@crystaldesign/real-time-viewer 25.14.0-beta.41 → 25.14.0-beta.43

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.
Files changed (91) hide show
  1. package/build/umd/1020.real-time-viewer.umd.min.js +1 -1
  2. package/build/umd/1107.real-time-viewer.umd.min.js +2 -0
  3. package/build/umd/1107.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  4. package/build/umd/1153.real-time-viewer.umd.min.js +1 -1
  5. package/build/umd/1399.real-time-viewer.umd.min.js +2 -0
  6. package/build/umd/1399.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  7. package/build/umd/1499.real-time-viewer.umd.min.js +1 -1
  8. package/build/umd/1808.real-time-viewer.umd.min.js +2 -0
  9. package/build/umd/1808.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  10. package/build/umd/1924.real-time-viewer.umd.min.js +1 -1
  11. package/build/umd/2128.real-time-viewer.umd.min.js +2 -0
  12. package/build/umd/2128.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  13. package/build/umd/2265.real-time-viewer.umd.min.js +1 -1
  14. package/build/umd/2371.real-time-viewer.umd.min.js +1 -1
  15. package/build/umd/2439.real-time-viewer.umd.min.js +1 -1
  16. package/build/umd/2796.real-time-viewer.umd.min.js +2 -0
  17. package/build/umd/2796.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  18. package/build/umd/3040.real-time-viewer.umd.min.js +1 -1
  19. package/build/umd/3116.real-time-viewer.umd.min.js +1 -1
  20. package/build/umd/3210.real-time-viewer.umd.min.js +2 -0
  21. package/build/umd/3210.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  22. package/build/umd/3243.real-time-viewer.umd.min.js +2 -0
  23. package/build/umd/3243.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  24. package/build/umd/4022.real-time-viewer.umd.min.js +2 -0
  25. package/build/umd/4022.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  26. package/build/umd/4049.real-time-viewer.umd.min.js +1 -1
  27. package/build/umd/4153.real-time-viewer.umd.min.js +1 -1
  28. package/build/umd/4431.real-time-viewer.umd.min.js +1 -1
  29. package/build/umd/4486.real-time-viewer.umd.min.js +1 -1
  30. package/build/umd/4623.real-time-viewer.umd.min.js +1 -1
  31. package/build/umd/4667.real-time-viewer.umd.min.js +1 -1
  32. package/build/umd/5498.real-time-viewer.umd.min.js +2 -0
  33. package/build/umd/5498.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  34. package/build/umd/5573.real-time-viewer.umd.min.js +2 -0
  35. package/build/umd/5573.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  36. package/build/umd/5750.real-time-viewer.umd.min.js +2 -0
  37. package/build/umd/5750.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  38. package/build/umd/580.real-time-viewer.umd.min.js +2 -0
  39. package/build/umd/580.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  40. package/build/umd/6057.real-time-viewer.umd.min.js +2 -0
  41. package/build/umd/6057.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  42. package/build/umd/6095.real-time-viewer.umd.min.js +1 -1
  43. package/build/umd/6141.real-time-viewer.umd.min.js +2 -0
  44. package/build/umd/6141.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  45. package/build/umd/615.real-time-viewer.umd.min.js +1 -1
  46. package/build/umd/6442.real-time-viewer.umd.min.js +2 -0
  47. package/build/umd/6442.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  48. package/build/umd/6656.real-time-viewer.umd.min.js +1 -1
  49. package/build/umd/6748.real-time-viewer.umd.min.js +1 -1
  50. package/build/umd/6954.real-time-viewer.umd.min.js +1 -1
  51. package/build/umd/7074.real-time-viewer.umd.min.js +2 -0
  52. package/build/umd/7074.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  53. package/build/umd/7142.real-time-viewer.umd.min.js +1 -1
  54. package/build/umd/7229.real-time-viewer.umd.min.js +1 -1
  55. package/build/umd/7352.real-time-viewer.umd.min.js +1 -1
  56. package/build/umd/7489.real-time-viewer.umd.min.js +2 -0
  57. package/build/umd/7489.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  58. package/build/umd/7501.real-time-viewer.umd.min.js +1 -1
  59. package/build/umd/7751.real-time-viewer.umd.min.js +1 -1
  60. package/build/umd/8008.real-time-viewer.umd.min.js +2 -0
  61. package/build/umd/8008.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  62. package/build/umd/815.real-time-viewer.umd.min.js +1 -1
  63. package/build/umd/8240.real-time-viewer.umd.min.js +1 -1
  64. package/build/umd/8620.real-time-viewer.umd.min.js +1 -1
  65. package/build/umd/8833.real-time-viewer.umd.min.js +2 -0
  66. package/build/umd/8833.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  67. package/build/umd/8954.real-time-viewer.umd.min.js +1 -1
  68. package/build/umd/9046.real-time-viewer.umd.min.js +2 -0
  69. package/build/umd/9046.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  70. package/build/umd/9078.real-time-viewer.umd.min.js +1 -1
  71. package/build/umd/9199.real-time-viewer.umd.min.js +2 -0
  72. package/build/umd/9199.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  73. package/build/umd/9383.real-time-viewer.umd.min.js +1 -1
  74. package/build/umd/9487.real-time-viewer.umd.min.js +1 -1
  75. package/build/umd/9643.real-time-viewer.umd.min.js +2 -0
  76. package/build/umd/9643.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  77. package/build/umd/9712.real-time-viewer.umd.min.js +1 -1
  78. package/build/umd/9959.real-time-viewer.umd.min.js +2 -0
  79. package/build/umd/9959.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
  80. package/build/umd/9990.real-time-viewer.umd.min.js +1 -1
  81. package/build/umd/real-time-viewer.umd.min.js +1 -1
  82. package/build/umd/report.html +1 -1
  83. package/package.json +13 -13
  84. package/build/umd/2528.real-time-viewer.umd.min.js +0 -2
  85. package/build/umd/2528.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
  86. package/build/umd/5925.real-time-viewer.umd.min.js +0 -2
  87. package/build/umd/5925.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
  88. package/build/umd/6030.real-time-viewer.umd.min.js +0 -2
  89. package/build/umd/6030.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
  90. package/build/umd/957.real-time-viewer.umd.min.js +0 -2
  91. package/build/umd/957.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
@@ -1,2 +1,2 @@
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  /*! For license information please see 7751.real-time-viewer.umd.min.js.LICENSE.txt */
2
- "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[7751],{82740:(e,a,n)=>{var r=n(17416);const i="bumpFragment",f="var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(BUMP)\nvar normalScale: f32=uniforms.vBumpInfos.y;\n#else\nvar normalScale: f32=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#elif defined(BUMP)\nvar TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#else\nvar TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#else\nvar TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nvar invTBN: mat3x3f=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);\n#endif\n#endif\n#ifdef DETAIL\nvar detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);\n#else\nvar bumpNormal: vec3f=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},73935:(e,a,n)=>{var r=n(17416);n(17094);const i="bumpFragmentFunctions",f="#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst minSamples: f32=4.;const maxSamples: f32=15.;const iMaxSamples: i32=15;fn parallaxOcclusion(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32)->vec2f {var parallaxLimit: f32=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;var vOffsetDir: vec2f=normalize(vViewDirCoT.xy);var vMaxOffset: vec2f=vOffsetDir*parallaxLimit;var numSamples: f32=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));var stepSize: f32=1.0/numSamples;var currRayHeight: f32=1.0;var vCurrOffset: vec2f= vec2f(0,0);var vLastOffset: vec2f= vec2f(0,0);var lastSampledHeight: f32=1.0;var currSampledHeight: f32=1.0;var keepWorking: bool=true;for (var i: i32=0; i<iMaxSamples; i++)\n{currSampledHeight=textureSample(bumpSampler,bumpSamplerSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{var delta1: f32=currSampledHeight-currRayHeight;var delta2: f32=(currRayHeight+stepSize)-lastSampledHeight;var ratio: f32=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nfn parallaxOffset(viewDir: vec3f,heightScale: f32)->vec2f\n{var height: f32=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).w;var texCoordOffset: vec2f=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},87867:(e,a,n)=>{var r=n(17416);const i="bumpFragmentMainFunctions",f="#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f\n{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0]; \nvar a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0]; \nvar a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(\n(a11*b11-a12*b10+a13*b09)/det,\n(a02*b10-a01*b11-a03*b09)/det,\n(a31*b05-a32*b04+a33*b03)/det,\n(a22*b04-a21*b05-a23*b03)/det,\n(a12*b08-a10*b11-a13*b07)/det,\n(a00*b11-a02*b08+a03*b07)/det,\n(a32*b02-a30*b05-a33*b01)/det,\n(a20*b05-a22*b02+a23*b01)/det,\n(a10*b10-a11*b08+a13*b06)/det,\n(a01*b08-a00*b10-a03*b06)/det,\n(a30*b04-a31*b02+a33*b00)/det,\n(a21*b02-a20*b04-a23*b00)/det,\n(a11*b07-a10*b09-a12*b06)/det,\n(a00*b09-a01*b07+a02*b06)/det,\n(a31*b01-a30*b03-a32*b00)/det,\n(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\nfn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f\n{var output=normal;\n#ifdef NORMALXYSCALE\noutput=normalize(output* vec3f(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*output);}\nfn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},17094:(e,a,n)=>{var r=n(17416);const i="samplerFragmentDeclaration",f="#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\nvar _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},97751:(e,a,n)=>{n.r(a),n.d(a,{geometryPixelShaderWGSL:()=>t});var r=n(17416);n(47652),n(87867),n(73935),n(22842),n(63665),n(82740);const i="geometryPixelShader",f="#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n";r.v.ShadersStoreWGSL[i]||(r.v.ShadersStoreWGSL[i]=f);const t={name:i,shader:f}}}]);
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[7751],{82740:(e,a,n)=>{var r=n(17416);const i="bumpFragment",f="var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(BUMP)\nvar normalScale: f32=uniforms.vBumpInfos.y;\n#else\nvar normalScale: f32=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#elif defined(BUMP)\nvar TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#else\nvar TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#else\nvar TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nvar invTBN: mat3x3f=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);\n#endif\n#endif\n#ifdef DETAIL\nvar detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);\n#else\nvar bumpNormal: vec3f=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},73935:(e,a,n)=>{var r=n(17416);n(17094);const i="bumpFragmentFunctions",f="#if defined(BUMP)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(BUMP) && defined(PARALLAX)\nconst minSamples: f32=4.;const maxSamples: f32=15.;const iMaxSamples: i32=15;fn parallaxOcclusion(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32)->vec2f {var parallaxLimit: f32=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;var vOffsetDir: vec2f=normalize(vViewDirCoT.xy);var vMaxOffset: vec2f=vOffsetDir*parallaxLimit;var numSamples: f32=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));var stepSize: f32=1.0/numSamples;var currRayHeight: f32=1.0;var vCurrOffset: vec2f= vec2f(0,0);var vLastOffset: vec2f= vec2f(0,0);var lastSampledHeight: f32=1.0;var currSampledHeight: f32=1.0;var keepWorking: bool=true;for (var i: i32=0; i<iMaxSamples; i++)\n{currSampledHeight=textureSample(bumpSampler,bumpSamplerSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{var delta1: f32=currSampledHeight-currRayHeight;var delta2: f32=(currRayHeight+stepSize)-lastSampledHeight;var ratio: f32=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nfn parallaxOffset(viewDir: vec3f,heightScale: f32)->vec2f\n{var height: f32=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).w;var texCoordOffset: vec2f=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},87867:(e,a,n)=>{var r=n(17416);const i="bumpFragmentMainFunctions",f="#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f\n{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0]; \nvar a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0]; \nvar a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(\n(a11*b11-a12*b10+a13*b09)/det,\n(a02*b10-a01*b11-a03*b09)/det,\n(a31*b05-a32*b04+a33*b03)/det,\n(a22*b04-a21*b05-a23*b03)/det,\n(a12*b08-a10*b11-a13*b07)/det,\n(a00*b11-a02*b08+a03*b07)/det,\n(a32*b02-a30*b05-a33*b01)/det,\n(a20*b05-a22*b02+a23*b01)/det,\n(a10*b10-a11*b08+a13*b06)/det,\n(a01*b08-a00*b10-a03*b06)/det,\n(a30*b04-a31*b02+a33*b00)/det,\n(a21*b02-a20*b04-a23*b00)/det,\n(a11*b07-a10*b09-a12*b06)/det,\n(a00*b09-a01*b07+a02*b06)/det,\n(a31*b01-a30*b03-a32*b00)/det,\n(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\nfn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f\n{var output=normal;\n#ifdef NORMALXYSCALE\noutput=normalize(output* vec3f(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*output);}\nfn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},17094:(e,a,n)=>{var r=n(17416);const i="samplerFragmentDeclaration",f="#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\nvar _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;\n#endif\n";r.v.IncludesShadersStoreWGSL[i]||(r.v.IncludesShadersStoreWGSL[i]=f)},97751:(e,a,n)=>{n.r(a),n.d(a,{geometryPixelShaderWGSL:()=>t});var r=n(17416);n(47652),n(87867),n(73935),n(22842),n(63665),n(82740);const i="geometryPixelShader",f="#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n";r.v.ShadersStoreWGSL[i]||(r.v.ShadersStoreWGSL[i]=f);const t={name:i,shader:f}}}]);
@@ -0,0 +1,2 @@
1
+ /*! For license information please see 8008.real-time-viewer.umd.min.js.LICENSE.txt */
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8008],{49226:(e,n,o)=>{var t=o(17416);const i="decalFragmentDeclaration",r="#ifdef DECAL\nuniform vec4 vDecalInfos;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},11054:(e,n,o)=>{var t=o(17416);const i="depthPrePass",r="#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);return;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},48882:(e,n,o)=>{var t=o(17416);const i="harmonicsFunctions",r="#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+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nvec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}\n#endif\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},78378:(e,n,o)=>{var t=o(17416);const i="mainUVVaryingDeclaration",r="#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},66703:(e,n,o)=>{var t=o(17416);const i="meshUboDeclaration",r="#ifdef WEBGL2\nuniform mat4 world;uniform float visibility;\n#else\nlayout(std140,column_major) uniform;uniform Mesh\n{mat4 world;float visibility;};\n#endif\n#define WORLD_UBO\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},16691:(e,n,o)=>{var t=o(17416);const i="oitDeclaration",r="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out vec2 depth; \nlayout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;\n#define MAX_DEPTH 99999.0\nhighp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},20256:(e,n,o)=>{var t=o(17416);const i="oitFragment",r="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nfloat fragDepth=gl_FragCoord.z; \n#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nuint halfFloat=packHalf2x16(vec2(fragDepth));vec2 full=unpackHalf2x16(halfFloat);fragDepth=full.x;\n#endif\nivec2 fragCoord=ivec2(gl_FragCoord.xy);vec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;vec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);depth.rg=vec2(-MAX_DEPTH);frontColor=lastFrontColor;backColor=vec4(0.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\nfloat furthestDepth=-lastDepth.x;float nearestDepth=lastDepth.y;\n#else\nfloat nearestDepth=-lastDepth.x;float furthestDepth=lastDepth.y;\n#endif\nfloat alphaMultiplier=1.0-lastFrontColor.a;\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\n#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\n#endif\nreturn;}\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\n#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\n#endif\ndepth.rg=vec2(-fragDepth,fragDepth);return;}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},3917:(e,n,o)=>{var t=o(17416);const i="pbrBlockImageProcessing",r="#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#endif\n#else\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\nfinalColor.rgb*=finalColor.a;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},21599:(e,n,o)=>{var t=o(17416);const i="pbrBlockNormalGeometric",r="vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\nvec3 geometricNormalW=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},9858:(e,n,o)=>{var t=o(17416);const i="pbrBlockPrePass",r="#if SCENE_MRT_COUNT>0\nfloat writeGeometryInfo=finalColor.a>ALPHATESTVALUE ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;\n#else\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#elif defined(PREPASS_COLOR)\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\ngl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},5887:(e,n,o)=>{var t=o(17416);const i="pbrDebug",r="#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ngl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\n#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\n#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ngl_FragColor.rgb=vec3(microSurface);\n#elif DEBUGMODE==73\ngl_FragColor.rgb=vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ngl_FragColor.rgb=vEmissiveColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ngl_FragColor.rgb=vec3(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\n#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ngl_FragColor.rgb=vec3(albedoTexture.a);\n#elif DEBUGMODE==89\ngl_FragColor.rgb=aoOut.ambientOcclusionColor.rgb;\n#else\nfloat stripeWidth=30.;float stripePos=floor(gl_FragCoord.x/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);\n#endif\ngl_FragColor.rgb*=vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\n#endif\ngl_FragColor.a=1.0;\n#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \ngl_FragData[1]=vec4(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn;\n#endif\n}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},49525:(e,n,o)=>{var t=o(17416);const i="pbrDirectLightingFalloffFunctions",r="float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{return max(0.,1.0-length(lightOffset)/range);}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{return 1.0/maxEps(lightDistanceSquared);}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfloat computeDirectionalLightFalloff_IES(vec3 lightDirection,vec3 directionToLightCenterW,sampler2D iesLightSampler)\n{float cosAngle=dot(-lightDirection,directionToLightCenterW);float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{const float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},80933:(e,n,o)=>{var t=o(17416);const i="pbrDirectLightingFunctions",r="#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\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 toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfloat evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)\n{if (NdotL<=0.0 || NdotV<=0.0)\nreturn 0.0;mat3 M=mat3(\nvec3(ltcLut.r,0.0,0.0),\nvec3(ltcLut.g,1.0,0.0),\nvec3(0.0,0.0,1.0)\n);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},64887:(e,n,o)=>{var t=o(17416);o(33893);const i="pbrDirectLightingSetupFunctions",r="struct preLightingInfo\n{vec3 lightOffset;float lightDistanceSquared;float lightDistance;float attenuation;vec3 L;vec3 H;float NdotV;float NdotLUnclamped;float NdotL;float VdotH;float LdotV;float roughness;float diffuseRoughness;vec3 surfaceAlbedo;\n#ifdef IRIDESCENCE\nfloat iridescenceIntensity;\n#endif\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 areaLightDiffuse;\n#ifdef SPECULARTERM\nvec3 areaLightSpecular;vec4 areaLightFresnel;\n#endif\n#endif\n};preLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N,vec3 posW) {preLightingInfo result;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=dot(result.L,V);result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nresult.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nuniform sampler2D areaLightsLTC1Sampler;uniform sampler2D areaLightsLTC2Sampler;preLightingInfo computeAreaPreLightingInfo(sampler2D ltc1,sampler2D ltc2,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec4 lightData,vec3 halfWidth,vec3 halfHeight,float roughness )\n{preLightingInfo result;result.lightOffset=lightData.xyz-vPosition;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);areaLightData data=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc2,viewDirectionW,vNormal,vPosition,lightData.xyz,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nresult.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;\n#endif\nresult.areaLightDiffuse=data.Diffuse;result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},28847:(e,n,o)=>{var t=o(17416);o(78378);const i="pbrFragmentExtraDeclaration",r="varying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},39642:(e,n,o)=>{var t=o(17416);const i="pbrHelperFunctions",r="#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{return square(roughness)+MINIMUMVARIANCE;}\nfloat fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#elif ANISOTROPIC_OPENPBR\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\n#else\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},16341:(e,n,o)=>{var t=o(17416);const i="pbrIBLFunctions",r="#if defined(REFLECTION) || defined(SS_REFRACTION)\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;}\nfloat getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},27628:(e,n,o)=>{var t=o(17416);const i="prePassDeclaration",r="#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying highp float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)},10653:(e,n,o)=>{var t=o(17416);const i="subSurfaceScatteringFunctions",r="bool testLightingForSSS(float diffusionProfile)\n{return diffusionProfile<1.;}";t.v.IncludesShadersStore[i]||(t.v.IncludesShadersStore[i]=r)}}]);
@@ -0,0 +1 @@
1
+ /*! filename:8008 */
@@ -1,2 +1,2 @@
1
1
  /*! For license information please see 815.real-time-viewer.umd.min.js.LICENSE.txt */
2
- "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[815],{65785:(e,n,i)=>{var t=i(17416);const r="bumpVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},31068:(e,n,i)=>{var t=i(17416);const r="bumpVertexDeclaration",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},76848:(e,n,i)=>{var t=i(17416);i(77761),i(90002);const r="defaultUboDeclaration",f="uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},76236:(e,n,i)=>{var t=i(17416);const r="fogVertex",f="#ifdef FOG\n#ifdef SCENE_UBO\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#else\nvertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},15472:(e,n,i)=>{var t=i(17416);const r="fogVertexDeclaration",f="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},45186:(e,n,i)=>{var t=i(17416);const r="lightVxUboDeclaration",f="#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\n#if defined(AREALIGHT{X})\nvLightWidth: vec4f,\nvLightHeight: vec4f,\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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},37470:(e,n,i)=>{var t=i(17416);const r="logDepthDeclaration",f="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},27350:(e,n,i)=>{var t=i(17416);const r="logDepthVertex",f="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},77757:(e,n,i)=>{var t=i(17416);const r="mainUVVaryingDeclaration",f="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},60864:(e,n,i)=>{var t=i(17416);const r="prePassVertex",f="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvertexOutputs.vNormViewDepth=((scene.view*worldPos).z-uniforms.cameraInfo.x)/(uniforms.cameraInfo.y-uniforms.cameraInfo.x);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},61472:(e,n,i)=>{var t=i(17416);const r="prePassVertexDeclaration",f="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},4037:(e,n,i)=>{var t=i(17416);const r="samplerVertexDeclaration",f="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},66541:(e,n,i)=>{var t=i(17416);const r="samplerVertexImplementation",f="#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(uv2Updated,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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},1098:(e,n,i)=>{var t=i(17416);const r="shadowsVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},29452:(e,n,i)=>{var t=i(17416);const r="uvAttributeDeclaration",f="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},2240:(e,n,i)=>{var t=i(17416);const r="uvVariableDeclaration",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},850:(e,n,i)=>{var t=i(17416);const r="vertexColorMixing",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},10815:(e,n,i)=>{i.r(n),i.d(n,{defaultVertexShaderWGSL:()=>s});var t=i(17416);i(76848),i(29452),i(22842),i(97762),i(31990),i(42724),i(61472),i(77757),i(4037),i(31068),i(80870),i(15472);const r="#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL.lightVxFragmentDeclaration||(t.v.IncludesShadersStoreWGSL.lightVxFragmentDeclaration=r);i(45186),i(19120),i(46212),i(37470),i(56403),i(39966),i(49413),i(58333),i(28439),i(60864),i(2240),i(66541),i(65785),i(56601),i(76236),i(1098),i(850),i(27350);const f="defaultVertexShader",o="#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\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 vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\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 vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=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(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..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<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";t.v.ShadersStoreWGSL.defaultVertexShader||(t.v.ShadersStoreWGSL.defaultVertexShader=o);const s={name:f,shader:o}}}]);
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[815],{65785:(e,n,i)=>{var t=i(17416);const r="bumpVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},31068:(e,n,i)=>{var t=i(17416);const r="bumpVertexDeclaration",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},76848:(e,n,i)=>{var t=i(17416);i(77761),i(90002);const r="defaultUboDeclaration",f="uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},76236:(e,n,i)=>{var t=i(17416);const r="fogVertex",f="#ifdef FOG\n#ifdef SCENE_UBO\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#else\nvertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},15472:(e,n,i)=>{var t=i(17416);const r="fogVertexDeclaration",f="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},45186:(e,n,i)=>{var t=i(17416);const r="lightVxUboDeclaration",f="#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#elif defined(CLUSTLIGHT{X})\nvSliceData: vec2f,\nvSliceRanges: array<vec4f,CLUSTLIGHT_SLICES>,\n#endif\n#if defined(AREALIGHT{X})\nvLightWidth: vec4f,\nvLightHeight: vec4f,\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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},37470:(e,n,i)=>{var t=i(17416);const r="logDepthDeclaration",f="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},27350:(e,n,i)=>{var t=i(17416);const r="logDepthVertex",f="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},77757:(e,n,i)=>{var t=i(17416);const r="mainUVVaryingDeclaration",f="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},60864:(e,n,i)=>{var t=i(17416);const r="prePassVertex",f="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvertexOutputs.vNormViewDepth=((scene.view*worldPos).z-uniforms.cameraInfo.x)/(uniforms.cameraInfo.y-uniforms.cameraInfo.x);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},61472:(e,n,i)=>{var t=i(17416);const r="prePassVertexDeclaration",f="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},4037:(e,n,i)=>{var t=i(17416);const r="samplerVertexDeclaration",f="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},66541:(e,n,i)=>{var t=i(17416);const r="samplerVertexImplementation",f="#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(uv2Updated,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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},1098:(e,n,i)=>{var t=i(17416);const r="shadowsVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},29452:(e,n,i)=>{var t=i(17416);const r="uvAttributeDeclaration",f="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},2240:(e,n,i)=>{var t=i(17416);const r="uvVariableDeclaration",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},850:(e,n,i)=>{var t=i(17416);const r="vertexColorMixing",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},10815:(e,n,i)=>{i.r(n),i.d(n,{defaultVertexShaderWGSL:()=>s});var t=i(17416);i(76848),i(29452),i(22842),i(97762),i(31990),i(42724),i(61472),i(77757),i(4037),i(31068),i(80870),i(15472);const r="#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n";t.v.IncludesShadersStoreWGSL.lightVxFragmentDeclaration||(t.v.IncludesShadersStoreWGSL.lightVxFragmentDeclaration=r);i(45186),i(19120),i(46212),i(37470),i(56403),i(39966),i(49413),i(58333),i(28439),i(60864),i(2240),i(66541),i(65785),i(56601),i(76236),i(1098),i(850),i(27350);const f="defaultVertexShader",o="#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\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 vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\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 vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=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(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvertexOutputs.vViewDepth=(scene.view*worldPos).z;\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..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<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";t.v.ShadersStoreWGSL.defaultVertexShader||(t.v.ShadersStoreWGSL.defaultVertexShader=o);const s={name:f,shader:o}}}]);
@@ -1,2 +1,2 @@
1
1
  /*! For license information please see 8240.real-time-viewer.umd.min.js.LICENSE.txt */
2
- "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8240],{77735:(e,n,i)=>{var t=i(17416);const r="bumpVertexDeclaration",o="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},94648:(e,n,i)=>{var t=i(17416);const r="decalVertexDeclaration",o="#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},88151:(e,n,i)=>{var t=i(17416);i(2889),i(66703);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;vec4 cameraInfo;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},57987:(e,n,i)=>{var t=i(17416);const r="fogVertex",o="#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},10373:(e,n,i)=>{var t=i(17416);const r="fogVertexDeclaration",o="#ifdef FOG\nvarying vec3 vFogDistance;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},76589:(e,n,i)=>{var t=i(17416);const r="lightVxFragmentDeclaration",o="#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#if defined(AREALIGHT{X})\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},15377:(e,n,i)=>{var t=i(17416);const r="lightVxUboDeclaration",o="#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\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},89481:(e,n,i)=>{var t=i(17416);const r="logDepthDeclaration",o="#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;varying float vFragmentDepth;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},50627:(e,n,i)=>{var t=i(17416);const r="logDepthVertex",o="#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},78378:(e,n,i)=>{var t=i(17416);const r="mainUVVaryingDeclaration",o="#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},66703:(e,n,i)=>{var t=i(17416);const r="meshUboDeclaration",o="#ifdef WEBGL2\nuniform mat4 world;uniform float visibility;\n#else\nlayout(std140,column_major) uniform;uniform Mesh\n{mat4 world;float visibility;};\n#endif\n#define WORLD_UBO\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},8461:(e,n,i)=>{var t=i(17416);const r="prePassVertex",o="#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && 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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},51444:(e,n,i)=>{var t=i(17416);const r="prePassVertexDeclaration",o="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},64231:(e,n,i)=>{var t=i(17416);const 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(v_INFONAME_==5.)\n{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},18520:(e,n,i)=>{var t=i(17416);const r="shadowsVertex",o="#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 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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\nuniform vec4 cameraInfo;\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";t.v.IncludesShadersStore.defaultVertexDeclaration||(t.v.IncludesShadersStore.defaultVertexDeclaration=r);i(88151),i(51506),i(65276),i(33827),i(72335),i(34122),i(51444),i(78378),i(64231),i(77735),i(60110),i(10373),i(76589),i(15377),i(58059),i(12230),i(89481),i(58107),i(93592),i(39449),i(86096),i(73749),i(8461),i(31421),i(22759),i(67674),i(43888),i(57987),i(18520),i(85095),i(65701),i(50627);const o="defaultVertexShader",a="#define CUSTOM_VERTEX_EXTENSION\n#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#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\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(PREPASS_VELOCITY_LINEAR)) && !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#ifdef PREPASS\n#include<prePassVertex>\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#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..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.defaultVertexShader||(t.v.ShadersStore.defaultVertexShader=a);const d={name:o,shader:a}}}]);
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8240],{77735:(e,n,i)=>{var t=i(17416);const r="bumpVertexDeclaration",o="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},94648:(e,n,i)=>{var t=i(17416);const r="decalVertexDeclaration",o="#ifdef DECAL\nuniform vec4 vDecalInfos;uniform mat4 decalMatrix;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},88151:(e,n,i)=>{var t=i(17416);i(2889),i(66703);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 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r="fogVertexDeclaration",o="#ifdef FOG\nvarying vec3 vFogDistance;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},76589:(e,n,i)=>{var t=i(17416);const r="lightVxFragmentDeclaration",o="#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#if defined(AREALIGHT{X})\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},15377:(e,n,i)=>{var t=i(17416);const r="lightVxUboDeclaration",o="#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#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},89481:(e,n,i)=>{var t=i(17416);const r="logDepthDeclaration",o="#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;varying float vFragmentDepth;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},50627:(e,n,i)=>{var t=i(17416);const r="logDepthVertex",o="#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},78378:(e,n,i)=>{var t=i(17416);const r="mainUVVaryingDeclaration",o="#ifdef MAINUV{X}\nvarying vec2 vMainUV{X};\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},66703:(e,n,i)=>{var t=i(17416);const r="meshUboDeclaration",o="#ifdef WEBGL2\nuniform mat4 world;uniform float visibility;\n#else\nlayout(std140,column_major) uniform;uniform Mesh\n{mat4 world;float visibility;};\n#endif\n#define WORLD_UBO\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},8461:(e,n,i)=>{var t=i(17416);const r="prePassVertex",o="#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvPosition=positionUpdated.xyz;\n#endif\n#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && 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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},51444:(e,n,i)=>{var t=i(17416);const r="prePassVertexDeclaration",o="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},64231:(e,n,i)=>{var t=i(17416);const r="samplerVertexDeclaration",o="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying vec2 v_VARYINGNAME_UV;\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},22759:(e,n,i)=>{var t=i(17416);const r="samplerVertexImplementation",o="#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(uv2Updated,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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},18520:(e,n,i)=>{var t=i(17416);const r="shadowsVertex",o="#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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},51506:(e,n,i)=>{var t=i(17416);const r="uvAttributeDeclaration",o="#ifdef UV{X}\nattribute vec2 uv{X};\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},31421:(e,n,i)=>{var t=i(17416);const r="uvVariableDeclaration",o="#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";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},85095:(e,n,i)=>{var t=i(17416);const r="vertexColorMixing",o="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=colorUpdated;\n#else\nvColor.rgb*=colorUpdated.rgb;\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n";t.v.IncludesShadersStore[r]||(t.v.IncludesShadersStore[r]=o)},88240:(e,n,i)=>{i.r(n),i.d(n,{defaultVertexShader:()=>a});var t=i(17416);i(94648);const r="uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nuniform 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\nuniform vec4 cameraInfo;\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n";t.v.IncludesShadersStore.defaultVertexDeclaration||(t.v.IncludesShadersStore.defaultVertexDeclaration=r);i(88151),i(51506),i(65276),i(33827),i(72335),i(34122),i(51444),i(78378),i(64231),i(77735),i(60110),i(10373),i(76589),i(15377),i(58059),i(12230),i(89481),i(58107),i(93592),i(39449),i(86096),i(73749),i(8461),i(31421),i(22759),i(67674),i(43888),i(57987),i(18520),i(85095),i(65701),i(50627);const o="defaultVertexShader",d="#define CUSTOM_VERTEX_EXTENSION\n#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#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\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#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\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(PREPASS_VELOCITY_LINEAR)) && !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#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvViewDepth=(view*worldPos).z;\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..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.defaultVertexShader||(t.v.ShadersStore.defaultVertexShader=d);const a={name:o,shader:d}}}]);
@@ -1,2 +1,2 @@
1
1
  /*! For license information please see 8620.real-time-viewer.umd.min.js.LICENSE.txt */
2
- "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8620],{65785:(e,n,i)=>{var t=i(17416);const r="bumpVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},48620:(e,n,i)=>{i.r(n),i.d(n,{geometryVertexShaderWGSL:()=>d});var t=i(17416);i(97762),i(31990),i(19120),i(46212),i(42724),i(77761),i(80870),i(56403),i(39966),i(49413),i(58333),i(28439),i(56601),i(65785);const r="geometryVertexShader",f="#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;attribute normal: vec3f;\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;var normalUpdated: vec3f=input.normal;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=input.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.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#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n";t.v.ShadersStoreWGSL[r]||(t.v.ShadersStoreWGSL[r]=f);const d={name:r,shader:f}}}]);
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8620],{65785:(e,n,i)=>{var t=i(17416);const r="bumpVertex",f="#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.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},48620:(e,n,i)=>{i.r(n),i.d(n,{geometryVertexShaderWGSL:()=>d});var t=i(17416);i(97762),i(31990),i(19120),i(46212),i(42724),i(77761),i(80870),i(56403),i(39966),i(49413),i(58333),i(28439),i(56601),i(65785);const r="geometryVertexShader",f="#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=input.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=input.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.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#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n";t.v.ShadersStoreWGSL[r]||(t.v.ShadersStoreWGSL[r]=f);const d={name:r,shader:f}}}]);
@@ -0,0 +1,2 @@
1
+ /*! For license information please see 8833.real-time-viewer.umd.min.js.LICENSE.txt */
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8833],{48833:(e,n,r)=>{r.r(n),r.d(n,{textureMergerPixelShaderWGSL:()=>f});var t=r(17416);const u="textureMergerPixelShader",a="#ifdef USE_TEXTURE0\nvar inputTexture0Sampler: sampler;var inputTexture0: texture_2d<f32>;\n#endif\n#ifdef USE_TEXTURE1\nvar inputTexture1Sampler: sampler;var inputTexture1: texture_2d<f32>;\n#endif\n#ifdef USE_TEXTURE2\nvar inputTexture2Sampler: sampler;var inputTexture2: texture_2d<f32>;\n#endif\n#ifdef USE_TEXTURE3\nvar inputTexture3Sampler: sampler;var inputTexture3: texture_2d<f32>;\n#endif\n#ifdef RED_FROM_TEXTURE\nuniform redTextureIndex: i32;uniform redSourceChannel: i32;\n#else\nuniform redConstantValue: f32;\n#endif\n#ifdef GREEN_FROM_TEXTURE\nuniform greenTextureIndex: i32;uniform greenSourceChannel: i32;\n#else\nuniform greenConstantValue: f32;\n#endif\n#ifdef BLUE_FROM_TEXTURE\nuniform blueTextureIndex: i32;uniform blueSourceChannel: i32;\n#else\nuniform blueConstantValue: f32;\n#endif\n#ifdef ALPHA_FROM_TEXTURE\nuniform alphaTextureIndex: i32;uniform alphaSourceChannel: i32;\n#else\nuniform alphaConstantValue: f32;\n#endif\nvarying vUV: vec2f;\n#if defined(RED_FROM_TEXTURE) || defined(GREEN_FROM_TEXTURE) || defined(BLUE_FROM_TEXTURE) || defined(ALPHA_FROM_TEXTURE)\nfn sampleTexture(textureIndex: i32,uv: vec2f)->vec4f {switch (textureIndex) {\n#ifdef USE_TEXTURE0\ncase 0: {return textureSample(inputTexture0,inputTexture0Sampler,uv);}\n#endif\n#ifdef USE_TEXTURE1\ncase 1: {return textureSample(inputTexture1,inputTexture1Sampler,uv);}\n#endif\n#ifdef USE_TEXTURE2\ncase 2: {return textureSample(inputTexture2,inputTexture2Sampler,uv);}\n#endif\n#ifdef USE_TEXTURE3\ncase 3: {return textureSample(inputTexture3,inputTexture3Sampler,uv);}\n#endif\ndefault: {return vec4f(0.0,0.0,0.0,1.0); }}}\nfn extractChannel(color: vec4f,channelIndex: i32)->f32 {switch (channelIndex) {case 0: {return color.r; }\ncase 1: {return color.g; }\ncase 2: {return color.b; }\ndefault: {return color.a; }}}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let uv: vec2f=input.vUV;\n#ifdef RED_FROM_TEXTURE\nlet redSample: vec4f=sampleTexture(uniforms.redTextureIndex,uv);let r: f32=extractChannel(redSample,uniforms.redSourceChannel);\n#else\nlet r: f32=uniforms.redConstantValue;\n#endif\n#ifdef GREEN_FROM_TEXTURE\nlet greenSample: vec4f=sampleTexture(uniforms.greenTextureIndex,uv);let g: f32=extractChannel(greenSample,uniforms.greenSourceChannel);\n#else\nlet g: f32=uniforms.greenConstantValue;\n#endif\n#ifdef BLUE_FROM_TEXTURE\nlet blueSample: vec4f=sampleTexture(uniforms.blueTextureIndex,uv);let b: f32=extractChannel(blueSample,uniforms.blueSourceChannel);\n#else\nlet b: f32=uniforms.blueConstantValue;\n#endif\n#ifdef ALPHA_FROM_TEXTURE\nlet alphaSample: vec4f=sampleTexture(uniforms.alphaTextureIndex,uv);let a: f32=extractChannel(alphaSample,uniforms.alphaSourceChannel);\n#else\nlet a: f32=uniforms.alphaConstantValue;\n#endif\nfragmentOutputs.color=vec4f(r,g,b,a);}";t.v.ShadersStoreWGSL[u]||(t.v.ShadersStoreWGSL[u]=a);const f={name:u,shader:a}}}]);
@@ -0,0 +1 @@
1
+ /*! filename:8833 */
@@ -1,2 +1,2 @@
1
1
  /*! For license information please see 8954.real-time-viewer.umd.min.js.LICENSE.txt */
2
- "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8954],{64449:(e,n,t)=>{var o=t(17416);const a="hdrFilteringFunctions",i="#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},11876:(e,n,t)=>{var o=t(17416);const a="importanceSampling",i="vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \nfloat phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},22880:(e,n,t)=>{var o=t(17416);const a="pbrBRDFFunctions",i="#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#ifndef PBR_VERTEX_SHADER\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; \nconst float one_minus_cos_theta_max_to_the_fifth=0.462664366; \nconst float one_minus_cos_theta_max_to_the_sixth=0.396569457; \nvec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; \nfloat cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(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#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},68954:(e,n,t)=>{t.r(n),t.d(n,{iblDominantDirectionPixelShader:()=>f});var o=t(17416);t(65276),t(11876),t(22880),t(64449);const a="iblDominantDirectionPixelShader",i="precision highp sampler2D;precision highp samplerCube;\n#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvarying vec2 vUV;uniform sampler2D icdfSampler;void main(void) {vec3 lightDir=vec3(0.0,0.0,0.0);for(uint i=0u; i<NUM_SAMPLES; ++i)\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.0)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));lightDir+=Ls;}\nlightDir/=float(NUM_SAMPLES);gl_FragColor=vec4(lightDir,1.0);}";o.v.ShadersStore[a]||(o.v.ShadersStore[a]=i);const f={name:a,shader:i}}}]);
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[8954],{68954:(e,i,r)=>{r.r(i),r.d(i,{iblDominantDirectionPixelShader:()=>a});var n=r(17416);r(65276),r(11876),r(22880),r(64449);const l="iblDominantDirectionPixelShader",c="precision highp sampler2D;precision highp samplerCube;\n#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvarying vec2 vUV;uniform sampler2D icdfSampler;void main(void) {vec3 lightDir=vec3(0.0,0.0,0.0);for(uint i=0u; i<NUM_SAMPLES; ++i)\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.0)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));lightDir+=Ls;}\nlightDir/=float(NUM_SAMPLES);gl_FragColor=vec4(lightDir,1.0);}";n.v.ShadersStore[l]||(n.v.ShadersStore[l]=c);const a={name:l,shader:c}}}]);
@@ -0,0 +1,2 @@
1
+ /*! For license information please see 9046.real-time-viewer.umd.min.js.LICENSE.txt */
2
+ "use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[9046],{75079:(e,n,t)=>{var i=t(17416);const r="depthPrePass",f="#ifdef DEPTHPREPASS\nfragmentOutputs.color= vec4f(0.,0.,0.,1.0);return fragmentOutputs;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},55143:(e,n,t)=>{var i=t(17416);const r="harmonicsFunctions",f="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},77757:(e,n,t)=>{var i=t(17416);const r="mainUVVaryingDeclaration",f="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},75290:(e,n,t)=>{var i=t(17416);const r="oitDeclaration",f="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\n#define MAX_DEPTH 99999.0\nvar oitDepthSamplerSampler: sampler;var oitDepthSampler: texture_2d<f32>;var oitFrontColorSamplerSampler: sampler;var oitFrontColorSampler: texture_2d<f32>;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},46482:(e,n,t)=>{var i=t(17416);const r="oitFragment",f="#ifdef ORDER_INDEPENDENT_TRANSPARENCY\nvar fragDepth: f32=fragmentInputs.position.z; \n#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS\nvar halfFloat: u32=pack2x16float( vec2f(fragDepth));var full: vec2f=unpack2x16float(halfFloat);fragDepth=full.x;\n#endif\nvar fragCoord: vec2i=vec2i(fragmentInputs.position.xy);var lastDepth: vec2f=textureLoad(oitDepthSampler,fragCoord,0).rg;var lastFrontColor: vec4f=textureLoad(oitFrontColorSampler,fragCoord,0);fragmentOutputs.depth=vec2f(-MAX_DEPTH);fragmentOutputs.frontColor=lastFrontColor;fragmentOutputs.backColor= vec4f(0.0);\n#ifdef USE_REVERSE_DEPTHBUFFER\nvar furthestDepth: f32=-lastDepth.x;var nearestDepth: f32=lastDepth.y;\n#else\nvar nearestDepth: f32=-lastDepth.x;var furthestDepth: f32=lastDepth.y;\n#endif\nvar alphaMultiplier: f32=1.0-lastFrontColor.a;\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth>nearestDepth || fragDepth<furthestDepth) {\n#else\nif (fragDepth<nearestDepth || fragDepth>furthestDepth) {\n#endif\nreturn fragmentOutputs;}\n#ifdef USE_REVERSE_DEPTHBUFFER\nif (fragDepth<nearestDepth && fragDepth>furthestDepth) {\n#else\nif (fragDepth>nearestDepth && fragDepth<furthestDepth) {\n#endif\nfragmentOutputs.depth=vec2f(-fragDepth,fragDepth);return fragmentOutputs;}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},90852:(e,n,t)=>{var i=t(17416);const r="pbrBlockImageProcessing",f="#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor=vec4f(clamp(finalColor.rgb,vec3f(0.),vec3f(30.0)),finalColor.a);\n#endif\n#else\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\nfinalColor=vec4f(finalColor.rgb*finalColor.a,finalColor.a);;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},32243:(e,n,t)=>{var i=t(17416);const r="pbrBlockNormalGeometric",f="var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(input.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(input.vPositionW),dpdy(input.vPositionW)))*scene.vEyePosition.w;\n#endif\nvar geometricNormalW: vec3f=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=select(-geometricNormalW,geometricNormalW,fragmentInputs.frontFacing);\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},67217:(e,n,t)=>{var i=t(17416);const r="pbrBlockPrePass",f="#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},48053:(e,n,t)=>{var i=t(17416);const r="pbrBlockReflectance0",f="var reflectanceF0: f32=reflectivityOut.reflectanceF0;var specularEnvironmentR0: vec3f=reflectivityOut.colorReflectanceF0;var specularEnvironmentR90: vec3f= reflectivityOut.reflectanceF90;\n#ifdef ALPHAFRESNEL\nvar reflectance90: f32=fresnelGrazingReflectance(reflectanceF0);specularEnvironmentR90=specularEnvironmentR90*reflectance90;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},72871:(e,n,t)=>{var i=t(17416);const r="pbrDebug",f="#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\nfragmentOutputs.fragData0=toLinearSpaceVec3(color); \nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},72744:(e,n,t)=>{var i=t(17416);const r="pbrDirectLightingFalloffFunctions",f="fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32\n{return max(0.,1.0-length(lightOffset)/range);}\nfn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32\n{return 1.0/maxEps(lightDistanceSquared);}\nfn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32\n{var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfn computeDirectionalLightFalloff_IES(lightDirection: vec3f,directionToLightCenterW: vec3f,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32\n{var cosAngle: f32=dot(-lightDirection,directionToLightCenterW);var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32\n{var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32\n{const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977; \nvar concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},64941:(e,n,t)=>{var i=t(17416);t(51757),t(48053);const r="pbrDirectLightingFunctions",f="#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmission: vec3f,\n#endif\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\n#endif\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\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 toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nvar wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvar diffuseTerm : vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,\ninfo.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;\n#else\nlet diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n#endif\n}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var modifiedFresnel: vec3f=fresnel;\n#ifdef IRIDESCENCE\nmodifiedFresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=modifiedFresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfn evalFuzz(L: vec3f,NdotL: f32,NdotV: f32,T: vec3f,B: vec3f,ltcLut: vec3f)->f32\n{if (NdotL<=0.0f || NdotV<=0.0f) {return 0.0f;}\nlet M=mat3x3f(\nvec3f(ltcLut.r,0.0f,0.0f),\nvec3f(ltcLut.g,1.0f,0.0f),\nvec3f(0.0f,0.0f,1.0f)\n);let Llocal: vec3f=vec3f(dot(L,T),dot(L,B),NdotL);let Lwarp: vec3f=normalize(M*Llocal);let cosThetaWarp: f32=max(Lwarp.z,0.0f);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\nfn computeClusteredLighting(\nlightDataTexture: texture_2d<f32>,\ntileMaskBuffer: ptr<storage,array<u32>>,\nlightData: vec4f,\nsliceRange: vec2u,\nV: vec3f,\nN: vec3f,\nposW: vec3f,\nsurfaceAlbedo: vec3f,\nreflectivityOut: reflectivityOutParams,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32,\n#endif\n#ifdef SS_TRANSLUCENCY\nsubSurfaceOut: subSurfaceOutParams,\n#endif\n#ifdef SPECULARTERM\nAARoughnessFactor: f32,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n#ifdef SHEEN\nsheenOut: sheenOutParams,\n#endif\n#ifdef CLEARCOAT\nclearcoatOut: clearcoatOutParams,\n#endif\n)->lightingInfo {let NdotV=absEps(dot(N,V));\n#include<pbrBlockReflectance0>\n#ifdef CLEARCOAT\nspecularEnvironmentR0=clearcoatOut.specularEnvironmentR0;\n#endif\nvar result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset; \nlet maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if light.vLightDirection.w>=0.0 {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}\npreInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\nvar info: lightingInfo;\n#ifdef SS_TRANSLUCENCY\n#ifdef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nlet metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);let coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);\n#else\nlet coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\nlet NdotH=dot(N,preInfo.H);let fresnel=fresnelSchlickGGXVec3(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nlet absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\nresult.diffuse+=info.diffuse;\n#ifdef SS_TRANSLUCENCY\nresult.diffuseTransmission+=info.diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n#ifdef CLEARCOAT\nresult.clearCoat+=info.clearCoat;\n#endif\n#ifdef SHEEN\nresult.sheen+=info.sheen;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},85568:(e,n,t)=>{var i=t(17416);t(10043);const r="pbrDirectLightingSetupFunctions",f="struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nLdotV: f32,\nroughness: f32,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nareaLightDiffuse: vec3f,\n#ifdef SPECULARTERM\nareaLightSpecular: vec3f,\nareaLightFresnel: vec4f\n#endif\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=dot(result.L,V);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaPreLightingInfo(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightCenter:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->preLightingInfo {var result: preLightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightCenter,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nresult.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;\n#endif\nresult.areaLightDiffuse+=data.Diffuse;return result;}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},6370:(e,n,t)=>{var i=t(17416);t(77757);const r="pbrFragmentExtraDeclaration",f="varying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},5142:(e,n,t)=>{var i=t(17416);const r="pbrHelperFunctions",f="#define MINIMUMVARIANCE 0.0005\nfn convertRoughnessToAverageSlope(roughness: f32)->f32\n{return roughness*roughness+MINIMUMVARIANCE;}\nfn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}\nfn getAARoughnessFactors(normalVector: vec3f)->vec2f {\n#ifdef SPECULARAA\nvar nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2f(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#elif ANISOTROPIC_OPENPBR\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));var alphaB: f32=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\n#else\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var sq=1.0-anisotropy*(1.0-roughness);var a: f32=sq*sq*sq*sq;bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nfn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}\nfn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nfn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}\nfn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32\n{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);var resultMicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return resultMicroSurface;}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},40140:(e,n,t)=>{var i=t(17416);const r="pbrIBLFunctions",f="#if defined(REFLECTION) || defined(SS_REFRACTION)\nfn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}\nfn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\nfn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;}\nfn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},68880:(e,n,t)=>{var i=t(17416);const r="prePassDeclaration",f="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},17094:(e,n,t)=>{var i=t(17416);const r="samplerFragmentDeclaration",f="#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\nvar _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},14632:(e,n,t)=>{var i=t(17416);const r="subSurfaceScatteringFunctions",f="fn testLightingForSSS(diffusionProfile: f32)->bool\n{return diffusionProfile<1.;}";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)}}]);
@@ -0,0 +1 @@
1
+ /*! filename:9046 */