@crystaldesign/real-time-viewer 24.12.0-beta.2 → 24.12.0-beta.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/esm/index.js +242 -100
- package/build/types/real-time-viewer/src/CustomMaterial/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/SelectionHandler/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/ViewpointGui.d.ts +3 -2
- package/build/types/real-time-viewer/src/ViewpointGui.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/context.d.ts +4 -1
- package/build/types/real-time-viewer/src/context.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/controls/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/index.d.ts +5 -2
- package/build/types/real-time-viewer/src/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/parser/buildScene/index.d.ts +1 -1
- package/build/types/real-time-viewer/src/parser/buildScene/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/parser/createCams/index.d.ts +1 -0
- package/build/types/real-time-viewer/src/parser/createCams/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/parser/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/store/GridStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/store/SceneStore.d.ts +9 -0
- package/build/types/real-time-viewer/src/store/SceneStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/store/UIStore.d.ts +11 -3
- package/build/types/real-time-viewer/src/store/UIStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/store/UtilStore.d.ts +6 -0
- package/build/types/real-time-viewer/src/store/UtilStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/useRealTimeRenderData.d.ts +0 -1
- package/build/types/real-time-viewer/src/useRealTimeRenderData.d.ts.map +1 -1
- package/build/umd/{689.real-time-viewer.umd.min.js → 105.real-time-viewer.umd.min.js} +2 -2
- package/build/umd/105.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/153.real-time-viewer.umd.min.js +2 -0
- package/build/umd/153.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/229.real-time-viewer.umd.min.js +2 -0
- package/build/umd/229.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/240.real-time-viewer.umd.min.js +2 -0
- package/build/umd/240.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/243.real-time-viewer.umd.min.js +2 -0
- package/build/umd/243.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/276.real-time-viewer.umd.min.js +2 -0
- package/build/umd/276.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/334.real-time-viewer.umd.min.js +2 -0
- package/build/umd/334.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/{951.real-time-viewer.umd.min.js → 351.real-time-viewer.umd.min.js} +2 -2
- package/build/umd/351.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/357.real-time-viewer.umd.min.js +2 -0
- package/build/umd/357.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/439.real-time-viewer.umd.min.js +2 -0
- package/build/umd/439.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/{145.real-time-viewer.umd.min.js → 483.real-time-viewer.umd.min.js} +2 -2
- package/build/umd/483.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/499.real-time-viewer.umd.min.js +2 -0
- package/build/umd/499.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/522.real-time-viewer.umd.min.js +2 -0
- package/build/umd/522.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/526.real-time-viewer.umd.min.js +2 -0
- package/build/umd/526.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/607.real-time-viewer.umd.min.js +2 -0
- package/build/umd/607.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/631.real-time-viewer.umd.min.js +2 -0
- package/build/umd/631.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/632.real-time-viewer.umd.min.js +2 -0
- package/build/umd/632.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/653.real-time-viewer.umd.min.js +2 -0
- package/build/umd/653.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/{964.real-time-viewer.umd.min.js → 669.real-time-viewer.umd.min.js} +2 -2
- package/build/umd/669.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/{595.real-time-viewer.umd.min.js → 754.real-time-viewer.umd.min.js} +2 -2
- package/build/umd/754.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/815.real-time-viewer.umd.min.js +2 -0
- package/build/umd/815.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/829.real-time-viewer.umd.min.js +2 -0
- package/build/umd/829.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/896.real-time-viewer.umd.min.js +2 -0
- package/build/umd/896.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/91.real-time-viewer.umd.min.js +2 -0
- package/build/umd/91.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/913.real-time-viewer.umd.min.js +2 -0
- package/build/umd/913.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/945.real-time-viewer.umd.min.js +2 -0
- package/build/umd/945.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/95.real-time-viewer.umd.min.js +2 -0
- package/build/umd/95.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/real-time-viewer.umd.min.js +1 -1
- package/build/umd/real-time-viewer.umd.min.js.LICENSE.txt +2 -7
- package/build/umd/report.html +1 -1
- package/package.json +9 -9
- package/build/umd/100.real-time-viewer.umd.min.js +0 -2
- package/build/umd/100.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/132.real-time-viewer.umd.min.js +0 -2
- package/build/umd/132.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/145.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/152.real-time-viewer.umd.min.js +0 -2
- package/build/umd/152.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/173.real-time-viewer.umd.min.js +0 -2
- package/build/umd/173.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/190.real-time-viewer.umd.min.js +0 -2
- package/build/umd/190.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/224.real-time-viewer.umd.min.js +0 -2
- package/build/umd/224.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/292.real-time-viewer.umd.min.js +0 -2
- package/build/umd/292.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/333.real-time-viewer.umd.min.js +0 -2
- package/build/umd/333.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/360.real-time-viewer.umd.min.js +0 -2
- package/build/umd/360.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/508.real-time-viewer.umd.min.js +0 -2
- package/build/umd/508.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/552.real-time-viewer.umd.min.js +0 -2
- package/build/umd/552.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/593.real-time-viewer.umd.min.js +0 -2
- package/build/umd/593.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/595.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/662.real-time-viewer.umd.min.js +0 -2
- package/build/umd/662.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/664.real-time-viewer.umd.min.js +0 -2
- package/build/umd/664.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/67.real-time-viewer.umd.min.js +0 -2
- package/build/umd/67.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/689.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/691.real-time-viewer.umd.min.js +0 -2
- package/build/umd/691.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/856.real-time-viewer.umd.min.js +0 -2
- package/build/umd/856.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/882.real-time-viewer.umd.min.js +0 -2
- package/build/umd/882.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/934.real-time-viewer.umd.min.js +0 -2
- package/build/umd/934.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/942.real-time-viewer.umd.min.js +0 -2
- package/build/umd/942.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/951.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/964.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/974.real-time-viewer.umd.min.js +0 -2
- package/build/umd/974.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/98.real-time-viewer.umd.min.js +0 -2
- package/build/umd/98.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/CustomMaterial/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,4BAA4B,EAAE,MAAM,4DAA4D,CAAC;AAI1G,MAAM,WAAW,cAAc;IAC7B,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,OAAO,CAAC;IAClB,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,CAAC,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CAC3C;AAGD,QAAA,MAAM,SAAS,cAAqB,cAAc,eAAc,OAAO,KAAU,OAAO,CAAC;IAAE,GAAG,EAAE,4BAA4B,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,CAsC7I,CAAC;AAEF,eAAe,SAAS,CAAC"}
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/SelectionHandler/index.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/SelectionHandler/index.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;AAOnE,UAAU,KAAK;IACb,YAAY,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;CAC3D;AAED,MAAM,WAAW,gBAAgB;IAC/B,WAAW,EAAE,CAAC,GAAG,EAAE,WAAW,KAAK,IAAI,CAAC;CACzC;AAED,MAAM,CAAC,OAAO,WAAW,EAAE,YAAY,EAAE,EAAE,KAAK,GAAG,gBAAgB,CA8ElE"}
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import React from 'react';
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export declare function ViewpointCreationGui({ callback }: {
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}): JSX.Element;
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}): React.JSX.Element;
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export declare function ViewpointSelectionGui({ name, nextViewpoint }: {
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}): JSX.Element;
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}): React.JSX.Element;
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//# sourceMappingURL=ViewpointGui.d.ts.map
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{"version":3,"file":"ViewpointGui.d.ts","sourceRoot":"","sources":["../../../../src/ViewpointGui.tsx"],"names":[],"mappings":"
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{"version":3,"file":"ViewpointGui.d.ts","sourceRoot":"","sources":["../../../../src/ViewpointGui.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAmB,MAAM,OAAO,CAAC;AAKxC,wBAAgB,oBAAoB,CAAC,EAAE,QAAQ,EAAE,EAAE;IAAE,QAAQ,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,KAAK,IAAI,CAAA;CAAE,qBAiDvG;AAED,wBAAgB,qBAAqB,CAAC,EAAE,IAAI,EAAE,aAAa,EAAE,EAAE;IAAE,IAAI,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,CAAC,OAAO,EAAE,OAAO,KAAK,IAAI,CAAA;CAAE,qBAQzH"}
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uiStore: UIStore;
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}
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export declare const unregisterContext: () => void;
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export declare const registerContext: (scene: Scene, hqRenderScript: string, apiConfig: ApiConfig, jwt?: string, viewHandler?: ViewHandler, onMissingGeo?: () => void, requestNewOverlayImage?: () => void, overlayImage?:
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export declare const registerContext: (scene: Scene, hqRenderScript: string, apiConfig: ApiConfig, jwt?: string, viewHandler?: ViewHandler, onMissingGeo?: () => void, requestNewOverlayImage?: () => void, overlayImage?: {
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isStaticBg: boolean;
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}, uiConfig?: UIConfig) => {
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utilStore: UtilStore;
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sceneStore: SceneStore;
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{"version":3,"file":"context.d.ts","sourceRoot":"","sources":["../../../../src/context.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AACrD,OAAO,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAM,GAAG,CAAC;AAC1C,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,MAAM,iBAAiB,CAAC;AAC1C,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAE9C,MAAM,WAAW,OAAO;IACtB,UAAU,EAAE,UAAU,CAAC;IACvB,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,EAAE,SAAS,CAAC;IACrB,OAAO,EAAE,OAAO,CAAC;CAClB;AAID,eAAO,MAAM,iBAAiB,YAE7B,CAAC;AAEF,eAAO,MAAM,eAAe,UACnB,KAAK,kBACI,MAAM,aACX,SAAS,QACd,MAAM,gBACE,WAAW,iBACV,MAAM,IAAI,2BACA,MAAM,IAAI,iBACpB;IAAE,MAAM,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,OAAO,CAAA;CAAE,aAC3C,QAAQ;;;;;CAWpB,CAAC;AAEF,eAAO,MAAM,iBAAiB,eAE7B,CAAC;AAEF,eAAO,MAAM,oBAAoB,kBAEhC,CAAC;AAEF,eAAO,MAAM,mBAAmB,iBAE/B,CAAC;AAEF,eAAO,MAAM,mBAAmB,iBAE/B,CAAC"}
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/controls/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AACnD,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAE1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAG9D,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AAEzC,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,eAAe,
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/controls/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AACnD,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAE1E,OAAO,EAAE,iBAAiB,EAAE,MAAM,2BAA2B,CAAC;AAG9D,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AAEzC,wBAAgB,iBAAiB,CAAC,MAAM,EAAE,eAAe,qBAgPxD;AAED,MAAM,WAAW,YAAY;IAC3B,QAAQ,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,kBAAkB,EAAE,MAAM,KAAK,IAAI,CAAC;CACrG;AAED,wBAAgB,eAAe,CAC7B,KAAK,EAAE,KAAK,EACZ,OAAO,EAAE,iBAAiB,EAC1B,QAAQ,EAAE,IAAI,EACd,QAAQ,EAAE,OAAO,EAAE,EACnB,UAAU,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,WAAW,EAAE,OAAO,KAAK,IAAI;yBA+CvG,MAAM,WAAW,MAAM,YAAY,MAAM,sBAAsB,MAAM;EA4BlG"}
|
|
@@ -91,7 +91,10 @@ export interface Props {
|
|
|
91
91
|
};
|
|
92
92
|
renderInBackground: boolean;
|
|
93
93
|
uiConfig?: UIConfig;
|
|
94
|
-
overlayImage?:
|
|
94
|
+
overlayImage?: {
|
|
95
|
+
base64: string;
|
|
96
|
+
isStaticBg: boolean;
|
|
97
|
+
};
|
|
95
98
|
initViewpoint?: Viewpoint;
|
|
96
99
|
isMobile?: boolean;
|
|
97
100
|
elementsInfo?: ElementsInfo[];
|
|
@@ -106,7 +109,7 @@ export interface Props {
|
|
|
106
109
|
plannedPlacesOnGrids?: PlannedPlacesOnGrids[];
|
|
107
110
|
jwt?: string;
|
|
108
111
|
}
|
|
109
|
-
declare const RealTimeRenderer: React.MemoExoticComponent<(props: Props) => JSX.Element>;
|
|
112
|
+
declare const RealTimeRenderer: React.MemoExoticComponent<(props: Props) => React.JSX.Element>;
|
|
110
113
|
export default RealTimeRenderer;
|
|
111
114
|
//# sourceMappingURL=index.d.ts.map
|
|
112
115
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/index.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAe,MAAM,OAAO,CAAC;AAEpC,OAAO,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AACvC,OAAO,EAAE,gBAAgB,EAAE,MAAM,GAAG,CAAC;AAErC,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AAC9D,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG1D,OAAO,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAC/C,cAAc,gBAAgB,CAAC;AAO/B,MAAM,WAAW,iBAAiB;IAChC,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC5C,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,SAAS,EAAE,MAAM,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;CACrE;AAED,MAAM,WAAW,oBAAoB;IACnC,WAAW,EAAE,MAAM,CAAC;IACpB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,YAAY,EAAE,MAAM,CAAC;IACrB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;IAChF,GAAG,EAAE,MAAM,CAAC;IACZ,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;CAC7C;AAED,MAAM,WAAW,gBAAgB;IAC/B,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,cAAc,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC1C,QAAQ,EAAE,OAAO,CAAC;IAClB,MAAM,EAAE,OAAO,CAAC;CACjB;AACD,MAAM,MAAM,aAAa,GACrB,SAAS,GACT,KAAK,GACL,aAAa,GACb,QAAQ,GACR,SAAS,GACT,gBAAgB,GAChB,cAAc,GACd,aAAa,GACb,UAAU,GACV,UAAU,CAAC;AACf,MAAM,WAAW,WAAW;IAC1B,cAAc,CAAC,EAAE,cAAc,EAAE,CAAC;IAClC,aAAa,EAAE;QAAE,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,CAAA;KAAE,CAAC;IAC3D,kBAAkB,EAAE;QAClB,+BAA+B,EAAE,GAAG,CAAC;QACrC,kCAAkC,EAAE,GAAG,CAAC;QACxC,uBAAuB,EAAE,GAAG,CAAC;QAC7B,qBAAqB,EAAE,CAAC,YAAY,CAAC,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;KAC3E,CAAC;IACF,kBAAkB,EAAE;QAClB,gBAAgB,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;KAC9D,CAAC;IACF,kBAAkB,EAAE,CAAC,IAAI,EAAE,aAAa,KAAK,OAAO,CAAC;IACrD,cAAc,EAAE;QACd,0BAA0B,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,iBAAiB,EAAE,GAAG,SAAS,CAAC;QAChG,mBAAmB,CAAC,kBAAkB,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;QAC5H,sBAAsB,EAAE,MAAM,OAAO,CAAC;KACvC,CAAC;IACF,aAAa,EAAE,GAAG,CAAC;CACpB;AAED,MAAM,WAAW,QAAQ;IACvB,cAAc,EAAE,UAAU,GAAG,MAAM,CAAC;IACpC,UAAU,EAAE,eAAe,CAAC;IAC5B,YAAY,EAAE,gBAAgB,GAAG,YAAY,CAAC;CAC/C;AAED,MAAM,WAAW,KAAK;IACpB,SAAS,EAAE,MAAM,CAAC;IAClB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,EAAE;QACT,aAAa,CAAC,EAAE,MAAM,IAAI,CAAC;QAC3B,gBAAgB,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,aAAa,KAAK,IAAI,CAAC;QAC7G,MAAM,CAAC,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,GAAG,CAAC;QAC3B,iBAAiB,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;QAC/D,YAAY,CAAC,EAAE,MAAM,IAAI,CAAC;QAC1B,sBAAsB,CAAC,EAAE,CAAC,SAAS,CAAC,EAAE,gBAAgB,KAAK,IAAI,CAAC;KACjE,CAAC;IACF,kBAAkB,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,YAAY,CAAC,EAAE,MAAM,CAAC;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/index.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAe,MAAM,OAAO,CAAC;AAEpC,OAAO,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AACvC,OAAO,EAAE,gBAAgB,EAAE,MAAM,GAAG,CAAC;AAErC,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AAC9D,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAG1D,OAAO,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAC/C,cAAc,gBAAgB,CAAC;AAO/B,MAAM,WAAW,iBAAiB;IAChC,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC5C,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,SAAS,EAAE,MAAM,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;CACrE;AAED,MAAM,WAAW,oBAAoB;IACnC,WAAW,EAAE,MAAM,CAAC;IACpB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,YAAY,EAAE,MAAM,CAAC;IACrB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;IAChF,GAAG,EAAE,MAAM,CAAC;IACZ,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;CAC7C;AAED,MAAM,WAAW,gBAAgB;IAC/B,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,cAAc,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC1C,QAAQ,EAAE,OAAO,CAAC;IAClB,MAAM,EAAE,OAAO,CAAC;CACjB;AACD,MAAM,MAAM,aAAa,GACrB,SAAS,GACT,KAAK,GACL,aAAa,GACb,QAAQ,GACR,SAAS,GACT,gBAAgB,GAChB,cAAc,GACd,aAAa,GACb,UAAU,GACV,UAAU,CAAC;AACf,MAAM,WAAW,WAAW;IAC1B,cAAc,CAAC,EAAE,cAAc,EAAE,CAAC;IAClC,aAAa,EAAE;QAAE,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,CAAA;KAAE,CAAC;IAC3D,kBAAkB,EAAE;QAClB,+BAA+B,EAAE,GAAG,CAAC;QACrC,kCAAkC,EAAE,GAAG,CAAC;QACxC,uBAAuB,EAAE,GAAG,CAAC;QAC7B,qBAAqB,EAAE,CAAC,YAAY,CAAC,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;KAC3E,CAAC;IACF,kBAAkB,EAAE;QAClB,gBAAgB,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;KAC9D,CAAC;IACF,kBAAkB,EAAE,CAAC,IAAI,EAAE,aAAa,KAAK,OAAO,CAAC;IACrD,cAAc,EAAE;QACd,0BAA0B,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,iBAAiB,EAAE,GAAG,SAAS,CAAC;QAChG,mBAAmB,CAAC,kBAAkB,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;QAC5H,sBAAsB,EAAE,MAAM,OAAO,CAAC;KACvC,CAAC;IACF,aAAa,EAAE,GAAG,CAAC;CACpB;AAED,MAAM,WAAW,QAAQ;IACvB,cAAc,EAAE,UAAU,GAAG,MAAM,CAAC;IACpC,UAAU,EAAE,eAAe,CAAC;IAC5B,YAAY,EAAE,gBAAgB,GAAG,YAAY,CAAC;CAC/C;AAED,MAAM,WAAW,KAAK;IACpB,SAAS,EAAE,MAAM,CAAC;IAClB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,EAAE;QACT,aAAa,CAAC,EAAE,MAAM,IAAI,CAAC;QAC3B,gBAAgB,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,aAAa,KAAK,IAAI,CAAC;QAC7G,MAAM,CAAC,EAAE,CAAC,GAAG,EAAE,GAAG,KAAK,GAAG,CAAC;QAC3B,iBAAiB,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;QAC/D,YAAY,CAAC,EAAE,MAAM,IAAI,CAAC;QAC1B,sBAAsB,CAAC,EAAE,CAAC,SAAS,CAAC,EAAE,gBAAgB,KAAK,IAAI,CAAC;KACjE,CAAC;IACF,kBAAkB,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAA;KAAE,CAAC;IACvD,aAAa,CAAC,EAAE,SAAS,CAAC;IAC1B,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,YAAY,CAAC,EAAE,YAAY,EAAE,CAAC;IAC9B,UAAU,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IACtC,UAAU,CAAC,EAAE,SAAS,EAAE,CAAC;IACzB,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,WAAW,CAAC,EAAE,WAAW,CAAC;IAC1B,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,CAAC;IACxC,oBAAoB,CAAC,EAAE,oBAAoB,EAAE,CAAC;IAC9C,GAAG,CAAC,EAAE,MAAM,CAAC;CACd;AAED,QAAA,MAAM,gBAAgB,oCACZ,KAAK,uBAqCd,CAAC;AAEF,eAAe,gBAAgB,CAAC"}
|
|
@@ -5,7 +5,7 @@ declare const buildScene: ({ startNode, parentNode, cache, cachedAssets, }: {
|
|
|
5
5
|
startNode: HQS_Node;
|
|
6
6
|
cache: TransformNode;
|
|
7
7
|
cachedAssets: Cache[];
|
|
8
|
-
parentNode?: TransformNode
|
|
8
|
+
parentNode?: TransformNode;
|
|
9
9
|
}) => void;
|
|
10
10
|
export default buildScene;
|
|
11
11
|
//# sourceMappingURL=index.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/parser/buildScene/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACpC,OAAO,EAAkB,QAAQ,EAAE,MAAM,UAAU,CAAC;AAGpD,QAAA,MAAM,UAAU;
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/parser/buildScene/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AACpC,OAAO,EAAkB,QAAQ,EAAE,MAAM,UAAU,CAAC;AAGpD,QAAA,MAAM,UAAU,oDAKb;IACD,SAAS,EAAE,QAAQ,CAAC;IACpB,KAAK,EAAE,aAAa,CAAC;IACrB,YAAY,EAAE,KAAK,EAAE,CAAC;IACtB,UAAU,CAAC,EAAE,aAAa,CAAC;CAC5B,SAuGA,CAAC;AAEF,eAAe,UAAU,CAAC"}
|
|
@@ -2,4 +2,5 @@ import { Scene } from '@babylonjs/core/scene';
|
|
|
2
2
|
import { UniversalCamera } from '@babylonjs/core/Cameras/universalCamera';
|
|
3
3
|
import { Viewpoint, ViewpointCamInfo } from '../types';
|
|
4
4
|
export default function createCams(scene: Scene, activeViewpoint?: Viewpoint | ViewpointCamInfo, viewPoints?: Viewpoint[] | ViewpointCamInfo[]): UniversalCamera[];
|
|
5
|
+
export declare function updateCam(camera: ViewpointCamInfo, scene: Scene): void;
|
|
5
6
|
//# sourceMappingURL=index.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/parser/createCams/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAG1E,OAAO,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,UAAU,CAAC;AAIvD,MAAM,CAAC,OAAO,UAAU,UAAU,CAChC,KAAK,EAAE,KAAK,EACZ,eAAe,CAAC,EAAE,SAAS,GAAG,gBAAgB,EAC9C,UAAU,CAAC,EAAE,SAAS,EAAE,GAAG,gBAAgB,EAAE,GAC5C,eAAe,EAAE,CAoGnB"}
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/parser/createCams/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAG1E,OAAO,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,UAAU,CAAC;AAIvD,MAAM,CAAC,OAAO,UAAU,UAAU,CAChC,KAAK,EAAE,KAAK,EACZ,eAAe,CAAC,EAAE,SAAS,GAAG,gBAAgB,EAC9C,UAAU,CAAC,EAAE,SAAS,EAAE,GAAG,gBAAgB,EAAE,GAC5C,eAAe,EAAE,CAoGnB;AAED,wBAAgB,SAAS,CAAC,MAAM,EAAE,gBAAgB,EAAE,KAAK,EAAE,KAAK,QAS/D"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/parser/index.ts"],"names":[],"mappings":"AASA,QAAA,MAAM,MAAM,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/parser/index.ts"],"names":[],"mappings":"AASA,QAAA,MAAM,MAAM,qBAqCX,CAAC;AAEF,eAAe,MAAM,CAAC"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GridStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/GridStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,WAAW,EAAE,MAAM,IAAI,CAAC;AAI1E,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAMpC,qBAAa,SAAS;IACpB,OAAO,CAAC,aAAa,CAAuC;IAC5D,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,eAAe,CAAC,CAAmB;IAC3C,OAAO,CAAC,KAAK,CAAC,CAAkB;IAChC,OAAO,CAAC,kBAAkB,CAAC,CAAsB;IACjD,OAAO,CAAC,qBAAqB,CAAC,CAAyB;IACvD,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,YAAY,CAA0B;IAC9C,OAAO,CAAC,aAAa,CAAmB;IACxC,OAAO,CAAC,QAAQ,CAAU;gBAEd,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,CAAC,EAAE,WAAW;IAM/E,IAAI,oBAAoB,uCAEvB;IAED,IAAI,iBAAiB,oCAEpB;IAED,IAAI,YAAY,qBAEf;IAEM,eAAe;
|
|
1
|
+
{"version":3,"file":"GridStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/GridStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,iBAAiB,EAAE,oBAAoB,EAAE,WAAW,EAAE,MAAM,IAAI,CAAC;AAI1E,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AAMpC,qBAAa,SAAS;IACpB,OAAO,CAAC,aAAa,CAAuC;IAC5D,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,eAAe,CAAC,CAAmB;IAC3C,OAAO,CAAC,KAAK,CAAC,CAAkB;IAChC,OAAO,CAAC,kBAAkB,CAAC,CAAsB;IACjD,OAAO,CAAC,qBAAqB,CAAC,CAAyB;IACvD,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,YAAY,CAA0B;IAC9C,OAAO,CAAC,aAAa,CAAmB;IACxC,OAAO,CAAC,QAAQ,CAAU;gBAEd,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,CAAC,EAAE,WAAW;IAM/E,IAAI,oBAAoB,uCAEvB;IAED,IAAI,iBAAiB,oCAEpB;IAED,IAAI,YAAY,qBAEf;IAEM,eAAe,IAGqC,IAAI;IAGxD,UAAU,CAAC,GAAG,EAAE,IAAI;IAapB,UAAU,CAAC,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,WAAW,EAAE,OAAO;IAqBlH,YAAY,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM;IAMrD,aAAa,CAAC,aAAa,GAAE,OAAc;IAc3C,aAAa;IAKpB,OAAO,CAAC,oBAAoB;IAQf,QAAQ,CACnB,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,EACvC,oBAAoB,CAAC,EAAE,oBAAoB,EAAE,EAC7C,UAAU,CAAC,EAAE,OAAO,EACpB,cAAc,CAAC,EAAE,OAAO;IA4CnB,mBAAmB,CAAC,IAAI,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM;;;;;;;;CAY3D"}
|
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@@ -18,6 +18,7 @@ export declare class SceneStore {
|
|
|
18
18
|
private _geos;
|
|
19
19
|
private _sceneConstruct;
|
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20
20
|
private _hasRendered;
|
|
21
|
+
private _hasPlanned;
|
|
21
22
|
private _utilStore;
|
|
22
23
|
private _cache;
|
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23
24
|
private _ssao;
|
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@@ -31,6 +32,7 @@ export declare class SceneStore {
|
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|
31
32
|
private _renderControlLoop;
|
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32
33
|
private _doRenderControlLoop;
|
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34
|
private _cameraTargetPosition;
|
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35
|
+
private _targetCameraPosition;
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36
|
private _selectedElement?;
|
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35
37
|
light: Light | undefined;
|
|
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38
|
changedElements: {
|
|
@@ -60,12 +62,16 @@ export declare class SceneStore {
|
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|
60
62
|
} | undefined;
|
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61
63
|
get elements(): import("./types").Element[];
|
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|
get cameraTargetPosition(): Vector3;
|
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+
get targetCameraPosition(): Vector3;
|
|
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66
|
get isInitializing(): boolean;
|
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67
|
set cameraTargetPosition(pos: Vector3);
|
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68
|
+
set targetCameraPosition(pos: Vector3);
|
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65
69
|
set isInitializing(isInit: boolean);
|
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70
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+
enableSSAO(enable: boolean): void;
|
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71
|
getElementByName(name: string): import("./types").Element | undefined;
|
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72
|
getElementNameById(id: number): string | undefined;
|
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73
|
get hasRendered(): boolean;
|
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74
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+
get hasPlanned(): boolean;
|
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75
|
get cams(): ArcRotateCamera[];
|
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76
|
get previousHQRenderScript(): HQRenderScript | undefined;
|
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77
|
get activeCamera(): import("@babylonjs/core/Cameras/camera").Camera;
|
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@@ -74,6 +80,7 @@ export declare class SceneStore {
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80
|
get renderPipeline(): DefaultRenderingPipeline;
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|
set hqRenderScript(hqRenderScript: HQRenderScript);
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|
set hasRendered(value: boolean);
|
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|
+
set hasPlanned(value: boolean);
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set renderPipeline(renderPipeline: DefaultRenderingPipeline);
|
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85
|
set ssao(ssao: SSAO2RenderingPipeline);
|
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86
|
private setResolution;
|
|
@@ -84,11 +91,13 @@ export declare class SceneStore {
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91
|
setRoot(bbn: TransformNode, hqs: HQS_Node): void;
|
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92
|
addSet(bbn: TransformNode, hqs: HQS_Node): void;
|
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86
93
|
addElement(bbn: TransformNode, hqs: HQS_Node): void;
|
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94
|
+
removeElement(hqs: HQS_Node): void;
|
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87
95
|
private shouldExport;
|
|
88
96
|
onMissingGeo(): void;
|
|
89
97
|
exportScene(): Promise<GLTFData | undefined>;
|
|
90
98
|
optimizeScene(): void;
|
|
91
99
|
setCameraTarget(): void;
|
|
100
|
+
focusElement(root?: TransformNode): void;
|
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92
101
|
getMaxCamPosition(): Vector3;
|
|
93
102
|
}
|
|
94
103
|
//# sourceMappingURL=SceneStore.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"SceneStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/SceneStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,YAAY,EAAE,MAAM,qCAAqC,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAC1E,OAAO,EAAe,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAC/D,OAAO,EAAE,sBAAsB,EAAE,wBAAwB,EAAE,MAAM,+BAA+B,CAAC;AAIjG,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,KAAK,EAAE,MAAM,8BAA8B,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAIxC,OAAO,EAAE,SAAS,EAAwB,MAAM,0BAA0B,CAAC;
|
|
1
|
+
{"version":3,"file":"SceneStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/SceneStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,YAAY,EAAE,MAAM,qCAAqC,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAC1E,OAAO,EAAe,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAC/D,OAAO,EAAE,sBAAsB,EAAE,wBAAwB,EAAE,MAAM,+BAA+B,CAAC;AAIjG,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EAAE,KAAK,EAAE,MAAM,8BAA8B,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAIxC,OAAO,EAAE,SAAS,EAAwB,MAAM,0BAA0B,CAAC;AAO3E,qBAAa,UAAU;IACrB,OAAO,CAAC,eAAe,CAAiB;IACxC,OAAO,CAAC,uBAAuB,CAA6B;IAC5D,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,KAAK,CAAyB;IACtC,OAAO,CAAC,KAAK,CAAuB;IACpC,OAAO,CAAC,eAAe,CAAsB;IAC7C,OAAO,CAAC,YAAY,CAAkB;IACtC,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,MAAM,CAAe;IAC7B,OAAO,CAAC,KAAK,CAAiD;IAC9D,OAAO,CAAC,eAAe,CAAmD;IAC1E,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,IAAI,CAAqB;IACjC,OAAO,CAAC,aAAa,CAA2B;IAChD,OAAO,CAAC,kBAAkB,CAAU;IAEpC,OAAO,CAAC,kBAAkB,CAAuC;IACjE,OAAO,CAAC,oBAAoB,CAAkB;IAC9C,OAAO,CAAC,qBAAqB,CAA2B;IACxD,OAAO,CAAC,qBAAqB,CAAkB;IAC/C,OAAO,CAAC,gBAAgB,CAAC,CAAS;IAE3B,KAAK,EAAE,KAAK,GAAG,SAAS,CAAa;IACrC,eAAe,EAClB;QACE,MAAM,EAAE,QAAQ,GAAG,SAAS,CAAC;QAC7B,eAAe,EAAE,QAAQ,EAAE,GAAG,SAAS,CAAC;QACxC,eAAe,EAAE,QAAQ,EAAE,GAAG,SAAS,CAAC;KACzC,GACD,SAAS,CAAC;gBAEF,KAAK,EAAE,KAAK,EAAE,cAAc,EAAE,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,GAAG,CAAC,EAAE,MAAM,EAAE,YAAY,CAAC,EAAE,MAAM,IAAI;IAsCrI,IAAI,GAAG,uBAEN;IAED,IAAI,SAAS,cAEZ;IAED,IAAI,KAAK,UAER;IAED,IAAI,IAAI,wCAEP;IAED,IAAI,IAAI,oBAEP;IAED,IAAI,KAAK,YAER;IAED,IAAI,mBAAmB,IAYsB,OAAO,CAVnD;IAED,IAAI,eAAe,IAIU,MAAM,CAFlC;IAED,IAAI,eAAe,CAAC,OAAO,EAAE,MAAM,EAElC;IAED,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,OAAO,EAEnD;IAED,IAAI,iBAAiB,IAIa,MAAM,IAAI,CAF3C;IAED,IAAI,iBAAiB,CAAC,UAAU,EAAE,MAAM,IAAI,EAE3C;IAED,IAAI,KAAK,CAAC,EAAE,SAAA,EAEX;IAED,IAAI,cAAc,IAwGiB,cAAc,CAtGhD;IAED,IAAI,IAAI;;;;kBAEP;IAED,IAAI,QAAQ,gCASX;IAED,IAAI,oBAAoB,IAYM,OAAO,CAVpC;IAED,IAAI,oBAAoB,IAYM,OAAO,CAVpC;IAED,IAAI,cAAc,IAYS,OAAO,CAVjC;IAED,IAAI,oBAAoB,CAAC,GAAG,EAAE,OAAO,EAEpC;IAED,IAAI,oBAAoB,CAAC,GAAG,EAAE,OAAO,EAEpC;IAED,IAAI,cAAc,CAAC,MAAM,EAAE,OAAO,EAEjC;IAED,UAAU,CAAC,MAAM,EAAE,OAAO;IAK1B,gBAAgB,CAAC,IAAI,EAAE,MAAM;IAU7B,kBAAkB,CAAC,EAAE,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAclD,IAAI,WAAW,IAqCQ,OAAO,CAnC7B;IAED,IAAI,UAAU,IAsCQ,OAAO,CApC5B;IAED,IAAI,IAAI,sBAEP;IAED,IAAI,sBAAsB,+BAEzB;IAED,IAAI,YAAY,oDAEf;IAED,IAAI,MAAM,mBAET;IAED,IAAI,IAAI,IA2BO,sBAAsB,CAzBpC;IAED,IAAI,cAAc,IAmBiB,wBAAwB,CAjB1D;IAED,IAAI,cAAc,CAAC,cAAc,EAAE,cAAc,EAGhD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,OAAO,EAG7B;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,OAAO,EAG5B;IAED,IAAI,cAAc,CAAC,cAAc,EAAE,wBAAwB,EAE1D;IAED,IAAI,IAAI,CAAC,IAAI,EAAE,sBAAsB,EAEpC;IAED,OAAO,CAAC,aAAa;IAmBd,IAAI,CACT,SAAS,EAAE,MAAM,EACjB,aAAa,EAAE,cAAc,GAAG,IAAI,EACpC,UAAU,EAAE,iBAAiB,GAAG,IAAI,EACpC,aAAa,CAAC,EAAE,SAAS,GAAG,gBAAgB,EAC5C,UAAU,CAAC,EAAE,SAAS,EAAE,GAAG,gBAAgB,EAAE,EAC7C,UAAU,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE;IAShC,OAAO,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAQzC,MAAM,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAOxC,UAAU,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAQ5C,aAAa,CAAC,GAAG,EAAE,QAAQ;IAQlC,OAAO,CAAC,YAAY;IAOb,YAAY;IAMN,WAAW,IAAI,OAAO,CAAC,QAAQ,GAAG,SAAS,CAAC;IAalD,aAAa;IAIb,eAAe;IAYf,YAAY,CAAC,IAAI,CAAC,EAAE,aAAa;IAqBjC,iBAAiB;CAMzB"}
|
|
@@ -12,14 +12,19 @@ export declare class UIStore {
|
|
|
12
12
|
private _overlayImage;
|
|
13
13
|
private _requestNewOverlayImage?;
|
|
14
14
|
private _timeoutId?;
|
|
15
|
-
private _outstandingImageCount;
|
|
16
15
|
private _latestViewpoint?;
|
|
17
16
|
private _guiElements;
|
|
18
17
|
private _scene;
|
|
18
|
+
private _enableSSAO;
|
|
19
19
|
private _selectionHandler?;
|
|
20
20
|
private _colors;
|
|
21
21
|
private _gridGui?;
|
|
22
|
-
|
|
22
|
+
private _isStaticBg?;
|
|
23
|
+
constructor(scene: Scene, enableSSAO: (enable: boolean) => void, utilStore: UtilStore, uiConfig?: UIConfig, requestNewOverlayImage?: (viewpoint: ViewpointCamInfo) => void, overlayImage?: {
|
|
24
|
+
base64: string;
|
|
25
|
+
isStaticBg: boolean;
|
|
26
|
+
});
|
|
27
|
+
get isStaticBg(): boolean;
|
|
23
28
|
private initSelectionHandler;
|
|
24
29
|
createGridGui(mesh: Mesh, onClickDel?: any): void;
|
|
25
30
|
removeGridGui(): void;
|
|
@@ -28,7 +33,10 @@ export declare class UIStore {
|
|
|
28
33
|
createGUIButton(node: TransformNode, posNr: string, isSelected: boolean, isSelectable: boolean, setId: string, elementId: number, topRightNode?: TransformNode): void;
|
|
29
34
|
clearGui(): void;
|
|
30
35
|
onMove(): void;
|
|
31
|
-
updateOverlayImage: (overlayImage:
|
|
36
|
+
updateOverlayImage: (overlayImage: {
|
|
37
|
+
base64: string;
|
|
38
|
+
isStaticBg: boolean;
|
|
39
|
+
} | undefined) => void;
|
|
32
40
|
requestNewOverlayImage(viewpoint: ViewpointCamInfo): void;
|
|
33
41
|
}
|
|
34
42
|
//# sourceMappingURL=UIStore.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"UIStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/UIStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAIrE,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,MAAM,IAAI,CAAC;AAChD,OAAO,EAAE,YAAY,EAAE,MAAM,UAAU,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAG9C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAMxC,qBAAa,OAAO;IAClB,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,SAAS,CAAW;IAC5B,OAAO,CAAC,IAAI,CAAyB;IACrC,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,uBAAuB,CAAC,CAAwC;IACxE,OAAO,CAAC,UAAU,CAAC,CAAiB;IACpC,OAAO,CAAC,
|
|
1
|
+
{"version":3,"file":"UIStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/UIStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAIrE,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,MAAM,IAAI,CAAC;AAChD,OAAO,EAAE,YAAY,EAAE,MAAM,UAAU,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAG9C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAMxC,qBAAa,OAAO;IAClB,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,SAAS,CAAW;IAC5B,OAAO,CAAC,IAAI,CAAyB;IACrC,OAAO,CAAC,aAAa,CAAoB;IACzC,OAAO,CAAC,uBAAuB,CAAC,CAAwC;IACxE,OAAO,CAAC,UAAU,CAAC,CAAiB;IACpC,OAAO,CAAC,gBAAgB,CAAC,CAAmB;IAC5C,OAAO,CAAC,YAAY,CAAgD;IACpE,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,WAAW,CAA4B;IAC/C,OAAO,CAAC,iBAAiB,CAAC,CAAmB;IAC7C,OAAO,CAAC,OAAO,CAA2H;IAC1I,OAAO,CAAC,QAAQ,CAAC,CAAoD;IACrE,OAAO,CAAC,WAAW,CAAC,CAAU;gBAG5B,KAAK,EAAE,KAAK,EACZ,UAAU,EAAE,CAAC,MAAM,EAAE,OAAO,KAAK,IAAI,EACrC,SAAS,EAAE,SAAS,EACpB,QAAQ,CAAC,EAAE,QAAQ,EACnB,sBAAsB,CAAC,EAAE,CAAC,SAAS,EAAE,gBAAgB,KAAK,IAAI,EAC9D,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAA;KAAE;IA0BxD,IAAI,UAAU,YAEb;IAED,OAAO,CAAC,oBAAoB;IAgCrB,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,CAAC,EAAE,GAAG;IAoC1C,aAAa;IAKb,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE,EAAE,YAAY,EAAE,YAAY,EAAE;IAkC5E,UAAU,CAAC,IAAI,EAAE,MAAM;IAiBvB,eAAe,CACpB,IAAI,EAAE,aAAa,EACnB,KAAK,EAAE,MAAM,EACb,UAAU,EAAE,OAAO,EACnB,YAAY,EAAE,OAAO,EACrB,KAAK,EAAE,MAAM,EACb,SAAS,EAAE,MAAM,EACjB,YAAY,CAAC,EAAE,aAAa;IA8CvB,QAAQ;IAMR,MAAM;IAON,kBAAkB,iBAAkB;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAA;KAAE,GAAG,SAAS,UAQ5F;IAEK,sBAAsB,CAAC,SAAS,EAAE,gBAAgB;CAgB1D"}
|
|
@@ -6,11 +6,17 @@ import { RTVAnalyzeData } from './types';
|
|
|
6
6
|
export declare class UtilStore {
|
|
7
7
|
private _isMobile;
|
|
8
8
|
private _rtvAnalyzeData;
|
|
9
|
+
private _outstandingImageCount;
|
|
10
|
+
private _updateCam;
|
|
9
11
|
private _viewHandler?;
|
|
10
12
|
constructor(isMobile?: boolean, viewHandler?: ViewHandler);
|
|
11
13
|
get isMobile(): boolean;
|
|
12
14
|
get viewHandler(): ViewHandler | undefined;
|
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setAnalyzeDataRowStatus(name: string, status: boolean): void;
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setAnalyzeDataRow(row: RTVAnalyzeData): void;
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{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"
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{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC;AAE1B,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAQ3C,OAAO,8BAA8B,CAAC;AAOtC,MAAM,CAAC,OAAO,WAAW,EACvB,GAAG,EACH,OAAO,EACP,SAAS,EACT,SAAS,EACT,UAAU,EACV,UAAU,EACV,WAAW,EACX,YAAY,EACZ,YAAY,EACZ,aAAa,EACb,YAAY,EACZ,iBAAiB,EACjB,oBAAoB,EACpB,SAAS,EACT,QAAQ,EACR,kBAAkB,GACnB,EAAE,KAAK;;;;;6BAIa;gBAAE,OAAO,EAAE,MAAM,CAAC;gBAAC,IAAI,EAAE,MAAM,CAAA;aAAE;2BACnC,SAAS,EAAE,GAAG,SAAS;;;2BAuMT,MAAM,UAAU,OAAO;4BAsBtB,OAAO;;;EAgDxC"}
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/*! For license information please see
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[
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/*! For license information please see 105.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[105],{8105:(a,e,n)=>{n.r(e),n.d(e,{shadowMapFragmentSoftTransparentShadowWGSL:()=>t});const s="shadowMapFragmentSoftTransparentShadow",r="#if SM_SOFTTRANSPARENTSHADOW==1\nif ((bayerDither8(floor(((fragmentInputs.position.xy)%(8.0)))))/64.0>=uniforms.softTransparentShadowSM.x*alpha) {discard;}\n#endif\n";n(7416).v.IncludesShadersStoreWGSL[s]=r;const t={name:s,shader:r}}}]);
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/*! filename:105 */
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/*! For license information please see 153.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[153],{1740:(n,e,i)=>{var o=i(7416);i(2889);const f="backgroundUboDeclaration",t="layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};\n#include<sceneUboDeclaration>\n";o.v.IncludesShadersStore[f]=t},6589:(n,e,i)=>{const o="lightVxFragmentDeclaration",f="#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[o]=f},5377:(n,e,i)=>{const o="lightVxUboDeclaration",f="#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[o]=f},8520:(n,e,i)=>{const o="shadowsVertex",f="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;for (int i=0; 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/*! filename:153 */
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/*! For license information please see 229.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[229],{7735:(e,n,i)=>{const r="bumpVertexDeclaration",t="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},4648:(e,n,i)=>{const r="decalVertexDeclaration",t="#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},8882:(e,n,i)=>{const r="harmonicsFunctions",t="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nvec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00\n+ vSphericalL1_1*(normal.y)\n+ vSphericalL10*(normal.z)\n+ vSphericalL11*(normal.x)\n+ vSphericalL2_2*(normal.y*normal.x)\n+ vSphericalL2_1*(normal.y*normal.z)\n+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ vSphericalL21*(normal.z*normal.x)\n+ 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ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";r.v.IncludesShadersStore[t]=a},8461:(e,n,i)=>{const r="prePassVertex",t="#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},1444:(e,n,i)=>{const r="prePassVertexDeclaration",t="#ifdef PREPASS\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_VELOCITY\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},4231:(e,n,i)=>{const r="samplerVertexDeclaration",t="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},2759:(e,n,i)=>{const r="samplerVertexImplementation",t="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},8520:(e,n,i)=>{const r="shadowsVertex",t="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n}\n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},1506:(e,n,i)=>{const r="uvAttributeDeclaration",t="#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},1421:(e,n,i)=>{const r="uvVariableDeclaration",t="#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\n#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\n#endif\n";i(7416).v.IncludesShadersStore[r]=t},7229:(e,n,i)=>{i.r(n),i.d(n,{pbrVertexShader:()=>c});var r=i(7416);i(4648);const t="pbrVertexDeclaration",a="uniform mat4 view;uniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;uniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;uniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;uniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;uniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;uniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;uniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#ifdef IRIDESCENCE\n#if defined(IRIDESCENCE_TEXTURE) || defined(IRIDESCENCE_THICKNESS_TEXTURE)\nuniform vec4 vIridescenceInfos;\n#endif\n#ifdef IRIDESCENCE_TEXTURE\nuniform mat4 iridescenceMatrix;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nuniform mat4 iridescenceThicknessMatrix;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;\n#endif\n#endif\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nuniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";r.v.IncludesShadersStore[t]=a;i(21),i(1506),i(8378),i(5276),i(3827),i(2335),i(4122),i(1444),i(4231),i(8882),i(7735),i(110),i(373),i(6589),i(5377),i(8059),i(2230),i(9481),i(8107),i(3592),i(9449),i(6096),i(3749),i(8461),i(1421),i(2759),i(7674),i(3888),i(7987),i(8520),i(5095),i(627);const E="pbrVertexShader",o="precision highp float;\n#include<__decl__pbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#include<prePassVertex>\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";r.v.ShadersStore[E]=o;const c={name:E,shader:o}}}]);
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/*! For license information please see 240.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[240],{7735:(e,n,i)=>{const t="bumpVertexDeclaration",r="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},4648:(e,n,i)=>{const t="decalVertexDeclaration",r="#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},8151:(e,n,i)=>{var t=i(7416);i(2889),i(6703);const r="defaultUboDeclaration",o="layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";t.v.IncludesShadersStore[r]=o},6589:(e,n,i)=>{const t="lightVxFragmentDeclaration",r="#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},5377:(e,n,i)=>{const t="lightVxUboDeclaration",r="#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},8378:(e,n,i)=>{const t="mainUVVaryingDeclaration",r="#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},8461:(e,n,i)=>{const t="prePassVertex",r="#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},1444:(e,n,i)=>{const t="prePassVertexDeclaration",r="#ifdef PREPASS\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_VELOCITY\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},4231:(e,n,i)=>{const t="samplerVertexDeclaration",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},2759:(e,n,i)=>{const t="samplerVertexImplementation",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (v_INFONAME_==0.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}\n#ifdef UV2\nelse if (v_INFONAME_==1.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2,1.0,0.0));}\n#endif\n#ifdef UV3\nelse if (v_INFONAME_==2.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}\n#endif\n#ifdef UV4\nelse if (v_INFONAME_==3.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}\n#endif\n#ifdef UV5\nelse if (v_INFONAME_==4.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}\n#endif\n#ifdef UV6\nelse if (v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},8520:(e,n,i)=>{const t="shadowsVertex",r="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n}\n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},1506:(e,n,i)=>{const t="uvAttributeDeclaration",r="#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},1421:(e,n,i)=>{const t="uvVariableDeclaration",r="#if !defined(UV{X}) && defined(MAINUV{X})\nvec2 uv{X}=vec2(0.,0.);\n#endif\n#ifdef MAINUV{X}\nvMainUV{X}=uv{X};\n#endif\n";i(7416).v.IncludesShadersStore[t]=r},8240:(e,n,i)=>{i.r(n),i.d(n,{defaultVertexShader:()=>d});var t=i(7416);i(4648);const r="defaultVertexDeclaration",o="uniform mat4 viewProjection;uniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";t.v.IncludesShadersStore[r]=o;i(8151),i(1506),i(5276),i(3827),i(2335),i(4122),i(1444),i(8378),i(4231),i(7735),i(110),i(373),i(6589),i(5377),i(8059),i(2230),i(9481),i(8107),i(3592),i(9449),i(6096),i(3749),i(8461),i(1421),i(2759),i(7674),i(3888),i(7987),i(8520),i(5095),i(5701),i(627);const a="defaultVertexShader",f="#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#include<prePassVertex>\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";t.v.ShadersStore[a]=f;const d={name:a,shader:f}}}]);
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/*! For license information please see 243.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[243],{1740:(e,n,o)=>{var i=o(7416);o(2889);const r="backgroundUboDeclaration",l="layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};\n#include<sceneUboDeclaration>\n";i.v.IncludesShadersStore[r]=l},5001:(e,n,o)=>{const i="lightsFragmentFunctions",r="struct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)\n{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}";o(7416).v.IncludesShadersStore[i]=r},3243:(e,n,o)=>{o.r(n),o.d(n,{backgroundPixelShader:()=>c});var i=o(7416);const r="backgroundFragmentDeclaration",l="uniform vec4 vEyePosition;uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;uniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef PROJECTED_GROUND\nuniform vec2 projectedGroundInfos;\n#endif\n";i.v.IncludesShadersStore[r]=l;o(1740),o(5276),o(2628),o(6757),o(8494),o(3323),o(5001),o(198),o(3936),o(9481),o(2397),o(2302),o(5764),o(6012),o(6564),o(5225);const t="backgroundPixelShader",f="#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#include<helperFunctions>\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\nfloat diskIntersectWithBackFaceCulling(vec3 ro,vec3 rd,vec3 c,float r) {float d=rd.y;if(d>0.0) { return 1e6; }\nvec3 o=ro-c;float t=-o.y/d;vec3 q=o+rd*t;return (dot(q,q)<r*r) ? t : 1e6;}\nfloat sphereIntersect(vec3 ro,vec3 rd,float ra) {float b=dot(ro,rd);float c=dot(ro,ro)-ra*ra;float h=b*b-c;if(h<0.0) { return -1.0; }\nh=sqrt(h);return-b+h;}\nvec3 project(vec3 viewDirectionW,vec3 eyePosition) {float radius=projectedGroundInfos.x;float height=projectedGroundInfos.y;vec3 camDir=-viewDirectionW;float skySphereDistance=sphereIntersect(eyePosition,camDir,radius);vec3 skySpherePositionW=eyePosition+camDir*skySphereDistance;vec3 p=normalize(skySpherePositionW);eyePosition.y-=height;float sIntersection=sphereIntersect(eyePosition,p,radius);vec3 h=vec3(0.0,-height,0.0);float dIntersection=diskIntersectWithBackFaceCulling(eyePosition,p,h,radius);p=(eyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\nfloat shadow=1.;float globalShadow=0.;float shadowLightCount=0.;float aggShadow=0.;float numLights=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvec3 reflectionVector=project(viewDirectionW,vEyePosition.xyz);reflectionVector=vec3(reflectionMatrix*vec4(reflectionVector,1.));\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\nvec3 diffuseColor=vec3(1.,1.,1.);float finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;vec3 reflectionReflectance0=vReflectionControl.yyy;vec3 reflectionReflectance90=vReflectionControl.zzz;float VdotN=dot(normalize(vEyePosition.xyz),normalW);vec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));const float startAngle=0.1;float fadeFactor=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\nvec4 color=vec4(finalColor,finalAlpha);\n#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);color=max(color,0.0);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";i.v.ShadersStore[t]=f;const c={name:t,shader:f}}}]);
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[276],{3373:(e,n,r)=>{var o=r(7416);r(7761);const i="backgroundUboDeclaration",f="uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos: vec2f;uniform vReflectionInfos: vec2f;uniform diffuseMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;\n#include<sceneUboDeclaration>\n";o.v.IncludesShadersStoreWGSL[i]=f},6534:(e,n,r)=>{const o="lightsFragmentFunctions",i="struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}";r(7416).v.IncludesShadersStoreWGSL[o]=i},7276:(e,n,r)=>{r.r(n),r.d(n,{backgroundPixelShaderWGSL:()=>l});var o=r(7416);r(3373),r(2842),r(7662),r(1596),r(876),r(6534),r(3030),r(1916),r(7470),r(7652),r(750),r(3665),r(2796),r(954),r(7555);const i="backgroundPixelShader",f="#include<backgroundUboDeclaration>\n#include<helperFunctions>\nvarying vPositionW: vec3f;\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif \n#ifdef MAINUV2 \nvarying vMainUV2: vec2f; \n#endif \n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV==1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV==2\n#define vDiffuseUV vMainUV2\n#else\nvarying vDiffuseUV: vec2f;\n#endif\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef TEXTURELODSUPPORT\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<logDepthDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nfn fresnelSchlickEnvironmentGGX(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#ifdef PROJECTED_GROUND\nfn diskIntersectWithBackFaceCulling(ro: vec3f,rd: vec3f,c: vec3f,r: f32)->f32 {var d: f32=rd.y;if(d>0.0) { return 1e6; }\nvar o: vec3f=ro-c;var t: f32=-o.y/d;var q: vec3f=o+rd*t;return select(1e6,t,(dot(q,q)<r*r));}\nfn sphereIntersect(ro: vec3f,rd: vec3f,ra: f32)->f32 {var b: f32=dot(ro,rd);var c: f32=dot(ro,ro)-ra*ra;var h: f32=b*b-c;if(h<0.0) { return -1.0; }\nh=sqrt(h);return-b+h;}\nfn project(viewDirectionW: vec3f,eyePosition: vec3f)->vec3f {var radius: f32=uniforms.projectedGroundInfos.x;var height: f32=uniforms.projectedGroundInfos.y;var camDir: vec3f=-viewDirectionW;var skySphereDistance: f32=sphereIntersect(eyePosition,camDir,radius);var skySpherePositionW: vec3f=eyePosition+camDir*skySphereDistance;var p: vec3f=normalize(skySpherePositionW);var upEyePosition=vec3f(eyePosition.x,eyePosition.y-height,eyePosition.z);var sIntersection: f32=sphereIntersect(upEyePosition,p,radius);var h: vec3f= vec3f(0.0,-height,0.0);var dIntersection: f32=diskIntersectWithBackFaceCulling(upEyePosition,p,h,radius);p=(upEyePosition+min(sIntersection,dIntersection)*p);return p;}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(0.0,1.0,0.0);\n#endif\nvar shadow: f32=1.;var globalShadow: f32=0.;var shadowLightCount: f32=0.;var aggShadow: f32=0.;var numLights: f32=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\nvar reflectionColor: vec4f= vec4f(1.,1.,1.,1.);\n#ifdef REFLECTION\n#ifdef PROJECTED_GROUND\nvar reflectionVector: vec3f=project(viewDirectionW,scene.vEyePosition.xyz);reflectionVector= (uniforms.reflectionMatrix*vec4f(reflectionVector,1.)).xyz;\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nvar reflectionLOD: f32=uniforms.vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;reflectionColor=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD);var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var reflectionSpecularMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if(lodReflectionNormalizedDoubled<1.0){reflectionColor=mix(\ntextureSample(reflectionrHighSampler,reflectionrHighSamplerSampler,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);} else {reflectionColor=mix(\nreflectionSpecularMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#else\nvar reflectionSample: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);reflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor).rgb,reflectionColor.a);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=vec4f(toLinearSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=vec4f(reflectionColor.bgr,reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#endif\nvar diffuseColor: vec3f= vec3f(1.,1.,1.);var finalAlpha: f32=uniforms.alpha;\n#ifdef DIFFUSE\nvar diffuseMap: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,input.vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap=vec4f(toLinearSpaceVec3(diffuseMap.rgb),diffuseMap.a);\n#endif\ndiffuseMap=vec4f(diffuseMap.rgb *uniforms.vDiffuseInfos.y,diffuseMap.a);\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar colorBase: vec3f=diffuseColor;\n#else\nvar colorBase: vec3f=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,vec3f(0.0));\n#ifdef USERGBCOLOR\nvar finalColor: vec3f=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvar mainColor: vec3f=mix(uniforms.vPrimaryColorShadow.rgb,uniforms.vPrimaryColor.rgb,colorBase);\n#else\nvar mainColor: vec3f=uniforms.vPrimaryColor.rgb;\n#endif\nvar finalColor: vec3f=colorBase*mainColor;\n#endif\n#ifdef REFLECTIONFRESNEL\nvar reflectionAmount: vec3f=uniforms.vReflectionControl.xxx;var reflectionReflectance0: vec3f=uniforms.vReflectionControl.yyy;var reflectionReflectance90: vec3f=uniforms.vReflectionControl.zzz;var VdotN: f32=dot(normalize(scene.vEyePosition.xyz),normalW);var planarReflectionFresnel: vec3f=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);reflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nvar reflectionDistanceFalloff: f32=1.0-saturate(length(vPositionW.xyz-uniforms.vBackgroundCenter)*uniforms.vReflectionControl.w);reflectionDistanceFalloff*=reflectionDistanceFalloff;reflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturateVec3(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nvar viewAngleToFloor: f32=dot(normalW,normalize(scene.vEyePosition.xyz-uniforms.vBackgroundCenter));const startAngle: f32=0.1;var fadeFactor: f32=saturate(viewAngleToFloor/startAngle);finalAlpha*=fadeFactor*fadeFactor;\n#endif\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*uniforms.shadowLevel,finalColor,globalShadow);\n#endif\nvar color: vec4f= vec4f(finalColor,finalAlpha);\n#else\nvar color: vec4f= vec4f(uniforms.vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*uniforms.alpha);\n#endif\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor=vec4f(clamp(color.rgb,0.,30.0),color.a);\n#endif\n#else\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb *color.a,color.a);\n#endif\n#ifdef NOISE\ncolor=vec4f(color.rgb+dither(fragmentInputs.vPositionW.xy,0.5),color.a);color=max(color,vec4f(0.0));\n#endif\nfragmentOutputs.color=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";o.v.ShadersStoreWGSL[i]=f;const l={name:i,shader:f}}}]);
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/*! filename:276 */
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/*! For license information please see 334.real-time-viewer.umd.min.js.LICENSE.txt */
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+
"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[334],{8439:(e,n,t)=>{const i="bakedVertexAnimation",r="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1990:(e,n,t)=>{const i="bakedVertexAnimationDeclaration",r="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7762:(e,n,t)=>{const i="bonesDeclaration",r="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},8333:(e,n,t)=>{const i="bonesVertex",r="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},5785:(e,n,t)=>{const i="bumpVertex",r="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1068:(e,n,t)=>{const i="bumpVertexDeclaration",r="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6601:(e,n,t)=>{const i="clipPlaneVertex",r="#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},870:(e,n,t)=>{const i="clipPlaneVertexDeclaration",r="#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6236:(e,n,t)=>{const i="fogVertex",r="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},5472:(e,n,t)=>{const i="fogVertexDeclaration",r="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},2724:(e,n,t)=>{const i="instancesDeclaration",r="#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},9413:(e,n,t)=>{const i="instancesVertex",r="#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=mat4x4<f32>(vertexInputs.previousWorld0,vertexInputs.previousWorld1,vertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},5186:(e,n,t)=>{const i="lightVxUboDeclaration",r="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7470:(e,n,t)=>{const i="logDepthDeclaration",r="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7350:(e,n,t)=>{const i="logDepthVertex",r="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7757:(e,n,t)=>{const i="mainUVVaryingDeclaration",r="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},2:(e,n,t)=>{const i="meshUboDeclaration",r="struct Mesh {world : mat4x4<f32>,\nvisibility : f32,};var<uniform> mesh : Mesh;\n#define WORLD_UBO\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},9966:(e,n,t)=>{const i="morphTargetsVertex",r="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz=tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6212:(e,n,t)=>{const i="morphTargetsVertexDeclaration",r="#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6403:(e,n,t)=>{const i="morphTargetsVertexGlobal",r="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},9120:(e,n,t)=>{const i="morphTargetsVertexGlobalDeclaration",r="#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},864:(e,n,t)=>{const i="prePassVertex",r="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1472:(e,n,t)=>{const i="prePassVertexDeclaration",r="#ifdef PREPASS\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_VELOCITY\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},4037:(e,n,t)=>{const i="samplerVertexDeclaration",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6541:(e,n,t)=>{const i="samplerVertexImplementation",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7761:(e,n,t)=>{const i="sceneUboDeclaration",r="struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};var<uniform> scene : Scene;\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1098:(e,n,t)=>{const i="shadowsVertex",r="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},9452:(e,n,t)=>{const i="uvAttributeDeclaration",r="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},2240:(e,n,t)=>{const i="uvVariableDeclaration",r="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},850:(e,n,t)=>{const i="vertexColorMixing",r="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r}}]);
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/*! filename:334 */
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