@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.
- package/bin/fps-editor-prepare.mjs +5 -0
- package/bin/fps-editor-server.mjs +2 -0
- package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
- package/manifest.json +2685 -0
- package/npm-shrinkwrap.json +19 -0
- package/package.json +38 -0
- package/public/assets/abstractAudioBus-DKeLA-55.js +1 -0
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- package/public/assets/arcRotateCamera-BrOEThh0.js +1 -0
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- package/public/assets/babylon-core-BiQ_mrkl.js +1 -0
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- package/public/assets/babylon-core-DygJEuf6.js +13882 -0
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- package/public/assets/editor-core-plugin-host-c2002442.js +1 -0
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- package/public/assets/exrTextureLoader-DD6CMgpF.js +1 -0
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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};
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import{fp as e}from"./standardMaterial-CgDYhl-K.js";const t="lightVxUboDeclaration",a=`#ifdef LIGHT{X}
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struct Light{X}
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{vLightData: vec4f,
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vLightDiffuse: vec4f,
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vLightSpecular: vec4f,
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#ifdef SPOTLIGHT{X}
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vLightDirection: vec4f,
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vLightFalloff: vec4f,
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#elif defined(POINTLIGHT{X})
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vLightFalloff: vec4f,
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#elif defined(HEMILIGHT{X})
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vLightGround: vec3f,
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#elif defined(CLUSTLIGHT{X})
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vSliceData: vec2f,
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vSliceRanges: array<vec4f,CLUSTLIGHT_SLICES>,
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#endif
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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vLightWidth: vec4f,
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vLightHeight: vec4f,
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#endif
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shadowsInfo: vec4f,
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depthValues: vec2f} ;var<uniform> light{X} : Light{X};
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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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;
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#elif defined(SHADOWCUBE{X})
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#else
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varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
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#endif
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#endif
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#endif
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`;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
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#if defined(SHADOWCSM{X})
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vertexOutputs.vPositionFromCamera{X}=scene.view*worldPos;
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#if SHADOWCSMNUM_CASCADES{X}>0
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vertexOutputs.vPositionFromLight{X}_0=uniforms.lightMatrix{X}[0]*worldPos;
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.vDepthMetric{X}_0=(-vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#else
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vertexOutputs.vDepthMetric{X}_0= (vertexOutputs.vPositionFromLight{X}_0.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#endif
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#endif
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#if SHADOWCSMNUM_CASCADES{X}>1
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vertexOutputs.vPositionFromLight{X}_1=uniforms.lightMatrix{X}[1]*worldPos;
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.vDepthMetric{X}_1=(-vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#else
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vertexOutputs.vDepthMetric{X}_1= (vertexOutputs.vPositionFromLight{X}_1.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#endif
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#endif
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#if SHADOWCSMNUM_CASCADES{X}>2
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vertexOutputs.vPositionFromLight{X}_2=uniforms.lightMatrix{X}[2]*worldPos;
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.vDepthMetric{X}_2=(-vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#else
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vertexOutputs.vDepthMetric{X}_2= (vertexOutputs.vPositionFromLight{X}_2.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#endif
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#endif
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#if SHADOWCSMNUM_CASCADES{X}>3
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vertexOutputs.vPositionFromLight{X}_3=uniforms.lightMatrix{X}[3]*worldPos;
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.vDepthMetric{X}_3=(-vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#else
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vertexOutputs.vDepthMetric{X}_3= (vertexOutputs.vPositionFromLight{X}_3.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#endif
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#endif
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#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
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vertexOutputs.vPositionFromLight{X}=uniforms.lightMatrix{X}*worldPos;
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#ifdef USE_REVERSE_DEPTHBUFFER
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vertexOutputs.vDepthMetric{X}=(-vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#else
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vertexOutputs.vDepthMetric{X}=(vertexOutputs.vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
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#endif
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#endif
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#endif
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`;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}
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attribute uv{X}: vec2f;
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#endif
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`;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=h);const s="prePassVertexDeclaration",p=`#ifdef PREPASS
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#ifdef PREPASS_LOCAL_POSITION
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varying vPosition : vec3f;
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#endif
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#ifdef PREPASS_DEPTH
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varying vViewPos: vec3f;
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#endif
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86
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#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
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varying vNormViewDepth: f32;
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#endif
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#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
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90
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uniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
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#endif
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#endif
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`;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=p);const n="samplerVertexDeclaration",E=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
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94
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+
varying v_VARYINGNAME_UV: vec2f;
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+
#endif
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96
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`;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=E);const f="bumpVertexDeclaration",_=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
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97
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#if defined(TANGENT) && defined(NORMAL)
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varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
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#endif
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#endif
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`;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=_);const o="prePassVertex",m=`#ifdef PREPASS_DEPTH
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102
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+
vertexOutputs.vViewPos=(scene.view*worldPos).rgb;
|
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+
#endif
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#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
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105
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+
vertexOutputs.vNormViewDepth=((scene.view*worldPos).z-uniforms.cameraInfo.x)/(uniforms.cameraInfo.y-uniforms.cameraInfo.x);
|
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#endif
|
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107
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#ifdef PREPASS_LOCAL_POSITION
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vertexOutputs.vPosition=positionUpdated.xyz;
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109
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#endif
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110
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+
#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
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111
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+
vertexOutputs.vCurrentPosition=scene.viewProjection*worldPos;
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112
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+
#if NUM_BONE_INFLUENCERS>0
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113
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+
var previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];
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114
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+
#if NUM_BONE_INFLUENCERS>1
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115
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+
previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];
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116
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+
#endif
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117
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+
#if NUM_BONE_INFLUENCERS>2
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previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];
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#endif
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#endif
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#endif
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#if NUM_BONE_INFLUENCERS>5
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previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];
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#endif
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#if NUM_BONE_INFLUENCERS>6
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previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];
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#endif
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#if NUM_BONE_INFLUENCERS>7
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previousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];
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#endif
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);
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#else
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vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);
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#endif
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#endif
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#if !defined(UV{X})
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var uv{X}: vec2f=vec2f(0.,0.);
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#else
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var uv{X}: vec2f=vertexInputs.uv{X};
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#endif
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vertexOutputs.vMainUV{X}=uv{X};
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#endif
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`;e.IncludesShadersStoreWGSL[v]||(e.IncludesShadersStoreWGSL[v]=I);const d="samplerVertexImplementation",x=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
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if (uniforms.v_INFONAME_==0.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uvUpdated,1.0,0.0)).xy;}
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#ifdef UV2
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else if (uniforms.v_INFONAME_==1.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(uv2Updated,1.0,0.0)).xy;}
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#ifdef UV3
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else if (uniforms.v_INFONAME_==2.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv3,1.0,0.0)).xy;}
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#endif
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#ifdef UV4
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else if (uniforms.v_INFONAME_==3.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv4,1.0,0.0)).xy;}
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#endif
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#ifdef UV5
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else if (uniforms.v_INFONAME_==4.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv5,1.0,0.0)).xy;}
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#endif
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#ifdef UV6
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else if (uniforms.v_INFONAME_==5.)
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{vertexOutputs.v_VARYINGNAME_UV= (uniforms._MATRIXNAME_Matrix* vec4f(vertexInputs.uv6,1.0,0.0)).xy;}
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#endif
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#endif
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`;e.IncludesShadersStoreWGSL[d]||(e.IncludesShadersStoreWGSL[d]=x);const u="bumpVertex",N=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
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#if defined(TANGENT) && defined(NORMAL)
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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];
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`;e.IncludesShadersStoreWGSL[u]||(e.IncludesShadersStoreWGSL[u]=N);export{l as a,S as b,g as l,X as s};
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import{fp as e}from"./standardMaterial-CgDYhl-K.js";const i="lightVxFragmentDeclaration",S=`#ifdef LIGHT{X}
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2
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+
uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
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#ifdef SPECULARTERM
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uniform vec4 vLightSpecular{X};
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#else
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vec4 vLightSpecular{X}=vec4(0.);
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#endif
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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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};
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#elif defined(SHADOWCUBE{X})
|
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#else
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+
varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
|
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+
#endif
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+
uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
|
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+
#endif
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#ifdef SPOTLIGHT{X}
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|
+
uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
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|
+
#elif defined(POINTLIGHT{X})
|
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|
+
uniform vec4 vLightFalloff{X};
|
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|
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#elif defined(HEMILIGHT{X})
|
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|
+
uniform vec3 vLightGround{X};
|
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|
+
#endif
|
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|
+
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
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|
+
uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
|
|
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|
+
#endif
|
|
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|
+
#endif
|
|
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|
+
`;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}
|
|
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|
+
uniform Light{X}
|
|
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|
+
{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
|
|
31
|
+
#ifdef SPOTLIGHT{X}
|
|
32
|
+
vec4 vLightDirection;vec4 vLightFalloff;
|
|
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|
+
#elif defined(POINTLIGHT{X})
|
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|
+
vec4 vLightFalloff;
|
|
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|
+
#elif defined(HEMILIGHT{X})
|
|
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|
+
vec3 vLightGround;
|
|
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|
+
#elif defined(CLUSTLIGHT{X})
|
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|
+
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};
|
|
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|
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|
@@ -0,0 +1,7 @@
|
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import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="chromaticAberrationPixelShader",i=`uniform sampler2D textureSampler;
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2
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uniform float chromatic_aberration;uniform float radialIntensity;uniform vec2 direction;uniform vec2 centerPosition;uniform float screen_width;uniform float screen_height;varying vec2 vUV;
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#define CUSTOM_FRAGMENT_DEFINITIONS
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void main(void)
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{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);}
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6
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float radius2=centered_screen_pos.x*centered_screen_pos.x
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+ 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};
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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;
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2
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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4
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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);}
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var radius2: f32=centered_screen_pos.x*centered_screen_pos.x
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6
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+ 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};
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import{fp as c}from"./standardMaterial-CgDYhl-K.js";const e="circleOfConfusionPixelShader",a=`uniform sampler2D depthSampler;varying vec2 vUV;
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2
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#ifndef COC_DEPTH_NOT_NORMALIZED
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3
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uniform vec2 cameraMinMaxZ;
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4
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#endif
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uniform float focusDistance;uniform float cocPrecalculation;
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#define CUSTOM_FRAGMENT_DEFINITIONS
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7
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void main(void)
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8
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{float depth=texture2D(depthSampler,vUV).r;
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#define CUSTOM_COC_DEPTH
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#ifdef COC_DEPTH_NOT_NORMALIZED
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float pixelDistance=depth*1000.0;
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#else
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float pixelDistance=(cameraMinMaxZ.x+cameraMinMaxZ.y*depth)*1000.0;
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#endif
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#define CUSTOM_COC_PIXELDISTANCE
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float coc=abs(cocPrecalculation*((focusDistance-pixelDistance)/pixelDistance));coc=clamp(coc,0.0,1.0);gl_FragColor=vec4(coc,coc,coc,1.0);}
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`;c.ShadersStore[e]||(c.ShadersStore[e]=a);const i={name:e,shader:a};export{i as circleOfConfusionPixelShader};
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import{fp as a}from"./standardMaterial-CgDYhl-K.js";const e="circleOfConfusionPixelShader",r=`varying vUV: vec2f;var depthSamplerSampler: sampler;var depthSampler: texture_2d<f32>;
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2
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#ifndef COC_DEPTH_NOT_NORMALIZED
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3
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uniform cameraMinMaxZ: vec2f;
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#endif
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uniform focusDistance: f32;uniform cocPrecalculation: f32;
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6
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#define CUSTOM_FRAGMENT_DEFINITIONS
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7
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@fragment
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8
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fn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSample(depthSampler,depthSamplerSampler,input.vUV).r;
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9
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#define CUSTOM_COC_DEPTH
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#ifdef COC_DEPTH_NOT_NORMALIZED
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let pixelDistance=depth*1000.0;
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#else
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let pixelDistance: f32=(uniforms.cameraMinMaxZ.x+uniforms.cameraMinMaxZ.y*depth)*1000.0;
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#endif
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#define CUSTOM_COC_PIXELDISTANCE
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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);}
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`;a.ShadersStoreWGSL[e]||(a.ShadersStoreWGSL[e]=r);const n={name:e,shader:r};export{n as circleOfConfusionPixelShaderWGSL};
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1
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import{fp as e}from"./standardMaterial-CgDYhl-K.js";const i="clipPlaneFragmentDeclaration",f=`#ifdef CLIPPLANE
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varying fClipDistance: f32;
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3
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#endif
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4
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#ifdef CLIPPLANE2
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varying fClipDistance2: f32;
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#endif
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#ifdef CLIPPLANE3
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varying fClipDistance3: f32;
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#endif
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#ifdef CLIPPLANE4
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varying fClipDistance4: f32;
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#endif
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#ifdef CLIPPLANE5
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varying fClipDistance5: f32;
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#endif
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#ifdef CLIPPLANE6
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varying fClipDistance6: f32;
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#endif
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`;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)
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if (false) {}
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#endif
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#ifdef CLIPPLANE
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else if (fragmentInputs.fClipDistance>0.0)
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{discard;}
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#endif
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#ifdef CLIPPLANE2
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else if (fragmentInputs.fClipDistance2>0.0)
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{discard;}
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#endif
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#ifdef CLIPPLANE3
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else if (fragmentInputs.fClipDistance3>0.0)
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{discard;}
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#endif
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#ifdef CLIPPLANE4
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else if (fragmentInputs.fClipDistance4>0.0)
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{discard;}
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#endif
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#ifdef CLIPPLANE5
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else if (fragmentInputs.fClipDistance5>0.0)
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{discard;}
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#endif
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#ifdef CLIPPLANE6
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else if (fragmentInputs.fClipDistance6>0.0)
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{discard;}
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+
#endif
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+
`;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};
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