@crystaldesign/real-time-viewer 25.2.0-rc.9 → 25.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/build/esm/index.js +41 -87
- package/build/types/real-time-viewer/src/store/UIStore.d.ts +1 -2
- package/build/types/real-time-viewer/src/store/UIStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/useRealTimeRenderData.d.ts.map +1 -1
- package/build/umd/1499.real-time-viewer.umd.min.js +1 -1
- package/build/umd/1731.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1731.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/1781.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2439.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2871.real-time-viewer.umd.min.js +1 -1
- package/build/umd/3631.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3631.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3956.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3956.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4602.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4661.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4823.real-time-viewer.umd.min.js +1 -1
- package/build/umd/615.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6373.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6373.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/653.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6829.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6912.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6912.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7142.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7751.real-time-viewer.umd.min.js +1 -1
- package/build/umd/815.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8333.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8620.real-time-viewer.umd.min.js +1 -1
- package/build/umd/9334.real-time-viewer.umd.min.js +2 -0
- package/build/umd/9334.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/9884.real-time-viewer.umd.min.js +1 -1
- package/build/umd/real-time-viewer.umd.min.js +1 -1
- package/build/umd/report.html +1 -1
- package/package.json +2 -2
- package/build/umd/9473.real-time-viewer.umd.min.js +0 -2
- package/build/umd/9473.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
package/build/esm/index.js
CHANGED
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@@ -33,10 +33,8 @@ import { Rectangle } from '@babylonjs/gui/2D/controls/rectangle';
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import { TextBlock } from '@babylonjs/gui/2D/controls/textBlock';
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import { Mesh } from '@babylonjs/core/Meshes/mesh';
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import { Axis } from '@babylonjs/core/Maths/math.axis';
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-
import { HighlightLayer } from '@babylonjs/core/Layers/';
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import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
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import { Texture } from '@babylonjs/core/Materials/Textures/texture';
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-
import { Constants } from '@babylonjs/core/Engines/constants';
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import { Matrix as Matrix$1, Vector3 as Vector3$1 } from '@babylonjs/core/Maths/math';
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import { Engine } from '@babylonjs/core/Engines/engine';
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import { Scene } from '@babylonjs/core/scene';
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@@ -1708,10 +1706,10 @@ var UIStore = /*#__PURE__*/function () {
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_defineProperty(this, "_gridGui", void 0);
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_defineProperty(this, "_isStaticBg", void 0);
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_defineProperty(this, "_elementsInfo", void 0);
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_defineProperty(this, "_selectedHl", void 0);
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_defineProperty(this, "_diffuseTexture", void 0);
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_defineProperty(this, "_plane", void 0);
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_defineProperty(this, "_selectedMeshes", []);
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_defineProperty(this, "_isUnityComb", false);
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_defineProperty(this, "updateOverlayImage", function (overlayImage) {
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var _this$_diffuseTexture;
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if (!overlayImage || !_this._scene || ((_this$_diffuseTexture = _this._diffuseTexture) === null || _this$_diffuseTexture === void 0 ? void 0 : _this$_diffuseTexture.url) == overlayImage.base64) return;
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@@ -1724,6 +1722,7 @@ var UIStore = /*#__PURE__*/function () {
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var plane = MeshBuilder.CreatePlane('overlayplane', {
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size: 0.0047
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}, scene);
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plane.visibility = 0;
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var mat = new StandardMaterial('planeMat', scene);
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this._diffuseTexture = new Texture('data:image/gif;base64,R0lGODlhAQABALMAAAAAAP///////////////////////////////////////////////////////////yH5BAEAAAEALAAAAAABAAEAAAQCMEQAOw==', scene);
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mat.diffuseTexture = this._diffuseTexture;
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@@ -1736,8 +1735,6 @@ var UIStore = /*#__PURE__*/function () {
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plane.position.z = 0.011;
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plane.isPickable = false;
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plane.parent = scene.activeCamera;
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this._selectedHl = new HighlightLayer('hl', this._scene);
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this._selectedHl.innerGlow = false;
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this._enableSSAO = enableSSAO;
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this._utilStore = utilStore;
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this._gui = AdvancedDynamicTexture.CreateFullscreenUI('UI');
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@@ -1756,6 +1753,8 @@ var UIStore = /*#__PURE__*/function () {
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}
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this._isStaticBg = _overlayImage === null || _overlayImage === void 0 ? void 0 : _overlayImage.isStaticBg;
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if (_overlayImage) {
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this._isUnityComb = true;
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plane.visibility = 1;
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this._diffuseTexture.updateURL(_overlayImage.base64);
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this._plane.visibility = 1;
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this._enableSSAO(false);
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@@ -1769,7 +1768,7 @@ var UIStore = /*#__PURE__*/function () {
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}, {
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key: "unityCombActive",
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get: function get() {
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return !!this.
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return !!this._isUnityComb;
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}
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}, {
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key: "initSelectionHandler",
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@@ -1792,25 +1791,10 @@ var UIStore = /*#__PURE__*/function () {
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return mesh.isPickable && mesh.isReady() && mesh.isEnabled() && (!_this2._scene.cameraToUseForPointers || (_this2._scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);
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};
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}
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}, {
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key: "highlightObservable",
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value: function highlightObservable(meshes) {
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var _this3 = this;
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meshes.forEach(function (m) {
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if (_this3._plane.visibility == 1) {
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m.material.depthFunction = Constants.ALWAYS;
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m.material.disableColorWrite = true;
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} else {
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m.visibility = 1;
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m.material.depthFunction = Constants.LESS;
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m.material.disableColorWrite = false;
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}
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});
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}
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}, {
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key: "createGridGui",
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value: function createGridGui(mesh, onClickDel) {
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var
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var _this3 = this;
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if (!this._selectionHandler || !mesh) return;
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this.removeGridGui();
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var guiElem = new TransformNode('gridGuiElem', this._scene);
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@@ -1833,10 +1817,10 @@ var UIStore = /*#__PURE__*/function () {
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dbt.height = this._uiConfig.templateConfig == 'standard' ? '40px' : '70%';
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dbt.onPointerClickObservable.add(onClickDel);
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dtarget.onPointerEnterObservable = new Observable(function () {
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return dtarget.background =
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return dtarget.background = _this3._colors.hoverBg;
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});
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dtarget.onPointerOutObservable = new Observable(function () {
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return dtarget.background =
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return dtarget.background = _this3._colors.defaultBg;
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});
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if (this._uiConfig.templateConfig == 'standard') dtarget.linkOffsetY = -48;
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dtarget.addControl(dbt);
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@@ -1869,9 +1853,9 @@ var UIStore = /*#__PURE__*/function () {
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}, {
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key: "createPosNr",
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value: function createPosNr(elementInfo, element, isBoxPlanner) {
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var
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_this$_utilStore$
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var _this$_utilStore$view,
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_this$_utilStore$view2,
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_this4 = this;
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var guiElem = {
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elementId: elementInfo.elementId,
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elements: []
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@@ -1916,43 +1900,12 @@ var UIStore = /*#__PURE__*/function () {
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guiElemRightBack.position = _pos;
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}
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var childMeshes = element.getChildMeshes();
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this._scene.onBeforeRenderObservable.add(function () {
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return _this5.highlightObservable(childMeshes);
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});
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if (!elementInfo.active) {
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childMeshes.forEach(function (m) {
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m.visibility = 0;
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if (!m.actionManager) m.actionManager = new ActionManager(_this5._scene);
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m.actionManager.registerAction(new ExecuteCodeAction(ActionManager.OnPointerOverTrigger, function (ev) {
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_this5._selectedHl.removeAllMeshes();
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_this5._selectedMeshes.forEach(function (_m) {
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return _m.visibility = 0;
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});
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element.getChildMeshes().forEach(function (_m) {
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_m.visibility = 1;
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_this5._selectedHl.addMesh(_m, Color3.Black());
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});
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}));
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m.actionManager.registerAction(new ExecuteCodeAction(ActionManager.OnPointerOutTrigger, function (ev) {
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_this5._selectedHl.removeAllMeshes();
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element.getChildMeshes().forEach(function (_m) {
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return _m.visibility = 0;
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});
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_this5._selectedMeshes.forEach(function (_m) {
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_m.visibility = 1;
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_this5._selectedHl.addMesh(_m, Color3.Black());
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});
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}));
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});
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}
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if (elementInfo.active && (((_this$_utilStore$view = this._utilStore.viewHandler) === null || _this$_utilStore$view === void 0 ? void 0 : _this$_utilStore$view.tabGroupState.curTabGroup.type) == 'PLANNER' || ((_this$_utilStore$view2 = this._utilStore.viewHandler) === null || _this$_utilStore$view2 === void 0 ? void 0 : _this$_utilStore$view2.tabGroupState.curTabGroup.type) == 'OPTION')) {
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var _guiElemRightBack;
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this._selectedMeshes = childMeshes;
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this._selectedMeshes.forEach(function (_m) {
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_m.visibility = 1;
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_this5._selectedHl.addMesh(_m, Color3.Black());
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});
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this._selectedHl.addExcludedMesh(this._plane);
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var dtarget = this._uiConfig.templateConfig == 'standard' ? new Ellipse('deleteEllipse') : new Rectangle('deleteEllipse');
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guiElem.elements.push(dtarget);
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dtarget.width = this._uiConfig.templateConfig == 'standard' ? '40px' : '35px';
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@@ -1965,7 +1918,7 @@ var UIStore = /*#__PURE__*/function () {
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dbt.width = this._uiConfig.templateConfig == 'standard' ? '40px' : '60%';
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dbt.height = this._uiConfig.templateConfig == 'standard' ? '40px' : '70%';
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dbt.onPointerClickObservable.add(function () {
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return
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return _this4._utilStore.onElementDeleted(elementInfo.setId, elementInfo.elementId);
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});
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if (this._uiConfig.templateConfig == 'standard' && !guiElemRightBack) dtarget.linkOffsetY = -48;
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dtarget.addControl(dbt);
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@@ -1979,7 +1932,7 @@ var UIStore = /*#__PURE__*/function () {
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value: function createBoxCopyButtons(elementInfo, element) {
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var _this$_scene$activeCa,
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_this$_scene$activeCa2,
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-
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_this5 = this,
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_this$_scene$activeCa3;
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var guiElem = {
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elementId: elementInfo.elementId,
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@@ -2005,8 +1958,8 @@ var UIStore = /*#__PURE__*/function () {
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target.rotation = 0;
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}
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(_this$_scene$activeCa2 = this._scene.activeCamera) === null || _this$_scene$activeCa2 === void 0 || _this$_scene$activeCa2.onViewMatrixChangedObservable.add(function () {
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var
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var _dir = (
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var _this5$_scene$activeC;
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var _dir = (_this5$_scene$activeC = _this5._scene.activeCamera) === null || _this5$_scene$activeC === void 0 ? void 0 : _this5$_scene$activeC.getDirection(Axis.Z);
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if (_dir.z > 0) {
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target.rotation = 180 * Math.PI / 180;
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} else {
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@@ -2014,8 +1967,8 @@ var UIStore = /*#__PURE__*/function () {
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2014
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}
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2015
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});
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2016
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target.onPointerClickObservable.add(function () {
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2017
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var
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return (
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var _this5$_onElementCopy;
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return (_this5$_onElementCopy = _this5._onElementCopy) === null || _this5$_onElementCopy === void 0 ? void 0 : _this5$_onElementCopy.call(_this5, elementInfo.setId, elementInfo.elementId, 'LEFT');
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2019
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});
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break;
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2021
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case 'BoxCopyRight':
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@@ -2028,8 +1981,8 @@ var UIStore = /*#__PURE__*/function () {
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guiElement.position = element.absolutePosition.add(new Vector3(-(bbox.max.x - bbox.min.x), (bbox.max.y - bbox.min.y) / 2, bbox.max.z - bbox.min.z));
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guiElement.rotation = new Vector3(90 * Math.PI / 180, 0, 0);
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(_this$_scene$activeCa3 = this._scene.activeCamera) === null || _this$_scene$activeCa3 === void 0 || _this$_scene$activeCa3.onViewMatrixChangedObservable.add(function () {
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2031
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var
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var _dir = (
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var _this5$_scene$activeC2;
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1985
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var _dir = (_this5$_scene$activeC2 = _this5._scene.activeCamera) === null || _this5$_scene$activeC2 === void 0 ? void 0 : _this5$_scene$activeC2.getDirection(Axis.Z);
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if (_dir.z < 0) {
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target.rotation = 180 * Math.PI / 180;
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} else {
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@@ -2037,16 +1990,16 @@ var UIStore = /*#__PURE__*/function () {
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}
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});
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target.onPointerClickObservable.add(function () {
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var
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return (
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1993
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var _this5$_onElementCopy2;
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1994
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return (_this5$_onElementCopy2 = _this5._onElementCopy) === null || _this5$_onElementCopy2 === void 0 ? void 0 : _this5$_onElementCopy2.call(_this5, elementInfo.setId, elementInfo.elementId, 'RIGHT');
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2042
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});
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2043
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break;
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case 'BoxCopyTop':
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target.rotation = 90 * Math.PI / 180;
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guiElement.position = element.absolutePosition.add(new Vector3(-(bbox.max.x - bbox.min.x) / 2, bbox.max.y - bbox.min.y, bbox.max.z - bbox.min.z));
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target.onPointerClickObservable.add(function () {
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2048
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var
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2049
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return (
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2001
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var _this5$_onElementCopy3;
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2002
|
+
return (_this5$_onElementCopy3 = _this5._onElementCopy) === null || _this5$_onElementCopy3 === void 0 ? void 0 : _this5$_onElementCopy3.call(_this5, elementInfo.setId, elementInfo.elementId, 'TOP');
|
|
2050
2003
|
});
|
|
2051
2004
|
break;
|
|
2052
2005
|
}
|
|
@@ -2057,7 +2010,7 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2057
2010
|
}, {
|
|
2058
2011
|
key: "initGui",
|
|
2059
2012
|
value: function initGui(onElSelected, elements) {
|
|
2060
|
-
var
|
|
2013
|
+
var _this6 = this;
|
|
2061
2014
|
if (!this._selectionHandler) this.initSelectionHandler(onElSelected);
|
|
2062
2015
|
if (!this._scene) return;
|
|
2063
2016
|
if (!this._elementsInfo) return;
|
|
@@ -2074,15 +2027,15 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2074
2027
|
return Number(el.bbn.name.slice(el.bbn.name.lastIndexOf('E') + 1, el.bbn.name.length)) == elementInfo.elementId;
|
|
2075
2028
|
});
|
|
2076
2029
|
if (!emnt) return;
|
|
2077
|
-
var element =
|
|
2030
|
+
var element = _this6._scene.getTransformNodeByName(emnt.bbn.name);
|
|
2078
2031
|
if (!element) return;
|
|
2079
|
-
if (elementInfo.type == 'PosNr')
|
|
2032
|
+
if (elementInfo.type == 'PosNr') _this6.createPosNr(elementInfo, element, isBoxPlanner);else _this6.createBoxCopyButtons(elementInfo, element);
|
|
2080
2033
|
});
|
|
2081
2034
|
}
|
|
2082
2035
|
}, {
|
|
2083
2036
|
key: "selectElem",
|
|
2084
2037
|
value: function selectElem(name) {
|
|
2085
|
-
var
|
|
2038
|
+
var _this7 = this;
|
|
2086
2039
|
var _iterator = _createForOfIteratorHelper$5(this._gui.getControlsByType('ellipse')),
|
|
2087
2040
|
_step;
|
|
2088
2041
|
try {
|
|
@@ -2098,9 +2051,9 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2098
2051
|
this._guiElements.forEach(function (guiElem) {
|
|
2099
2052
|
return guiElem.elements.forEach(function (element) {
|
|
2100
2053
|
if (element.typeName == 'label') element.color = 'Black';
|
|
2101
|
-
if (element.typeName == 'Ellipse') element.color =
|
|
2054
|
+
if (element.typeName == 'Ellipse') element.color = _this7._colors.defaultBg;
|
|
2102
2055
|
if (guiElem.elementId.toString() == name) {
|
|
2103
|
-
if (element.typeName == 'label') element.color =
|
|
2056
|
+
if (element.typeName == 'label') element.color = _this7._colors.selectedBg;
|
|
2104
2057
|
if (element.typeName == 'Ellipse') element.color = 'White';
|
|
2105
2058
|
}
|
|
2106
2059
|
});
|
|
@@ -2118,12 +2071,11 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2118
2071
|
this._scene.transformNodes.forEach(function (tN) {
|
|
2119
2072
|
return tN.name.startsWith('guiElem_') && tN.dispose();
|
|
2120
2073
|
});
|
|
2121
|
-
this._selectedHl.removeAllMeshes();
|
|
2122
2074
|
}
|
|
2123
2075
|
}, {
|
|
2124
2076
|
key: "onMove",
|
|
2125
2077
|
value: function onMove() {
|
|
2126
|
-
if (!this.
|
|
2078
|
+
if (!this._isUnityComb) return;
|
|
2127
2079
|
this._plane.visibility = 0;
|
|
2128
2080
|
this._enableSSAO(true);
|
|
2129
2081
|
this._utilStore.updateCam = false;
|
|
@@ -2131,9 +2083,9 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2131
2083
|
}, {
|
|
2132
2084
|
key: "requestNewOverlayImage",
|
|
2133
2085
|
value: function requestNewOverlayImage(viewpoint, focusedElement, targetCameraPosition) {
|
|
2134
|
-
var
|
|
2086
|
+
var _this8 = this;
|
|
2135
2087
|
//this._overlayImage exists only when unity combi is enabled
|
|
2136
|
-
if (!this.
|
|
2088
|
+
if (!this._isUnityComb) return;
|
|
2137
2089
|
var elementId = undefined;
|
|
2138
2090
|
var setId = undefined;
|
|
2139
2091
|
var ob = this._scene.getTransformNodeByName(focusedElement.name);
|
|
@@ -2147,18 +2099,18 @@ var UIStore = /*#__PURE__*/function () {
|
|
|
2147
2099
|
clearTimeout(this._timeoutId);
|
|
2148
2100
|
if (!this._latestViewpoint || this._latestViewpoint.isOutdated || Math.abs(this._latestViewpoint.pos.x - viewpoint.pos.x) > 0.05 || Math.abs(this._latestViewpoint.pos.y - viewpoint.pos.y) > 0.05 || Math.abs(this._latestViewpoint.pos.z - viewpoint.pos.z) > 0.05 || Math.abs(this._latestViewpoint.rot.x - viewpoint.rot.x) > 0.05 || Math.abs(this._latestViewpoint.rot.y - viewpoint.rot.y) > 0.05 || Math.abs(this._latestViewpoint.rot.z - viewpoint.rot.z) > 0.05) {
|
|
2149
2101
|
this._timeoutId = setTimeout(function () {
|
|
2150
|
-
var
|
|
2151
|
-
|
|
2152
|
-
|
|
2102
|
+
var _this8$_requestNewOve;
|
|
2103
|
+
_this8._utilStore.addOutstandingImage();
|
|
2104
|
+
_this8._latestViewpoint = viewpoint;
|
|
2153
2105
|
console.log('requestNewOverlay Image');
|
|
2154
|
-
(
|
|
2106
|
+
(_this8$_requestNewOve = _this8._requestNewOverlayImage) === null || _this8$_requestNewOve === void 0 || _this8$_requestNewOve.call(_this8, viewpoint, {
|
|
2155
2107
|
adjustZoomInUnity: false,
|
|
2156
2108
|
onlyAdjustZoomBBChanged: false,
|
|
2157
2109
|
rotationCenter: viewpoint.targetPos,
|
|
2158
2110
|
elementId: elementId,
|
|
2159
2111
|
setId: setId
|
|
2160
2112
|
});
|
|
2161
|
-
|
|
2113
|
+
_this8._utilStore.updateCam = true;
|
|
2162
2114
|
}, 200);
|
|
2163
2115
|
} else {
|
|
2164
2116
|
this._plane.visibility = 1;
|
|
@@ -3554,16 +3506,18 @@ function useRealTimeRenderData (_ref) {
|
|
|
3554
3506
|
return _onSceneReady.apply(this, arguments);
|
|
3555
3507
|
}
|
|
3556
3508
|
function onFirstFrame() {
|
|
3557
|
-
var _callbacks$onInitiali2, _sceneStore;
|
|
3509
|
+
var _sceneStore$scene$deb, _sceneStore$scene$deb2, _callbacks$onInitiali2, _sceneStore;
|
|
3558
3510
|
sceneStore.isInitializing = false;
|
|
3559
3511
|
sceneStore.scene.onAfterRenderObservable.removeCallback(onFirstFrame);
|
|
3560
3512
|
if (!overlayImage) actions.toggleLoading('buildScene', false, false);
|
|
3513
|
+
(_sceneStore$scene$deb = sceneStore.scene.debugLayer) === null || _sceneStore$scene$deb === void 0 || (_sceneStore$scene$deb2 = _sceneStore$scene$deb.show) === null || _sceneStore$scene$deb2 === void 0 || _sceneStore$scene$deb2.call(_sceneStore$scene$deb);
|
|
3561
3514
|
(_callbacks$onInitiali2 = callbacks.onInitialized) === null || _callbacks$onInitiali2 === void 0 || _callbacks$onInitiali2.call(callbacks);
|
|
3562
3515
|
(_sceneStore = sceneStore) === null || _sceneStore === void 0 || _sceneStore.optimizeScene();
|
|
3563
3516
|
}
|
|
3564
3517
|
function renderLoop() {
|
|
3565
3518
|
var _sceneStore$controlRe, _sceneStore2;
|
|
3566
3519
|
if (!gameCanvas.current) sceneStore.scene.getEngine().dispose();
|
|
3520
|
+
if (sceneStore.cameraTargetPosition.x == 0 && sceneStore.cameraTargetPosition.y == 0 && sceneStore.cameraTargetPosition.z == 0) sceneStore.setCameraTarget();
|
|
3567
3521
|
(_sceneStore$controlRe = (_sceneStore2 = sceneStore).controlRenderLoop) === null || _sceneStore$controlRe === void 0 || _sceneStore$controlRe.call(_sceneStore2);
|
|
3568
3522
|
sceneStore.scene.render();
|
|
3569
3523
|
}
|
|
@@ -3595,7 +3549,7 @@ function useRealTimeRenderData (_ref) {
|
|
|
3595
3549
|
}
|
|
3596
3550
|
engine = new Engine(gameCanvas.current, true, {
|
|
3597
3551
|
antialias: true,
|
|
3598
|
-
stencil:
|
|
3552
|
+
stencil: false,
|
|
3599
3553
|
audioEngine: false
|
|
3600
3554
|
}, true);
|
|
3601
3555
|
engine.renderEvenInBackground = renderInBackground;
|
|
@@ -20,10 +20,10 @@ export declare class UIStore {
|
|
|
20
20
|
private _gridGui?;
|
|
21
21
|
private _isStaticBg?;
|
|
22
22
|
private _elementsInfo?;
|
|
23
|
-
private _selectedHl;
|
|
24
23
|
private _diffuseTexture;
|
|
25
24
|
private _plane;
|
|
26
25
|
private _selectedMeshes;
|
|
26
|
+
private _isUnityComb;
|
|
27
27
|
constructor(scene: Scene, enableSSAO: (enable: boolean) => void, utilStore: UtilStore, uiConfig?: UIConfig, requestNewOverlayImage?: (viewpoint: ViewpointCamInfo) => void, overlayImage?: {
|
|
28
28
|
base64: string;
|
|
29
29
|
isStaticBg: boolean;
|
|
@@ -31,7 +31,6 @@ export declare class UIStore {
|
|
|
31
31
|
get isStaticBg(): boolean;
|
|
32
32
|
get unityCombActive(): boolean;
|
|
33
33
|
private initSelectionHandler;
|
|
34
|
-
private highlightObservable;
|
|
35
34
|
createGridGui(mesh: Mesh, onClickDel?: any): void;
|
|
36
35
|
removeGridGui(): void;
|
|
37
36
|
resize(scene: Scene): void;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"UIStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/UIStore.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,MAAM,IAAI,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,UAAU,CAAC;AACvC,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;
|
|
1
|
+
{"version":3,"file":"UIStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/UIStore.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,QAAQ,EAAE,gBAAgB,EAAE,MAAM,IAAI,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,UAAU,CAAC;AACvC,OAAO,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAClC,OAAO,EAAE,IAAI,EAAE,MAAM,6BAA6B,CAAC;AAEnD,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAW9C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAOxC,qBAAa,OAAO;IAClB,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,SAAS,CAAW;IAC5B,OAAO,CAAC,IAAI,CAAyB;IACrC,OAAO,CAAC,uBAAuB,CAAC,CAStB;IACV,OAAO,CAAC,cAAc,CAAC,CAAwF;IAC/G,OAAO,CAAC,UAAU,CAAC,CAAiB;IACpC,OAAO,CAAC,gBAAgB,CAAC,CAAmB;IAC5C,OAAO,CAAC,YAAY,CAAgD;IACpE,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,WAAW,CAA4B;IAC/C,OAAO,CAAC,iBAAiB,CAAC,CAAmB;IAC7C,OAAO,CAAC,OAAO,CAA2H;IAC1I,OAAO,CAAC,QAAQ,CAAC,CAAoD;IACrE,OAAO,CAAC,WAAW,CAAC,CAAU;IAC9B,OAAO,CAAC,aAAa,CAAC,CAAgB;IACtC,OAAO,CAAC,eAAe,CAAU;IACjC,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,eAAe,CAAc;IACrC,OAAO,CAAC,YAAY,CAAS;gBAG3B,KAAK,EAAE,KAAK,EACZ,UAAU,EAAE,CAAC,MAAM,EAAE,OAAO,KAAK,IAAI,EACrC,SAAS,EAAE,SAAS,EACpB,QAAQ,CAAC,EAAE,QAAQ,EACnB,sBAAsB,CAAC,EAAE,CAAC,SAAS,EAAE,gBAAgB,KAAK,IAAI,EAC9D,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAA;KAAE,EACtD,aAAa,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,KAAK,IAAI;IA+CvG,IAAI,UAAU,YAEb;IAED,IAAI,eAAe,YAElB;IAED,OAAO,CAAC,oBAAoB;IAgCrB,aAAa,CAAC,IAAI,EAAE,IAAI,EAAE,UAAU,CAAC,EAAE,GAAG;IAoC1C,aAAa;IAKb,MAAM,CAAC,KAAK,EAAE,KAAK;IAMnB,eAAe,CAAC,YAAY,EAAE,WAAW,EAAE;IAIlD,OAAO,CAAC,WAAW;IA8EnB,OAAO,CAAC,oBAAoB;IAoErB,OAAO,CAAC,YAAY,EAAE,GAAG,EAAE,QAAQ,EAAE,OAAO,EAAE;IAqB9C,UAAU,CAAC,IAAI,EAAE,MAAM;IAiBvB,QAAQ;IAMR,MAAM;IAON,kBAAkB,iBAAkB;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAA;KAAE,GAAG,SAAS,UAS5F;IAEK,sBAAsB,CAAC,SAAS,EAAE,gBAAgB,EAAE,cAAc,EAAE,GAAG,EAAE,oBAAoB,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE;CAwC1I"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC;AAU1B,OAAO,8BAA8B,CAAC;AAOtC,MAAM,CAAC,OAAO,WAAW,EACvB,GAAG,EACH,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,UAAU,EACV,WAAW,EACX,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,iBAAiB,EACjB,oBAAoB,EACpB,SAAS,EACT,QAAQ,EACR,kBAAkB,GACnB,EAAE,KAAK;;
|
|
1
|
+
{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC;AAU1B,OAAO,8BAA8B,CAAC;AAOtC,MAAM,CAAC,OAAO,WAAW,EACvB,GAAG,EACH,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,UAAU,EACV,WAAW,EACX,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,iBAAiB,EACjB,oBAAoB,EACpB,SAAS,EACT,QAAQ,EACR,kBAAkB,GACnB,EAAE,KAAK;;EAuMP"}
|
|
@@ -1,2 +1,2 @@
|
|
|
1
1
|
/*! For license information please see 1499.real-time-viewer.umd.min.js.LICENSE.txt */
|
|
2
|
-
"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1499],{5785:(e,n,i)=>{const t="bumpVertex",r="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},1068:(e,n,i)=>{const t="bumpVertexDeclaration",r="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},6236:(e,n,i)=>{const t="fogVertex",r="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},5472:(e,n,i)=>{const t="fogVertexDeclaration",r="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},5143:(e,n,i)=>{const t="harmonicsFunctions",r="#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(7416).v.IncludesShadersStoreWGSL[t]=r},5186:(e,n,i)=>{const t="lightVxUboDeclaration",r="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7470:(e,n,i)=>{const t="logDepthDeclaration",r="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7350:(e,n,i)=>{const t="logDepthVertex",r="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7757:(e,n,i)=>{const t="mainUVVaryingDeclaration",r="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},2:(e,n,i)=>{const t="meshUboDeclaration",r="struct Mesh {world : mat4x4<f32>,\nvisibility : f32,};var<uniform> mesh : Mesh;\n#define WORLD_UBO\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},8015:(e,n,i)=>{var t=i(7416);i(7761),i(2);const r="pbrUboDeclaration",o="uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";t.v.IncludesShadersStoreWGSL[r]=o},864:(e,n,i)=>{const t="prePassVertex",r="#ifdef PREPASS_DEPTH\nvertexOutputs.vViewPos=(scene.view*worldPos).rgb;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nvertexOutputs.vPosition=positionUpdated.xyz;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR)\nvertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=mPreviousBones[ i32(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[ i32(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[ i32(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},1472:(e,n,i)=>{const t="prePassVertexDeclaration",r="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\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";i(7416).v.IncludesShadersStoreWGSL[t]=r},4037:(e,n,i)=>{const t="samplerVertexDeclaration",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},6541:(e,n,i)=>{const t="samplerVertexImplementation",r="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv2,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7761:(e,n,i)=>{const t="sceneUboDeclaration",r="struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};var<uniform> scene : Scene;\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},1098:(e,n,i)=>{const t="shadowsVertex",r="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},9452:(e,n,i)=>{const t="uvAttributeDeclaration",r="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},2240:(e,n,i)=>{const t="uvVariableDeclaration",r="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},850:(e,n,i)=>{const t="vertexColorMixing",r="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},1499:(e,n,i)=>{i.r(n),i.d(n,{pbrVertexShaderWGSL:()=>a});var t=i(7416);i(8015),i(9452),i(7757),i(2842),i(7762),i(1990),i(2724),i(1472),i(4037),i(5143),i(1068),i(870),i(5472),i(5186),i(9120),i(6212),i(7470),i(6403),i(9966),i(9413),i(8333),i(8439),i(864),i(2240),i(6541),i(5785),i(6601),i(6236),i(1098),i(850),i(7350);const r="pbrVertexShader",o="#include<pbrUboDeclaration>\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#include<mainUVVaryingDeclaration>[1..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<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\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<lightVxUboDeclaration>[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#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(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\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);vertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\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\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\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#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";t.v.ShadersStoreWGSL[r]=o;const a={name:r,shader:o}}}]);
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1499],{5143:(e,n,i)=>{const r="harmonicsFunctions",a="#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(7416).v.IncludesShadersStoreWGSL[r]=a},8015:(e,n,i)=>{var r=i(7416);i(7761),i(2);const a="pbrUboDeclaration",t="uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";r.v.IncludesShadersStoreWGSL[a]=t},1499:(e,n,i)=>{i.r(n),i.d(n,{pbrVertexShaderWGSL:()=>E});var r=i(7416);i(8015),i(9452),i(7757),i(2842),i(7762),i(1990),i(2724),i(1472),i(4037),i(5143),i(1068),i(870),i(5472),i(5186),i(9120),i(6212),i(7470),i(6403),i(9966),i(9413),i(7705),i(8439),i(864),i(2240),i(6541),i(5785),i(6601),i(6236),i(1098),i(850),i(7350);const a="pbrVertexShader",t="#include<pbrUboDeclaration>\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#include<mainUVVaryingDeclaration>[1..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<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)\n#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#ifdef CLEARCOAT\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)\n#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor)\n#endif\nvarying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#include<harmonicsFunctions>\n#endif\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<lightVxUboDeclaration>[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#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(BONES_VELOCITY_ENABLED) || defined(PREPASS_VELOCITY_LINEAR))\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);vertexOutputs.vPositionW= worldPos.xyz;\n#include<prePassVertex>\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#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\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\n#if DEBUGMODE>0\nvertexOutputs.vClipSpacePosition=vertexOutputs.position;\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#include<uvVariableDeclaration>[2..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#ifdef CLEARCOAT\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)\n#endif\n#ifdef SHEEN\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z)\n#endif\n#ifdef ANISOTROPIC\n#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)\n#endif\n#ifdef SUBSURFACE\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x)\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}";r.v.ShadersStoreWGSL[a]=t;const E={name:a,shader:t}}}]);
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/*! For license information please see 1731.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1731],{1731:(e,r,n)=>{n.r(r),n.d(r,{layerPixelShader:()=>l});var a=n(7416);n(5276);const i="layerPixelShader",o="varying vec2 vUV;uniform sampler2D textureSampler;uniform vec4 color;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef LINEAR\nbaseColor.rgb=toGammaSpace(baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}";a.v.ShadersStore[i]=o;const l={name:i,shader:o}}}]);
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/*! filename:1731 */
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/*! For license information please see 1781.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1781],{
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1781],{3665:(n,e,f)=>{const i="clipPlaneFragment",o="#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\nif (false) {}\n#endif\n#ifdef CLIPPLANE\nelse if (fragmentInputs.fClipDistance>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE2\nelse if (fragmentInputs.fClipDistance2>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE3\nelse if (fragmentInputs.fClipDistance3>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE4\nelse if (fragmentInputs.fClipDistance4>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE5\nelse if (fragmentInputs.fClipDistance5>0.0)\n{discard;}\n#endif\n#ifdef CLIPPLANE6\nelse if (fragmentInputs.fClipDistance6>0.0)\n{discard;}\n#endif\n";f(7416).v.IncludesShadersStoreWGSL[i]=o},7652:(n,e,f)=>{const i="clipPlaneFragmentDeclaration",o="#ifdef CLIPPLANE\nvarying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nvarying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nvarying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nvarying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nvarying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nvarying fClipDistance6: f32;\n#endif\n";f(7416).v.IncludesShadersStoreWGSL[i]=o},7555:(n,e,f)=>{const i="fogFragment",o="#ifdef FOG\nvar fog: f32=CalcFogFactor();\n#ifdef PBR\nfog=toLinearSpace(fog);\n#endif\ncolor= vec4f(mix(uniforms.vFogColor,color.rgb,fog),color.a);\n#endif\n";f(7416).v.IncludesShadersStoreWGSL[i]=o},750:(n,e,f)=>{const i="fogFragmentDeclaration",o="#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\nconst E=2.71828;uniform vFogInfos: vec4f;uniform vFogColor: vec3f;varying vFogDistance: vec3f;fn CalcFogFactor()->f32\n{var fogCoeff: f32=1.0;var fogStart: f32=uniforms.vFogInfos.y;var fogEnd: f32=uniforms.vFogInfos.z;var fogDensity: f32=uniforms.vFogInfos.w;var fogDistance: f32=length(fragmentInputs.vFogDistance);if (FOGMODE_LINEAR==uniforms.vFogInfos.x)\n{fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}\nelse if (FOGMODE_EXP==uniforms.vFogInfos.x)\n{fogCoeff=1.0/pow(E,fogDistance*fogDensity);}\nelse if (FOGMODE_EXP2==uniforms.vFogInfos.x)\n{fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}\nreturn clamp(fogCoeff,0.0,1.0);}\n#endif\n";f(7416).v.IncludesShadersStoreWGSL[i]=o},1781:(n,e,f)=>{f.r(e),f.d(e,{colorPixelShaderWGSL:()=>d});var i=f(7416);f(7652),f(750),f(3665),f(7555);const o="colorPixelShader",a="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\n#define VERTEXCOLOR\nvarying vColor: vec4f;\n#else\nuniform color: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nfragmentOutputs.color=input.vColor;\n#else\nfragmentOutputs.color=uniforms.color;\n#endif\n#include<fogFragment>(color,fragmentOutputs.color)\n#define CUSTOM_FRAGMENT_MAIN_END\n}";i.v.ShadersStoreWGSL[o]=a;const d={name:o,shader:a}}}]);
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/*! For license information please see 2439.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[2439],{3373:(e,n,i)=>{var t=i(7416);i(7761);const r="backgroundUboDeclaration",o="uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos: vec2f;uniform vReflectionInfos: vec2f;uniform diffuseMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;\n#include<sceneUboDeclaration>\n";t.v.IncludesShadersStoreWGSL[r]=o},6236:(e,n,i)=>{const t="fogVertex",r="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},5472:(e,n,i)=>{const t="fogVertexDeclaration",r="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},5186:(e,n,i)=>{const t="lightVxUboDeclaration",r="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7470:(e,n,i)=>{const t="logDepthDeclaration",r="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7350:(e,n,i)=>{const t="logDepthVertex",r="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},7761:(e,n,i)=>{const t="sceneUboDeclaration",r="struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};var<uniform> scene : Scene;\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},1098:(e,n,i)=>{const t="shadowsVertex",r="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";i(7416).v.IncludesShadersStoreWGSL[t]=r},2439:(e,n,i)=>{i.r(n),i.d(n,{backgroundVertexShaderWGSL:()=>f});var t=i(7416);i(3373),i(2842),i(7762),i(1990),i(2724),i(870),i(5472),i(5186),i(7470),i(9413),i(8333),i(8439),i(6601),i(6236),i(1098),i(7350);const r="backgroundVertexShader",o="#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\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\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=input.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*input.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=input.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=input.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";t.v.ShadersStoreWGSL[r]=o;const f={name:r,shader:o}}}]);
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[2439],{3373:(e,n,t)=>{var i=t(7416);t(7761);const r="backgroundUboDeclaration",f="uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos: vec2f;uniform vReflectionInfos: vec2f;uniform diffuseMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;\n#include<sceneUboDeclaration>\n";i.v.IncludesShadersStoreWGSL[r]=f},8439:(e,n,t)=>{const i="bakedVertexAnimation",r="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1990:(e,n,t)=>{const i="bakedVertexAnimationDeclaration",r="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7762:(e,n,t)=>{const i="bonesDeclaration",r="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7705:(e,n,t)=>{const i="bonesVertex",r="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6601:(e,n,t)=>{const i="clipPlaneVertex",r="#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},870:(e,n,t)=>{const i="clipPlaneVertexDeclaration",r="#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},6236:(e,n,t)=>{const i="fogVertex",r="#ifdef FOG\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},5472:(e,n,t)=>{const i="fogVertexDeclaration",r="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},2724:(e,n,t)=>{const i="instancesDeclaration",r="#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},9413:(e,n,t)=>{const i="instancesVertex",r="#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},5186:(e,n,t)=>{const i="lightVxUboDeclaration",r="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7470:(e,n,t)=>{const i="logDepthDeclaration",r="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7350:(e,n,t)=>{const i="logDepthVertex",r="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},7761:(e,n,t)=>{const i="sceneUboDeclaration",r="struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};var<uniform> scene : Scene;\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},1098:(e,n,t)=>{const i="shadowsVertex",r="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[i]=r},2439:(e,n,t)=>{t.r(n),t.d(n,{backgroundVertexShaderWGSL:()=>a});var i=t(7416);t(3373),t(2842),t(7762),t(1990),t(2724),t(870),t(5472),t(5186),t(7470),t(9413),t(7705),t(8439),t(6601),t(6236),t(1098),t(7350);const r="backgroundVertexShader",f="#include<backgroundUboDeclaration>\n#include<helperFunctions>\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef MAINUV1\nvarying vMainUV1: vec2f;\n#endif\n#ifdef MAINUV2\nvarying vMainUV2: vec2f;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nvarying vDiffuseUV: vec2f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<lightVxUboDeclaration>[0..maxSimultaneousLights]\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\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=input.position;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);} else {vertexOutputs.position=scene.viewProjectionR*finalWorld* vec4f(input.position,1.0);}\n#else\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(input.position,1.0);\n#endif\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvar normalWorld: mat3x3f=mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*input.normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld*vec4f(input.position,0.0)).xyz);\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nvar screenToWorld: mat3x3f=inverseMat3( mat3x3f(finalWorld*scene.viewProjection));var segment: vec3f=mix(vertexOutputs.vDirectionW,screenToWorld* vec3f(0.0,0.0,1.0),abs(fFovMultiplier-1.0));if (fFovMultiplier<=1.0) {vertexOutputs.vDirectionW=normalize(segment);} else {vertexOutputs.vDirectionW=normalize(vertexOutputs.vDirectionW+(vertexOutputs.vDirectionW-segment));}\n#endif\n#endif\n#ifndef UV1\nvar uv: vec2f=vec2f(0.,0.);\n#else\nvar uv=input.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f=vec2f(0.,0.);\n#else\nvar uv2=input.uv2;\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV==0\nif (uniforms.vDiffuseInfos.x==0.)\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vDiffuseUV= (uniforms.diffuseMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=color;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";i.v.ShadersStoreWGSL[r]=f;const a={name:r,shader:f}}}]);
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/*! For license information please see 2871.real-time-viewer.umd.min.js.LICENSE.txt */
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-
"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[2871],{2871:(e,n,i)=>{i.r(n),i.d(n,{depthVertexShaderWGSL:()=>f});var t=i(7416);i(7762),i(1990),i(9120),i(6212),i(870),i(2724),i(6403),i(9966),i(9413),i(8333),i(8439),i(6601);const r="depthVertexShader",a="attribute position: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;uniform depthValues: vec2f;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform view: mat4x4f;varying vViewPos: vec4f;\n#endif\nvarying vDepthMetric: f32;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvertexOutputs.vViewPos=uniforms.view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#else\nvertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n}\n";t.v.ShadersStoreWGSL[r]=a;const f={name:r,shader:a}}}]);
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[2871],{8439:(e,n,t)=>{const r="bakedVertexAnimation",i="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\n#else\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\n#endif\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},1990:(e,n,t)=>{const r="bakedVertexAnimationDeclaration",i="#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\n#ifdef INSTANCES\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\n#endif\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},7762:(e,n,t)=>{const r="bonesDeclaration",i="#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4,BonesPerMesh>;\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4,BonesPerMesh>;\n#endif\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4<f32>\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4<f32>(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},7705:(e,n,t)=>{const r="bonesVertex",i="#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nvar influence : mat4x4<f32>;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[0])*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[1])*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[2])*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndices[3])*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[0])*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[1])*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[2])*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+readMatrixFromRawSampler(boneSampler,vertexInputs.matricesIndicesExtra[3])*vertexInputs.matricesWeightsExtra[3];\n#endif \n#else \ninfluence=uniforms.mBones[int(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence=influence+uniforms.mBones[int(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},6601:(e,n,t)=>{const r="clipPlaneVertex",i="#ifdef CLIPPLANE\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\n#endif\n#ifdef CLIPPLANE5\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\n#endif\n#ifdef CLIPPLANE6\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},870:(e,n,t)=>{const r="clipPlaneVertexDeclaration",i="#ifdef CLIPPLANE\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\n#endif\n#ifdef CLIPPLANE2\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\n#endif\n#ifdef CLIPPLANE3\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\n#endif\n#ifdef CLIPPLANE4\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\n#endif\n#ifdef CLIPPLANE5\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\n#endif\n#ifdef CLIPPLANE6\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},2724:(e,n,t)=>{const r="instancesDeclaration",i="#ifdef INSTANCES\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\n#ifdef INSTANCESCOLOR\nattribute instanceColor : vec4<f32>;\n#endif\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\n#ifdef THIN_INSTANCES\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nuniform world : mat4x4<f32>;\n#endif\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousWorld : mat4x4<f32>;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},9413:(e,n,t)=>{const r="instancesVertex",i="#ifdef INSTANCES\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=mat4x4<f32>(\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\n#endif\n#ifdef THIN_INSTANCES\n#if !defined(WORLD_UBO)\nfinalWorld=uniforms.world*finalWorld;\n#else\nfinalWorld=mesh.world*finalWorld;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\n#endif\n#endif\n#else\n#if !defined(WORLD_UBO)\nvar finalWorld=uniforms.world;\n#else\nvar finalWorld=mesh.world;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvar finalPreviousWorld=uniforms.previousWorld;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},9966:(e,n,t)=>{const r="morphTargetsVertex",i="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\n#if {X}==0\nfor (var i=0; i<NUM_MORPH_INFLUENCERS; i=i+1) {if (i>=uniforms.morphTargetCount) {break;}\nvertexID=f32(vertexInputs.vertexIndex)*uniforms.morphTargetTextureInfo.x;positionUpdated=positionUpdated+(readVector3FromRawSampler(i,vertexID)-vertexInputs.position)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated=normalUpdated+(readVector3FromRawSampler(i,vertexID) -vertexInputs.normal)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(readVector3FromRawSampler(i,vertexID).xy-vertexInputs.uv)*uniforms.morphTargetInfluences[i];vertexID=vertexID+1.0;\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(readVector3FromRawSampler(i,vertexID) -vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[i],tangentUpdated.a);\n#endif\n}\n#endif\n#else\npositionUpdated=positionUpdated+(vertexInputs.position{X}-vertexInputs.position)*uniforms.morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(vertexInputs.normal{X}-vertexInputs.normal)*uniforms.morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated=vec4f(tangentUpdated.xyz+(vertexInputs.tangent{X}-vertexInputs.tangent.xyz)*uniforms.morphTargetInfluences[{X}],tangentUpdated.a);\n#endif\n#ifdef MORPHTARGETS_UV\nuvUpdated=uvUpdated+(vertexInputs.uv_{X}-vertexInputs.uv)*uniforms.morphTargetInfluences[{X}];\n#endif\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},6212:(e,n,t)=>{const r="morphTargetsVertexDeclaration",i="#ifdef MORPHTARGETS\n#ifndef MORPHTARGETS_TEXTURE\nattribute position{X} : vec3<f32>;\n#ifdef MORPHTARGETS_NORMAL\nattribute normal{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute tangent{X} : vec3<f32>;\n#endif\n#ifdef MORPHTARGETS_UV\nattribute uv_{X} : vec2<f32>;\n#endif\n#elif {X}==0\nuniform morphTargetCount: i32;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},6403:(e,n,t)=>{const r="morphTargetsVertexGlobal",i="#ifdef MORPHTARGETS\n#ifdef MORPHTARGETS_TEXTURE\nvar vertexID : f32;\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},9120:(e,n,t)=>{const r="morphTargetsVertexGlobalDeclaration",i="#ifdef MORPHTARGETS\nuniform morphTargetInfluences : array<f32,NUM_MORPH_INFLUENCERS>;\n#ifdef MORPHTARGETS_TEXTURE \nuniform morphTargetTextureIndices : array<f32,NUM_MORPH_INFLUENCERS>;uniform morphTargetTextureInfo : vec3<f32>;var morphTargets : texture_2d_array<f32>;var morphTargetsSampler : sampler;fn readVector3FromRawSampler(targetIndex : i32,vertexIndex : f32)->vec3<f32>\n{ \nlet y=floor(vertexIndex/uniforms.morphTargetTextureInfo.y);let x=vertexIndex-y*uniforms.morphTargetTextureInfo.y;let textureUV=vec2<f32>((x+0.5)/uniforms.morphTargetTextureInfo.y,(y+0.5)/uniforms.morphTargetTextureInfo.z);return textureSampleLevel(morphTargets,morphTargetsSampler,textureUV,i32(uniforms.morphTargetTextureIndices[targetIndex]),0.0).xyz;}\n#endif\n#endif\n";t(7416).v.IncludesShadersStoreWGSL[r]=i},2871:(e,n,t)=>{t.r(n),t.d(n,{depthVertexShaderWGSL:()=>a});var r=t(7416);t(7762),t(1990),t(9120),t(6212),t(870),t(2724),t(6403),t(9966),t(9413),t(7705),t(8439),t(6601);const i="depthVertexShader",f="attribute position: vec3f;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform viewProjection: mat4x4f;uniform depthValues: vec2f;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vUV: vec2f;uniform diffuseMatrix: mat4x4f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef STORE_CAMERASPACE_Z\nuniform view: mat4x4f;varying vViewPos: vec4f;\n#endif\nvarying vDepthMetric: f32;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=input.position;\n#ifdef UV1\nvar uvUpdated: vec2f=input.uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\nvertexOutputs.position=uniforms.viewProjection*worldPos;\n#ifdef STORE_CAMERASPACE_Z\nvertexOutputs.vViewPos=uniforms.view*worldPos;\n#else\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric=((-vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#else\nvertexOutputs.vDepthMetric=((vertexOutputs.position.z+uniforms.depthValues.x)/(uniforms.depthValues.y));\n#endif\n#endif\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef UV2\nvertexOutputs.vUV= (uniforms.diffuseMatrix* vec4f(input.uv2,1.0,0.0)).xy;\n#endif\n#endif\n}\n";r.v.ShadersStoreWGSL[i]=f;const a={name:i,shader:f}}}]);
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