@babylonjs/gui 6.15.0 → 6.16.1

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Files changed (41) hide show
  1. package/3D/materials/fluent/shaders/fluent.fragment.js +25 -12
  2. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  3. package/3D/materials/fluent/shaders/fluent.vertex.js +29 -8
  4. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  5. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +50 -7
  6. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  7. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +117 -13
  8. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  9. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +47 -4
  10. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  11. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +152 -4
  12. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  13. package/3D/materials/handle/shaders/handle.fragment.js +1 -1
  14. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  15. package/3D/materials/handle/shaders/handle.vertex.js +1 -1
  16. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  17. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +15 -1
  18. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -1
  19. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +2 -1
  20. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -1
  21. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +78 -7
  22. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  23. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +86 -4
  24. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  25. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +38 -1
  26. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -1
  27. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +148 -1
  28. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -1
  29. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +17 -1
  30. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -1
  31. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +3 -1
  32. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -1
  33. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +226 -22
  34. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  35. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +127 -10
  36. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  37. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +226 -22
  38. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  39. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +127 -10
  40. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  41. package/package.json +2 -2
@@ -1,28 +1,232 @@
1
1
  // Do not edit.
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2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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  const name = "mrdlSliderBarPixelShader";
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- const shader = `uniform vec3 cameraPosition;
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- Blob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);
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- Blob_Color_Q30=vec4(0,0,0,0);
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- vec3 Incident_Q39=normalize(vPosition-cameraPosition);
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- Color_Q83=texture(_Decal_,vUV);
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- Color_Q83=vec4(0,0,0,0);
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- float X_Q90;
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- FingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);
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- NotInShadow_Q67=1.0;
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- float NotInShadow_Q68;
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- FingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);
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- NotInShadow_Q68=1.0;
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- vec4 Reflected_Color_Q51;
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- Mapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);
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- Reflected_Color_Q51=vec4(0,0,0,1);
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- vec4 Reflected_Color_Q50;
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- Sky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);
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- Reflected_Color_Q50=vec4(0,0,0,1);
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- float Hue_Q75;
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- Color_Q111=texture(_Iridescence_Texture_,Vec2_Q112);
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- Color_Q111=vec4(0,0,0,0);
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- float X_Q74;
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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 _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;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 vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_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 vec4 Global_Left_Index_Middle_Position;uniform vec4 Global_Right_Index_Middle_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Blob_Fragment_B30(
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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 FastLinearTosRGB_B42(
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+ vec4 Linear,
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+ out vec4 sRGB)
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+ {sRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));sRGB.a=Linear.a;}
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+ void Scale_RGB_B59(
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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 Fragment_Main_B121(
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+ float Sun_Intensity,
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+ float Sun_Theta,
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+ float Sun_Phi,
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+ vec3 Normal,
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+ vec4 Albedo,
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+ float Fresnel_Reflect,
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+ float Shininess,
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+ vec3 Incident,
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+ vec4 Horizon_Color,
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+ vec4 Sky_Color,
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+ vec4 Ground_Color,
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+ float Indirect_Diffuse,
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+ float Specular,
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+ float Horizon_Power,
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+ float Reflection,
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+ vec4 Reflection_Sample,
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+ vec4 Indirect_Sample,
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+ float Sharpness,
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+ float SSS,
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+ float Subsurface,
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+ vec4 Translucence,
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+ vec4 Rim_Light,
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+ vec4 Iridescence,
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+ out vec4 Result)
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+ {float theta=Sun_Theta*2.0*3.14159;float phi=Sun_Phi*3.14159;vec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));float NdotL=max(dot(lightDir,Normal),0.0);vec3 R=reflect(Incident,Normal);float RdotL=max(0.0,dot(R,lightDir));float specular=pow(RdotL,Shininess);specular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);vec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);Result=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;}
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+ void Bulge_B79(
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+ bool Enabled,
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+ vec3 Normal,
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+ vec3 Tangent,
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+ float Bulge_Height,
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+ vec4 UV,
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+ float Bulge_Radius,
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+ vec3 ButtonN,
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+ out vec3 New_Normal)
54
+ {vec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));vec3 B=(cross(Normal,Tangent));float k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;k=sin(k*3.14159*0.5);k*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));New_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;New_Normal=Enabled ? New_Normal : Normal;}
55
+ void SSS_B77(
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+ vec3 ButtonN,
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+ vec3 Normal,
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+ vec3 Incident,
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+ out float Result)
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+ {float NdotI=abs(dot(Normal,Incident));float BdotI=abs(dot(ButtonN,Incident));Result=(abs(NdotI-BdotI)); }
61
+ void FingerOcclusion_B67(
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+ float Width,
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+ float DistToCenter,
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+ float Fuzz,
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+ float Min_Fuzz,
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+ vec3 Position,
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+ vec3 Forward,
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+ vec3 Nearest,
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+ float Fade_Out,
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+ out float NotInShadow)
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+ {float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}
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+ void FingerOcclusion_B68(
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+ float Width,
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+ float DistToCenter,
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+ float Fuzz,
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+ float Min_Fuzz,
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+ vec3 Position,
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+ vec3 Forward,
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+ vec3 Nearest,
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+ float Fade_Out,
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+ out float NotInShadow)
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+ {float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}
83
+ void Scale_Color_B91(
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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 From_HSV_B73(
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+ float Hue,
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+ float Saturation,
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+ float Value,
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+ float Alpha,
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+ out vec4 Color)
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+ {vec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);vec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);Color.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);Color.a=Alpha;}
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+ void Fast_Fresnel_B122(
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+ float Front_Reflect,
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+ float Edge_Reflect,
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+ float Power,
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+ vec3 Normal,
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+ vec3 Incident,
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+ out float Transmit,
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+ out float Reflect)
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+ {float d=max(-dot(Incident,Normal),0.0);Reflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);Transmit=1.0-Reflect;}
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+ void Mapped_Environment_B51(
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+ sampler2D Reflected_Environment,
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+ sampler2D Indirect_Environment,
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+ vec3 Dir,
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+ out vec4 Reflected_Color,
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+ out vec4 Indirect_Diffuse)
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+ {Reflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));Indirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));}
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+ vec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)
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+ {float k=pow(abs(D.y),exponent);vec4 C;if (D.y>0.0) {C=mix(H,S,k);} else {C=mix(H,G,k); }
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+ return C;}
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+ void Sky_Environment_B50(
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+ vec3 Normal,
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+ vec3 Reflected,
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+ vec4 Sky_Color,
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+ vec4 Horizon_Color,
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+ vec4 Ground_Color,
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+ float Horizon_Power,
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+ out vec4 Reflected_Color,
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+ out vec4 Indirect_Color)
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+ {Reflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);Indirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);}
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+ void Min_Segment_Distance_B65(
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+ vec3 P0,
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+ vec3 P1,
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+ vec3 Q0,
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+ vec3 Q1,
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+ out vec3 NearP,
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+ out vec3 NearQ,
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+ out float Distance)
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+ {vec3 u=P1-P0;vec3 v=Q1-Q0;vec3 w=P0-Q0;float a=dot(u,u);float b=dot(u,v);float c=dot(v,v);float d=dot(u,w);float e=dot(v,w);float D=a*c-b*b;float sD=D;float tD=D;float sc,sN,tc,tN;if (D<0.00001) {sN=0.0;sD=1.0;tN=e;tD=c;} else {sN=(b*e-c*d);tN=(a*e-b*d);if (sN<0.0) {sN=0.0;tN=e;tD=c;} else if (sN>sD) {sN=sD;tN=e+b;tD=c;}}
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+ if (tN<0.0) {tN=0.0;if (-d<0.0) {sN=0.0;} else if (-d>a) {sN=sD;} else {sN=-d;sD=a;}} else if (tN>tD) {tN=tD;if ((-d+b)<0.0) {sN=0.0;} else if ((-d+b)>a) {sN=sD;} else {sN=(-d+b);sD=a;}}
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+ sc=abs(sN)<0.000001 ? 0.0 : sN/sD;tc=abs(tN)<0.000001 ? 0.0 : tN/tD;NearP=P0+sc*u;NearQ=Q0+tc*v;Distance=distance(NearP,NearQ);}
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+ void To_XYZ_B74(
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+ vec3 Vec3,
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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 Finger_Positions_B64(
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+ vec3 Left_Index_Pos,
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+ vec3 Right_Index_Pos,
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+ vec3 Left_Index_Middle_Pos,
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+ vec3 Right_Index_Middle_Pos,
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+ out vec3 Left_Index,
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+ out vec3 Right_Index,
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+ out vec3 Left_Index_Middle,
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+ out vec3 Right_Index_Middle)
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+ {Left_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);Right_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);Left_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);Right_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);}
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+ void VaryHSV_B108(
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+ vec3 HSV_In,
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+ float Hue_Shift,
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+ float Saturation_Shift,
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+ float Value_Shift,
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+ out vec3 HSV_Out)
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+ {HSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));}
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+ void Remap_Range_B114(
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+ float In_Min,
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+ float In_Max,
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+ float Out_Min,
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+ float Out_Max,
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+ float In,
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+ out float Out)
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+ {Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}
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+ void To_HSV_B75(
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+ vec4 Color,
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+ out float Hue,
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+ out float Saturation,
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+ out float Value,
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+ out float Alpha,
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+ out vec3 HSV)
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+ {vec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);vec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);vec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);float d=q.x-min(q.w,q.y);float e=1.0e-10;Hue=abs(q.z+(q.w-q.y)/(6.0*d+e));Saturation=d/(q.x+e);Value=q.x;Alpha=Color.a;HSV=vec3(Hue,Saturation,Value);}
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+ void Code_B110(
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+ float X,
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+ out float Result)
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+ {Result=(acos(X)/3.14159-0.5)*2.0;}
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+ void Rim_Light_B132(
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+ vec3 Front,
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+ vec3 Normal,
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+ vec3 Incident,
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+ float Rim_Intensity,
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+ sampler2D Texture,
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+ out vec4 Result)
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+ {vec3 R=reflect(Incident,Normal);float RdotF=dot(R,Front);float RdotL=sqrt(1.0-RdotF*RdotF);vec2 UV=vec2(R.y*0.5+0.5,0.5);vec4 Color=texture(Texture,UV);Result=Color;}
186
+ void main()
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+ {vec4 Blob_Color_Q30;
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+ #if BLOB_ENABLE
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+ Blob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);
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+ #else
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+ Blob_Color_Q30=vec4(0,0,0,0);
192
+ #endif
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+ vec3 Incident_Q39=normalize(vPosition-cameraPosition);vec3 Normalized_Q38=normalize(vNormal);vec3 Normalized_Q71=normalize(vTangent);vec4 Color_Q83;
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+ #if DECAL_ENABLE
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+ Color_Q83=texture(_Decal_,vUV);
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+ #else
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+ Color_Q83=vec4(0,0,0,0);
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+ #endif
199
+ float X_Q90;float Y_Q90;float Z_Q90;float W_Q90;X_Q90=vExtra1.x;Y_Q90=vExtra1.y;Z_Q90=vExtra1.z;W_Q90=vExtra1.w;vec4 Linear_Q43;Linear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);Linear_Q43.a=_Sky_Color_.a;vec4 Linear_Q44;Linear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);Linear_Q44.a=_Horizon_Color_.a;vec4 Linear_Q45;Linear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);Linear_Q45.a=_Ground_Color_.a;vec3 Left_Index_Q64;vec3 Right_Index_Q64;vec3 Left_Index_Middle_Q64;vec3 Right_Index_Middle_Q64;Finger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);vec4 Linear_Q46;Linear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);Linear_Q46.a=_Albedo_.a;vec3 Normalized_Q107=normalize(vBinormal);vec3 Incident_Q70=normalize(vPosition-cameraPosition);vec3 New_Normal_Q79;Bulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);float Result_Q77;SSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);vec4 Result_Q91;Scale_Color_B91(Color_Q83,X_Q90,Result_Q91);float Transmit_Q122;float Reflect_Q122;Fast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);float Product_Q125=Y_Q90*Y_Q90;vec3 NearP_Q65;vec3 NearQ_Q65;float Distance_Q65;Min_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);vec3 NearP_Q63;vec3 NearQ_Q63;float Distance_Q63;Min_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);vec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);vec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);vec4 Result_Q132;Rim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);float Dot_Q72=dot(Incident_Q70, Normalized_Q71);float MaxAB_Q123=max(Reflect_Q122,Product_Q125);float NotInShadow_Q67;
200
+ #if OCCLUSION_ENABLED
201
+ FingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);
202
+ #else
203
+ NotInShadow_Q67=1.0;
204
+ #endif
205
+ float NotInShadow_Q68;
206
+ #if OCCLUSION_ENABLED
207
+ FingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);
208
+ #else
209
+ NotInShadow_Q68=1.0;
210
+ #endif
211
+ vec4 Reflected_Color_Q51;vec4 Indirect_Diffuse_Q51;
212
+ #if ENV_ENABLE
213
+ Mapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);
214
+ #else
215
+ Reflected_Color_Q51=vec4(0,0,0,1);Indirect_Diffuse_Q51=vec4(0,0,0,1);
216
+ #endif
217
+ vec4 Reflected_Color_Q50;vec4 Indirect_Color_Q50;
218
+ #if SKY_ENABLED
219
+ Sky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);
220
+ #else
221
+ Reflected_Color_Q50=vec4(0,0,0,1);Indirect_Color_Q50=vec4(0,0,0,1);
222
+ #endif
223
+ float Hue_Q75;float Saturation_Q75;float Value_Q75;float Alpha_Q75;vec3 HSV_Q75;To_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);float Hue_Q127;float Saturation_Q127;float Value_Q127;float Alpha_Q127;vec3 HSV_Q127;To_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);float Result_Q110;Code_B110(Dot_Q72,Result_Q110);float AbsA_Q76=abs(Result_Q110);float MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);vec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;vec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;vec3 HSV_Out_Q126;VaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);float Out_Q114;Remap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);float Product_Q106;Product_Q106=AbsA_Q76*_Hue_Shift_;float X_Q128;float Y_Q128;float Z_Q128;To_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);vec2 Vec2_Q112=vec2(Out_Q114,0.5);vec3 HSV_Out_Q108;VaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);vec4 Color_Q129;From_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);vec4 Color_Q111;
224
+ #if IRIDESCENCE_ENABLED
225
+ Color_Q111=texture(_Iridescence_Texture_,Vec2_Q112);
226
+ #else
227
+ Color_Q111=vec4(0,0,0,0);
228
+ #endif
229
+ float X_Q74;float Y_Q74;float Z_Q74;To_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);vec4 Result_Q131=_Rim_Intensity_*Color_Q129;vec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;vec4 Color_Q73;From_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);vec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;vec4 Result_Q121;Fragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);vec4 Result_Q59;Scale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);vec4 sRGB_Q42;FastLinearTosRGB_B42(Result_Q59,sRGB_Q42);vec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;vec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;vec4 Out_Color=Result_Q40;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;
26
230
  // Sideeffect
27
231
  ShaderStore.ShadersStore[name] = shader;
28
232
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAokBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarPixelShader\";\nconst shader = `uniform vec3 cameraPosition;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\runiform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform vec4 Global_Left_Index_Middle_Position;\runiform vec4 Global_Right_Index_Middle_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvoid Blob_Fragment_B30(\rsampler2D Blob_Texture,\rvec4 Blob_Info1,\rvec4 Blob_Info2,\rout vec4 Blob_Color)\r{\rfloat k1=dot(Blob_Info1.xy,Blob_Info1.xy);\rfloat k2=dot(Blob_Info2.xy,Blob_Info2.xy);\rvec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);\rBlob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);\r}\rvoid FastLinearTosRGB_B42(\rvec4 Linear,\rout vec4 sRGB)\r{\rsRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));\rsRGB.a=Linear.a;\r}\rvoid Scale_RGB_B59(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=vec4(Scalar,Scalar,Scalar,1)*Color;\r}\rvoid Fragment_Main_B121(\rfloat Sun_Intensity,\rfloat Sun_Theta,\rfloat Sun_Phi,\rvec3 Normal,\rvec4 Albedo,\rfloat Fresnel_Reflect,\rfloat Shininess,\rvec3 Incident,\rvec4 Horizon_Color,\rvec4 Sky_Color,\rvec4 Ground_Color,\rfloat Indirect_Diffuse,\rfloat Specular,\rfloat Horizon_Power,\rfloat Reflection,\rvec4 Reflection_Sample,\rvec4 Indirect_Sample,\rfloat Sharpness,\rfloat SSS,\rfloat Subsurface,\rvec4 Translucence,\rvec4 Rim_Light,\rvec4 Iridescence,\rout vec4 Result)\r{\rfloat theta=Sun_Theta*2.0*3.14159;\rfloat phi=Sun_Phi*3.14159;\rvec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));\rfloat NdotL=max(dot(lightDir,Normal),0.0);\rvec3 R=reflect(Incident,Normal);\rfloat RdotL=max(0.0,dot(R,lightDir));\rfloat specular=pow(RdotL,Shininess);\rspecular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);\rvec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\rResult=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;\r}\rvoid Bulge_B79(\rbool Enabled,\rvec3 Normal,\rvec3 Tangent,\rfloat Bulge_Height,\rvec4 UV,\rfloat Bulge_Radius,\rvec3 ButtonN,\rout vec3 New_Normal)\r{\rvec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));\rvec3 B=(cross(Normal,Tangent));\rfloat k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;\rk=sin(k*3.14159*0.5);\rk*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));\rNew_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;\rNew_Normal=Enabled ? New_Normal : Normal;\r}\rvoid SSS_B77(\rvec3 ButtonN,\rvec3 Normal,\rvec3 Incident,\rout float Result)\r{\rfloat NdotI=abs(dot(Normal,Incident));\rfloat BdotI=abs(dot(ButtonN,Incident));\rResult=(abs(NdotI-BdotI)); \r}\rvoid FingerOcclusion_B67(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid FingerOcclusion_B68(\rfloat Width,\rfloat DistToCenter,\rfloat Fuzz,\rfloat Min_Fuzz,\rvec3 Position,\rvec3 Forward,\rvec3 Nearest,\rfloat Fade_Out,\rout float NotInShadow)\r{\rfloat d=dot((Nearest-Position),Forward);\rfloat sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);\rNotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);\r}\rvoid Scale_Color_B91(\rvec4 Color,\rfloat Scalar,\rout vec4 Result)\r{\rResult=Scalar*Color;\r}\rvoid From_HSV_B73(\rfloat Hue,\rfloat Saturation,\rfloat Value,\rfloat Alpha,\rout vec4 Color)\r{\rvec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);\rvec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);\rColor.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);\rColor.a=Alpha;\r}\rvoid Fast_Fresnel_B122(\rfloat Front_Reflect,\rfloat Edge_Reflect,\rfloat Power,\rvec3 Normal,\rvec3 Incident,\rout float Transmit,\rout float Reflect)\r{\rfloat d=max(-dot(Incident,Normal),0.0);\rReflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);\rTransmit=1.0-Reflect;\r}\rvoid Mapped_Environment_B51(\rsampler2D Reflected_Environment,\rsampler2D Indirect_Environment,\rvec3 Dir,\rout vec4 Reflected_Color,\rout vec4 Indirect_Diffuse)\r{\rReflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\rIndirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));\r}\rvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\r{\rfloat k=pow(abs(D.y),exponent);\rvec4 C;\rif (D.y>0.0) {\rC=mix(H,S,k);\r} else {\rC=mix(H,G,k); \r}\rreturn C;\r}\rvoid Sky_Environment_B50(\rvec3 Normal,\rvec3 Reflected,\rvec4 Sky_Color,\rvec4 Horizon_Color,\rvec4 Ground_Color,\rfloat Horizon_Power,\rout vec4 Reflected_Color,\rout vec4 Indirect_Color)\r{\rReflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);\rIndirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);\r}\rvoid Min_Segment_Distance_B65(\rvec3 P0,\rvec3 P1,\rvec3 Q0,\rvec3 Q1,\rout vec3 NearP,\rout vec3 NearQ,\rout float Distance)\r{\rvec3 u=P1-P0;\rvec3 v=Q1-Q0;\rvec3 w=P0-Q0;\rfloat a=dot(u,u);\rfloat b=dot(u,v);\rfloat c=dot(v,v);\rfloat d=dot(u,w);\rfloat e=dot(v,w);\rfloat D=a*c-b*b;\rfloat sD=D;\rfloat tD=D;\rfloat sc,sN,tc,tN;\rif (D<0.00001) {\rsN=0.0;\rsD=1.0;\rtN=e;\rtD=c;\r} else {\rsN=(b*e-c*d);\rtN=(a*e-b*d);\rif (sN<0.0) {\rsN=0.0;\rtN=e;\rtD=c;\r} else if (sN>sD) {\rsN=sD;\rtN=e+b;\rtD=c;\r}\r}\rif (tN<0.0) {\rtN=0.0;\rif (-d<0.0) {\rsN=0.0;\r} else if (-d>a) {\rsN=sD;\r} else {\rsN=-d;\rsD=a;\r}\r} else if (tN>tD) {\rtN=tD;\rif ((-d+b)<0.0) {\rsN=0.0;\r} else if ((-d+b)>a) {\rsN=sD;\r} else {\rsN=(-d+b);\rsD=a;\r}\r}\rsc=abs(sN)<0.000001 ? 0.0 : sN/sD;\rtc=abs(tN)<0.000001 ? 0.0 : tN/tD;\rNearP=P0+sc*u;\rNearQ=Q0+tc*v;\rDistance=distance(NearP,NearQ);\r}\rvoid To_XYZ_B74(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Finger_Positions_B64(\rvec3 Left_Index_Pos,\rvec3 Right_Index_Pos,\rvec3 Left_Index_Middle_Pos,\rvec3 Right_Index_Middle_Pos,\rout vec3 Left_Index,\rout vec3 Right_Index,\rout vec3 Left_Index_Middle,\rout vec3 Right_Index_Middle)\r{\rLeft_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);\rRight_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);\rLeft_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);\rRight_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);\r}\rvoid VaryHSV_B108(\rvec3 HSV_In,\rfloat Hue_Shift,\rfloat Saturation_Shift,\rfloat Value_Shift,\rout vec3 HSV_Out)\r{\rHSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));\r}\rvoid Remap_Range_B114(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid To_HSV_B75(\rvec4 Color,\rout float Hue,\rout float Saturation,\rout float Value,\rout float Alpha,\rout vec3 HSV)\r{\rvec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);\rvec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);\rvec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);\rfloat d=q.x-min(q.w,q.y);\rfloat e=1.0e-10;\rHue=abs(q.z+(q.w-q.y)/(6.0*d+e));\rSaturation=d/(q.x+e);\rValue=q.x;\rAlpha=Color.a;\rHSV=vec3(Hue,Saturation,Value);\r}\rvoid Code_B110(\rfloat X,\rout float Result)\r{\rResult=(acos(X)/3.14159-0.5)*2.0;\r}\rvoid Rim_Light_B132(\rvec3 Front,\rvec3 Normal,\rvec3 Incident,\rfloat Rim_Intensity,\rsampler2D Texture,\rout vec4 Result)\r{\rvec3 R=reflect(Incident,Normal);\rfloat RdotF=dot(R,Front);\rfloat RdotL=sqrt(1.0-RdotF*RdotF);\rvec2 UV=vec2(R.y*0.5+0.5,0.5);\rvec4 Color=texture(Texture,UV);\rResult=Color;\r}\rvoid main()\r{\rvec4 Blob_Color_Q30;\r#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\r#else\nBlob_Color_Q30=vec4(0,0,0,0);\r#endif\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);\rvec3 Normalized_Q38=normalize(vNormal);\rvec3 Normalized_Q71=normalize(vTangent);\rvec4 Color_Q83;\r#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\r#else\nColor_Q83=vec4(0,0,0,0);\r#endif\nfloat X_Q90;\rfloat Y_Q90;\rfloat Z_Q90;\rfloat W_Q90;\rX_Q90=vExtra1.x;\rY_Q90=vExtra1.y;\rZ_Q90=vExtra1.z;\rW_Q90=vExtra1.w;\rvec4 Linear_Q43;\rLinear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);\rLinear_Q43.a=_Sky_Color_.a;\rvec4 Linear_Q44;\rLinear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);\rLinear_Q44.a=_Horizon_Color_.a;\rvec4 Linear_Q45;\rLinear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);\rLinear_Q45.a=_Ground_Color_.a;\rvec3 Left_Index_Q64;\rvec3 Right_Index_Q64;\rvec3 Left_Index_Middle_Q64;\rvec3 Right_Index_Middle_Q64;\rFinger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);\rvec4 Linear_Q46;\rLinear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);\rLinear_Q46.a=_Albedo_.a;\rvec3 Normalized_Q107=normalize(vBinormal);\rvec3 Incident_Q70=normalize(vPosition-cameraPosition);\rvec3 New_Normal_Q79;\rBulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);\rfloat Result_Q77;\rSSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);\rvec4 Result_Q91;\rScale_Color_B91(Color_Q83,X_Q90,Result_Q91);\rfloat Transmit_Q122;\rfloat Reflect_Q122;\rFast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);\rfloat Product_Q125=Y_Q90*Y_Q90;\rvec3 NearP_Q65;\rvec3 NearQ_Q65;\rfloat Distance_Q65;\rMin_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);\rvec3 NearP_Q63;\rvec3 NearQ_Q63;\rfloat Distance_Q63;\rMin_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);\rvec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);\rvec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);\rvec4 Result_Q132;\rRim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);\rfloat Dot_Q72=dot(Incident_Q70, Normalized_Q71);\rfloat MaxAB_Q123=max(Reflect_Q122,Product_Q125);\rfloat NotInShadow_Q67;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\r#else\nNotInShadow_Q67=1.0;\r#endif\nfloat NotInShadow_Q68;\r#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\r#else\nNotInShadow_Q68=1.0;\r#endif\nvec4 Reflected_Color_Q51;\rvec4 Indirect_Diffuse_Q51;\r#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\r#else\nReflected_Color_Q51=vec4(0,0,0,1);\rIndirect_Diffuse_Q51=vec4(0,0,0,1);\r#endif\nvec4 Reflected_Color_Q50;\rvec4 Indirect_Color_Q50;\r#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\r#else\nReflected_Color_Q50=vec4(0,0,0,1);\rIndirect_Color_Q50=vec4(0,0,0,1);\r#endif\nfloat Hue_Q75;\rfloat Saturation_Q75;\rfloat Value_Q75;\rfloat Alpha_Q75;\rvec3 HSV_Q75;\rTo_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);\rfloat Hue_Q127;\rfloat Saturation_Q127;\rfloat Value_Q127;\rfloat Alpha_Q127;\rvec3 HSV_Q127;\rTo_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);\rfloat Result_Q110;\rCode_B110(Dot_Q72,Result_Q110);\rfloat AbsA_Q76=abs(Result_Q110);\rfloat MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);\rvec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;\rvec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;\rvec3 HSV_Out_Q126;\rVaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);\rfloat Out_Q114;\rRemap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);\rfloat Product_Q106;\rProduct_Q106=AbsA_Q76*_Hue_Shift_;\rfloat X_Q128;\rfloat Y_Q128;\rfloat Z_Q128;\rTo_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);\rvec2 Vec2_Q112=vec2(Out_Q114,0.5);\rvec3 HSV_Out_Q108;\rVaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);\rvec4 Color_Q129;\rFrom_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);\rvec4 Color_Q111;\r#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\r#else\nColor_Q111=vec4(0,0,0,0);\r#endif\nfloat X_Q74;\rfloat Y_Q74;\rfloat Z_Q74;\rTo_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);\rvec4 Result_Q131=_Rim_Intensity_*Color_Q129;\rvec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;\rvec4 Color_Q73;\rFrom_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);\rvec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;\rvec4 Result_Q121;\rFragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);\rvec4 Result_Q59;\rScale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);\rvec4 sRGB_Q42;\rFastLinearTosRGB_B42(Result_Q59,sRGB_Q42);\rvec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;\rvec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;\rvec4 Out_Color=Result_Q40;\rfloat Clip_Threshold=0.001;\rbool To_sRGB=false;\rgl_FragColor=Out_Color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderBarPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlSliderBar.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;87BAiO+6B,CAAC;AAC/7B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarPixelShader\";\nconst shader = `uniform vec3 cameraPosition;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 _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;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 vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_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 vec4 Global_Left_Index_Middle_Position;uniform vec4 Global_Right_Index_Middle_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Blob_Fragment_B30(\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 FastLinearTosRGB_B42(\nvec4 Linear,\nout vec4 sRGB)\n{sRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));sRGB.a=Linear.a;}\nvoid Scale_RGB_B59(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}\nvoid Fragment_Main_B121(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{float theta=Sun_Theta*2.0*3.14159;float phi=Sun_Phi*3.14159;vec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));float NdotL=max(dot(lightDir,Normal),0.0);vec3 R=reflect(Incident,Normal);float RdotL=max(0.0,dot(R,lightDir));float specular=pow(RdotL,Shininess);specular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);vec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);Result=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;}\nvoid Bulge_B79(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{vec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));vec3 B=(cross(Normal,Tangent));float k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;k=sin(k*3.14159*0.5);k*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));New_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;New_Normal=Enabled ? New_Normal : Normal;}\nvoid SSS_B77(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{float NdotI=abs(dot(Normal,Incident));float BdotI=abs(dot(ButtonN,Incident));Result=(abs(NdotI-BdotI)); }\nvoid FingerOcclusion_B67(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}\nvoid FingerOcclusion_B68(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}\nvoid Scale_Color_B91(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=Scalar*Color;}\nvoid From_HSV_B73(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{vec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);vec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);Color.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);Color.a=Alpha;}\nvoid Fast_Fresnel_B122(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{float d=max(-dot(Incident,Normal),0.0);Reflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);Transmit=1.0-Reflect;}\nvoid Mapped_Environment_B51(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{Reflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));Indirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));}\nvec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{float k=pow(abs(D.y),exponent);vec4 C;if (D.y>0.0) {C=mix(H,S,k);} else {C=mix(H,G,k); }\nreturn C;}\nvoid Sky_Environment_B50(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{Reflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);Indirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);}\nvoid Min_Segment_Distance_B65(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{vec3 u=P1-P0;vec3 v=Q1-Q0;vec3 w=P0-Q0;float a=dot(u,u);float b=dot(u,v);float c=dot(v,v);float d=dot(u,w);float e=dot(v,w);float D=a*c-b*b;float sD=D;float tD=D;float sc,sN,tc,tN;if (D<0.00001) {sN=0.0;sD=1.0;tN=e;tD=c;} else {sN=(b*e-c*d);tN=(a*e-b*d);if (sN<0.0) {sN=0.0;tN=e;tD=c;} else if (sN>sD) {sN=sD;tN=e+b;tD=c;}}\nif (tN<0.0) {tN=0.0;if (-d<0.0) {sN=0.0;} else if (-d>a) {sN=sD;} else {sN=-d;sD=a;}} else if (tN>tD) {tN=tD;if ((-d+b)<0.0) {sN=0.0;} else if ((-d+b)>a) {sN=sD;} else {sN=(-d+b);sD=a;}}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;tc=abs(tN)<0.000001 ? 0.0 : tN/tD;NearP=P0+sc*u;NearQ=Q0+tc*v;Distance=distance(NearP,NearQ);}\nvoid To_XYZ_B74(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}\nvoid Finger_Positions_B64(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{Left_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);Right_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);Left_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);Right_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);}\nvoid VaryHSV_B108(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{HSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));}\nvoid Remap_Range_B114(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}\nvoid To_HSV_B75(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{vec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);vec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);vec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);float d=q.x-min(q.w,q.y);float e=1.0e-10;Hue=abs(q.z+(q.w-q.y)/(6.0*d+e));Saturation=d/(q.x+e);Value=q.x;Alpha=Color.a;HSV=vec3(Hue,Saturation,Value);}\nvoid Code_B110(\nfloat X,\nout float Result)\n{Result=(acos(X)/3.14159-0.5)*2.0;}\nvoid Rim_Light_B132(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{vec3 R=reflect(Incident,Normal);float RdotF=dot(R,Front);float RdotL=sqrt(1.0-RdotF*RdotF);vec2 UV=vec2(R.y*0.5+0.5,0.5);vec4 Color=texture(Texture,UV);Result=Color;}\nvoid main()\n{vec4 Blob_Color_Q30;\n#if BLOB_ENABLE\nBlob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30);\n#else\nBlob_Color_Q30=vec4(0,0,0,0);\n#endif\nvec3 Incident_Q39=normalize(vPosition-cameraPosition);vec3 Normalized_Q38=normalize(vNormal);vec3 Normalized_Q71=normalize(vTangent);vec4 Color_Q83;\n#if DECAL_ENABLE\nColor_Q83=texture(_Decal_,vUV);\n#else\nColor_Q83=vec4(0,0,0,0);\n#endif\nfloat X_Q90;float Y_Q90;float Z_Q90;float W_Q90;X_Q90=vExtra1.x;Y_Q90=vExtra1.y;Z_Q90=vExtra1.z;W_Q90=vExtra1.w;vec4 Linear_Q43;Linear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);Linear_Q43.a=_Sky_Color_.a;vec4 Linear_Q44;Linear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);Linear_Q44.a=_Horizon_Color_.a;vec4 Linear_Q45;Linear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);Linear_Q45.a=_Ground_Color_.a;vec3 Left_Index_Q64;vec3 Right_Index_Q64;vec3 Left_Index_Middle_Q64;vec3 Right_Index_Middle_Q64;Finger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);vec4 Linear_Q46;Linear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);Linear_Q46.a=_Albedo_.a;vec3 Normalized_Q107=normalize(vBinormal);vec3 Incident_Q70=normalize(vPosition-cameraPosition);vec3 New_Normal_Q79;Bulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);float Result_Q77;SSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);vec4 Result_Q91;Scale_Color_B91(Color_Q83,X_Q90,Result_Q91);float Transmit_Q122;float Reflect_Q122;Fast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);float Product_Q125=Y_Q90*Y_Q90;vec3 NearP_Q65;vec3 NearQ_Q65;float Distance_Q65;Min_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);vec3 NearP_Q63;vec3 NearQ_Q63;float Distance_Q63;Min_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);vec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);vec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);vec4 Result_Q132;Rim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);float Dot_Q72=dot(Incident_Q70, Normalized_Q71);float MaxAB_Q123=max(Reflect_Q122,Product_Q125);float NotInShadow_Q67;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67);\n#else\nNotInShadow_Q67=1.0;\n#endif\nfloat NotInShadow_Q68;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68);\n#else\nNotInShadow_Q68=1.0;\n#endif\nvec4 Reflected_Color_Q51;vec4 Indirect_Diffuse_Q51;\n#if ENV_ENABLE\nMapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51);\n#else\nReflected_Color_Q51=vec4(0,0,0,1);Indirect_Diffuse_Q51=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q50;vec4 Indirect_Color_Q50;\n#if SKY_ENABLED\nSky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50);\n#else\nReflected_Color_Q50=vec4(0,0,0,1);Indirect_Color_Q50=vec4(0,0,0,1);\n#endif\nfloat Hue_Q75;float Saturation_Q75;float Value_Q75;float Alpha_Q75;vec3 HSV_Q75;To_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);float Hue_Q127;float Saturation_Q127;float Value_Q127;float Alpha_Q127;vec3 HSV_Q127;To_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);float Result_Q110;Code_B110(Dot_Q72,Result_Q110);float AbsA_Q76=abs(Result_Q110);float MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);vec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;vec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;vec3 HSV_Out_Q126;VaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);float Out_Q114;Remap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);float Product_Q106;Product_Q106=AbsA_Q76*_Hue_Shift_;float X_Q128;float Y_Q128;float Z_Q128;To_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);vec2 Vec2_Q112=vec2(Out_Q114,0.5);vec3 HSV_Out_Q108;VaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);vec4 Color_Q129;From_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);vec4 Color_Q111;\n#if IRIDESCENCE_ENABLED\nColor_Q111=texture(_Iridescence_Texture_,Vec2_Q112);\n#else\nColor_Q111=vec4(0,0,0,0);\n#endif\nfloat X_Q74;float Y_Q74;float Z_Q74;To_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);vec4 Result_Q131=_Rim_Intensity_*Color_Q129;vec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;vec4 Color_Q73;From_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);vec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;vec4 Result_Q121;Fragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);vec4 Result_Q59;Scale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);vec4 sRGB_Q42;FastLinearTosRGB_B42(Result_Q59,sRGB_Q42);vec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;vec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;vec4 Out_Color=Result_Q40;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderBarPixelShader = { name, shader };\n"]}
@@ -1,16 +1,133 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
3
  const name = "mrdlSliderBarVertexShader";
4
- const shader = `uniform mat4 world;
5
- attribute vec3 tangent;
6
- const vec3 tangent=vec3(0.);
7
- uniform float _Radius_;
8
- Blob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);
9
- Blob_Info_Q23=vec4(0,0,0,0);
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- vec4 Blob_Info_Q24;
11
- Blob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);
12
- Blob_Info_Q24=vec4(0,0,0,0);
13
- float Out_Q105;
4
+ const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;
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+ #ifdef TANGENT
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+ attribute vec3 tangent;
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+ #else
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+ const vec3 tangent=vec3(0.);
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+ #endif
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+ uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;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 vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_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;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_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 Object_To_World_Normal_B32(
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+ vec3 Nrm_Object,
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+ out vec3 Nrm_World)
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+ {Nrm_World=(vec4(Nrm_Object,0.0)).xyz;}
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+ void Blob_Vertex_B23(
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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= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : 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 Blob_Vertex_B24(
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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= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : 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_B130(
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+ float Anisotropy,
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+ vec3 P,
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+ float Radius,
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+ float Bevel,
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+ vec3 Normal_Object,
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+ float ScaleZ,
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+ float Stretch,
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+ out vec3 New_P,
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+ out vec2 New_UV,
60
+ out float Radial_Gradient,
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+ out vec3 Radial_Dir,
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+ out vec3 New_Normal)
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+ {vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;float deltad=(length(delta)*2.0);float f=(Bevel+(Radius-Bevel)*Stretch)/Radius;float innerd=clamp(deltad*2.0,0.0,1.0);float outerd=clamp(deltad*2.0-1.0,0.0,1.0);float bevelAngle=outerd*3.14159*0.5;float sinb=sin(bevelAngle);float cosb=cos(bevelAngle);float beveld=(1.0-f)*innerd+f*sinb;float br=outerd;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);float dir=P.z<0.0001 ? 1.0 : -1.0;New_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);New_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);Radial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);Radial_Dir=vec3(delta*r2,0.0);vec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);New_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;}
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+ void Object_To_World_Dir_B60(
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+ vec3 Dir_Object,
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+ out vec3 Normal_World,
67
+ out vec3 Normal_World_N,
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+ out float Normal_Length)
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+ {Normal_World=(world*vec4(Dir_Object,0.0)).xyz;Normal_Length=length(Normal_World);Normal_World_N=Normal_World/Normal_Length;}
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+ void To_XYZ_B78(
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+ vec3 Vec3,
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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 Conditional_Float_B93(
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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 Object_To_World_Dir_B28(
83
+ 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 Pick_Radius_B69(
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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 Conditional_Float_B36(
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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)
102
+ {Result=Which ? If_True : If_False;}
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+ void Greater_Than_B37(
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+ float Left,
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+ float Right,
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+ out bool Not_Greater_Than,
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+ out bool Greater_Than)
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+ {Greater_Than=Left>Right;Not_Greater_Than=!Greater_Than;}
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+ void Remap_Range_B105(
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+ float In_Min,
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+ float In_Max,
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+ float Out_Min,
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+ float Out_Max,
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+ float In,
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+ out float Out)
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+ {Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}
117
+ void main()
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+ {vec2 XY_Q85;XY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);vec3 Tangent_World_Q27;vec3 Tangent_World_N_Q27;float Tangent_Length_Q27;Tangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q27=length(Tangent_World_Q27);Tangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;vec3 Normal_World_Q60;vec3 Normal_World_N_Q60;float Normal_Length_Q60;Object_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);float X_Q78;float Y_Q78;float Z_Q78;To_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);vec3 Nrm_World_Q26;Nrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);vec3 Binormal_World_Q28;vec3 Binormal_World_N_Q28;float Binormal_Length_Q28;Object_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);float Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;float Result_Q69;Pick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);float Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;bool Not_Greater_Than_Q37;bool Greater_Than_Q37;Greater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);vec4 Linear_Q101;Linear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);Linear_Q101.a=_Left_Color_.a;vec4 Linear_Q102;Linear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);Linear_Q102.a=_Right_Color_.a;vec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;vec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);float Result_Q36;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);float Result_Q94;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);vec3 New_P_Q130;vec2 New_UV_Q130;float Radial_Gradient_Q130;vec3 Radial_Dir_Q130;vec3 New_Normal_Q130;Move_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);float X_Q98;float Y_Q98;X_Q98=New_UV_Q130.x;Y_Q98=New_UV_Q130.y;vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);vec3 Nrm_World_Q32;Object_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);vec4 Blob_Info_Q23;
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+ #if BLOB_ENABLE
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+ Blob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);
121
+ #else
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+ Blob_Info_Q23=vec4(0,0,0,0);
123
+ #endif
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+ vec4 Blob_Info_Q24;
125
+ #if BLOB_ENABLE_2
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+ Blob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);
127
+ #else
128
+ Blob_Info_Q24=vec4(0,0,0,0);
129
+ #endif
130
+ float Out_Q105;Remap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);float X_Q86;float Y_Q86;float Z_Q86;To_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);vec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);float Minus_F_Q87=-Z_Q86;float R_Q99;float G_Q99;float B_Q99;float A_Q99;R_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;float ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);float Result_Q93;Conditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);vec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);vec3 Position=Pos_World_Q12;vec3 Normal=Nrm_World_Q32;vec2 UV=XY_Q85;vec3 Tangent=Tangent_World_N_Q27;vec3 Binormal=Difference_Q61;vec4 Color=Out_Color_Q34;vec4 Extra1=Vec4_Q89;vec4 Extra2=Blob_Info_Q23;vec4 Extra3=Blob_Info_Q24;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
14
131
  // Sideeffect
15
132
  ShaderStore.ShadersStore[name] = shader;
16
133
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4Xb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;\runiform mat4 viewProjection;\runiform vec3 cameraPosition;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\r#ifdef TANGENT\nattribute vec3 tangent;\r#else\nconst vec3 tangent=vec3(0.);\r#endif\nuniform float _Radius_;\runiform float _Bevel_Front_;\runiform float _Bevel_Front_Stretch_;\runiform float _Bevel_Back_;\runiform float _Bevel_Back_Stretch_;\runiform float _Radius_Top_Left_;\runiform float _Radius_Top_Right_;\runiform float _Radius_Bottom_Left_;\runiform float _Radius_Bottom_Right_;\runiform bool _Bulge_Enabled_;\runiform float _Bulge_Height_;\runiform float _Bulge_Radius_;\runiform float _Sun_Intensity_;\runiform float _Sun_Theta_;\runiform float _Sun_Phi_;\runiform float _Indirect_Diffuse_;\runiform vec4 _Albedo_;\runiform float _Specular_;\runiform float _Shininess_;\runiform float _Sharpness_;\runiform float _Subsurface_;\runiform vec4 _Left_Color_;\runiform vec4 _Right_Color_;\runiform float _Reflection_;\runiform float _Front_Reflect_;\runiform float _Edge_Reflect_;\runiform float _Power_;\runiform vec4 _Sky_Color_;\runiform vec4 _Horizon_Color_;\runiform vec4 _Ground_Color_;\runiform float _Horizon_Power_;\runiform sampler2D _Reflection_Map_;\runiform sampler2D _Indirect_Environment_;\runiform float _Width_;\runiform float _Fuzz_;\runiform float _Min_Fuzz_;\runiform float _Clip_Fade_;\runiform float _Hue_Shift_;\runiform float _Saturation_Shift_;\runiform float _Value_Shift_;\runiform vec3 _Blob_Position_;\runiform float _Blob_Intensity_;\runiform float _Blob_Near_Size_;\runiform float _Blob_Far_Size_;\runiform float _Blob_Near_Distance_;\runiform float _Blob_Far_Distance_;\runiform float _Blob_Fade_Length_;\runiform float _Blob_Pulse_;\runiform float _Blob_Fade_;\runiform sampler2D _Blob_Texture_;\runiform vec3 _Blob_Position_2_;\runiform float _Blob_Near_Size_2_;\runiform float _Blob_Pulse_2_;\runiform float _Blob_Fade_2_;\runiform vec3 _Left_Index_Pos_;\runiform vec3 _Right_Index_Pos_;\runiform vec3 _Left_Index_Middle_Pos_;\runiform vec3 _Right_Index_Middle_Pos_;\runiform sampler2D _Decal_;\runiform vec2 _Decal_Scale_XY_;\runiform bool _Decal_Front_Only_;\runiform float _Rim_Intensity_;\runiform sampler2D _Rim_Texture_;\runiform float _Rim_Hue_Shift_;\runiform float _Rim_Saturation_Shift_;\runiform float _Rim_Value_Shift_;\runiform float _Iridescence_Intensity_;\runiform sampler2D _Iridescence_Texture_;\runiform bool Use_Global_Left_Index;\runiform bool Use_Global_Right_Index;\runiform vec4 Global_Left_Index_Tip_Position;\runiform vec4 Global_Right_Index_Tip_Position;\runiform vec4 Global_Left_Thumb_Tip_Position;\runiform vec4 Global_Right_Thumb_Tip_Position;\runiform float Global_Left_Index_Tip_Proximity;\runiform float Global_Right_Index_Tip_Proximity;\rvarying vec3 vPosition;\rvarying vec3 vNormal;\rvarying vec2 vUV;\rvarying vec3 vTangent;\rvarying vec3 vBinormal;\rvarying vec4 vColor;\rvarying vec4 vExtra1;\rvarying vec4 vExtra2;\rvarying vec4 vExtra3;\rvoid Object_To_World_Pos_B12(\rvec3 Pos_Object,\rout vec3 Pos_World)\r{\rPos_World=(world*vec4(Pos_Object,1.0)).xyz;\r}\rvoid Object_To_World_Normal_B32(\rvec3 Nrm_Object,\rout vec3 Nrm_World)\r{\rNrm_World=(vec4(Nrm_Object,0.0)).xyz;\r}\rvoid Blob_Vertex_B23(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Blob_Vertex_B24(\rvec3 Position,\rvec3 Normal,\rvec3 Tangent,\rvec3 Bitangent,\rvec3 Blob_Position,\rfloat Intensity,\rfloat Blob_Near_Size,\rfloat Blob_Far_Size,\rfloat Blob_Near_Distance,\rfloat Blob_Far_Distance,\rfloat Blob_Fade_Length,\rfloat Blob_Pulse,\rfloat Blob_Fade,\rout vec4 Blob_Info)\r{\rvec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);\rvec3 delta=blob-Position;\rfloat dist=dot(Normal,delta);\rfloat lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);\rfloat fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);\rfloat size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;\rvec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);\rfloat Fade=fadeValue*Intensity*Blob_Fade;\rfloat Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);\rBlob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);\r}\rvoid Move_Verts_B130(\rfloat Anisotropy,\rvec3 P,\rfloat Radius,\rfloat Bevel,\rvec3 Normal_Object,\rfloat ScaleZ,\rfloat Stretch,\rout vec3 New_P,\rout vec2 New_UV,\rout float Radial_Gradient,\rout vec3 Radial_Dir,\rout vec3 New_Normal)\r{\rvec2 UV=P.xy*2.0+0.5;\rvec2 center=clamp(UV,0.0,1.0);\rvec2 delta=UV-center;\rfloat deltad=(length(delta)*2.0);\rfloat f=(Bevel+(Radius-Bevel)*Stretch)/Radius;\rfloat innerd=clamp(deltad*2.0,0.0,1.0);\rfloat outerd=clamp(deltad*2.0-1.0,0.0,1.0);\rfloat bevelAngle=outerd*3.14159*0.5;\rfloat sinb=sin(bevelAngle);\rfloat cosb=cos(bevelAngle);\rfloat beveld=(1.0-f)*innerd+f*sinb;\rfloat br=outerd;\rvec2 r2=2.0*vec2(Radius/Anisotropy,Radius);\rfloat dir=P.z<0.0001 ? 1.0 : -1.0;\rNew_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);\rNew_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);\rRadial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);\rRadial_Dir=vec3(delta*r2,0.0);\rvec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);\rNew_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;\r}\rvoid Object_To_World_Dir_B60(\rvec3 Dir_Object,\rout vec3 Normal_World,\rout vec3 Normal_World_N,\rout float Normal_Length)\r{\rNormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rNormal_Length=length(Normal_World);\rNormal_World_N=Normal_World/Normal_Length;\r}\rvoid To_XYZ_B78(\rvec3 Vec3,\rout float X,\rout float Y,\rout float Z)\r{\rX=Vec3.x;\rY=Vec3.y;\rZ=Vec3.z;\r}\rvoid Conditional_Float_B93(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Object_To_World_Dir_B28(\rvec3 Dir_Object,\rout vec3 Binormal_World,\rout vec3 Binormal_World_N,\rout float Binormal_Length)\r{\rBinormal_World=(world*vec4(Dir_Object,0.0)).xyz;\rBinormal_Length=length(Binormal_World);\rBinormal_World_N=Binormal_World/Binormal_Length;\r}\rvoid Pick_Radius_B69(\rfloat Radius,\rfloat Radius_Top_Left,\rfloat Radius_Top_Right,\rfloat Radius_Bottom_Left,\rfloat Radius_Bottom_Right,\rvec3 Position,\rout float Result)\r{\rbool whichY=Position.y>0.0;\rResult=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);\rResult*=Radius;\r}\rvoid Conditional_Float_B36(\rbool Which,\rfloat If_True,\rfloat If_False,\rout float Result)\r{\rResult=Which ? If_True : If_False;\r}\rvoid Greater_Than_B37(\rfloat Left,\rfloat Right,\rout bool Not_Greater_Than,\rout bool Greater_Than)\r{\rGreater_Than=Left>Right;\rNot_Greater_Than=!Greater_Than;\r}\rvoid Remap_Range_B105(\rfloat In_Min,\rfloat In_Max,\rfloat Out_Min,\rfloat Out_Max,\rfloat In,\rout float Out)\r{\rOut=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));\r}\rvoid main()\r{\rvec2 XY_Q85;\rXY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);\rvec3 Tangent_World_Q27;\rvec3 Tangent_World_N_Q27;\rfloat Tangent_Length_Q27;\rTangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;\rTangent_Length_Q27=length(Tangent_World_Q27);\rTangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;\rvec3 Normal_World_Q60;\rvec3 Normal_World_N_Q60;\rfloat Normal_Length_Q60;\rObject_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);\rfloat X_Q78;\rfloat Y_Q78;\rfloat Z_Q78;\rTo_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);\rvec3 Nrm_World_Q26;\rNrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);\rvec3 Binormal_World_Q28;\rvec3 Binormal_World_N_Q28;\rfloat Binormal_Length_Q28;\rObject_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);\rfloat Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;\rfloat Result_Q69;\rPick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);\rfloat Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;\rbool Not_Greater_Than_Q37;\rbool Greater_Than_Q37;\rGreater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);\rvec4 Linear_Q101;\rLinear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);\rLinear_Q101.a=_Left_Color_.a;\rvec4 Linear_Q102;\rLinear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);\rLinear_Q102.a=_Right_Color_.a;\rvec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;\rvec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);\rfloat Result_Q36;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);\rfloat Result_Q94;\rConditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);\rvec3 New_P_Q130;\rvec2 New_UV_Q130;\rfloat Radial_Gradient_Q130;\rvec3 Radial_Dir_Q130;\rvec3 New_Normal_Q130;\rMove_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);\rfloat X_Q98;\rfloat Y_Q98;\rX_Q98=New_UV_Q130.x;\rY_Q98=New_UV_Q130.y;\rvec3 Pos_World_Q12;\rObject_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);\rvec3 Nrm_World_Q32;\rObject_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);\rvec4 Blob_Info_Q23;\r#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\r#else\nBlob_Info_Q23=vec4(0,0,0,0);\r#endif\nvec4 Blob_Info_Q24;\r#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\r#else\nBlob_Info_Q24=vec4(0,0,0,0);\r#endif\nfloat Out_Q105;\rRemap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);\rfloat X_Q86;\rfloat Y_Q86;\rfloat Z_Q86;\rTo_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);\rvec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);\rfloat Minus_F_Q87=-Z_Q86;\rfloat R_Q99;\rfloat G_Q99;\rfloat B_Q99;\rfloat A_Q99;\rR_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;\rfloat ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);\rfloat Result_Q93;\rConditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);\rvec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);\rvec3 Position=Pos_World_Q12;\rvec3 Normal=Nrm_World_Q32;\rvec2 UV=XY_Q85;\rvec3 Tangent=Tangent_World_N_Q27;\rvec3 Binormal=Difference_Q61;\rvec4 Color=Out_Color_Q34;\rvec4 Extra1=Vec4_Q89;\rvec4 Extra2=Blob_Info_Q23;\rvec4 Extra3=Blob_Info_Q24;\rgl_Position=viewProjection*vec4(Position,1);\rvPosition=Position;\rvNormal=Normal;\rvUV=UV;\rvTangent=Tangent;\rvBinormal=Binormal;\rvColor=Color;\rvExtra1=Extra1;\rvExtra2=Extra2;\rvExtra3=Extra3;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const mrdlSliderBarVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;68BA8H87B,CAAC;AAC98B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;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 vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_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;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_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid Object_To_World_Normal_B32(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{Nrm_World=(vec4(Nrm_Object,0.0)).xyz;}\nvoid Blob_Vertex_B23(\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= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : 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 Blob_Vertex_B24(\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= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : 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_B130(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;float deltad=(length(delta)*2.0);float f=(Bevel+(Radius-Bevel)*Stretch)/Radius;float innerd=clamp(deltad*2.0,0.0,1.0);float outerd=clamp(deltad*2.0-1.0,0.0,1.0);float bevelAngle=outerd*3.14159*0.5;float sinb=sin(bevelAngle);float cosb=cos(bevelAngle);float beveld=(1.0-f)*innerd+f*sinb;float br=outerd;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);float dir=P.z<0.0001 ? 1.0 : -1.0;New_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);New_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);Radial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);Radial_Dir=vec3(delta*r2,0.0);vec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);New_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;}\nvoid Object_To_World_Dir_B60(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{Normal_World=(world*vec4(Dir_Object,0.0)).xyz;Normal_Length=length(Normal_World);Normal_World_N=Normal_World/Normal_Length;}\nvoid To_XYZ_B78(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}\nvoid Conditional_Float_B93(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid Object_To_World_Dir_B28(\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 Pick_Radius_B69(\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 Conditional_Float_B36(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid Greater_Than_B37(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{Greater_Than=Left>Right;Not_Greater_Than=!Greater_Than;}\nvoid Remap_Range_B105(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}\nvoid main()\n{vec2 XY_Q85;XY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);vec3 Tangent_World_Q27;vec3 Tangent_World_N_Q27;float Tangent_Length_Q27;Tangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q27=length(Tangent_World_Q27);Tangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;vec3 Normal_World_Q60;vec3 Normal_World_N_Q60;float Normal_Length_Q60;Object_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);float X_Q78;float Y_Q78;float Z_Q78;To_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);vec3 Nrm_World_Q26;Nrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);vec3 Binormal_World_Q28;vec3 Binormal_World_N_Q28;float Binormal_Length_Q28;Object_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);float Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;float Result_Q69;Pick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);float Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;bool Not_Greater_Than_Q37;bool Greater_Than_Q37;Greater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);vec4 Linear_Q101;Linear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);Linear_Q101.a=_Left_Color_.a;vec4 Linear_Q102;Linear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);Linear_Q102.a=_Right_Color_.a;vec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;vec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);float Result_Q36;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);float Result_Q94;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);vec3 New_P_Q130;vec2 New_UV_Q130;float Radial_Gradient_Q130;vec3 Radial_Dir_Q130;vec3 New_Normal_Q130;Move_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);float X_Q98;float Y_Q98;X_Q98=New_UV_Q130.x;Y_Q98=New_UV_Q130.y;vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);vec3 Nrm_World_Q32;Object_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);vec4 Blob_Info_Q23;\n#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\n#else\nBlob_Info_Q23=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q24;\n#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\n#else\nBlob_Info_Q24=vec4(0,0,0,0);\n#endif\nfloat Out_Q105;Remap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);float X_Q86;float Y_Q86;float Z_Q86;To_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);vec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);float Minus_F_Q87=-Z_Q86;float R_Q99;float G_Q99;float B_Q99;float A_Q99;R_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;float ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);float Result_Q93;Conditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);vec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);vec3 Position=Pos_World_Q12;vec3 Normal=Nrm_World_Q32;vec2 UV=XY_Q85;vec3 Tangent=Tangent_World_N_Q27;vec3 Binormal=Difference_Q61;vec4 Color=Out_Color_Q34;vec4 Extra1=Vec4_Q89;vec4 Extra2=Blob_Info_Q23;vec4 Extra3=Blob_Info_Q24;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 mrdlSliderBarVertexShader = { name, shader };\n"]}