rect_UV,\nout vec2 Scale_XY,\nout vec4 Rect_Parms)\n{Scale_XY=vec2(Anisotropy,1.0);Rect_UV=(UV-vec2(0.5,0.5))*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius);Rect_Parms.zw=Blob_Center_UV;}\nvec2 ProjectProximity(\nvec3 blobPosition,\nvec3 position,\nvec3 center,\nvec3 dir,\nvec3 xdir,\nvec3 ydir,\nout float vdistance\n)\n{vec3 delta=blobPosition-position;vec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));vdistance=abs(dot(delta,dir));return xy;}\nvoid Proximity_Vertex_B33(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Face_Center,\nvec3 Position,\nfloat Proximity_Far_Distance,\nfloat Relative_Scale,\nfloat Proximity_Anisotropy,\nvec3 Normal,\nvec3 Tangent,\nvec3 Binormal,\nout vec4 Extra,\nout float Distance_To_Face,\nout float Distance_Fade1,\nout float Distance_Fade2)\n{float distz1,distz2;Extra.xy=ProjectProximity(Blob_Position,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz1)/Relative_Scale;Extra.zw=ProjectProximity(Blob_Position_2,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz2)/Relative_Scale;Distance_To_Face=dot(Normal,Position-Face_Center);Distance_Fade1=1.0-clamp(distz1/Proximity_Far_Distance,0.0,1.0);Distance_Fade2=1.0-clamp(distz2/Proximity_Far_Distance,0.0,1.0);}\nvoid Object_To_World_Pos_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid Choose_Blob_B27(\nvec4 Vx_Color,\nvec3 Position1,\nvec3 Position2,\nbool Blob_Enable_1,\nbool Blob_Enable_2,\nfloat Near_Size_1,\nfloat Near_Size_2,\nfloat Blob_Inner_Fade_1,\nfloat Blob_Inner_Fade_2,\nfloat Blob_Pulse_1,\nfloat Blob_Pulse_2,\nfloat Blob_Fade_1,\nfloat Blob_Fade_2,\nout vec3 Position,\nout float Near_Size,\nout float Inner_Fade,\nout float Blob_Enable,\nout float Fade,\nout float Pulse)\n{Position=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;float b1=Blob_Enable_1 ? 1.0 : 0.0;float b2=Blob_Enable_2 ? 1.0 : 0.0;Blob_Enable=b1+(b2-b1)*Vx_Color.g;Pulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;Fade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;Near_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;Inner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;}\nvoid Move_Verts_B32(\nvec2 UV,\nfloat Radius,\nfloat Anisotropy,\nfloat Line_Width,\nfloat Visible,\nout vec3 New_P,\nout vec2 New_UV)\n{vec2 xy=2.0*UV-vec2(0.5,0.5);vec2 center=clamp(xy,0.0,1.0);vec2 delta=2.0*(xy-center);float deltaLength=length(delta);vec2 aniso=vec2(1.0/Anisotropy,1.0);center=(center-vec2(0.5,0.5))*(1.0-2.0*Radius*aniso);New_UV=vec2((2.0-2.0*deltaLength)*Visible,0.0);float deltaRadius= (Radius-Line_Width*New_UV.x);New_P.xy=(center+deltaRadius/deltaLength *aniso*delta);New_P.z=0.0;}\nvoid Object_To_World_Dir_B14(\nvec3 Dir_Object,\nout vec3 Binormal_World)\n{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;}\nvoid Proximity_Visibility_B55(\nfloat Selection,\nvec3 Proximity_Center,\nvec3 Proximity_Center_2,\nfloat Proximity_Far_Distance,\nfloat Proximity_Radius,\nvec3 Face_Center,\nvec3 Normal,\nvec2 Face_Size,\nfloat Gaze,\nout float Width)\n{float boxMaxSize=length(Face_Size)*0.5;float d1=dot(Proximity_Center-Face_Center,Normal);vec3 blob1=Proximity_Center-d1*Normal;float d2=dot(Proximity_Center_2-Face_Center,Normal);vec3 blob2=Proximity_Center_2-d2*Normal;vec3 delta1=blob1-Face_Center;vec3 delta2=blob2-Face_Center;float dist1=dot(delta1,delta1);float dist2=dot(delta2,delta2);float nearestProxDist=sqrt(min(dist1,dist2));Width=(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));Width=max(Gaze,Width);}\nvec2 ramp2(vec2 start,vec2 end,vec2 x)\n{return clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));}\nfloat computeSelection(\nvec3 blobPosition,\nvec3 normal,\nvec3 tangent,\nvec3 bitangent,\nvec3 faceCenter,\nvec2 faceSize,\nfloat selectionFuzz,\nfloat farDistance,\nfloat fadeLength\n)\n{vec3 delta=blobPosition-faceCenter;float absD=abs(dot(delta,normal));float fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);vec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));vec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;vec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);return selectPulse.x*selectPulse.y*fadeIn;}\nvoid Selection_Vertex_B31(\nvec3 Blob_Position,\nvec3 Blob_Position_2,\nvec3 Face_Center,\nvec2 Face_Size,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nfloat Selection_Fuzz,\nfloat Selected,\nfloat Far_Distance,\nfloat Fade_Length,\nvec3 Active_Face_Dir,\nout float Show_Selection)\n{float select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);float select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);Show_Selection=mix(max(select1,select2),1.0,Selected);}\nvoid main()\n{vec3 Vec3_Q29=vec3(vec2(0,0).x,vec2(0,0).y,color.r);vec3 Nrm_World_Q24;Nrm_World_Q24=normalize((world*vec4(normal,0.0)).xyz);vec3 Face_Center_Q30;Face_Center_Q30=(world*vec4(vec3(0,0,0),1.0)).xyz;vec3 Tangent_World_Q13;Tangent_World_Q13=(world*vec4(tangent,0.0)).xyz;vec3 Result_Q42;Result_Q42=_Use_Global_Left_Index_ ? Global_Left_Index_Tip_Position.xyz : _Blob_Position_;vec3 Result_Q43;Result_Q43=_Use_Global_Right_Index_ ? Global_Right_Index_Tip_Position.xyz : _Blob_Position_2_;float Value_At_T_Q58=mix(_Blob_Near_Size_,_Blob_Pulse_Max_Size_,_Blob_Pulse_);float Value_At_T_Q59=mix(_Blob_Near_Size_2_,_Blob_Pulse_Max_Size_,_Blob_Pulse_2_);vec3 Cross_Q70=cross(normal,tangent);float Product_Q45=_Gaze_Intensity_*_Gaze_Focus_;float Step_Q46=step(0.0001,Product_Q45);vec3 Tangent_World_N_Q15=normalize(Tangent_World_Q13);vec3 Position_Q27;float Near_Size_Q27;float Inner_Fade_Q27;float Blob_Enable_Q27;float Fade_Q27;float Pulse_Q27;Choose_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);vec3 Binormal_World_Q14;Object_To_World_Dir_B14(Cross_Q70,Binormal_World_Q14);float Anisotropy_Q21=length(Tangent_World_Q13)/length(Binormal_World_Q14);vec3 Binormal_World_N_Q16=normalize(Binormal_World_Q14);vec2 Face_Size_Q35;float ScaleY_Q35;Face_Size_Q35=vec2(length(Tangent_World_Q13),length(Binormal_World_Q14));ScaleY_Q35=Face_Size_Q35.y;float Out_Radius_Q38;float Out_Line_Width_Q38;Out_Radius_Q38=_Relative_To_Height_ ? _Radius_ : _Radius_/ScaleY_Q35;Out_Line_Width_Q38=_Relative_To_Height_ ? _Line_Width_ : _Line_Width_/ScaleY_Q35;float Show_Selection_Q31;Selection_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);float MaxAB_Q41=max(Show_Selection_Q31,Product_Q45);float Width_Q55;Proximity_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);vec3 New_P_Q32;vec2 New_UV_Q32;Move_Verts_B32(uv,Out_Radius_Q38,Anisotropy_Q21,Out_Line_Width_Q38,Width_Q55,New_P_Q32,New_UV_Q32);vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q32,Pos_World_Q12);vec3 Out_Position_Q40;vec2 Out_UV_Q40;vec3 Blob_Info_Q40;vec2 Blob_Relative_UV_Q40;Blob_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);vec2 Rect_UV_Q36;vec2 Scale_XY_Q36;vec4 Rect_Parms_Q36;Round_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);vec4 Extra_Q33;float Distance_To_Face_Q33;float Distance_Fade1_Q33;float Distance_Fade2_Q33;Proximity_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);vec4 Vec4_Q37=vec4(MaxAB_Q41,Distance_Fade1_Q33,Distance_Fade2_Q33,Out_Radius_Q38);vec3 Position=Out_Position_Q40;vec3 Normal=Vec3_Q29;vec2 UV=Out_UV_Q40;vec3 Tangent=Blob_Info_Q40;vec3 Binormal=vec3(0,0,0);vec4 Color=vec4(1,1,1,1);vec4 Extra1=Rect_Parms_Q36;vec4 Extra2=Extra_Q33;vec4 Extra3=Vec4_Q37;gl_Position=viewProjection*vec4(Position,1);vNormal=Normal;vUV=UV;vTangent=Tangent;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlFrontplateVertexShader = { 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 = "mrdlInnerquadPixelShader";
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const shader = `uniform vec3 cameraPosition;
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+
const shader = `uniform vec3 cameraPosition;varying vec2 vUV;varying vec3 vTangent;uniform vec4 _Color_;uniform float _Radius_;uniform bool _Fixed_Radius_;uniform float _Filter_Width_;uniform float _Glow_Fraction_;uniform float _Glow_Max_;uniform float _Glow_Falloff_;float FilterStep_Bid194(float edge,float x,float filterWidth)
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{float dx=max(1.0E-5,fwidth(x)*filterWidth);return max((x+dx*0.5-max(edge,x-dx*0.5))/dx,0.0);}
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void Round_Rect_B194(
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7
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float Size_X,
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float Size_Y,
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9
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float Radius,
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vec4 Rect_Color,
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float Filter_Width,
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vec2 UV,
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float Glow_Fraction,
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float Glow_Max,
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float Glow_Falloff,
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out vec4 Color)
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{vec2 halfSize=vec2(Size_X,Size_Y)*0.5;vec2 r=max(min(vec2(Radius,Radius),halfSize),vec2(0.01,0.01));vec2 v=abs(UV);vec2 nearestp=min(v,halfSize-r);vec2 delta=(v-nearestp)/max(vec2(0.01,0.01),r);float Distance=length(delta);float insideRect=1.0-FilterStep_Bid194(1.0-Glow_Fraction,Distance,Filter_Width);float glow=clamp((1.0-Distance)/Glow_Fraction,0.0,1.0);glow=pow(glow,Glow_Falloff);Color=Rect_Color*max(insideRect,glow*Glow_Max);}
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void main()
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{float X_Q192;float Y_Q192;float Z_Q192;X_Q192=vTangent.x;Y_Q192=vTangent.y;Z_Q192=vTangent.z;vec4 Color_Q194;Round_Rect_B194(X_Q192,1.0,Y_Q192,_Color_,_Filter_Width_,vUV,_Glow_Fraction_,_Glow_Max_,_Glow_Falloff_,Color_Q194);vec4 Out_Color=Color_Q194;float Clip_Threshold=0.0;gl_FragColor=Out_Color;}
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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":"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
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1
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{"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;;;;;;;;;;;;;;;;CAgBd,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;varying vec2 vUV;varying vec3 vTangent;uniform vec4 _Color_;uniform float _Radius_;uniform bool _Fixed_Radius_;uniform float _Filter_Width_;uniform float _Glow_Fraction_;uniform float _Glow_Max_;uniform float _Glow_Falloff_;float FilterStep_Bid194(float edge,float x,float filterWidth)\n{float dx=max(1.0E-5,fwidth(x)*filterWidth);return max((x+dx*0.5-max(edge,x-dx*0.5))/dx,0.0);}\nvoid Round_Rect_B194(\nfloat Size_X,\nfloat Size_Y,\nfloat Radius,\nvec4 Rect_Color,\nfloat Filter_Width,\nvec2 UV,\nfloat Glow_Fraction,\nfloat Glow_Max,\nfloat Glow_Falloff,\nout vec4 Color)\n{vec2 halfSize=vec2(Size_X,Size_Y)*0.5;vec2 r=max(min(vec2(Radius,Radius),halfSize),vec2(0.01,0.01));vec2 v=abs(UV);vec2 nearestp=min(v,halfSize-r);vec2 delta=(v-nearestp)/max(vec2(0.01,0.01),r);float Distance=length(delta);float insideRect=1.0-FilterStep_Bid194(1.0-Glow_Fraction,Distance,Filter_Width);float glow=clamp((1.0-Distance)/Glow_Fraction,0.0,1.0);glow=pow(glow,Glow_Falloff);Color=Rect_Color*max(insideRect,glow*Glow_Max);}\nvoid main()\n{float X_Q192;float Y_Q192;float Z_Q192;X_Q192=vTangent.x;Y_Q192=vTangent.y;Z_Q192=vTangent.z;vec4 Color_Q194;Round_Rect_B194(X_Q192,1.0,Y_Q192,_Color_,_Filter_Width_,vUV,_Glow_Fraction_,_Glow_Max_,_Glow_Falloff_,Color_Q194);vec4 Out_Color=Color_Q194;float Clip_Threshold=0.0;gl_FragColor=Out_Color;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadPixelShader = { name, shader };\n"]}
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@@ -1,7 +1,9 @@
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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 = "mrdlInnerquadVertexShader";
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4
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const shader = `uniform mat4 world;
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const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;attribute vec3 tangent;attribute vec4 color;uniform vec4 _Color_;uniform float _Radius_;uniform bool _Fixed_Radius_;uniform float _Filter_Width_;uniform float _Glow_Fraction_;uniform float _Glow_Max_;uniform float _Glow_Falloff_;varying vec2 vUV;varying vec3 vTangent;void main()
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{vec3 Pos_World_Q189;Pos_World_Q189=(world*vec4(position,1.0)).xyz;vec3 Dir_World_Q190;Dir_World_Q190=(world*vec4(tangent,0.0)).xyz;vec3 Dir_World_Q191;Dir_World_Q191=(world*vec4((cross(normal,tangent)),0.0)).xyz;float Length_Q180=length(Dir_World_Q190);float Length_Q181=length(Dir_World_Q191);float Quotient_Q184=Length_Q180/Length_Q181;float Quotient_Q195=_Radius_/Length_Q181;vec2 Result_Q193;Result_Q193=vec2((uv.x-0.5)*Length_Q180/Length_Q181,(uv.y-0.5));float Result_Q198=_Fixed_Radius_ ? Quotient_Q195 : _Radius_;vec3 Vec3_Q183=vec3(Quotient_Q184,Result_Q198,0);vec3 Position=Pos_World_Q189;vec3 Normal=vec3(0,0,0);vec2 UV=Result_Q193;vec3 Tangent=Vec3_Q183;vec3 Binormal=vec3(0,0,0);vec4 Color=color;gl_Position=viewProjection*vec4(Position,1);vUV=UV;vTangent=Tangent;}
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6
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+
`;
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7
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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":"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
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{"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;;CAEd,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;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;attribute vec3 tangent;attribute vec4 color;uniform vec4 _Color_;uniform float _Radius_;uniform bool _Fixed_Radius_;uniform float _Filter_Width_;uniform float _Glow_Fraction_;uniform float _Glow_Max_;uniform float _Glow_Falloff_;varying vec2 vUV;varying vec3 vTangent;void main()\n{vec3 Pos_World_Q189;Pos_World_Q189=(world*vec4(position,1.0)).xyz;vec3 Dir_World_Q190;Dir_World_Q190=(world*vec4(tangent,0.0)).xyz;vec3 Dir_World_Q191;Dir_World_Q191=(world*vec4((cross(normal,tangent)),0.0)).xyz;float Length_Q180=length(Dir_World_Q190);float Length_Q181=length(Dir_World_Q191);float Quotient_Q184=Length_Q180/Length_Q181;float Quotient_Q195=_Radius_/Length_Q181;vec2 Result_Q193;Result_Q193=vec2((uv.x-0.5)*Length_Q180/Length_Q181,(uv.y-0.5));float Result_Q198=_Fixed_Radius_ ? Quotient_Q195 : _Radius_;vec3 Vec3_Q183=vec3(Quotient_Q184,Result_Q198,0);vec3 Position=Pos_World_Q189;vec3 Normal=vec3(0,0,0);vec2 UV=Result_Q193;vec3 Tangent=Vec3_Q183;vec3 Binormal=vec3(0,0,0);vec4 Color=color;gl_Position=viewProjection*vec4(Position,1);vUV=UV;vTangent=Tangent;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlInnerquadVertexShader = { name, shader };\n"]}
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