@crystaldesign/real-time-viewer 25.8.0 → 25.8.1-rc.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 +91 -80
- package/build/types/real-time-viewer/src/CustomMaterial/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/index.d.ts +1 -1
- package/build/types/real-time-viewer/src/index.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/store/SceneStore.d.ts +1 -2
- package/build/types/real-time-viewer/src/store/SceneStore.d.ts.map +1 -1
- package/build/types/real-time-viewer/src/useRealTimeRenderData.d.ts.map +1 -1
- package/build/umd/1020.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1020.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/1153.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1153.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/1309.real-time-viewer.umd.min.js +1 -1
- package/build/umd/1447.real-time-viewer.umd.min.js +1 -1
- package/build/umd/1459.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1459.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/1499.real-time-viewer.umd.min.js +1 -1
- package/build/umd/1605.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1605.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/1887.real-time-viewer.umd.min.js +2 -0
- package/build/umd/1887.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/1924.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2011.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2265.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2265.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2371.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2371.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2439.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2517.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2517.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2528.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2528.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2619.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2619.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2668.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2668.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2760.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2760.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2782.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2782.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2795.real-time-viewer.umd.min.js +2 -0
- package/build/umd/2795.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/2817.real-time-viewer.umd.min.js +1 -1
- package/build/umd/2871.real-time-viewer.umd.min.js +1 -1
- package/build/umd/3040.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3040.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3116.real-time-viewer.umd.min.js +1 -1
- package/build/umd/3219.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3219.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3242.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3242.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3296.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3296.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3330.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3330.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3351.real-time-viewer.umd.min.js +1 -1
- package/build/umd/3420.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3420.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3436.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3436.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3439.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3439.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3456.real-time-viewer.umd.min.js +1 -1
- package/build/umd/3652.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3652.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/377.real-time-viewer.umd.min.js +2 -0
- package/build/umd/377.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3839.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3839.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3917.real-time-viewer.umd.min.js +2 -0
- package/build/umd/3917.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/3945.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4049.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4049.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4051.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4051.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4091.real-time-viewer.umd.min.js +1 -1
- package/build/umd/410.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4153.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4248.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4358.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4358.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4378.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4431.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4478.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4478.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4486.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4486.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4555.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4555.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4560.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4560.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/4623.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4623.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4661.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4667.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4667.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4669.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4711.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4806.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4806.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/4823.real-time-viewer.umd.min.js +1 -1
- package/build/umd/4953.real-time-viewer.umd.min.js +2 -0
- package/build/umd/4953.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5197.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5197.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/539.real-time-viewer.umd.min.js +2 -0
- package/build/umd/539.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5462.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5477.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5477.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5483.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5555.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5645.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5645.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5650.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5650.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5779.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5779.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5846.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5860.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5880.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5880.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/5922.real-time-viewer.umd.min.js +1 -1
- package/build/umd/5925.real-time-viewer.umd.min.js +2 -0
- package/build/umd/5925.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6030.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6030.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6095.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6126.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6126.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/615.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6169.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6169.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6182.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6182.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6230.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6288.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6288.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6357.real-time-viewer.umd.min.js +1 -1
- package/build/umd/653.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6656.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6728.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6728.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6746.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6746.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6748.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6748.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6761.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6761.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/6829.real-time-viewer.umd.min.js +1 -1
- package/build/umd/6954.real-time-viewer.umd.min.js +2 -0
- package/build/umd/6954.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7038.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7038.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7042.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7046.real-time-viewer.umd.min.js +1 -1
- package/build/umd/710.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7142.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7154.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7154.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7229.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7352.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7501.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7540.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7540.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7607.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7615.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7615.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7635.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7635.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7647.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7647.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7664.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7664.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7729.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7736.real-time-viewer.umd.min.js +2 -0
- package/build/umd/7736.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/7751.real-time-viewer.umd.min.js +1 -1
- package/build/umd/7754.real-time-viewer.umd.min.js +1 -1
- package/build/umd/781.real-time-viewer.umd.min.js +2 -0
- package/build/umd/781.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8078.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8105.real-time-viewer.umd.min.js +1 -1
- package/build/umd/815.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8180.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8180.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8240.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8254.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8254.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8333.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8588.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8588.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8620.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8627.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8627.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8645.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8645.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8728.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8729.real-time-viewer.umd.min.js +1 -1
- package/build/umd/8954.real-time-viewer.umd.min.js +2 -0
- package/build/umd/8954.real-time-viewer.umd.min.js.LICENSE.txt +1 -0
- package/build/umd/8991.real-time-viewer.umd.min.js +1 -1
- package/build/umd/9078.real-time-viewer.umd.min.js +1 -1
- package/build/umd/913.real-time-viewer.umd.min.js +1 -1
- package/build/umd/930.real-time-viewer.umd.min.js +1 -1
- package/build/umd/9383.real-time-viewer.umd.min.js +1 -1
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- package/build/umd/real-time-viewer.umd.min.js +1 -1
- package/build/umd/report.html +1 -1
- package/package.json +13 -12
- package/build/umd/1896.real-time-viewer.umd.min.js +0 -2
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- package/build/umd/3243.real-time-viewer.umd.min.js +0 -2
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- package/build/umd/4542.real-time-viewer.umd.min.js +0 -2
- package/build/umd/4542.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
- package/build/umd/5478.real-time-viewer.umd.min.js +0 -2
- package/build/umd/5478.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
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- package/build/umd/7276.real-time-viewer.umd.min.js +0 -2
- package/build/umd/7276.real-time-viewer.umd.min.js.LICENSE.txt +0 -1
package/build/esm/index.js
CHANGED
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}, {
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key: "exportScene",
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value: function () {
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var _exportScene = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime.mark(function
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var
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return _regeneratorRuntime.wrap(function
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while (1) switch (
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var _exportScene = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime.mark(function _callee2(setGlb) {
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var _this3 = this;
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return _regeneratorRuntime.wrap(function _callee2$(_context2) {
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while (1) switch (_context2.prev = _context2.next) {
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}));
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|
-
|
|
1530
|
-
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|
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|
-
|
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1532
|
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|
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|
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|
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|
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|
-
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|
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|
-
|
|
1537
|
-
|
|
1523
|
+
this._scene.render();
|
|
1524
|
+
this._scene.executeWhenReady(/*#__PURE__*/_asyncToGenerator(/*#__PURE__*/_regeneratorRuntime.mark(function _callee() {
|
|
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|
+
var res;
|
|
1526
|
+
return _regeneratorRuntime.wrap(function _callee$(_context) {
|
|
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|
+
while (1) switch (_context.prev = _context.next) {
|
|
1528
|
+
case 0:
|
|
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|
+
_context.next = 2;
|
|
1530
|
+
return GLTF2Export.GLBAsync(_this3._scene, 'fileName', {
|
|
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|
+
shouldExportNode: _this3.shouldExport.bind(_this3),
|
|
1532
|
+
exportUnusedUVs: false,
|
|
1533
|
+
exportWithoutWaitingForScene: false,
|
|
1534
|
+
removeNoopRootNodes: false,
|
|
1535
|
+
shouldExportAnimation: function shouldExportAnimation() {
|
|
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|
+
return false;
|
|
1537
|
+
},
|
|
1538
|
+
metadataSelector: function metadataSelector() {
|
|
1539
|
+
return false;
|
|
1540
|
+
}
|
|
1541
|
+
});
|
|
1542
|
+
case 2:
|
|
1543
|
+
res = _context.sent;
|
|
1544
|
+
setGlb(res.glTFFiles['fileName.glb']);
|
|
1545
|
+
case 4:
|
|
1546
|
+
case "end":
|
|
1547
|
+
return _context.stop();
|
|
1548
|
+
}
|
|
1549
|
+
}, _callee);
|
|
1550
|
+
})));
|
|
1538
1551
|
case 4:
|
|
1539
|
-
res = _context.sent;
|
|
1540
|
-
return _context.abrupt("return", res);
|
|
1541
|
-
case 6:
|
|
1542
1552
|
case "end":
|
|
1543
|
-
return
|
|
1553
|
+
return _context2.stop();
|
|
1544
1554
|
}
|
|
1545
|
-
},
|
|
1555
|
+
}, _callee2, this);
|
|
1546
1556
|
}));
|
|
1547
|
-
function exportScene() {
|
|
1557
|
+
function exportScene(_x) {
|
|
1548
1558
|
return _exportScene.apply(this, arguments);
|
|
1549
1559
|
}
|
|
1550
1560
|
return exportScene;
|
|
@@ -2601,7 +2611,7 @@ var UtilStore = /*#__PURE__*/function () {
|
|
|
2601
2611
|
|
|
2602
2612
|
var _context;
|
|
2603
2613
|
var unregisterContext = function unregisterContext() {
|
|
2604
|
-
_context =
|
|
2614
|
+
_context = null;
|
|
2605
2615
|
};
|
|
2606
2616
|
var registerContext = function registerContext(scene, hqRenderScript, apiConfig, jwt, viewHandler, onMissingGeo, requestNewOverlayImage, overlayImage, uiConfig, updateCameraInformation, isMobile) {
|
|
2607
2617
|
var utilStore = new UtilStore(false, viewHandler);
|
|
@@ -2814,7 +2824,6 @@ var customMat = /*#__PURE__*/function () {
|
|
|
2814
2824
|
case 16:
|
|
2815
2825
|
res = _context.sent;
|
|
2816
2826
|
parsedMat = PBRMetallicRoughnessMaterial.Parse(res, _customMat.scene, '');
|
|
2817
|
-
parsedMat.name = _customMat.name;
|
|
2818
2827
|
parsedMat.baseTexture = doReCtrTex(parsedMat.baseTexture);
|
|
2819
2828
|
parsedMat.metallicRoughnessTexture = doReCtrTex(parsedMat.metallicRoughnessTexture);
|
|
2820
2829
|
parsedMat.normalTexture = doReCtrTex(parsedMat.normalTexture);
|
|
@@ -2832,8 +2841,8 @@ var customMat = /*#__PURE__*/function () {
|
|
|
2832
2841
|
mat: parsedMat,
|
|
2833
2842
|
found: true
|
|
2834
2843
|
});
|
|
2835
|
-
case
|
|
2836
|
-
_context.prev =
|
|
2844
|
+
case 27:
|
|
2845
|
+
_context.prev = 27;
|
|
2837
2846
|
_context.t0 = _context["catch"](9);
|
|
2838
2847
|
if (setDataRow) useUtilStoreContext().setAnalyzeDataRow({
|
|
2839
2848
|
type: 'MAT',
|
|
@@ -2843,17 +2852,17 @@ var customMat = /*#__PURE__*/function () {
|
|
|
2843
2852
|
path: _customMat.blob,
|
|
2844
2853
|
sizeMb: 0
|
|
2845
2854
|
});
|
|
2846
|
-
case
|
|
2855
|
+
case 30:
|
|
2847
2856
|
mat = new PBRMetallicRoughnessMaterial(_customMat.name, sceneStore.scene);
|
|
2848
2857
|
return _context.abrupt("return", {
|
|
2849
2858
|
mat: mat,
|
|
2850
2859
|
found: true
|
|
2851
2860
|
});
|
|
2852
|
-
case
|
|
2861
|
+
case 32:
|
|
2853
2862
|
case "end":
|
|
2854
2863
|
return _context.stop();
|
|
2855
2864
|
}
|
|
2856
|
-
}, _callee, null, [[9,
|
|
2865
|
+
}, _callee, null, [[9, 27]]);
|
|
2857
2866
|
}));
|
|
2858
2867
|
return function customMat(_x) {
|
|
2859
2868
|
return _ref.apply(this, arguments);
|
|
@@ -3849,10 +3858,7 @@ function useRealTimeRenderData (_ref) {
|
|
|
3849
3858
|
sceneStore.isInitializing = false;
|
|
3850
3859
|
case 29:
|
|
3851
3860
|
if (callbacks.setGlb) {
|
|
3852
|
-
sceneStore.exportScene(
|
|
3853
|
-
var _callbacks$setGlb;
|
|
3854
|
-
if (res) (_callbacks$setGlb = callbacks.setGlb) === null || _callbacks$setGlb === void 0 || _callbacks$setGlb.call(callbacks, URL.createObjectURL(res.glTFFiles['fileName.glb']), res.glTFFiles['fileName.glb']);
|
|
3855
|
-
});
|
|
3861
|
+
sceneStore.exportScene(callbacks.setGlb);
|
|
3856
3862
|
} else {
|
|
3857
3863
|
LOG.debug('callbacks.setGlb is undefined');
|
|
3858
3864
|
}
|
|
@@ -3885,13 +3891,10 @@ function useRealTimeRenderData (_ref) {
|
|
|
3885
3891
|
// trigger if gamecanvas did not update but renderjob
|
|
3886
3892
|
if (gameCanvas.current && sceneStore && sceneStore.scene.getEngine()) {
|
|
3887
3893
|
var _queueRerender = function queueRerender() {
|
|
3888
|
-
|
|
3889
|
-
|
|
3890
|
-
|
|
3891
|
-
|
|
3892
|
-
});
|
|
3893
|
-
}
|
|
3894
|
-
}
|
|
3894
|
+
var _sceneStore$scene;
|
|
3895
|
+
if (sceneStore.isInitializing) setTimeout(_queueRerender, 150);else (_sceneStore$scene = sceneStore.scene) === null || _sceneStore$scene === void 0 || _sceneStore$scene.executeWhenReady(function () {
|
|
3896
|
+
return onSceneReady();
|
|
3897
|
+
});
|
|
3895
3898
|
};
|
|
3896
3899
|
_queueRerender();
|
|
3897
3900
|
}
|
|
@@ -3902,12 +3905,14 @@ function useRealTimeRenderData (_ref) {
|
|
|
3902
3905
|
}
|
|
3903
3906
|
}, [gameCanvas.current]);
|
|
3904
3907
|
useEffect(function () {
|
|
3905
|
-
|
|
3908
|
+
var disposed = false;
|
|
3909
|
+
var engine = null;
|
|
3910
|
+
function init() {
|
|
3906
3911
|
return _init.apply(this, arguments);
|
|
3907
3912
|
}
|
|
3908
3913
|
function _init() {
|
|
3909
|
-
_init = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime.mark(function _callee(
|
|
3910
|
-
var babylonEngine, babylonScene, context;
|
|
3914
|
+
_init = _asyncToGenerator(/*#__PURE__*/_regeneratorRuntime.mark(function _callee() {
|
|
3915
|
+
var babylonEngine, babylonScene, context, _observer;
|
|
3911
3916
|
return _regeneratorRuntime.wrap(function _callee$(_context) {
|
|
3912
3917
|
while (1) switch (_context.prev = _context.next) {
|
|
3913
3918
|
case 0:
|
|
@@ -3924,9 +3929,24 @@ function useRealTimeRenderData (_ref) {
|
|
|
3924
3929
|
return _context.abrupt("return");
|
|
3925
3930
|
case 4:
|
|
3926
3931
|
_context.next = 6;
|
|
3927
|
-
return
|
|
3932
|
+
return EngineFactory.CreateAsync(gameCanvas.current, {
|
|
3933
|
+
antialias: true,
|
|
3934
|
+
stencil: true,
|
|
3935
|
+
audioEngine: false,
|
|
3936
|
+
adaptToDeviceRatio: true,
|
|
3937
|
+
useHighPrecisionFloats: true,
|
|
3938
|
+
preserveDrawingBuffer: true
|
|
3939
|
+
});
|
|
3928
3940
|
case 6:
|
|
3929
3941
|
babylonEngine = _context.sent;
|
|
3942
|
+
engine = babylonEngine;
|
|
3943
|
+
if (!disposed) {
|
|
3944
|
+
_context.next = 11;
|
|
3945
|
+
break;
|
|
3946
|
+
}
|
|
3947
|
+
engine.dispose();
|
|
3948
|
+
return _context.abrupt("return");
|
|
3949
|
+
case 11:
|
|
3930
3950
|
babylonEngine.renderEvenInBackground = renderInBackground;
|
|
3931
3951
|
babylonEngine.disablePerformanceMonitorInBackground = true;
|
|
3932
3952
|
babylonScene = new Scene(babylonEngine, undefined);
|
|
@@ -3937,25 +3957,15 @@ function useRealTimeRenderData (_ref) {
|
|
|
3937
3957
|
utilStore = context.utilStore;
|
|
3938
3958
|
gridStore = context.gridStore;
|
|
3939
3959
|
uiStore = context.uiStore;
|
|
3940
|
-
if (!babylonScene.isReady()) {
|
|
3941
|
-
_context.next = 22;
|
|
3942
|
-
break;
|
|
3943
|
-
}
|
|
3944
|
-
_context.next = 20;
|
|
3945
|
-
return onSceneReady();
|
|
3946
|
-
case 20:
|
|
3947
|
-
_context.next = 23;
|
|
3948
|
-
break;
|
|
3949
|
-
case 22:
|
|
3950
3960
|
babylonScene.executeWhenReady(function () {
|
|
3951
3961
|
return onSceneReady();
|
|
3952
3962
|
});
|
|
3953
|
-
case 23:
|
|
3954
3963
|
if (window && gameCanvas.current) {
|
|
3955
3964
|
window.addEventListener('resize', resize);
|
|
3956
|
-
new ResizeObserver(resize)
|
|
3965
|
+
_observer = new ResizeObserver(resize);
|
|
3966
|
+
_observer.observe(gameCanvas.current);
|
|
3957
3967
|
}
|
|
3958
|
-
case
|
|
3968
|
+
case 23:
|
|
3959
3969
|
case "end":
|
|
3960
3970
|
return _context.stop();
|
|
3961
3971
|
}
|
|
@@ -3972,26 +3982,27 @@ function useRealTimeRenderData (_ref) {
|
|
|
3972
3982
|
uiStore.initGui(callbacks.onElementSelected, sceneStore.elements);
|
|
3973
3983
|
};
|
|
3974
3984
|
if (!gameCanvas.current) return;
|
|
3975
|
-
|
|
3976
|
-
antialias: true,
|
|
3977
|
-
stencil: true,
|
|
3978
|
-
audioEngine: false,
|
|
3979
|
-
adaptToDeviceRatio: true,
|
|
3980
|
-
useHighPrecisionFloats: true,
|
|
3981
|
-
preserveDrawingBuffer: true
|
|
3982
|
-
});
|
|
3983
|
-
init(enginePrmise);
|
|
3985
|
+
init();
|
|
3984
3986
|
return function () {
|
|
3985
|
-
|
|
3986
|
-
|
|
3987
|
-
|
|
3988
|
-
|
|
3989
|
-
|
|
3990
|
-
|
|
3991
|
-
|
|
3992
|
-
|
|
3993
|
-
|
|
3987
|
+
disposed = true;
|
|
3988
|
+
actions.toggleLoading('buildScene', false, false);
|
|
3989
|
+
if (engine) {
|
|
3990
|
+
engine.scenes.forEach(function (s) {
|
|
3991
|
+
s.textures.forEach(function (t) {
|
|
3992
|
+
return t.dispose();
|
|
3993
|
+
});
|
|
3994
|
+
s.materials.forEach(function (m) {
|
|
3995
|
+
return m.dispose();
|
|
3996
|
+
});
|
|
3997
|
+
s.meshes.forEach(function (m) {
|
|
3998
|
+
return m.dispose(false, true);
|
|
3999
|
+
});
|
|
4000
|
+
s.dispose();
|
|
4001
|
+
});
|
|
4002
|
+
engine.dispose();
|
|
3994
4003
|
}
|
|
4004
|
+
unregisterContext();
|
|
4005
|
+
if (window) window.removeEventListener('resize', resize);
|
|
3995
4006
|
};
|
|
3996
4007
|
}, []);
|
|
3997
4008
|
useEffect(function () {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/CustomMaterial/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,4BAA4B,EAAE,MAAM,4DAA4D,CAAC;AAK1G,MAAM,WAAW,cAAc;IAC7B,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,OAAO,CAAC;IAClB,OAAO,EAAE,OAAO,CAAC;IACjB,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,CAAC,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CAC3C;AAGD,QAAA,MAAM,SAAS,cAAqB,cAAc,eAAc,OAAO,KAAU,OAAO,CAAC;IAAE,GAAG,EAAE,4BAA4B,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/CustomMaterial/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,4BAA4B,EAAE,MAAM,4DAA4D,CAAC;AAK1G,MAAM,WAAW,cAAc;IAC7B,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,MAAM,CAAC;IACjB,IAAI,EAAE,MAAM,CAAC;IACb,QAAQ,EAAE,OAAO,CAAC;IAClB,OAAO,EAAE,OAAO,CAAC;IACjB,KAAK,EAAE,KAAK,CAAC;IACb,MAAM,CAAC,EAAE;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CAC3C;AAGD,QAAA,MAAM,SAAS,cAAqB,cAAc,eAAc,OAAO,KAAU,OAAO,CAAC;IAAE,GAAG,EAAE,4BAA4B,CAAC;IAAC,KAAK,EAAE,OAAO,CAAA;CAAE,CAkD7I,CAAC;AAEF,eAAe,SAAS,CAAC"}
|
|
@@ -86,7 +86,7 @@ export interface Props {
|
|
|
86
86
|
callbacks: {
|
|
87
87
|
onInitialized?: () => void;
|
|
88
88
|
viewpointCreated?: (name: string, global: boolean, position: HQS_Transform, rotation: HQS_Transform) => void;
|
|
89
|
-
setGlb?: (
|
|
89
|
+
setGlb?: (globBlob: Blob) => any;
|
|
90
90
|
onElementSelected?: (setId: string, elementId: number) => void;
|
|
91
91
|
onMissingGeo?: () => void;
|
|
92
92
|
requestNewOverlayImage?: (viewpoint: ViewpointCamInfo, focus: {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/index.tsx"],"names":[],"mappings":"AAAA,OAAO,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/index.tsx"],"names":[],"mappings":"AAAA,OAAO,KAAuB,MAAM,OAAO,CAAC;AAE5C,OAAO,EAAE,WAAW,EAAE,MAAM,SAAS,CAAC;AACtC,OAAO,EAAE,gBAAgB,EAAE,MAAM,GAAG,CAAC;AAErC,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,0BAA0B,CAAC;AAC9D,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,EAAE,cAAc,EAAE,MAAM,eAAe,CAAC;AAC/C,cAAc,gBAAgB,CAAC;AAO/B,MAAM,WAAW,iBAAiB;IAChC,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC5C,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,SAAS,EAAE,MAAM,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;CACrE;AAED,MAAM,WAAW,oBAAoB;IACnC,WAAW,EAAE,MAAM,CAAC;IACpB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,YAAY,EAAE,MAAM,CAAC;IACrB,KAAK,EAAE;QAAE,CAAC,QAAQ,EAAE,MAAM,GAAG;YAAE,WAAW,EAAE,gBAAgB,EAAE,CAAC;YAAC,GAAG,EAAE,MAAM,CAAA;SAAE,CAAA;KAAE,CAAC;IAChF,GAAG,EAAE,MAAM,CAAC;IACZ,cAAc,EAAE;QAAE,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;CAC7C;AAED,MAAM,WAAW,gBAAgB;IAC/B,gBAAgB,EAAE,MAAM,CAAC;IACzB,YAAY,EAAE,MAAM,CAAC;IACrB,QAAQ,EAAE,MAAM,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,cAAc,EAAE;QAAE,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAAA;KAAE,CAAC;IAC1C,QAAQ,EAAE,OAAO,CAAC;IAClB,MAAM,EAAE,OAAO,CAAC;CACjB;AAED,MAAM,MAAM,aAAa,GACrB,SAAS,GACT,KAAK,GACL,aAAa,GACb,QAAQ,GACR,SAAS,GACT,gBAAgB,GAChB,cAAc,GACd,aAAa,GACb,UAAU,GACV,UAAU,CAAC;AAEf,MAAM,WAAW,WAAW;IAC1B,cAAc,CAAC,EAAE,cAAc,EAAE,CAAC;IAClC,aAAa,EAAE;QAAE,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,CAAA;KAAE,CAAC;IAC3D,kBAAkB,EAAE;QAClB,+BAA+B,EAAE,GAAG,CAAC;QACrC,kCAAkC,EAAE,GAAG,CAAC;QACxC,uBAAuB,EAAE,GAAG,CAAC;QAC7B,qBAAqB,EAAE,CAAC,YAAY,CAAC,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;KAC3E,CAAC;IACF,kBAAkB,EAAE;QAClB,gBAAgB,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;QAC7D,aAAa,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,GAAG,OAAO,GAAG,KAAK,GAAG,KAAK,GAAG,IAAI,CAAC;KAClG,CAAC;IACF,cAAc,EAAE;QACd,0BAA0B,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,iBAAiB,EAAE,GAAG,SAAS,CAAC;QAChG,mBAAmB,CAAC,kBAAkB,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;QAC5H,sBAAsB,EAAE,MAAM,OAAO,CAAC;KACvC,CAAC;IACF,kBAAkB,EAAE,CAAC,IAAI,EAAE,aAAa,KAAK,OAAO,CAAC;IACrD,aAAa,EAAE,GAAG,CAAC;CACpB;AAED,MAAM,WAAW,QAAQ;IACvB,cAAc,EAAE,UAAU,GAAG,MAAM,GAAG,QAAQ,CAAC;IAC/C,UAAU,EAAE,eAAe,CAAC;IAC5B,YAAY,EAAE,gBAAgB,GAAG,YAAY,CAAC;IAC9C,WAAW,EAAE,OAAO,CAAC;CACtB;AAED,MAAM,WAAW,KAAK;IACpB,SAAS,EAAE,MAAM,CAAC;IAClB,OAAO,EAAE,OAAO,CAAC;IACjB,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,EAAE;QACT,aAAa,CAAC,EAAE,MAAM,IAAI,CAAC;QAC3B,gBAAgB,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,QAAQ,EAAE,aAAa,KAAK,IAAI,CAAC;QAC7G,MAAM,CAAC,EAAE,CAAC,QAAQ,EAAE,IAAI,KAAK,GAAG,CAAC;QACjC,iBAAiB,CAAC,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;QAC/D,YAAY,CAAC,EAAE,MAAM,IAAI,CAAC;QAC1B,sBAAsB,CAAC,EAAE,CACvB,SAAS,EAAE,gBAAgB,EAC3B,KAAK,EAAE;YACL,iBAAiB,EAAE,OAAO,CAAC;YAC3B,uBAAuB,EAAE,OAAO,CAAC;YACjC,cAAc,EAAE;gBAAE,CAAC,EAAE,MAAM,CAAC;gBAAC,CAAC,EAAE,MAAM,CAAC;gBAAC,CAAC,EAAE,MAAM,CAAA;aAAE,CAAC;YACpD,KAAK,CAAC,EAAE,MAAM,CAAC;YACf,SAAS,CAAC,EAAE,MAAM,CAAC;SACpB,KACE,IAAI,CAAC;QACV,uBAAuB,CAAC,EAAE,CAAC,GAAG,EAAE,gBAAgB,KAAK,IAAI,CAAC;KAC3D,CAAC;IACF,kBAAkB,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,EAAE,QAAQ,CAAC;IACpB,YAAY,CAAC,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,OAAO,CAAC;QAAC,OAAO,EAAE,OAAO,CAAA;KAAE,CAAC;IACzE,SAAS,CAAC,EAAE,gBAAgB,CAAC;IAC7B,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,YAAY,CAAC,EAAE,WAAW,EAAE,CAAC;IAC7B,UAAU,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IACtC,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,WAAW,CAAC,EAAE,WAAW,CAAC;IAC1B,iBAAiB,CAAC,EAAE,iBAAiB,EAAE,CAAC;IACxC,oBAAoB,CAAC,EAAE,oBAAoB,EAAE,CAAC;IAC9C,GAAG,CAAC,EAAE,MAAM,CAAC;CACd;AAED,QAAA,MAAM,gBAAgB,oCACZ,KAAK,uBA4Bd,CAAC;AAEF,eAAe,gBAAgB,CAAC"}
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@@ -3,7 +3,6 @@ import { Vector3 } from '@babylonjs/core/Maths/math.vector';
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3
3
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import { TransformNode } from '@babylonjs/core/Meshes/transformNode';
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4
4
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import { HQRenderScript, HQS_Node, ViewpointCamInfo } from '../parser/types';
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5
5
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import { ArcRotateCamera } from '@babylonjs/core/Cameras/arcRotateCamera';
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6
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-
import { GLTFData } from '@babylonjs/serializers';
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import { SSAO2RenderingPipeline, DefaultRenderingPipeline } from '@babylonjs/core/PostProcesses';
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7
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import { Node } from '@babylonjs/core/node';
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8
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import { Cache } from './../types';
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@@ -116,7 +115,7 @@ export declare class SceneStore {
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removeElement(hqs: HQS_Node): void;
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private shouldExport;
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onMissingGeo(): void;
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119
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-
exportScene(): Promise<
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+
exportScene(setGlb: any): Promise<void>;
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optimizeScene(): void;
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setCameraTarget(): void;
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getId(ob: Node): string;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"SceneStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/SceneStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAa,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;
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1
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+
{"version":3,"file":"SceneStore.d.ts","sourceRoot":"","sources":["../../../../../src/store/SceneStore.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,sCAAsC,CAAC;AAErE,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAa,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,yCAAyC,CAAC;AAE1E,OAAO,EAAE,sBAAsB,EAAE,wBAAwB,EAAE,MAAM,+BAA+B,CAAC;AACjG,OAAO,EAAE,IAAI,EAAE,MAAM,sBAAsB,CAAC;AAG5C,OAAO,EAAE,KAAK,EAAG,MAAM,YAAY,CAAC;AACpC,OAAO,EAAE,KAAK,EAAE,MAAM,8BAA8B,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAGxC,OAAO,EAAkB,aAAa,EAAE,MAAM,SAAS,CAAC;AACxD,OAAO,EAAE,SAAS,EAAwB,MAAM,0BAA0B,CAAC;AAO3E,qBAAa,UAAU;IACrB,OAAO,CAAC,eAAe,CAAiB;IACxC,OAAO,CAAC,uBAAuB,CAA6B;IAC5D,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,KAAK,CAAyB;IACtC,OAAO,CAAC,KAAK,CAAuB;IACpC,OAAO,CAAC,eAAe,CAAsB;IAC7C,OAAO,CAAC,YAAY,CAAkB;IACtC,OAAO,CAAC,WAAW,CAAkB;IACrC,OAAO,CAAC,eAAe,CAAa;IACpC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,MAAM,CAAe;IAC7B,OAAO,CAAC,KAAK,CAAiD;IAC9D,OAAO,CAAC,eAAe,CAAmD;IAC1E,OAAO,CAAC,eAAe,CAAkB;IACzC,OAAO,CAAC,UAAU,CAAiB;IACnC,OAAO,CAAC,UAAU,CAAY;IAC9B,OAAO,CAAC,IAAI,CAAqB;IACjC,OAAO,CAAC,aAAa,CAA2B;IAChD,OAAO,CAAC,kBAAkB,CAAU;IACpC,OAAO,CAAC,cAAc,CAAkB;IAExC,OAAO,CAAC,kBAAkB,CAAuC;IACjE,OAAO,CAAC,oBAAoB,CAAkB;IAC9C,OAAO,CAAC,qBAAqB,CAA2B;IACxD,OAAO,CAAC,qBAAqB,CAAkB;IAC/C,OAAO,CAAC,iBAAiB,CAAC,CAAW;IACrC,OAAO,CAAC,eAAe,CAAC,CAAgE;IACxF,OAAO,CAAC,sBAAsB,CAAiB;IAC/C,OAAO,CAAC,oBAAoB,CAA8B;IAEnD,KAAK,EAAE,KAAK,GAAG,SAAS,CAAa;IACrC,eAAe,EAClB;QACE,MAAM,EAAE,QAAQ,GAAG,SAAS,CAAC;QAC7B,eAAe,EAAE,QAAQ,EAAE,GAAG,SAAS,CAAC;QACxC,eAAe,EAAE,QAAQ,EAAE,GAAG,SAAS,CAAC;KACzC,GACD,SAAS,CAAC;IACP,uBAAuB,CAAC,EAAE,CAAC,GAAG,EAAE,gBAAgB,KAAK,IAAI,CAAC;gBAG/D,KAAK,EAAE,KAAK,EACZ,cAAc,EAAE,MAAM,EACtB,SAAS,EAAE,SAAS,EACpB,SAAS,EAAE,SAAS,EACpB,GAAG,CAAC,EAAE,MAAM,EACZ,YAAY,CAAC,EAAE,MAAM,IAAI,EACzB,uBAAuB,CAAC,EAAE,CAAC,GAAG,EAAE,gBAAgB,KAAK,IAAI;IAuC3D,IAAI,aAAa,oBAEhB;IAED,IAAI,cAAc,WAEjB;IAED,IAAI,GAAG,uBAEN;IAED,IAAI,SAAS,cAEZ;IAED,IAAI,KAAK,UAER;IAED,IAAI,IAAI,wCAEP;IAED,IAAI,IAAI,oBAEP;IAED,IAAI,KAAK,YAER;IAED,IAAI,mBAAmB,IAoCsB,OAAO,CAlCnD;IAED,IAAI,gBAAgB,IA4BU,MAAM,EAAE,CA1BrC;IAED,IAAI,cAAc,IAgBM,GAAG,CAN1B;IAED,IAAI,qBAAqB,IAQQ,OAAO,CANvC;IAED,IAAI,cAAc,CAAC,GAAG,EAAE,GAAG,EAE1B;IAED,IAAI,qBAAqB,CAAC,KAAK,EAAE,OAAO,EAEvC;IAED,IAAI,gBAAgB,CAAC,OAAO,EAAE,MAAM,EAAE,EAErC;IAED,IAAI,mBAAmB,CAAC,mBAAmB,EAAE,OAAO,EAEnD;IAED,IAAI,iBAAiB,IAIa,MAAM,IAAI,CAF3C;IAED,IAAI,iBAAiB,CAAC,UAAU,EAAE,MAAM,IAAI,EAE3C;IAED,IAAI,KAAK,CAAC,EAAE,SAAA,EAEX;IAED,IAAI,cAAc,IAqHiB,cAAc,CAnHhD;IAED,IAAI,IAAI;;;;kBAEP;IAED,IAAI,YAAY,gCAWf;IAED,IAAI,QAAQ,gCASX;IAED,IAAI,oBAAoB,IAYM,OAAO,CAVpC;IAED,IAAI,oBAAoB,IAYM,OAAO,CAVpC;IAED,IAAI,cAAc,IAYS,OAAO,CAVjC;IAED,IAAI,oBAAoB,CAAC,GAAG,EAAE,OAAO,EAEpC;IAED,IAAI,oBAAoB,CAAC,GAAG,EAAE,OAAO,EAEpC;IAED,IAAI,cAAc,CAAC,MAAM,EAAE,OAAO,EAEjC;IAED,UAAU,CAAC,MAAM,EAAE,OAAO;IAK1B,gBAAgB,CAAC,IAAI,EAAE,MAAM;IAU7B,kBAAkB,CAAC,EAAE,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAclD,IAAI,WAAW,IAqCQ,OAAO,CAnC7B;IAED,IAAI,UAAU,IAsCQ,OAAO,CApC5B;IAED,IAAI,IAAI,sBAEP;IAED,IAAI,sBAAsB,+BAEzB;IAED,IAAI,YAAY,qCAEf;IAED,IAAI,MAAM,6CAET;IAED,IAAI,IAAI,IA2BO,sBAAsB,CAzBpC;IAED,IAAI,cAAc,IAmBiB,wBAAwB,CAjB1D;IAED,IAAI,cAAc,CAAC,cAAc,EAAE,cAAc,EAGhD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,OAAO,EAG7B;IAED,IAAI,UAAU,CAAC,KAAK,EAAE,OAAO,EAG5B;IAED,IAAI,cAAc,CAAC,cAAc,EAAE,wBAAwB,EAE1D;IAED,IAAI,IAAI,CAAC,IAAI,EAAE,sBAAsB,EAEpC;IAED,OAAO,CAAC,UAAU;IAQX,aAAa;IAMb,yBAAyB;IAKzB,oBAAoB,CAAC,EAAE,EAAE,MAAM;IAQ/B,cAAc;IAOrB,OAAO,CAAC,aAAa;IAmBd,kBAAkB;IAkBlB,kBAAkB,CAAC,aAAa,EAAE,aAAa;IAI/C,oBAAoB;IAIpB,IAAI,CAAC,SAAS,EAAE,MAAM,EAAE,UAAU,EAAE,iBAAiB,GAAG,IAAI,EAAE,SAAS,CAAC,EAAE,gBAAgB,EAAE,UAAU,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE;IAQjI,OAAO,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAQzC,MAAM,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAOxC,UAAU,CAAC,GAAG,EAAE,aAAa,EAAE,GAAG,EAAE,QAAQ;IAQ5C,aAAa,CAAC,GAAG,EAAE,QAAQ;IAQlC,OAAO,CAAC,YAAY;IAOb,YAAY;IAMN,WAAW,CAAC,MAAM,EAAE,GAAG;IAkB7B,aAAa;IAIb,eAAe;IAUf,KAAK,CAAC,EAAE,EAAE,IAAI,GAAG,MAAM;IASvB,YAAY,CAAC,IAAI,CAAC,EAAE,aAAa;IAyBjC,iBAAiB;CAMzB"}
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC;AAM1B,OAAO,8BAA8B,CAAC;AAStC,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,EAClB,QAAQ,GACT,EAAE,KAAK;;
|
|
1
|
+
{"version":3,"file":"useRealTimeRenderData.d.ts","sourceRoot":"","sources":["../../../../src/useRealTimeRenderData.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,CAAC;AAM1B,OAAO,8BAA8B,CAAC;AAStC,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,EAClB,QAAQ,GACT,EAAE,KAAK;;EA8NP"}
|
|
@@ -0,0 +1,2 @@
|
|
|
1
|
+
/*! For license information please see 1020.real-time-viewer.umd.min.js.LICENSE.txt */
|
|
2
|
+
"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1020],{64449:(e,n,t)=>{var o=t(17416);const a="hdrFilteringFunctions",i="#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},11876:(e,n,t)=>{var o=t(17416);const a="importanceSampling",i="vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \nfloat phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},22880:(e,n,t)=>{var o=t(17416);const a="pbrBRDFFunctions",i="#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#ifndef PBR_VERTEX_SHADER\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; \nconst float one_minus_cos_theta_max_to_the_fifth=0.462664366; \nconst float one_minus_cos_theta_max_to_the_sixth=0.396569457; \nvec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; \nfloat cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n";o.v.IncludesShadersStore[a]||(o.v.IncludesShadersStore[a]=i)},41020:(e,n,t)=>{t.r(n),t.d(n,{hdrIrradianceFilteringPixelShader:()=>f});var o=t(17416);t(65276),t(11876),t(22880),t(64449);const a="hdrIrradianceFilteringPixelShader",i="#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform samplerCube inputTexture;\n#ifdef IBL_CDF_FILTERING\nuniform sampler2D icdfTexture;\n#endif\nuniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo,0.0,vec3(1.0),direction\n#ifdef IBL_CDF_FILTERING\n,icdfTexture\n#endif\n);gl_FragColor=vec4(color*hdrScale,1.0);}";o.v.ShadersStore[a]||(o.v.ShadersStore[a]=i);const f={name:a,shader:i}}}]);
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/*! For license information please see 1153.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1153],{1153:(e,n,l)=>{l.r(n),l.d(n,{_IESTextureLoader:()=>_IESTextureLoader});var a=l(61494);function LineToArray(e){return e.split(" ").filter((e=>""!==e)).map((e=>parseFloat(e)))}function ReadArray(e,n,l){for(;l.length!==n;){const n=LineToArray(e.lines[e.index++]);l.push(...n)}}function InterpolateCandelaValues(e,n,l){let r=0,t=0,i=0,o=0,s=0,u=0;for(let n=0;n<e.numberOfHorizontalAngles-1;n++)if(l<e.horizontalAngles[n+1]||n===e.numberOfHorizontalAngles-2){t=n,i=e.horizontalAngles[n],o=e.horizontalAngles[n+1];break}for(let l=0;l<e.numberOfVerticalAngles-1;l++)if(n<e.verticalAngles[l+1]||l===e.numberOfVerticalAngles-2){r=l,s=e.verticalAngles[l],u=e.verticalAngles[l+1];break}const c=o-i,d=u-s;if(0===d)return 0;const f=0===c?0:(l-i)/c,g=(n-s)/d,A=0===c?t:t+1,b=(0,a.Lerp)(e.candelaValues[t][r],e.candelaValues[A][r],f),h=(0,a.Lerp)(e.candelaValues[t][r+1],e.candelaValues[A][r+1],f);return(0,a.Lerp)(b,h,g)}class _IESTextureLoader{constructor(){this.supportCascades=!1}loadCubeData(){throw".ies not supported in Cube."}loadData(e,n,l){const a=function LoadIESData(e){const n={lines:new TextDecoder("utf-8").decode(e).split("\n"),index:0},l={version:n.lines[0],candelaValues:[],horizontalAngles:[],verticalAngles:[],numberOfHorizontalAngles:0,numberOfVerticalAngles:0};for(n.index=1;n.lines.length>0&&!n.lines[n.index].includes("TILT=");)n.index++;n.lines[n.index].includes("INCLUDE"),n.index++;const a=LineToArray(n.lines[n.index++]);l.numberOfLights=a[0],l.lumensPerLamp=a[1],l.candelaMultiplier=a[2],l.numberOfVerticalAngles=a[3],l.numberOfHorizontalAngles=a[4],l.photometricType=a[5],l.unitsType=a[6],l.width=a[7],l.length=a[8],l.height=a[9];const r=LineToArray(n.lines[n.index++]);l.ballastFactor=r[0],l.fileGenerationType=r[1],l.inputWatts=r[2];for(let e=0;e<l.numberOfHorizontalAngles;e++)l.candelaValues[e]=[];ReadArray(n,l.numberOfVerticalAngles,l.verticalAngles),ReadArray(n,l.numberOfHorizontalAngles,l.horizontalAngles);for(let e=0;e<l.numberOfHorizontalAngles;e++)ReadArray(n,l.numberOfVerticalAngles,l.candelaValues[e]);let t=-1;for(let e=0;e<l.numberOfHorizontalAngles;e++)for(let n=0;n<l.numberOfVerticalAngles;n++)l.candelaValues[e][n]*=l.candelaValues[e][n]*l.candelaMultiplier*l.ballastFactor*l.fileGenerationType,t=Math.max(t,l.candelaValues[e][n]);if(t>0)for(let e=0;e<l.numberOfHorizontalAngles;e++)for(let n=0;n<l.numberOfVerticalAngles;n++)l.candelaValues[e][n]/=t;const i=180,o=360,s=new Float32Array(64800),u=l.horizontalAngles[0],c=l.horizontalAngles[l.numberOfHorizontalAngles-1];for(let e=0;e<64800;e++){let n=e%o;const a=Math.floor(e/o);c-u!=0&&(n<u||n>=c)&&(n%=2*c,n>c&&(n=2*c-n)),s[a+n*i]=InterpolateCandelaValues(l,a,n)}return{width:180,height:1,data:s}}(new Uint8Array(e.buffer,e.byteOffset,e.byteLength));l(a.width,a.height,!1,!1,(()=>{const e=n.getEngine();n.type=1,n.format=6,n._gammaSpace=!1,e._uploadDataToTextureDirectly(n,a.data)}))}}}}]);
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/*! filename:1153 */
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/*! For license information please see 1309.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1309],{
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1309],{61309:(e,r,n)=>{n.r(r),n.d(r,{passCubePixelShader:()=>l});var u=n(17416);const t="passCubePixelShader",a="varying vec2 vUV;uniform samplerCube textureSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}";u.v.ShadersStore[t]||(u.v.ShadersStore[t]=a);const l={name:t,shader:a}}}]);
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/*! For license information please see 1447.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1447],{
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1447],{31447:(e,r,t)=>{t.r(r),t.d(r,{vrDistortionCorrectionPixelShaderWGSL:()=>i});var a=t(17416);const n="vrDistortionCorrectionPixelShader",m="#define DISABLE_UNIFORMITY_ANALYSIS\nvarying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform LensCenter: vec2f;uniform Scale: vec2f;uniform ScaleIn: vec2f;uniform HmdWarpParam: vec4f;fn HmdWarp(in01: vec2f)->vec2f {var theta: vec2f=(in01-uniforms.LensCenter)*uniforms.ScaleIn; \nvar rSq: f32=theta.x*theta.x+theta.y*theta.y;var rvector: vec2f=theta*(uniforms.HmdWarpParam.x+uniforms.HmdWarpParam.y*rSq+uniforms.HmdWarpParam.z*rSq*rSq+uniforms.HmdWarpParam.w*rSq*rSq*rSq);return uniforms.LensCenter+uniforms.Scale*rvector;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var tc: vec2f=HmdWarp(input.vUV);if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0) {fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}\nelse{fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,tc);}}";a.v.ShadersStoreWGSL[n]||(a.v.ShadersStoreWGSL[n]=m);const i={name:n,shader:m}}}]);
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/*! For license information please see 1459.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1459],{91459:(e,t,i)=>{i.r(t),i.d(t,{FlowGraphSequenceBlock:()=>FlowGraphSequenceBlock});var n=i(20538),s=i(17693);class FlowGraphSequenceBlock extends s.Q{constructor(e){super(e),this.config=e,this.executionSignals=[],this.setNumberOfOutputSignals(this.config.outputSignalCount)}_execute(e){for(let t=0;t<this.executionSignals.length;t++)this.executionSignals[t]._activateSignal(e)}setNumberOfOutputSignals(e=1){for(;this.executionSignals.length>e;){const e=this.executionSignals.pop();e&&(e.disconnectFromAll(),this._unregisterSignalOutput(e.name))}for(;this.executionSignals.length<e;)this.executionSignals.push(this._registerSignalOutput(`out_${this.executionSignals.length}`))}getClassName(){return"FlowGraphSequenceBlock"}}(0,n.H7)("FlowGraphSequenceBlock",FlowGraphSequenceBlock)}}]);
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/*! filename:1459 */
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/*! For license information please see 1499.real-time-viewer.umd.min.js.LICENSE.txt */
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"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 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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 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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},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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2
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+
"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1499],{65785:(e,n,t)=>{var i=t(17416);const r="bumpVertex",f="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvar tbnNormal: vec3f=normalize(normalUpdated);var tbnTangent: vec3f=normalize(tangentUpdated.xyz);var tbnBitangent: vec3f=cross(tbnNormal,tbnTangent)*tangentUpdated.w;var matTemp= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz)* mat3x3f(tbnTangent,tbnBitangent,tbnNormal);vertexOutputs.vTBN0=matTemp[0];vertexOutputs.vTBN1=matTemp[1];vertexOutputs.vTBN2=matTemp[2];\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},31068:(e,n,t)=>{var i=t(17416);const r="bumpVertexDeclaration",f="#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},76236:(e,n,t)=>{var i=t(17416);const r="fogVertex",f="#ifdef FOG\n#ifdef SCENE_UBO\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\n#else\nvertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},15472:(e,n,t)=>{var i=t(17416);const r="fogVertexDeclaration",f="#ifdef FOG\nvarying vFogDistance: vec3f;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},55143:(e,n,t)=>{var i=t(17416);const r="harmonicsFunctions",f="#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},45186:(e,n,t)=>{var i=t(17416);const r="lightVxUboDeclaration",f="#ifdef LIGHT{X}\nstruct Light{X}\n{vLightData: vec4f,\nvLightDiffuse: vec4f,\nvLightSpecular: vec4f,\n#ifdef SPOTLIGHT{X}\nvLightDirection: vec4f,\nvLightFalloff: vec4f,\n#elif defined(POINTLIGHT{X})\nvLightFalloff: vec4f,\n#elif defined(HEMILIGHT{X})\nvLightGround: vec3f,\n#endif\n#if defined(AREALIGHT{X})\nvLightWidth: vec4f,\nvLightHeight: vec4f,\n#endif\nshadowsInfo: vec4f,\ndepthValues: vec2f} ;var<uniform> light{X} : Light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},37470:(e,n,t)=>{var i=t(17416);const r="logDepthDeclaration",f="#ifdef LOGARITHMICDEPTH\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},27350:(e,n,t)=>{var i=t(17416);const r="logDepthVertex",f="#ifdef LOGARITHMICDEPTH\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},77757:(e,n,t)=>{var i=t(17416);const r="mainUVVaryingDeclaration",f="#ifdef MAINUV{X}\nvarying vMainUV{X}: vec2f;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},34366:(e,n,t)=>{var i=t(17416);const r="pbrBRDFFunctions",f="#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#ifndef PBR_VERTEX_SHADER\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nfn getEnergyConservationFactor(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nfn getF82Specular(NdotV: f32,F0: vec3f,edgeTint: vec3f,roughness: f32)->vec3f {const cos_theta_max: f32=0.142857143; \nconst one_minus_cos_theta_max_to_the_fifth: f32=0.462664366; \nconst one_minus_cos_theta_max_to_the_sixth: f32=0.396569457; \nlet white_minus_F0: vec3f=vec3f(1.0f)-F0;let b_numerator: vec3f=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3f(1.0)-edgeTint);const b_denominator: f32=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const b_denominator_reciprocal: f32=1.0f/b_denominator;let b: vec3f=b_numerator*b_denominator_reciprocal; \nlet cos_theta: f32=max(roughness,NdotV);let one_minus_cos_theta: f32=1.0-cos_theta;let offset_from_F0: vec3f=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0f);return clamp(F0+offset_from_F0,vec3f(0.0f),vec3f(1.0f));}\n#endif\n#ifdef ENVIRONMENTBRDF\nfn getBRDFLookup(NdotV: f32,perceptualRoughness: f32)->vec3f {var UV: vec2f= vec2f(NdotV,perceptualRoughness);var brdfLookup: vec4f= textureSample(environmentBrdfSampler,environmentBrdfSamplerSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup=vec4f(fromRGBD(brdfLookup.rgba),brdfLookup.a);\n#endif\nreturn brdfLookup.rgb;}\nfn getReflectanceFromBRDFWithEnvLookup(specularEnvironmentR0: vec3f,specularEnvironmentR90: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nfn getReflectanceFromBRDFLookup(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfn getBRDFLookupCharlieSheen(NdotV: f32,perceptualRoughness: f32)->f32\n{var c: f32=1.0-NdotV;var c3: f32=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nfn getReflectanceFromAnalyticalBRDFLookup_Jones(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nfn getSheenReflectanceFromBRDFLookup(reflectance0: vec3f,environmentBrdf: vec3f)->vec3f {var sheenEnvironmentReflectance: vec3f=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nfn fresnelSchlickGGXVec3(VdotH: f32,reflectance0: vec3f,reflectance90: vec3f)->vec3f\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfn fresnelSchlickGGX(VdotH: f32,reflectance0: f32,reflectance90: f32)->f32\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nfn getR0RemappedForClearCoat(f0: vec3f)->vec3f {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturateVec3(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturateVec3(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvar s: vec3f=sqrt(f0);var t: vec3f=(uniforms.vClearCoatRefractionParams.z+uniforms.vClearCoatRefractionParams.w*s)/(uniforms.vClearCoatRefractionParams.w+uniforms.vClearCoatRefractionParams.z*s);return squareVec3(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst XYZ_TO_REC709: mat3x3f= mat3x3f(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);fn getIORTfromAirToSurfaceR0(f0: vec3f)->vec3f {var sqrtF0: vec3f=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nfn getR0fromIORsVec3(iorT: vec3f,iorI: f32)->vec3f {return squareVec3((iorT- vec3f(iorI))/(iorT+ vec3f(iorI)));}\nfn getR0fromIORs(iorT: f32,iorI: f32)->f32 {return square((iorT-iorI)/(iorT+iorI));}\nfn evalSensitivity(opd: f32,shift: vec3f)->vec3f {var phase: f32=2.0*PI*opd*1.0e-9;const val: vec3f= vec3f(5.4856e-13,4.4201e-13,5.2481e-13);const pos: vec3f= vec3f(1.6810e+06,1.7953e+06,2.2084e+06);const vr: vec3f= vec3f(4.3278e+09,9.3046e+09,6.6121e+09);var xyz: vec3f=val*sqrt(2.0*PI*vr)*cos(pos*phase+shift)*exp(-square(phase)*vr);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;var srgb: vec3f=XYZ_TO_REC709*xyz;return srgb;}\nfn evalIridescence(outsideIOR: f32,eta2: f32,cosTheta1: f32,thinFilmThickness: f32,baseF0: vec3f)->vec3f {var I: vec3f= vec3f(1.0);var iridescenceIOR: f32=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));var sinTheta2Sq: f32=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));var cosTheta2Sq: f32=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nvar cosTheta2: f32=sqrt(cosTheta2Sq);var R0: f32=getR0fromIORs(iridescenceIOR,outsideIOR);var R12: f32=fresnelSchlickGGX(cosTheta1,R0,1.);var R21: f32=R12;var T121: f32=1.0-R12;var phi12: f32=0.0;if (iridescenceIOR<outsideIOR) {phi12=PI;}\nvar phi21: f32=PI-phi12;var baseIOR: vec3f=getIORTfromAirToSurfaceR0(clamp(baseF0,vec3f(0.0),vec3f(0.9999))); \nvar R1: vec3f=getR0fromIORsVec3(baseIOR,iridescenceIOR);var R23: vec3f=fresnelSchlickGGXVec3(cosTheta2,R1, vec3f(1.));var phi23: vec3f= vec3f(0.0);if (baseIOR[0]<iridescenceIOR) {phi23[0]=PI;}\nif (baseIOR[1]<iridescenceIOR) {phi23[1]=PI;}\nif (baseIOR[2]<iridescenceIOR) {phi23[2]=PI;}\nvar opd: f32=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;var phi: vec3f= vec3f(phi21)+phi23;var R123: vec3f=clamp(R12*R23,vec3f(1e-5),vec3f(0.9999));var r123: vec3f=sqrt(R123);var Rs: vec3f=(T121*T121)*R23/( vec3f(1.0)-R123);var C0: vec3f=R12+Rs;I=C0;var Cm: vec3f=Rs-T121;for (var m: i32=1; m<=2; m++)\n{Cm*=r123;var Sm: vec3f=2.0*evalSensitivity( f32(m)*opd, f32(m)*phi);I+=Cm*Sm;}\nreturn max(I, vec3f(0.0));}\n#endif\nfn normalDistributionFunction_TrowbridgeReitzGGX(NdotH: f32,alphaG: f32)->f32\n{var a2: f32=alphaG*alphaG;var d: f32=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfn normalDistributionFunction_CharlieSheen(NdotH: f32,alphaG: f32)->f32\n{var invR: f32=1./alphaG;var cos2h: f32=NdotH*NdotH;var sin2h: f32=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfn normalDistributionFunction_BurleyGGX_Anisotropic(NdotH: f32,TdotH: f32,BdotH: f32,alphaTB: vec2f)->f32 {var a2: f32=alphaTB.x*alphaTB.y;var v: vec3f= vec3f(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);var v2: f32=dot(v,v);var w2: f32=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfn smithVisibility_GGXCorrelated(NdotL: f32,NdotV: f32,alphaG: f32)->f32 {\n#ifdef MOBILE\nvar GGXV: f32=NdotL*(NdotV*(1.0-alphaG)+alphaG);var GGXL: f32=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nvar a2: f32=alphaG*alphaG;var GGXV: f32=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);var GGXL: f32=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfn smithVisibilityG1_TrowbridgeReitzGGXFast(dot: f32,alphaG: f32)->f32\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nvar alphaSquared: f32=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfn smithVisibility_TrowbridgeReitzGGXFast(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var visibility: f32=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfn smithVisibility_GGXCorrelated_Anisotropic(NdotL: f32,NdotV: f32,TdotV: f32,BdotV: f32,TdotL: f32,BdotL: f32,alphaTB: vec2f)->f32 {var lambdaV: f32=NdotL*length( vec3f(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));var lambdaL: f32=NdotV*length( vec3f(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));var v: f32=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfn visibility_Kelemen(VdotH: f32)->f32 {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfn visibility_Ashikhmin(NdotL: f32,NdotV: f32)->f32\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfn l(x: f32,alphaG: f32)->f32\n{var oneMinusAlphaSq: f32=(1.0-alphaG)*(1.0-alphaG);var a: f32=mix(21.5473,25.3245,oneMinusAlphaSq);var b: f32=mix(3.82987,3.32435,oneMinusAlphaSq);var c: f32=mix(0.19823,0.16801,oneMinusAlphaSq);var d: f32=mix(-1.97760,-1.27393,oneMinusAlphaSq);var e: f32=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfn lambdaSheen(cosTheta: f32,alphaG: f32)->f32\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfn visibility_CharlieSheen(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var G: f32=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nconst constant1_FON: f32=0.5f-2.0f/(3.0f*PI);const constant2_FON: f32=2.0f/3.0f-28.0f/(15.0f*PI);fn E_FON_approx(mu: f32,roughness: f32)->f32\n{var sigma: f32=roughness; \nvar mucomp: f32=1.0f-mu;var mucomp2: f32=mucomp*mucomp;const Gcoeffs: mat2x2f=mat2x2f(0.0571085289f,-0.332181442f,\n0.491881867f,0.0714429953f);var GoverPi: f32=dot(Gcoeffs*vec2f(mucomp,mucomp2),vec2f(1.0f,mucomp2));return (1.0f+sigma*GoverPi)/(1.0f+constant1_FON*sigma);}\nfn diffuseBRDF_EON(albedo: vec3f,roughness: f32,NdotL: f32,NdotV: f32,LdotV: f32)->vec3f\n{var rho: vec3f=albedo;var sigma: f32=roughness; \nvar mu_i: f32=NdotL; \nvar mu_o: f32=NdotV; \nvar s: f32=LdotV-mu_i*mu_o; \nvar sovertF: f32=select(s,s/max(mu_i,mu_o),s>0.0f); \nvar AF: f32=1.0f/(1.0f+constant1_FON*sigma); \nvar f_ss: vec3f=(rho*RECIPROCAL_PI)*AF*(1.0f+sigma*sovertF); \nvar EFo: f32=E_FON_approx(mu_o,sigma); \nvar EFi: f32=E_FON_approx(mu_i,sigma); \nvar avgEF: f32=AF*(1.0f+constant2_FON*sigma); \nvar rho_ms: vec3f=(rho*rho)*avgEF/(vec3f(1.0f)-rho*(1.0f-avgEF));const eps: f32=1.0e-7f;var f_ms: vec3f=(rho_ms*RECIPROCAL_PI)*max(eps,1.0f-EFo) \n* max(eps,1.0f-EFi)\n/ max(eps,1.0f-avgEF);return (f_ss+f_ms);}\nfn diffuseBRDF_Burley(NdotL: f32,NdotV: f32,VdotH: f32,roughness: f32)->f32 {var diffuseFresnelNV: f32=pow5(saturateEps(1.0-NdotL));var diffuseFresnelNL: f32=pow5(saturateEps(1.0-NdotV));var diffuseFresnel90: f32=0.5+2.0*VdotH*VdotH*roughness;var fresnel: f32 =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nfn transmittanceBRDF_Burley(tintColor: vec3f,diffusionDistance: vec3f,thickness: f32)->vec3f {var S: vec3f=1./maxEpsVec3(diffusionDistance);var temp: vec3f=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfn computeWrappedDiffuseNdotL(NdotL: f32,w: f32)->f32 {var t: f32=1.0+w;var invt2: f32=1.0/(t*t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},88015:(e,n,t)=>{var i=t(17416);t(77761),t(90002);const r="pbrUboDeclaration",f="uniform vAlbedoInfos: vec2f;uniform vBaseWeightInfos: vec2f;uniform vBaseDiffuseRoughnessInfos: 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 baseWeightMatrix: mat4x4f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform 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NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},61472:(e,n,t)=>{var i=t(17416);const r="prePassVertexDeclaration",f="#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},4037:(e,n,t)=>{var i=t(17416);const r="samplerVertexDeclaration",f="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},66541:(e,n,t)=>{var i=t(17416);const r="samplerVertexImplementation",f="#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0\nif (uniforms.v_INFONAME_==0.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}\n#ifdef UV2\nelse if (uniforms.v_INFONAME_==1.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}\n#endif\n#ifdef UV3\nelse if (uniforms.v_INFONAME_==2.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}\n#endif\n#ifdef UV4\nelse if (uniforms.v_INFONAME_==3.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}\n#endif\n#ifdef UV5\nelse if (uniforms.v_INFONAME_==4.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}\n#endif\n#ifdef UV6\nelse if (uniforms.v_INFONAME_==5.)\n{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},1098:(e,n,t)=>{var i=t(17416);const r="shadowsVertex",f="#ifdef SHADOWS\n#if defined(SHADOWCSM{X})\nvertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;\n#if SHADOWCSMNUM_CASCADES{X}>0\nvertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#if SHADOWCSMNUM_CASCADES{X}>1\nvertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>2\nvertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#if SHADOWCSMNUM_CASCADES{X}>3\nvertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif \n#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;\n#ifdef USE_REVERSE_DEPTHBUFFER\nvertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#else\nvertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;\n#endif\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},29452:(e,n,t)=>{var i=t(17416);const r="uvAttributeDeclaration",f="#ifdef UV{X}\nattribute uv{X}: vec2f;\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},2240:(e,n,t)=>{var i=t(17416);const r="uvVariableDeclaration",f="#ifdef MAINUV{X}\n#if !defined(UV{X})\nvar uv{X}: vec2f=vec2f(0.,0.);\n#else\nvar uv{X}: vec2f=vertexInputs.uv{X};\n#endif\nvertexOutputs.vMainUV{X}=uv{X};\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},850:(e,n,t)=>{var i=t(17416);const r="vertexColorMixing",f="#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvertexOutputs.vColor=vec4f(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvertexOutputs.vColor*=vertexInputs.color;\n#else\nvertexOutputs.vColor=vec4f(vertexOutputs.vColor.rgb*vertexInputs.color.rgb,vertexOutputs.vColor.a);\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvertexOutputs.vColor*=vertexInputs.instanceColor;\n#endif\n#endif\n";i.v.IncludesShadersStoreWGSL[r]||(i.v.IncludesShadersStoreWGSL[r]=f)},91499:(e,n,t)=>{t.r(n),t.d(n,{pbrVertexShaderWGSL:()=>a});var i=t(17416);t(88015),t(29452),t(77757),t(22842),t(34366),t(97762),t(31990),t(42724),t(61472),t(4037),t(55143),t(31068),t(80870),t(15472),t(45186),t(19120),t(46212),t(37470),t(56403),t(39966),t(49413),t(58333),t(28439),t(60864),t(2240),t(66541),t(65785),t(56601),t(76236),t(1098),t(850),t(27350);const r="pbrVertexShader",f="#define PBR_VERTEX_SHADER\n#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<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\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#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\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)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-vertexOutputs.vPositionW);var NdotV: f32=max(dot(vertexOutputs.vNormalW,viewDirectionW),0.0);var roughNormal: vec3f=mix(vertexOutputs.vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*uniforms.baseDiffuseRoughness);var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(roughNormal,0)).xyz;\n#else\nvar reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz;\n#endif\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#ifndef UV2\nvar uv2Updated: vec2f= vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.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}";i.v.ShadersStoreWGSL[r]||(i.v.ShadersStoreWGSL[r]=f);const a={name:r,shader:f}}}]);
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/*! For license information please see 1605.real-time-viewer.umd.min.js.LICENSE.txt */
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"use strict";(self.webpackChunkCrystaldesignRealTimeViewer=self.webpackChunkCrystaldesignRealTimeViewer||[]).push([[1605],{71605:(e,r,i)=>{i.r(r),i.d(r,{greasedLineVertexShaderWGSL:()=>o});var t=i(17416);i(42724),i(77761),i(90002),i(49413);const n="greasedLineVertexShader",l="#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute grl_widths: f32;\n#ifdef GREASED_LINE_USE_OFFSETS\nattribute grl_offsets: vec3f; \n#endif\nattribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute grl_nextAndCounters: vec4f;attribute grl_previousAndSide: vec4f;uniform grlResolution: vec2f;uniform grlAspect: f32;uniform grlWidth: f32;uniform grlSizeAttenuation: f32;fn grlFix(i: vec4f,aspect: f32)->vec2f {var res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute grl_slopes: vec3f;attribute grl_counters: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvertexOutputs.grlColorPointer=input.grl_colorPointers;let grlMatrix: mat4x4f=scene.viewProjection*mesh.world ;\n#ifdef GREASED_LINE_CAMERA_FACING\nlet grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;let grlWidth:f32=grlBaseWidth*input.grl_widths;\n#ifdef GREASED_LINE_USE_OFFSETS\nvar grlPositionOffset: vec3f=input.grl_offsets;\n#else\nvar grlPositionOffset=vec3f(0.);\n#endif\nlet positionUpdated: vec3f=vertexInputs.position+grlPositionOffset;let worldDir: vec3f=normalize(grlNext-grlPrevious);let nearPosition: vec3f=positionUpdated+(worldDir*0.001);let grlFinalPosition: vec4f=grlMatrix*vec4f(positionUpdated,1.0);let screenNearPos: vec4f=grlMatrix*vec4(nearPosition,1.0);let grlLinePosition: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlLineNearPosition: vec2f=grlFix(screenNearPos,uniforms.grlAspect);let grlDir: vec2f=normalize(grlLineNearPosition-grlLinePosition);var grlNormal: vec4f=vec4f(-grlDir.y,grlDir.x,0.0,1.0);let grlHalfWidth: f32=0.5*grlWidth;\n#if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\ngrlNormal.x*=-grlHalfWidth;grlNormal.y*=-grlHalfWidth;\n#else\ngrlNormal.x*=grlHalfWidth;grlNormal.y*=grlHalfWidth;\n#endif\ngrlNormal*=scene.projection;if (uniforms.grlSizeAttenuation==1.) {grlNormal.x*=grlFinalPosition.w;grlNormal.y*=grlFinalPosition.w;let pr=vec4f(uniforms.grlResolution,0.0,1.0)*scene.projection;grlNormal.x/=pr.x;grlNormal.y/=pr.y;}\nvertexOutputs.position=vec4f(grlFinalPosition.xy+grlNormal.xy*grlSide,grlFinalPosition.z,grlFinalPosition.w);\n#else\nvertexOutputs.grlCounters=input.grl_counters;vertexOutputs.position=grlMatrix*vec4f((vertexInputs.position+input.grl_offsets)+input.grl_slopes*input.grl_widths,1.0) ;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";t.v.ShadersStoreWGSL[n]||(t.v.ShadersStoreWGSL[n]=l);const o={name:n,shader:l}}}]);
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