@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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+ {vec3 diffuse;
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+ #ifdef SPECULARTERM
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+ vec3 specular;
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+ #endif
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+ #ifdef NDOTL
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+ float ndl;
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+ #endif
9
+ };lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)
10
+ {vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
11
+ else
12
+ {lightVectorW=normalize(-lightData.xyz);}
13
+ float ndl=max(0.,dot(vNormal,lightVectorW));
14
+ #ifdef NDOTL
15
+ result.ndl=ndl;
16
+ #endif
17
+ result.diffuse=ndl*diffuseColor*attenuation;
18
+ #ifdef SPECULARTERM
19
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
20
+ #endif
21
+ return result;}
22
+ float getAttenuation(float cosAngle,float exponent) {return max(0.,pow(cosAngle,exponent));}
23
+ float getIESAttenuation(float cosAngle,sampler2D iesLightSampler) {float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}
24
+ lightingInfo basicSpotLighting(vec3 viewDirectionW,vec3 lightVectorW,vec3 vNormal,float attenuation,vec3 diffuseColor,vec3 specularColor,float glossiness) {lightingInfo result;
25
+ float ndl=max(0.,dot(vNormal,lightVectorW));
26
+ #ifdef NDOTL
27
+ result.ndl=ndl;
28
+ #endif
29
+ result.diffuse=ndl*diffuseColor*attenuation;
30
+ #ifdef SPECULARTERM
31
+ vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
32
+ #endif
33
+ return result;}
34
+ lightingInfo computeIESSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness,sampler2D iesLightSampler) {
35
+ vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float dotProduct=dot(lightDirection.xyz,-lightVectorW);float cosAngle=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
36
+ {
37
+ attenuation*=getIESAttenuation(dotProduct,iesLightSampler);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
38
+ lightingInfo result;result.diffuse=vec3(0.);
39
+ #ifdef SPECULARTERM
40
+ result.specular=vec3(0.);
41
+ #endif
42
+ #ifdef NDOTL
43
+ result.ndl=0.;
44
+ #endif
45
+ return result;}
46
+ lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
47
+ {
48
+ attenuation*=getAttenuation(cosAngle,lightData.w);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
49
+ lightingInfo result;result.diffuse=vec3(0.);
50
+ #ifdef SPECULARTERM
51
+ result.specular=vec3(0.);
52
+ #endif
53
+ #ifdef NDOTL
54
+ result.ndl=0.;
55
+ #endif
56
+ return result;}
57
+ lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
58
+ #ifdef NDOTL
59
+ result.ndl=ndl;
60
+ #endif
61
+ result.diffuse=mix(groundColor,diffuseColor,ndl);
62
+ #ifdef SPECULARTERM
63
+ vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
64
+ #endif
65
+ return result;}
66
+ #define inline
67
+ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}
68
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
69
+ #include<ltcHelperFunctions>
70
+ uniform sampler2D areaLightsLTC1Sampler;uniform sampler2D areaLightsLTC2Sampler;
71
+ #define inline
72
+ lightingInfo computeAreaLighting(sampler2D ltc1,sampler2D ltc2,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec3 lightPosition,vec3 halfWidth,vec3 halfHeight,vec3 diffuseColor,vec3 specularColor,float roughness)
73
+ {lightingInfo result;areaLightData data=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc2,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
74
+ #ifdef SPECULARTERM
75
+ vec3 fresnel=( specularColor*data.Fresnel.x+( vec3( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
76
+ #endif
77
+ result.diffuse+=diffuseColor*data.Diffuse;return result;}
78
+ lightingInfo computeAreaLightingWithTexture(sampler2D ltc1,sampler2D ltc2,sampler2D emissionTexture,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec3 lightPosition,vec3 halfWidth,vec3 halfHeight,vec3 diffuseColor,vec3 specularColor,float roughness)
79
+ {lightingInfo result;areaLightData data=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc2,emissionTexture,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
80
+ #ifdef SPECULARTERM
81
+ vec3 fresnel=( specularColor*data.Fresnel.x+( vec3( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
82
+ #endif
83
+ result.diffuse+=diffuseColor*data.Diffuse;return result;}
84
+ #endif
85
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
86
+ #include<clusteredLightingFunctions>
87
+ #define inline
88
+ lightingInfo computeClusteredLighting(
89
+ sampler2D lightDataTexture,
90
+ sampler2D tileMaskTexture,
91
+ vec3 viewDirectionW,
92
+ vec3 vNormal,
93
+ vec4 lightData,
94
+ ivec2 sliceRange,
95
+ float glossiness
96
+ ) {lightingInfo result;ivec2 tilePosition=ivec2(gl_FragCoord.xy*lightData.xy);int maskHeight=int(lightData.z);tilePosition.y=min(tilePosition.y,maskHeight-1);ivec2 batchRange=sliceRange/CLUSTLIGHT_BATCH;int batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tilePosition.y+=maskHeight*batchRange.x;for (int i=batchRange.x; i<=batchRange.y; i+=1) {uint mask=uint(texelFetch(tileMaskTexture,tilePosition,0).r);tilePosition.y+=maskHeight;int maskOffset=max(sliceRange.x-batchOffset,0);int maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while (mask != 0u) {uint bit=mask & -mask;mask ^= bit;int position=onlyBitPosition(bit);ClusteredLight light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+position);lightingInfo info;if (light.vLightDirection.w<0.0) {info=computeLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);} else {info=computeSpotLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDirection,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);}
97
+ result.diffuse+=info.diffuse;
98
+ #ifdef SPECULARTERM
99
+ result.specular+=info.specular;
100
+ #endif
101
+ }
102
+ batchOffset+=CLUSTLIGHT_BATCH;}
103
+ return result;}
104
+ #endif
105
+ `;e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=n);const l={name:i,shader:n},A=Object.freeze(Object.defineProperty({__proto__:null,lightsFragmentFunctions:l},Symbol.toStringTag,{value:"Module"})),r="fresnelFunction",a=`#ifdef FRESNEL
106
+ float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
107
+ {float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
108
+ #endif
109
+ `;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=a);const t="defaultFragmentDeclaration",c=`uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 vSpecularColor;uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;
110
+ #ifdef DIFFUSE
111
+ uniform vec2 vDiffuseInfos;
112
+ #endif
113
+ #ifdef AMBIENT
114
+ uniform vec2 vAmbientInfos;
115
+ #endif
116
+ #ifdef OPACITY
117
+ uniform vec2 vOpacityInfos;
118
+ #endif
119
+ #ifdef EMISSIVE
120
+ uniform vec2 vEmissiveInfos;
121
+ #endif
122
+ #ifdef LIGHTMAP
123
+ uniform vec2 vLightmapInfos;
124
+ #endif
125
+ #ifdef BUMP
126
+ uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;
127
+ #endif
128
+ #ifdef ALPHATEST
129
+ uniform float alphaCutOff;
130
+ #endif
131
+ #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)
132
+ uniform mat4 view;
133
+ #endif
134
+ #ifdef REFRACTION
135
+ uniform vec4 vRefractionInfos;
136
+ #ifndef REFRACTIONMAP_3D
137
+ uniform mat4 refractionMatrix;
138
+ #endif
139
+ #ifdef REFRACTIONFRESNEL
140
+ uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;
141
+ #endif
142
+ #if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)
143
+ uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize;
144
+ #endif
145
+ #endif
146
+ #if defined(SPECULAR) && defined(SPECULARTERM)
147
+ uniform vec2 vSpecularInfos;
148
+ #endif
149
+ #ifdef DIFFUSEFRESNEL
150
+ uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;
151
+ #endif
152
+ #ifdef OPACITYFRESNEL
153
+ uniform vec4 opacityParts;
154
+ #endif
155
+ #ifdef EMISSIVEFRESNEL
156
+ uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;
157
+ #endif
158
+ #if defined(REFLECTION) || (defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED))
159
+ uniform vec2 vReflectionInfos;
160
+ #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)
161
+ uniform mat4 reflectionMatrix;
162
+ #endif
163
+ #ifndef REFLECTIONMAP_SKYBOX
164
+ #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)
165
+ uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
166
+ #endif
167
+ #endif
168
+ #ifdef REFLECTIONFRESNEL
169
+ uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;
170
+ #endif
171
+ #endif
172
+ #ifdef DETAIL
173
+ uniform vec4 vDetailInfos;
174
+ #endif
175
+ #include<decalFragmentDeclaration>
176
+ #define ADDITIONAL_FRAGMENT_DECLARATION
177
+ `;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=c);const o="defaultPixelShader",f=`#define CUSTOM_FRAGMENT_EXTENSION
178
+ #include<__decl__defaultFragment>
179
+ #if defined(BUMP) || !defined(NORMAL)
180
+ #extension GL_OES_standard_derivatives : enable
181
+ #endif
182
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
183
+ #include<oitDeclaration>
184
+ #define CUSTOM_FRAGMENT_BEGIN
185
+ #ifdef LOGARITHMICDEPTH
186
+ #extension GL_EXT_frag_depth : enable
187
+ #endif
188
+ varying vec3 vPositionW;
189
+ #ifdef NORMAL
190
+ varying vec3 vNormalW;
191
+ #endif
192
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
193
+ varying vec4 vColor;
194
+ #endif
195
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
196
+ varying float vViewDepth;
197
+ #endif
198
+ #include<mainUVVaryingDeclaration>[1..7]
199
+ #include<helperFunctions>
200
+ #include<__decl__lightFragment>[0..maxSimultaneousLights]
201
+ #include<lightsFragmentFunctions>
202
+ #include<shadowsFragmentFunctions>
203
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
204
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
205
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
206
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
207
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
208
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
209
+ #ifdef REFRACTION
210
+ #ifdef REFRACTIONMAP_3D
211
+ uniform samplerCube refractionCubeSampler;
212
+ #else
213
+ uniform sampler2D refraction2DSampler;
214
+ #endif
215
+ #endif
216
+ #if defined(SPECULARTERM)
217
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
218
+ #endif
219
+ #include<fresnelFunction>
220
+ #ifdef REFLECTION
221
+ #ifdef REFLECTIONMAP_3D
222
+ uniform samplerCube reflectionCubeSampler;
223
+ #else
224
+ uniform sampler2D reflection2DSampler;
225
+ #endif
226
+ #ifdef REFLECTIONMAP_SKYBOX
227
+ varying vec3 vPositionUVW;
228
+ #else
229
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
230
+ varying vec3 vDirectionW;
231
+ #endif
232
+ #endif
233
+ #include<reflectionFunction>
234
+ #endif
235
+ #include<imageProcessingDeclaration>
236
+ #include<imageProcessingFunctions>
237
+ #include<bumpFragmentMainFunctions>
238
+ #include<bumpFragmentFunctions>
239
+ #include<clipPlaneFragmentDeclaration>
240
+ #include<logDepthDeclaration>
241
+ #include<fogFragmentDeclaration>
242
+ #define CUSTOM_FRAGMENT_DEFINITIONS
243
+ void main(void) {
244
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
245
+ #include<clipPlaneFragment>
246
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
247
+ #ifdef NORMAL
248
+ vec3 normalW=normalize(vNormalW);
249
+ #else
250
+ vec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;
251
+ #endif
252
+ #include<bumpFragment>
253
+ #ifdef TWOSIDEDLIGHTING
254
+ normalW=gl_FrontFacing ? normalW : -normalW;
255
+ #endif
256
+ #ifdef DIFFUSE
257
+ baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
258
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
259
+ if (baseColor.a<alphaCutOff)
260
+ discard;
261
+ #endif
262
+ #ifdef ALPHAFROMDIFFUSE
263
+ alpha*=baseColor.a;
264
+ #endif
265
+ #define CUSTOM_FRAGMENT_UPDATE_ALPHA
266
+ baseColor.rgb*=vDiffuseInfos.y;
267
+ #endif
268
+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
269
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
270
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
271
+ #endif
272
+ #include<depthPrePass>
273
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
274
+ baseColor.rgb*=vColor.rgb;
275
+ #endif
276
+ #ifdef DETAIL
277
+ baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
278
+ #endif
279
+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
280
+ vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
281
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
282
+ #endif
283
+ #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
284
+ vec3 baseAmbientColor=vec3(1.,1.,1.);
285
+ #ifdef AMBIENT
286
+ baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
287
+ #endif
288
+ #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
289
+ float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
290
+ #ifdef SPECULARTERM
291
+ #ifdef SPECULAR
292
+ vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
293
+ #ifdef GLOSSINESS
294
+ glossiness=glossiness*specularMapColor.a;
295
+ #endif
296
+ #endif
297
+ #endif
298
+ vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;
299
+ #ifdef SPECULARTERM
300
+ vec3 specularBase=vec3(0.,0.,0.);
301
+ #endif
302
+ float shadow=1.;float aggShadow=0.;float numLights=0.;
303
+ #ifdef LIGHTMAP
304
+ vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
305
+ #ifdef RGBDLIGHTMAP
306
+ lightmapColor.rgb=fromRGBD(lightmapColor);
307
+ #endif
308
+ lightmapColor.rgb*=vLightmapInfos.y;
309
+ #endif
310
+ #include<lightFragment>[0..maxSimultaneousLights]
311
+ aggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);
312
+ #ifdef REFRACTION
313
+ vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
314
+ #ifdef REFRACTIONMAP_3D
315
+ #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
316
+ refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
317
+ #endif
318
+ refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
319
+ #else
320
+ vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);
321
+ #endif
322
+ #ifdef RGBDREFRACTION
323
+ refractionColor.rgb=fromRGBD(refractionColor);
324
+ #endif
325
+ #ifdef IS_REFRACTION_LINEAR
326
+ refractionColor.rgb=toGammaSpace(refractionColor.rgb);
327
+ #endif
328
+ refractionColor.rgb*=vRefractionInfos.x;
329
+ #endif
330
+ vec4 reflectionColor=vec4(0.,0.,0.,1.);
331
+ #ifdef REFLECTION
332
+ vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
333
+ #ifdef REFLECTIONMAP_OPPOSITEZ
334
+ vReflectionUVW.z*=-1.0;
335
+ #endif
336
+ #ifdef REFLECTIONMAP_3D
337
+ #ifdef ROUGHNESS
338
+ float bias=vReflectionInfos.y;
339
+ #ifdef SPECULARTERM
340
+ #ifdef SPECULAR
341
+ #ifdef GLOSSINESS
342
+ bias*=(1.0-specularMapColor.a);
343
+ #endif
344
+ #endif
345
+ #endif
346
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
347
+ #else
348
+ reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
349
+ #endif
350
+ #else
351
+ vec2 coords=vReflectionUVW.xy;
352
+ #ifdef REFLECTIONMAP_PROJECTION
353
+ coords/=vReflectionUVW.z;
354
+ #endif
355
+ coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);
356
+ #endif
357
+ #ifdef RGBDREFLECTION
358
+ reflectionColor.rgb=fromRGBD(reflectionColor);
359
+ #endif
360
+ #ifdef IS_REFLECTION_LINEAR
361
+ reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
362
+ #endif
363
+ reflectionColor.rgb*=vReflectionInfos.x;
364
+ #ifdef REFLECTIONFRESNEL
365
+ float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
366
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
367
+ #ifdef SPECULARTERM
368
+ reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
369
+ #else
370
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
371
+ #endif
372
+ #else
373
+ reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
374
+ #endif
375
+ #endif
376
+ #endif
377
+ #ifdef REFRACTIONFRESNEL
378
+ float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;
379
+ #endif
380
+ #ifdef OPACITY
381
+ vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
382
+ #ifdef OPACITYRGB
383
+ opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
384
+ #else
385
+ alpha*=opacityMap.a*vOpacityInfos.y;
386
+ #endif
387
+ #endif
388
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
389
+ alpha*=vColor.a;
390
+ #endif
391
+ #ifdef OPACITYFRESNEL
392
+ float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
393
+ #endif
394
+ #ifdef ALPHATEST
395
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
396
+ if (alpha<alphaCutOff)
397
+ discard;
398
+ #endif
399
+ #ifndef ALPHABLEND
400
+ alpha=1.0;
401
+ #endif
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+ #endif
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+ vec3 emissiveColor=vEmissiveColor;
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+ #ifdef EMISSIVE
405
+ emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
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+ #endif
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+ #ifdef EMISSIVEFRESNEL
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+ float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;
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+ #endif
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+ #ifdef DIFFUSEFRESNEL
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+ float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;
412
+ #endif
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+ #ifdef EMISSIVEASILLUMINATION
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+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
415
+ #else
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+ #ifdef LINKEMISSIVEWITHDIFFUSE
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+ vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
418
+ #else
419
+ vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
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+ #endif
421
+ #endif
422
+ #ifdef SPECULARTERM
423
+ vec3 finalSpecular=specularBase*specularColor;
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+ #ifdef SPECULAROVERALPHA
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+ alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);
426
+ #endif
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+ #else
428
+ vec3 finalSpecular=vec3(0.0);
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+ #endif
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+ #ifdef REFLECTIONOVERALPHA
431
+ alpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);
432
+ #endif
433
+ #ifdef EMISSIVEASILLUMINATION
434
+ vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
435
+ #else
436
+ vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
437
+ #endif
438
+ #ifdef LIGHTMAP
439
+ #ifndef LIGHTMAPEXCLUDED
440
+ #ifdef USELIGHTMAPASSHADOWMAP
441
+ color.rgb*=lightmapColor.rgb;
442
+ #else
443
+ color.rgb+=lightmapColor.rgb;
444
+ #endif
445
+ #endif
446
+ #endif
447
+ #define CUSTOM_FRAGMENT_BEFORE_FOG
448
+ color.rgb=max(color.rgb,0.);
449
+ #include<logDepthFragment>
450
+ #include<fogFragment>
451
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
452
+ color.rgb=toLinearSpace(color.rgb);
453
+ #else
454
+ #ifdef IMAGEPROCESSING
455
+ color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
456
+ #endif
457
+ #endif
458
+ color.a*=visibility;
459
+ #ifdef PREMULTIPLYALPHA
460
+ color.rgb*=color.a;
461
+ #endif
462
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
463
+ #ifdef PREPASS
464
+ #if SCENE_MRT_COUNT>0
465
+ float writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;
466
+ #ifdef PREPASS_COLOR
467
+ gl_FragData[PREPASS_COLOR_INDEX]=color;
468
+ #endif
469
+ #ifdef PREPASS_POSITION
470
+ gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
471
+ #endif
472
+ #ifdef PREPASS_LOCAL_POSITION
473
+ gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);
474
+ #endif
475
+ #if defined(PREPASS_VELOCITY)
476
+ vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
477
+ #elif defined(PREPASS_VELOCITY_LINEAR)
478
+ vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
479
+ #endif
480
+ #ifdef PREPASS_IRRADIANCE
481
+ gl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);
482
+ #endif
483
+ #ifdef PREPASS_DEPTH
484
+ gl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
485
+ #endif
486
+ #ifdef PREPASS_SCREENSPACE_DEPTH
487
+ gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
488
+ #endif
489
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
490
+ gl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);
491
+ #endif
492
+ #ifdef PREPASS_NORMAL
493
+ #ifdef PREPASS_NORMAL_WORLDSPACE
494
+ gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);
495
+ #else
496
+ gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);
497
+ #endif
498
+ #endif
499
+ #ifdef PREPASS_WORLD_NORMAL
500
+ gl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);
501
+ #endif
502
+ #ifdef PREPASS_ALBEDO
503
+ gl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);
504
+ #endif
505
+ #ifdef PREPASS_ALBEDO_SQRT
506
+ gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);
507
+ #endif
508
+ #ifdef PREPASS_REFLECTIVITY
509
+ #if defined(SPECULAR)
510
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo;
511
+ #else
512
+ gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;
513
+ #endif
514
+ #endif
515
+ #endif
516
+ #endif
517
+ #if !defined(PREPASS) || defined(WEBGL2)
518
+ gl_FragColor=color;
519
+ #endif
520
+ #include<oitFragment>
521
+ #if ORDER_INDEPENDENT_TRANSPARENCY
522
+ if (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}
523
+ #endif
524
+ #define CUSTOM_FRAGMENT_MAIN_END
525
+ }
526
+ `;e.ShadersStore[o]||(e.ShadersStore[o]=f);const s={name:o,shader:f},S=Object.freeze(Object.defineProperty({__proto__:null,defaultPixelShader:s},Symbol.toStringTag,{value:"Module"}));export{S as a,A as b,s as d,l};