@fps-games/editor-deployment 0.2.3-beta.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (533) hide show
  1. package/bin/fps-editor-prepare.mjs +5 -0
  2. package/bin/fps-editor-server.mjs +2 -0
  3. package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
  4. package/manifest.json +2685 -0
  5. package/npm-shrinkwrap.json +19 -0
  6. package/package.json +38 -0
  7. package/public/assets/abstractAudioBus-DKeLA-55.js +1 -0
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+ import{gm as h,cT as R,fQ as U}from"./standardMaterial-CgDYhl-K.js";function D(){const e={cTFETC1:0,cTFETC2:1,cTFBC1:2,cTFBC3:3,cTFBC7:6,cTFPVRTC1_4_RGB:8,cTFPVRTC1_4_RGBA:9,cTFASTC_4x4:10,cTFRGB565:14};let n=null;onmessage=s=>{if(s.data.action==="init"){if(s.data.url)try{importScripts(s.data.url)}catch(o){postMessage({action:"error",error:o})}n||(n=BASIS({wasmBinary:s.data.wasmBinary})),n!==null&&n.then(o=>{BASIS=o,o.initializeBasis(),postMessage({action:"init"})})}else if(s.data.action==="transcode"){const o=s.data.config,a=s.data.imageData,f=new BASIS.BasisFile(a),r=l(f);let d=s.data.ignoreSupportedFormats?null:t(s.data.config,r),p=!1;d===null&&(p=!0,d=r.hasAlpha?e.cTFBC3:e.cTFBC1);let g=!0;f.startTranscoding()||(g=!1);const T=[];for(let m=0;m<r.images.length&&g;m++){const b=r.images[m];if(o.loadSingleImage===void 0||o.loadSingleImage===m){let L=b.levels.length;o.loadMipmapLevels===!1&&(L=1);for(let u=0;u<L;u++){const w=b.levels[u],v=i(f,m,u,d,p);if(!v){g=!1;break}w.transcodedPixels=v,T.push(w.transcodedPixels.buffer)}}}f.close(),f.delete(),p&&(d=-1),g?postMessage({action:"transcode",success:g,id:s.data.id,fileInfo:r,format:d},T):postMessage({action:"transcode",success:g,id:s.data.id})}};function t(s,o){let a=null;return s.supportedCompressionFormats&&(s.supportedCompressionFormats.astc?a=e.cTFASTC_4x4:s.supportedCompressionFormats.bc7?a=e.cTFBC7:s.supportedCompressionFormats.s3tc?a=o.hasAlpha?e.cTFBC3:e.cTFBC1:s.supportedCompressionFormats.pvrtc?a=o.hasAlpha?e.cTFPVRTC1_4_RGBA:e.cTFPVRTC1_4_RGB:s.supportedCompressionFormats.etc2?a=e.cTFETC2:s.supportedCompressionFormats.etc1?a=e.cTFETC1:a=e.cTFRGB565),a}function l(s){const o=s.getHasAlpha(),a=s.getNumImages(),f=[];for(let d=0;d<a;d++){const p={levels:[]},g=s.getNumLevels(d);for(let T=0;T<g;T++){const m={width:s.getImageWidth(d,T),height:s.getImageHeight(d,T)};p.levels.push(m)}f.push(p)}return{hasAlpha:o,images:f}}function i(s,o,a,f,r){const d=s.getImageTranscodedSizeInBytes(o,a,f);let p=new Uint8Array(d);if(!s.transcodeImage(p,o,a,f,1,0))return null;if(r){const g=s.getImageWidth(o,a)+3&-4,T=s.getImageHeight(o,a)+3&-4;p=c(p,0,g,T)}return p}function c(s,o,a,f){const r=new Uint16Array(4),d=new Uint16Array(a*f),p=a/4,g=f/4;for(let T=0;T<g;T++)for(let m=0;m<p;m++){const b=o+8*(T*p+m);r[0]=s[b]|s[b+1]<<8,r[1]=s[b+2]|s[b+3]<<8,r[2]=(2*(r[0]&31)+1*(r[1]&31))/3|(2*(r[0]&2016)+1*(r[1]&2016))/3&2016|(2*(r[0]&63488)+1*(r[1]&63488))/3&63488,r[3]=(2*(r[1]&31)+1*(r[0]&31))/3|(2*(r[1]&2016)+1*(r[0]&2016))/3&2016|(2*(r[1]&63488)+1*(r[0]&63488))/3&63488;for(let L=0;L<4;L++){const u=s[b+4+L];let w=(T*4+L)*a+m*4;d[w++]=r[u&3],d[w++]=r[u>>2&3],d[w++]=r[u>>4&3],d[w]=r[u>>6&3]}}return d}}async function W(e,n,t){return await new Promise((l,i)=>{const c=s=>{s.data.action==="init"?(e.removeEventListener("message",c),l(e)):s.data.action==="error"&&i(s.data.error||"error initializing worker")};e.addEventListener("message",c),e.postMessage({action:"init",url:t?h.GetBabylonScriptURL(t):void 0,wasmBinary:n},[n])})}class z{}class N{}var C;(function(e){e[e.cTFETC1=0]="cTFETC1",e[e.cTFETC2=1]="cTFETC2",e[e.cTFBC1=2]="cTFBC1",e[e.cTFBC3=3]="cTFBC3",e[e.cTFBC4=4]="cTFBC4",e[e.cTFBC5=5]="cTFBC5",e[e.cTFBC7=6]="cTFBC7",e[e.cTFPVRTC1_4_RGB=8]="cTFPVRTC1_4_RGB",e[e.cTFPVRTC1_4_RGBA=9]="cTFPVRTC1_4_RGBA",e[e.cTFASTC_4x4=10]="cTFASTC_4x4",e[e.cTFATC_RGB=11]="cTFATC_RGB",e[e.cTFATC_RGBA_INTERPOLATED_ALPHA=12]="cTFATC_RGBA_INTERPOLATED_ALPHA",e[e.cTFRGBA32=13]="cTFRGBA32",e[e.cTFRGB565=14]="cTFRGB565",e[e.cTFBGR565=15]="cTFBGR565",e[e.cTFRGBA4444=16]="cTFRGBA4444",e[e.cTFFXT1_RGB=17]="cTFFXT1_RGB",e[e.cTFPVRTC2_4_RGB=18]="cTFPVRTC2_4_RGB",e[e.cTFPVRTC2_4_RGBA=19]="cTFPVRTC2_4_RGBA",e[e.cTFETC2_EAC_R11=20]="cTFETC2_EAC_R11",e[e.cTFETC2_EAC_RG11=21]="cTFETC2_EAC_RG11"})(C||(C={}));const y={JSModuleURL:`${h._DefaultCdnUrl}/basisTranscoder/1/basis_transcoder.js`,WasmModuleURL:`${h._DefaultCdnUrl}/basisTranscoder/1/basis_transcoder.wasm`},V=(e,n)=>{let t;switch(e){case C.cTFETC1:t=36196;break;case C.cTFBC1:t=33776;break;case C.cTFBC4:t=33779;break;case C.cTFASTC_4x4:t=37808;break;case C.cTFETC2:t=37496;break;case C.cTFBC7:t=36492;break}if(t===void 0)throw"The chosen Basis transcoder format is not currently supported";return t};let E=null,F=null,k=0;const x=!1,H=async()=>(E||(E=new Promise((e,n)=>{F?e(F):h.LoadFileAsync(h.GetBabylonScriptURL(y.WasmModuleURL)).then(t=>{if(typeof URL!="function")return n("Basis transcoder requires an environment with a URL constructor");const l=URL.createObjectURL(new Blob([`(${D})()`],{type:"application/javascript"}));F=new Worker(l),W(F,t,y.JSModuleURL).then(e,n)}).catch(n)})),await E),X=e=>{F=e},B=async(e,n)=>{const t=e instanceof ArrayBuffer?new Uint8Array(e):e;return await new Promise((l,i)=>{H().then(()=>{const c=k++,s=a=>{a.data.action==="transcode"&&a.data.id===c&&(F.removeEventListener("message",s),a.data.success?l(a.data):i("Transcode is not supported on this device"))};F.addEventListener("message",s);const o=new Uint8Array(t.byteLength);o.set(new Uint8Array(t.buffer,t.byteOffset,t.byteLength)),F.postMessage({action:"transcode",id:c,imageData:o,config:n,ignoreSupportedFormats:x},[o.buffer])},c=>{i(c)})})},_=(e,n)=>{let t=n._gl?.TEXTURE_2D;e.isCube&&(t=n._gl?.TEXTURE_CUBE_MAP),n._bindTextureDirectly(t,e,!0)},G=(e,n)=>{const t=e.getEngine();for(let l=0;l<n.fileInfo.images.length;l++){const i=n.fileInfo.images[l].levels[0];if(e._invertVScale=e.invertY,n.format===-1||n.format===C.cTFRGB565)if(e.type=10,e.format=4,t._features.basisNeedsPOT&&(Math.log2(i.width)%1!==0||Math.log2(i.height)%1!==0)){const c=new R(t,2);e._invertVScale=e.invertY,c.type=10,c.format=4,c.width=i.width+3&-4,c.height=i.height+3&-4,_(c,t),t._uploadDataToTextureDirectly(c,new Uint16Array(i.transcodedPixels.buffer),l,0,4,!0),t._rescaleTexture(c,e,t.scenes[0],t._getInternalFormat(4),()=>{t._releaseTexture(c),_(e,t)})}else e._invertVScale=!e.invertY,e.width=i.width+3&-4,e.height=i.height+3&-4,e.samplingMode=2,_(e,t),t._uploadDataToTextureDirectly(e,new Uint16Array(i.transcodedPixels.buffer),l,0,4,!0);else{e.width=i.width,e.height=i.height,e.generateMipMaps=n.fileInfo.images[l].levels.length>1;const c=P.GetInternalFormatFromBasisFormat(n.format,t);e.format=c,_(e,t);const s=n.fileInfo.images[l].levels;for(let o=0;o<s.length;o++){const a=s[o];t._uploadCompressedDataToTextureDirectly(e,c,a.width,a.height,a.transcodedPixels,l,o)}t._features.basisNeedsPOT&&(Math.log2(e.width)%1!==0||Math.log2(e.height)%1!==0)&&(h.Warn("Loaded .basis texture width and height are not a power of two. Texture wrapping will be set to Texture.CLAMP_ADDRESSMODE as other modes are not supported with non power of two dimensions in webGL 1."),e._cachedWrapU=U.CLAMP_ADDRESSMODE,e._cachedWrapV=U.CLAMP_ADDRESSMODE)}}},P={JSModuleURL:y.JSModuleURL,WasmModuleURL:y.WasmModuleURL,GetInternalFormatFromBasisFormat:V,TranscodeAsync:B,LoadTextureFromTranscodeResult:G};Object.defineProperty(P,"JSModuleURL",{get:function(){return y.JSModuleURL},set:function(e){y.JSModuleURL=e}});Object.defineProperty(P,"WasmModuleURL",{get:function(){return y.WasmModuleURL},set:function(e){y.WasmModuleURL=e}});class J{constructor(){this.supportCascades=!1}loadCubeData(n,t,l,i,c){if(Array.isArray(n))return;const s=t.getEngine().getCaps(),o={supportedCompressionFormats:{etc1:!!s.etc1,s3tc:!!s.s3tc,pvrtc:!!s.pvrtc,etc2:!!s.etc2,astc:!!s.astc,bc7:!!s.bptc}};B(n,o).then(a=>{const f=a.fileInfo.images[0].levels.length>1&&t.generateMipMaps;G(t,a),t.getEngine()._setCubeMapTextureParams(t,f),t.isReady=!0,t.onLoadedObservable.notifyObservers(t),t.onLoadedObservable.clear(),i&&i()}).catch(a=>{h.Warn("Failed to transcode Basis file, transcoding may not be supported on this device"),t.isReady=!0,c&&c(a)})}loadData(n,t,l){const i=t.getEngine().getCaps(),c={supportedCompressionFormats:{etc1:!!i.etc1,s3tc:!!i.s3tc,pvrtc:!!i.pvrtc,etc2:!!i.etc2,astc:!!i.astc,bc7:!!i.bptc}};B(n,c).then(s=>{const o=s.fileInfo.images[0].levels[0],a=s.fileInfo.images[0].levels.length>1&&t.generateMipMaps;l(o.width,o.height,a,s.format!==-1,()=>{G(t,s)})}).catch(s=>{h.Warn("Failed to transcode Basis file, transcoding may not be supported on this device"),h.Warn(`Failed to transcode Basis file: ${s}`),l(0,0,!1,!1,()=>{},!0)})}}const j=Object.freeze(Object.defineProperty({__proto__:null,_BasisTextureLoader:J},Symbol.toStringTag,{value:"Module"}));export{z as B,V as G,G as L,X as S,B as T,J as _,P as a,y as b,N as c,j as d};
@@ -0,0 +1,177 @@
1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";const t="lightVxUboDeclaration",a=`#ifdef LIGHT{X}
2
+ struct Light{X}
3
+ {vLightData: vec4f,
4
+ vLightDiffuse: vec4f,
5
+ vLightSpecular: vec4f,
6
+ #ifdef SPOTLIGHT{X}
7
+ vLightDirection: vec4f,
8
+ vLightFalloff: vec4f,
9
+ #elif defined(POINTLIGHT{X})
10
+ vLightFalloff: vec4f,
11
+ #elif defined(HEMILIGHT{X})
12
+ vLightGround: vec3f,
13
+ #elif defined(CLUSTLIGHT{X})
14
+ vSliceData: vec2f,
15
+ vSliceRanges: array<vec4f,CLUSTLIGHT_SLICES>,
16
+ #endif
17
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
18
+ vLightWidth: vec4f,
19
+ vLightHeight: vec4f,
20
+ #endif
21
+ shadowsInfo: vec4f,
22
+ depthValues: vec2f} ;var<uniform> light{X} : Light{X};
23
+ #ifdef SHADOW{X}
24
+ #ifdef SHADOWCSM{X}
25
+ uniform 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;
26
+ #elif defined(SHADOWCUBE{X})
27
+ #else
28
+ varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
29
+ #endif
30
+ #endif
31
+ #endif
32
+ `;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=a);const l={name:t,shader:a},g=Object.freeze(Object.defineProperty({__proto__:null,lightVxUboDeclarationWGSL:l},Symbol.toStringTag,{value:"Module"})),i="shadowsVertex",c=`#ifdef SHADOWS
33
+ #if defined(SHADOWCSM{X})
34
+ vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
35
+ #if SHADOWCSMNUM_CASCADES{X}>0
36
+ vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
37
+ #ifdef USE_REVERSE_DEPTHBUFFER
38
+ vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
39
+ #else
40
+ vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
41
+ #endif
42
+ #endif
43
+ #if SHADOWCSMNUM_CASCADES{X}>1
44
+ vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
45
+ #ifdef USE_REVERSE_DEPTHBUFFER
46
+ vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
47
+ #else
48
+ vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
49
+ #endif
50
+ #endif
51
+ #if SHADOWCSMNUM_CASCADES{X}>2
52
+ vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
53
+ #ifdef USE_REVERSE_DEPTHBUFFER
54
+ vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
55
+ #else
56
+ vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
57
+ #endif
58
+ #endif
59
+ #if SHADOWCSMNUM_CASCADES{X}>3
60
+ vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
61
+ #ifdef USE_REVERSE_DEPTHBUFFER
62
+ vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
63
+ #else
64
+ vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
65
+ #endif
66
+ #endif
67
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
68
+ vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
69
+ #ifdef USE_REVERSE_DEPTHBUFFER
70
+ vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
71
+ #else
72
+ vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
73
+ #endif
74
+ #endif
75
+ #endif
76
+ `;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=c);const S={name:i,shader:c},X=Object.freeze(Object.defineProperty({__proto__:null,shadowsVertexWGSL:S},Symbol.toStringTag,{value:"Module"})),r="uvAttributeDeclaration",h=`#ifdef UV{X}
77
+ attribute uv{X}: vec2f;
78
+ #endif
79
+ `;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=h);const s="prePassVertexDeclaration",p=`#ifdef PREPASS
80
+ #ifdef PREPASS_LOCAL_POSITION
81
+ varying vPosition : vec3f;
82
+ #endif
83
+ #ifdef PREPASS_DEPTH
84
+ varying vViewPos: vec3f;
85
+ #endif
86
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
87
+ varying vNormViewDepth: f32;
88
+ #endif
89
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
90
+ uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
91
+ #endif
92
+ #endif
93
+ `;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=p);const n="samplerVertexDeclaration",E=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
94
+ varying v_VARYINGNAME_UV: vec2f;
95
+ #endif
96
+ `;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=E);const f="bumpVertexDeclaration",_=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
97
+ #if defined(TANGENT) && defined(NORMAL)
98
+ varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
99
+ #endif
100
+ #endif
101
+ `;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=_);const o="prePassVertex",m=`#ifdef PREPASS_DEPTH
102
+ vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
103
+ #endif
104
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
105
+ vertexOutputs.vNormViewDepth=((scene.view*worldPos).z-uniforms.cameraInfo.x)/(uniforms.cameraInfo.y-uniforms.cameraInfo.x);
106
+ #endif
107
+ #ifdef PREPASS_LOCAL_POSITION
108
+ vertexOutputs.vPosition=positionUpdated.xyz;
109
+ #endif
110
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
111
+ vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
112
+ #if NUM_BONE_INFLUENCERS>0
113
+ var previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
114
+ #if NUM_BONE_INFLUENCERS>1
115
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
116
+ #endif
117
+ #if NUM_BONE_INFLUENCERS>2
118
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
119
+ #endif
120
+ #if NUM_BONE_INFLUENCERS>3
121
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];
122
+ #endif
123
+ #if NUM_BONE_INFLUENCERS>4
124
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];
125
+ #endif
126
+ #if NUM_BONE_INFLUENCERS>5
127
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
128
+ #endif
129
+ #if NUM_BONE_INFLUENCERS>6
130
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
131
+ #endif
132
+ #if NUM_BONE_INFLUENCERS>7
133
+ previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
134
+ #endif
135
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
136
+ #else
137
+ vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
138
+ #endif
139
+ #endif
140
+ `;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=m);const v="uvVariableDeclaration",I=`#ifdef MAINUV{X}
141
+ #if !defined(UV{X})
142
+ var uv{X}: vec2f=vec2f(0.,0.);
143
+ #else
144
+ var uv{X}: vec2f=vertexInputs.uv{X};
145
+ #endif
146
+ vertexOutputs.vMainUV{X}=uv{X};
147
+ #endif
148
+ `;e.IncludesShadersStoreWGSL[v]||(e.IncludesShadersStoreWGSL[v]=I);const d="samplerVertexImplementation",x=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
149
+ if (uniforms.v_INFONAME_==0.)
150
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
151
+ #ifdef UV2
152
+ else if (uniforms.v_INFONAME_==1.)
153
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}
154
+ #endif
155
+ #ifdef UV3
156
+ else if (uniforms.v_INFONAME_==2.)
157
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
158
+ #endif
159
+ #ifdef UV4
160
+ else if (uniforms.v_INFONAME_==3.)
161
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
162
+ #endif
163
+ #ifdef UV5
164
+ else if (uniforms.v_INFONAME_==4.)
165
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
166
+ #endif
167
+ #ifdef UV6
168
+ else if (uniforms.v_INFONAME_==5.)
169
+ {vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
170
+ #endif
171
+ #endif
172
+ `;e.IncludesShadersStoreWGSL[d]||(e.IncludesShadersStoreWGSL[d]=x);const u="bumpVertex",N=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
173
+ #if defined(TANGENT) && defined(NORMAL)
174
+ var 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];
175
+ #endif
176
+ #endif
177
+ `;e.IncludesShadersStoreWGSL[u]||(e.IncludesShadersStoreWGSL[u]=N);export{l as a,S as b,g as l,X as s};
@@ -0,0 +1,173 @@
1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";const i="lightVxFragmentDeclaration",S=`#ifdef LIGHT{X}
2
+ uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
3
+ #ifdef SPECULARTERM
4
+ uniform vec4 vLightSpecular{X};
5
+ #else
6
+ vec4 vLightSpecular{X}=vec4(0.);
7
+ #endif
8
+ #ifdef SHADOW{X}
9
+ #ifdef SHADOWCSM{X}
10
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
11
+ #elif defined(SHADOWCUBE{X})
12
+ #else
13
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
14
+ #endif
15
+ uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
16
+ #endif
17
+ #ifdef SPOTLIGHT{X}
18
+ uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
19
+ #elif defined(POINTLIGHT{X})
20
+ uniform vec4 vLightFalloff{X};
21
+ #elif defined(HEMILIGHT{X})
22
+ uniform vec3 vLightGround{X};
23
+ #endif
24
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
25
+ uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
26
+ #endif
27
+ #endif
28
+ `;e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=S);const I={name:i,shader:S},V=Object.freeze(Object.defineProperty({__proto__:null,lightVxFragmentDeclaration:I},Symbol.toStringTag,{value:"Module"})),n="lightVxUboDeclaration",E=`#ifdef LIGHT{X}
29
+ uniform Light{X}
30
+ {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
31
+ #ifdef SPOTLIGHT{X}
32
+ vec4 vLightDirection;vec4 vLightFalloff;
33
+ #elif defined(POINTLIGHT{X})
34
+ vec4 vLightFalloff;
35
+ #elif defined(HEMILIGHT{X})
36
+ vec3 vLightGround;
37
+ #elif defined(CLUSTLIGHT{X})
38
+ vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
39
+ #endif
40
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
41
+ vec4 vLightWidth;vec4 vLightHeight;
42
+ #endif
43
+ vec4 shadowsInfo;vec2 depthValues;} light{X};
44
+ #ifdef SHADOW{X}
45
+ #ifdef SHADOWCSM{X}
46
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
47
+ #elif defined(SHADOWCUBE{X})
48
+ #else
49
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
50
+ #endif
51
+ #endif
52
+ #endif
53
+ `;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=E);const u={name:n,shader:E},O=Object.freeze(Object.defineProperty({__proto__:null,lightVxUboDeclaration:u},Symbol.toStringTag,{value:"Module"})),t="shadowsVertex",h=`#ifdef SHADOWS
54
+ #if defined(SHADOWCSM{X})
55
+ vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
56
+ #ifdef USE_REVERSE_DEPTHBUFFER
57
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
58
+ #else
59
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
60
+ #endif
61
+ }
62
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
63
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
64
+ #ifdef USE_REVERSE_DEPTHBUFFER
65
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
66
+ #else
67
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
68
+ #endif
69
+ #endif
70
+ #endif
71
+ `;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=h);const A={name:t,shader:h},p=Object.freeze(Object.defineProperty({__proto__:null,shadowsVertex:A},Symbol.toStringTag,{value:"Module"})),r="decalVertexDeclaration",m=`#ifdef DECAL
72
+ uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
73
+ #endif
74
+ `;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=m);const d="uvAttributeDeclaration",_=`#ifdef UV{X}
75
+ attribute vec2 uv{X};
76
+ #endif
77
+ `;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=_);const o="prePassVertexDeclaration",N=`#ifdef PREPASS
78
+ #ifdef PREPASS_LOCAL_POSITION
79
+ varying vec3 vPosition;
80
+ #endif
81
+ #ifdef PREPASS_DEPTH
82
+ varying vec3 vViewPos;
83
+ #endif
84
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
85
+ varying float vNormViewDepth;
86
+ #endif
87
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
88
+ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
89
+ #endif
90
+ #endif
91
+ `;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=N);const f="samplerVertexDeclaration",P=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
92
+ varying vec2 v_VARYINGNAME_UV;
93
+ #endif
94
+ `;e.IncludesShadersStore[f]||(e.IncludesShadersStore[f]=P);const a="bumpVertexDeclaration",g=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
95
+ #if defined(TANGENT) && defined(NORMAL)
96
+ varying mat3 vTBN;
97
+ #endif
98
+ #endif
99
+ `;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=g);const s="prePassVertex",M=`#ifdef PREPASS_DEPTH
100
+ vViewPos=(view*worldPos).rgb;
101
+ #endif
102
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
103
+ vNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);
104
+ #endif
105
+ #ifdef PREPASS_LOCAL_POSITION
106
+ vPosition=positionUpdated.xyz;
107
+ #endif
108
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
109
+ vCurrentPosition=viewProjection*worldPos;
110
+ #if NUM_BONE_INFLUENCERS>0
111
+ mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
112
+ #if NUM_BONE_INFLUENCERS>1
113
+ previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
114
+ #endif
115
+ #if NUM_BONE_INFLUENCERS>2
116
+ previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
117
+ #endif
118
+ #if NUM_BONE_INFLUENCERS>3
119
+ previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
120
+ #endif
121
+ #if NUM_BONE_INFLUENCERS>4
122
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
123
+ #endif
124
+ #if NUM_BONE_INFLUENCERS>5
125
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
126
+ #endif
127
+ #if NUM_BONE_INFLUENCERS>6
128
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
129
+ #endif
130
+ #if NUM_BONE_INFLUENCERS>7
131
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
132
+ #endif
133
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
134
+ #else
135
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
136
+ #endif
137
+ #endif
138
+ `;e.IncludesShadersStore[s]||(e.IncludesShadersStore[s]=M);const c="uvVariableDeclaration",X=`#if !defined(UV{X}) && defined(MAINUV{X})
139
+ vec2 uv{X}=vec2(0.,0.);
140
+ #endif
141
+ #ifdef MAINUV{X}
142
+ vMainUV{X}=uv{X};
143
+ #endif
144
+ `;e.IncludesShadersStore[c]||(e.IncludesShadersStore[c]=X);const v="samplerVertexImplementation",L=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
145
+ if (v_INFONAME_==0.)
146
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
147
+ #ifdef UV2
148
+ else if (v_INFONAME_==1.)
149
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}
150
+ #endif
151
+ #ifdef UV3
152
+ else if (v_INFONAME_==2.)
153
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
154
+ #endif
155
+ #ifdef UV4
156
+ else if (v_INFONAME_==3.)
157
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
158
+ #endif
159
+ #ifdef UV5
160
+ else if (v_INFONAME_==4.)
161
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
162
+ #endif
163
+ #ifdef UV6
164
+ else if (v_INFONAME_==5.)
165
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
166
+ #endif
167
+ #endif
168
+ `;e.IncludesShadersStore[v]||(e.IncludesShadersStore[v]=L);const l="bumpVertex",D=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
169
+ #if defined(TANGENT) && defined(NORMAL)
170
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
171
+ #endif
172
+ #endif
173
+ `;e.IncludesShadersStore[l]||(e.IncludesShadersStore[l]=D);export{V as a,u as b,O as c,p as d,I as l,A as s};
@@ -0,0 +1,7 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="chromaticAberrationPixelShader",i=`uniform sampler2D textureSampler;
2
+ uniform float chromatic_aberration;uniform float radialIntensity;uniform vec2 direction;uniform vec2 centerPosition;uniform float screen_width;uniform float screen_height;varying vec2 vUV;
3
+ #define CUSTOM_FRAGMENT_DEFINITIONS
4
+ void main(void)
5
+ {vec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);vec2 directionOfEffect=direction;if(directionOfEffect.x==0. && directionOfEffect.y==0.){directionOfEffect=normalize(centered_screen_pos);}
6
+ float radius2=centered_screen_pos.x*centered_screen_pos.x
7
+ + centered_screen_pos.y*centered_screen_pos.y;float radius=sqrt(radius2);vec3 ref_indices=vec3(-0.3,0.0,0.3);float ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;float ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;vec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);vec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);vec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);vec4 r=texture2D(textureSampler,ref_coords_r);vec4 g=texture2D(textureSampler,ref_coords_g);vec4 b=texture2D(textureSampler,ref_coords_b);float a=clamp(r.a+g.a+b.a,0.,1.);gl_FragColor=vec4(r.r,g.g,b.b,a);}`;r.ShadersStore[e]||(r.ShadersStore[e]=i);const c={name:e,shader:i};export{c as chromaticAberrationPixelShader};
@@ -0,0 +1,6 @@
1
+ import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="chromaticAberrationPixelShader",t=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform chromatic_aberration: f32;uniform radialIntensity: f32;uniform direction: vec2f;uniform centerPosition: vec2f;uniform screen_width: f32;uniform screen_height: f32;
2
+ #define CUSTOM_FRAGMENT_DEFINITIONS
3
+ @fragment
4
+ fn main(input: FragmentInputs)->FragmentOutputs {var centered_screen_pos: vec2f= vec2f(input.vUV.x-uniforms.centerPosition.x,input.vUV.y-uniforms.centerPosition.y);var directionOfEffect: vec2f=uniforms.direction;if(directionOfEffect.x==0. && directionOfEffect.y==0.){directionOfEffect=normalize(centered_screen_pos);}
5
+ var radius2: f32=centered_screen_pos.x*centered_screen_pos.x
6
+ + centered_screen_pos.y*centered_screen_pos.y;var radius: f32=sqrt(radius2);var ref_indices: vec3f= vec3f(-0.3,0.0,0.3);var ref_shiftX: f32=uniforms.chromatic_aberration*pow(radius,uniforms.radialIntensity)*directionOfEffect.x/uniforms.screen_width;var ref_shiftY: f32=uniforms.chromatic_aberration*pow(radius,uniforms.radialIntensity)*directionOfEffect.y/uniforms.screen_height;var ref_coords_r: vec2f=vec2f(input.vUV.x+ref_indices.r*ref_shiftX,input.vUV.y+ref_indices.r*ref_shiftY*0.5);var ref_coords_g: vec2f=vec2f(input.vUV.x+ref_indices.g*ref_shiftX,input.vUV.y+ref_indices.g*ref_shiftY*0.5);var ref_coords_b: vec2f=vec2f(input.vUV.x+ref_indices.b*ref_shiftX,input.vUV.y+ref_indices.b*ref_shiftY*0.5);var r=textureSample(textureSampler,textureSamplerSampler,ref_coords_r);var g=textureSample(textureSampler,textureSamplerSampler,ref_coords_g);var b=textureSample(textureSampler,textureSamplerSampler,ref_coords_b);var a=clamp(r.a+g.a+b.a,0.,1.);fragmentOutputs.color=vec4f(r.r,g.g,b.b,a);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const f={name:e,shader:t};export{f as chromaticAberrationPixelShaderWGSL};
@@ -0,0 +1,17 @@
1
+ import{fp as c}from"./standardMaterial-CgDYhl-K.js";const e="circleOfConfusionPixelShader",a=`uniform sampler2D depthSampler;varying vec2 vUV;
2
+ #ifndef COC_DEPTH_NOT_NORMALIZED
3
+ uniform vec2 cameraMinMaxZ;
4
+ #endif
5
+ uniform float focusDistance;uniform float cocPrecalculation;
6
+ #define CUSTOM_FRAGMENT_DEFINITIONS
7
+ void main(void)
8
+ {float depth=texture2D(depthSampler,vUV).r;
9
+ #define CUSTOM_COC_DEPTH
10
+ #ifdef COC_DEPTH_NOT_NORMALIZED
11
+ float pixelDistance=depth*1000.0;
12
+ #else
13
+ float pixelDistance=(cameraMinMaxZ.x+cameraMinMaxZ.y*depth)*1000.0;
14
+ #endif
15
+ #define CUSTOM_COC_PIXELDISTANCE
16
+ float coc=abs(cocPrecalculation*((focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);gl_FragColor=vec4(coc,coc,coc,1.0);}
17
+ `;c.ShadersStore[e]||(c.ShadersStore[e]=a);const i={name:e,shader:a};export{i as circleOfConfusionPixelShader};
@@ -0,0 +1,17 @@
1
+ import{fp as a}from"./standardMaterial-CgDYhl-K.js";const e="circleOfConfusionPixelShader",r=`varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;
2
+ #ifndef COC_DEPTH_NOT_NORMALIZED
3
+ uniform cameraMinMaxZ: vec2f;
4
+ #endif
5
+ uniform focusDistance: f32;uniform cocPrecalculation: f32;
6
+ #define CUSTOM_FRAGMENT_DEFINITIONS
7
+ @fragment
8
+ fn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r;
9
+ #define CUSTOM_COC_DEPTH
10
+ #ifdef COC_DEPTH_NOT_NORMALIZED
11
+ let pixelDistance=depth*1000.0;
12
+ #else
13
+ let pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0;
14
+ #endif
15
+ #define CUSTOM_COC_PIXELDISTANCE
16
+ var coc: f32=abs(uniforms.cocPrecalculation*((uniforms.focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);fragmentOutputs.color= vec4f(coc,coc,coc,1.0);}
17
+ `;a.ShadersStoreWGSL[e]||(a.ShadersStoreWGSL[e]=r);const n={name:e,shader:r};export{n as circleOfConfusionPixelShaderWGSL};
@@ -0,0 +1,46 @@
1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";const i="clipPlaneFragmentDeclaration",f=`#ifdef CLIPPLANE
2
+ varying fClipDistance: f32;
3
+ #endif
4
+ #ifdef CLIPPLANE2
5
+ varying fClipDistance2: f32;
6
+ #endif
7
+ #ifdef CLIPPLANE3
8
+ varying fClipDistance3: f32;
9
+ #endif
10
+ #ifdef CLIPPLANE4
11
+ varying fClipDistance4: f32;
12
+ #endif
13
+ #ifdef CLIPPLANE5
14
+ varying fClipDistance5: f32;
15
+ #endif
16
+ #ifdef CLIPPLANE6
17
+ varying fClipDistance6: f32;
18
+ #endif
19
+ `;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=f);const d={name:i,shader:f},r=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneFragmentDeclarationWGSL:d},Symbol.toStringTag,{value:"Module"})),n="clipPlaneFragment",a=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
20
+ if (false) {}
21
+ #endif
22
+ #ifdef CLIPPLANE
23
+ else if (fragmentInputs.fClipDistance>0.0)
24
+ {discard;}
25
+ #endif
26
+ #ifdef CLIPPLANE2
27
+ else if (fragmentInputs.fClipDistance2>0.0)
28
+ {discard;}
29
+ #endif
30
+ #ifdef CLIPPLANE3
31
+ else if (fragmentInputs.fClipDistance3>0.0)
32
+ {discard;}
33
+ #endif
34
+ #ifdef CLIPPLANE4
35
+ else if (fragmentInputs.fClipDistance4>0.0)
36
+ {discard;}
37
+ #endif
38
+ #ifdef CLIPPLANE5
39
+ else if (fragmentInputs.fClipDistance5>0.0)
40
+ {discard;}
41
+ #endif
42
+ #ifdef CLIPPLANE6
43
+ else if (fragmentInputs.fClipDistance6>0.0)
44
+ {discard;}
45
+ #endif
46
+ `;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=a);const t={name:n,shader:a},l=Object.freeze(Object.defineProperty({__proto__:null,clipPlaneFragmentWGSL:t},Symbol.toStringTag,{value:"Module"}));export{r as a,d as b,l as c,t as d};