@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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1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";import"./defaultUboDeclaration-ChgZa3Dv.js";import"./oitFragment-ay081Wsi.js";import"./mainUVVaryingDeclaration-D1LMmumw.js";import"./clipPlaneFragment-Da_1RMjt.js";import"./logDepthDeclaration-_-FceU2g.js";import"./fogFragmentDeclaration-CJgnG_Ui.js";import"./logDepthFragment-D1ov0i96.js";const f="fresnelFunction",a=`#ifdef FRESNEL
2
+ fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32
3
+ {let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
4
+ #endif
5
+ `;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=a);const r="lightsFragmentFunctions",o=`struct lightingInfo
6
+ {diffuse: vec3f,
7
+ #ifdef SPECULARTERM
8
+ specular: vec3f,
9
+ #endif
10
+ #ifdef NDOTL
11
+ ndl: f32,
12
+ #endif
13
+ };fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)
14
+ {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
15
+ else
16
+ {lightVectorW=normalize(-lightData.xyz);}
17
+ var ndl: f32=max(0.,dot(vNormal,lightVectorW));
18
+ #ifdef NDOTL
19
+ result.ndl=ndl;
20
+ #endif
21
+ result.diffuse=ndl*diffuseColor*attenuation;
22
+ #ifdef SPECULARTERM
23
+ var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
24
+ #endif
25
+ return result;}
26
+ fn getAttenuation(cosAngle: f32,exponent: f32)->f32 {return max(0.,pow(cosAngle,exponent));}
27
+ fn getIESAttenuation(cosAngle: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32 {var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}
28
+ fn computeBasicSpotLighting(viewDirectionW: vec3f,lightVectorW: vec3f,vNormal: vec3f,attenuation: f32,diffuseColor: vec3f,specularColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=max(0.,dot(vNormal,lightVectorW));
29
+ #ifdef NDOTL
30
+ result.ndl=ndl;
31
+ #endif
32
+ result.diffuse=ndl*diffuseColor*attenuation;
33
+ #ifdef SPECULARTERM
34
+ var angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
35
+ #endif
36
+ return result;}
37
+ fn computeIESSpotLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var dotProduct=dot(lightDirection.xyz,-lightVectorW);var cosAngle: f32=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
38
+ {attenuation*=getIESAttenuation(dotProduct,iesLightTexture,iesLightTextureSampler);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
39
+ var result: lightingInfo;result.diffuse=vec3f(0.);
40
+ #ifdef SPECULARTERM
41
+ result.specular=vec3f(0.);
42
+ #endif
43
+ #ifdef NDOTL
44
+ result.ndl=0.;
45
+ #endif
46
+ return result;}
47
+ fn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
48
+ {attenuation*=getAttenuation(cosAngle,lightData.w);return computeBasicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
49
+ var result: lightingInfo;result.diffuse=vec3f(0.);
50
+ #ifdef SPECULARTERM
51
+ result.specular=vec3f(0.);
52
+ #endif
53
+ #ifdef NDOTL
54
+ result.ndl=0.;
55
+ #endif
56
+ return result;}
57
+ fn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=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
+ var angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
64
+ #endif
65
+ return result;}
66
+ fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}
67
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
68
+ #include<ltcHelperFunctions>
69
+ var areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaLighting(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo
70
+ {var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
71
+ #ifdef SPECULARTERM
72
+ var fresnel:vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
73
+ #endif
74
+ result.diffuse+=diffuseColor*data.Diffuse;return result;}
75
+ fn computeAreaLightingWithTexture(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightPosition:vec3f,halfWidth:vec3f, halfHeight:vec3f,diffuseColor:vec3f,specularColor:vec3f,roughness:f32 )->lightingInfo
76
+ {var result: lightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc1Sampler,ltc2,ltc2Sampler,emissionTexture,emissionTextureSampler,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness);
77
+ #ifdef SPECULARTERM
78
+ var fresnel: vec3f=( specularColor*data.Fresnel.x+( vec3f( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular;
79
+ #endif
80
+ result.diffuse+=diffuseColor*data.Diffuse;return result;}
81
+ #endif
82
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
83
+ #include<clusteredLightingFunctions>
84
+ fn computeClusteredLighting(
85
+ lightDataTexture: texture_2d<f32>,
86
+ tileMaskBuffer: ptr<storage,array<u32>>,
87
+ viewDirectionW: vec3f,
88
+ vNormal: vec3f,
89
+ lightData: vec4f,
90
+ sliceRange: vec2u,
91
+ glossiness: f32
92
+ )->lightingInfo {var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset;
93
+ let maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var info: lightingInfo;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);}
94
+ result.diffuse+=info.diffuse;
95
+ #ifdef SPECULARTERM
96
+ result.specular+=info.specular;
97
+ #endif
98
+ }
99
+ batchOffset+=CLUSTLIGHT_BATCH;}
100
+ return result;}
101
+ #endif
102
+ `;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=o);const n={name:r,shader:o},S=Object.freeze(Object.defineProperty({__proto__:null,lightsFragmentFunctionsWGSL:n},Symbol.toStringTag,{value:"Module"})),i="defaultPixelShader",t=`#include<defaultUboDeclaration>
103
+ #include<prePassDeclaration>[SCENE_MRT_COUNT]
104
+ #include<oitDeclaration>
105
+ #define CUSTOM_FRAGMENT_BEGIN
106
+ varying vPositionW: vec3f;
107
+ #ifdef NORMAL
108
+ varying vNormalW: vec3f;
109
+ #endif
110
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
111
+ varying vColor: vec4f;
112
+ #endif
113
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
114
+ varying vViewDepth: f32;
115
+ #endif
116
+ #include<mainUVVaryingDeclaration>[1..7]
117
+ #include<helperFunctions>
118
+ #include<lightUboDeclaration>[0..maxSimultaneousLights]
119
+ #include<lightsFragmentFunctions>
120
+ #include<shadowsFragmentFunctions>
121
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
122
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
123
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
124
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
125
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
126
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
127
+ #ifdef REFRACTION
128
+ #ifdef REFRACTIONMAP_3D
129
+ var refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;
130
+ #else
131
+ var refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;
132
+ #endif
133
+ #endif
134
+ #if defined(SPECULARTERM)
135
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
136
+ #endif
137
+ #include<fresnelFunction>
138
+ #ifdef REFLECTION
139
+ #ifdef REFLECTIONMAP_3D
140
+ var reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;
141
+ #else
142
+ var reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;
143
+ #endif
144
+ #ifdef REFLECTIONMAP_SKYBOX
145
+ varying vPositionUVW: vec3f;
146
+ #else
147
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
148
+ varying vDirectionW: vec3f;
149
+ #endif
150
+ #endif
151
+ #include<reflectionFunction>
152
+ #endif
153
+ #include<imageProcessingDeclaration>
154
+ #include<imageProcessingFunctions>
155
+ #include<bumpFragmentMainFunctions>
156
+ #include<bumpFragmentFunctions>
157
+ #include<clipPlaneFragmentDeclaration>
158
+ #include<logDepthDeclaration>
159
+ #include<fogFragmentDeclaration>
160
+ #define CUSTOM_FRAGMENT_DEFINITIONS
161
+ @fragment
162
+ fn main(input: FragmentInputs)->FragmentOutputs {
163
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
164
+ #include<clipPlaneFragment>
165
+ var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;
166
+ #ifdef NORMAL
167
+ var normalW: vec3f=normalize(fragmentInputs.vNormalW);
168
+ #else
169
+ var normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;
170
+ #endif
171
+ #include<bumpFragment>
172
+ #ifdef TWOSIDEDLIGHTING
173
+ normalW=select(-normalW,normalW,fragmentInputs.frontFacing);
174
+ #endif
175
+ #ifdef DIFFUSE
176
+ baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);
177
+ #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
178
+ if (baseColor.a<uniforms.alphaCutOff) {discard;}
179
+ #endif
180
+ #ifdef ALPHAFROMDIFFUSE
181
+ alpha*=baseColor.a;
182
+ #endif
183
+ #define CUSTOM_FRAGMENT_UPDATE_ALPHA
184
+ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
185
+ #endif
186
+ #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
187
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
188
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
189
+ #endif
190
+ #include<depthPrePass>
191
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
192
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
193
+ #endif
194
+ #ifdef DETAIL
195
+ baseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);
196
+ #endif
197
+ #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
198
+ var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
199
+ #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
200
+ #endif
201
+ #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
202
+ var baseAmbientColor: vec3f= vec3f(1.,1.,1.);
203
+ #ifdef AMBIENT
204
+ baseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;
205
+ #endif
206
+ #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
207
+ var glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;
208
+ #ifdef SPECULARTERM
209
+ #ifdef SPECULAR
210
+ var specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
211
+ #ifdef GLOSSINESS
212
+ glossiness=glossiness*specularMapColor.a;
213
+ #endif
214
+ #endif
215
+ #endif
216
+ var diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;
217
+ #ifdef SPECULARTERM
218
+ var specularBase: vec3f= vec3f(0.,0.,0.);
219
+ #endif
220
+ var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;
221
+ #ifdef LIGHTMAP
222
+ var lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);
223
+ #ifdef RGBDLIGHTMAP
224
+ lightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);
225
+ #endif
226
+ lightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);
227
+ #endif
228
+ #include<lightFragment>[0..maxSimultaneousLights]
229
+ aggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);
230
+ #ifdef REFRACTION
231
+ var refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));
232
+ #ifdef REFRACTIONMAP_3D
233
+ #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
234
+ refractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);
235
+ #endif
236
+ refractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
237
+ #else
238
+ var vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);
239
+ #endif
240
+ #ifdef RGBDREFRACTION
241
+ refractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);
242
+ #endif
243
+ #ifdef IS_REFRACTION_LINEAR
244
+ refractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);
245
+ #endif
246
+ refractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);
247
+ #endif
248
+ var reflectionColor: vec4f= vec4f(0.,0.,0.,1.);
249
+ #ifdef REFLECTION
250
+ var vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);
251
+ #ifdef REFLECTIONMAP_OPPOSITEZ
252
+ vReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);
253
+ #endif
254
+ #ifdef REFLECTIONMAP_3D
255
+ #ifdef ROUGHNESS
256
+ var bias: f32=uniforms.vReflectionInfos.y;
257
+ #ifdef SPECULARTERM
258
+ #ifdef SPECULAR
259
+ #ifdef GLOSSINESS
260
+ bias*=(1.0-specularMapColor.a);
261
+ #endif
262
+ #endif
263
+ #endif
264
+ reflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);
265
+ #else
266
+ reflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);
267
+ #endif
268
+ #else
269
+ var coords: vec2f=vReflectionUVW.xy;
270
+ #ifdef REFLECTIONMAP_PROJECTION
271
+ coords/=vReflectionUVW.z;
272
+ #endif
273
+ coords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);
274
+ #endif
275
+ #ifdef RGBDREFLECTION
276
+ reflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);
277
+ #endif
278
+ #ifdef IS_REFLECTION_LINEAR
279
+ reflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);
280
+ #endif
281
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);
282
+ #ifdef REFLECTIONFRESNEL
283
+ var reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);
284
+ #ifdef REFLECTIONFRESNELFROMSPECULAR
285
+ #ifdef SPECULARTERM
286
+ reflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
287
+ #else
288
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
289
+ #endif
290
+ #else
291
+ reflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);
292
+ #endif
293
+ #endif
294
+ #endif
295
+ #ifdef REFRACTIONFRESNEL
296
+ var refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);
297
+ #endif
298
+ #ifdef OPACITY
299
+ var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
300
+ #ifdef OPACITYRGB
301
+ opacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;
302
+ #else
303
+ alpha*=opacityMap.a*uniforms.vOpacityInfos.y;
304
+ #endif
305
+ #endif
306
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
307
+ alpha*=fragmentInputs.vColor.a;
308
+ #endif
309
+ #ifdef OPACITYFRESNEL
310
+ var opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;
311
+ #endif
312
+ #ifdef ALPHATEST
313
+ #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
314
+ if (alpha<uniforms.alphaCutOff) {discard;}
315
+ #endif
316
+ #ifndef ALPHABLEND
317
+ alpha=1.0;
318
+ #endif
319
+ #endif
320
+ var emissiveColor: vec3f=uniforms.vEmissiveColor;
321
+ #ifdef EMISSIVE
322
+ emissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;
323
+ #endif
324
+ #ifdef EMISSIVEFRESNEL
325
+ var emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;
326
+ #endif
327
+ #ifdef DIFFUSEFRESNEL
328
+ var diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;
329
+ #endif
330
+ #ifdef EMISSIVEASILLUMINATION
331
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
332
+ #else
333
+ #ifdef LINKEMISSIVEWITHDIFFUSE
334
+ var finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
335
+ #else
336
+ var finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;
337
+ #endif
338
+ #endif
339
+ #ifdef SPECULARTERM
340
+ var finalSpecular: vec3f=specularBase*specularColor;
341
+ #ifdef SPECULAROVERALPHA
342
+ alpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);
343
+ #endif
344
+ #else
345
+ var finalSpecular: vec3f= vec3f(0.0);
346
+ #endif
347
+ #ifdef REFLECTIONOVERALPHA
348
+ alpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);
349
+ #endif
350
+ #ifdef EMISSIVEASILLUMINATION
351
+ var color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);
352
+ #else
353
+ var color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
354
+ #endif
355
+ #ifdef LIGHTMAP
356
+ #ifndef LIGHTMAPEXCLUDED
357
+ #ifdef USELIGHTMAPASSHADOWMAP
358
+ color=vec4f(color.rgb*lightmapColor.rgb,color.a);
359
+ #else
360
+ color=vec4f(color.rgb+lightmapColor.rgb,color.a);
361
+ #endif
362
+ #endif
363
+ #endif
364
+ #define CUSTOM_FRAGMENT_BEFORE_FOG
365
+ color=vec4f(max(color.rgb,vec3f(0.)),color.a);
366
+ #include<logDepthFragment>
367
+ #include<fogFragment>
368
+ #ifdef IMAGEPROCESSINGPOSTPROCESS
369
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);
370
+ #else
371
+ #ifdef IMAGEPROCESSING
372
+ color=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);
373
+ #endif
374
+ #endif
375
+ color=vec4f(color.rgb,color.a*mesh.visibility);
376
+ #ifdef PREMULTIPLYALPHA
377
+ color=vec4f(color.rgb*color.a, color.a);
378
+ #endif
379
+ #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
380
+ #ifdef PREPASS
381
+ #if SCENE_MRT_COUNT>0
382
+ var writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
383
+ #ifdef PREPASS_COLOR
384
+ fragData[PREPASS_COLOR_INDEX]=color;
385
+ #endif
386
+ #ifdef PREPASS_POSITION
387
+ fragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
388
+ #endif
389
+ #ifdef PREPASS_LOCAL_POSITION
390
+ fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);
391
+ #endif
392
+ #ifdef PREPASS_VELOCITY
393
+ var a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);
394
+ #elif defined(PREPASS_VELOCITY_LINEAR)
395
+ var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -
396
+ (fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);
397
+ #endif
398
+ #ifdef PREPASS_IRRADIANCE
399
+ fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo);
400
+ #endif
401
+ #ifdef PREPASS_DEPTH
402
+ fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo);
403
+ #endif
404
+ #ifdef PREPASS_SCREENSPACE_DEPTH
405
+ fragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
406
+ #endif
407
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
408
+ fragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);
409
+ #endif
410
+ #ifdef PREPASS_NORMAL
411
+ #ifdef PREPASS_NORMAL_WORLDSPACE
412
+ fragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);
413
+ #else
414
+ fragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);
415
+ #endif
416
+ #endif
417
+ #ifdef PREPASS_WORLD_NORMAL
418
+ fragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);
419
+ #endif
420
+ #ifdef PREPASS_ALBEDO
421
+ fragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);
422
+ #endif
423
+ #ifdef PREPASS_ALBEDO_SQRT
424
+ fragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);
425
+ #endif
426
+ #ifdef PREPASS_REFLECTIVITY
427
+ #if defined(SPECULAR)
428
+ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo;
429
+ #else
430
+ fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;
431
+ #endif
432
+ #endif
433
+ #if SCENE_MRT_COUNT>0
434
+ fragmentOutputs.fragData0=fragData[0];
435
+ #endif
436
+ #if SCENE_MRT_COUNT>1
437
+ fragmentOutputs.fragData1=fragData[1];
438
+ #endif
439
+ #if SCENE_MRT_COUNT>2
440
+ fragmentOutputs.fragData2=fragData[2];
441
+ #endif
442
+ #if SCENE_MRT_COUNT>3
443
+ fragmentOutputs.fragData3=fragData[3];
444
+ #endif
445
+ #if SCENE_MRT_COUNT>4
446
+ fragmentOutputs.fragData4=fragData[4];
447
+ #endif
448
+ #if SCENE_MRT_COUNT>5
449
+ fragmentOutputs.fragData5=fragData[5];
450
+ #endif
451
+ #if SCENE_MRT_COUNT>6
452
+ fragmentOutputs.fragData6=fragData[6];
453
+ #endif
454
+ #if SCENE_MRT_COUNT>7
455
+ fragmentOutputs.fragData7=fragData[7];
456
+ #endif
457
+ #endif
458
+ #endif
459
+ #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
460
+ fragmentOutputs.color=color;
461
+ #endif
462
+ #include<oitFragment>
463
+ #if ORDER_INDEPENDENT_TRANSPARENCY
464
+ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
465
+ #endif
466
+ #define CUSTOM_FRAGMENT_MAIN_END
467
+ }
468
+ `;e.ShadersStoreWGSL[i]||(e.ShadersStoreWGSL[i]=t);const l={name:i,shader:t},E=Object.freeze(Object.defineProperty({__proto__:null,defaultPixelShaderWGSL:l},Symbol.toStringTag,{value:"Module"}));export{E as a,n as b,l as d,S as l};
@@ -0,0 +1,193 @@
1
+ import{fp as e}from"./standardMaterial-CgDYhl-K.js";import"./bumpVertex-DIMp0NiU.js";import"./defaultUboDeclaration-Dzd2ch6X.js";import"./mainUVVaryingDeclaration-B-lJcjME.js";import"./vertexColorMixing-CWKPQGdm.js";import"./logDepthDeclaration-DapB3ji1.js";import"./logDepthVertex-dEn2jB_d.js";import"./meshUboDeclaration-DthvNL2q.js";const n="defaultVertexDeclaration",d=`uniform mat4 viewProjection;
2
+ #ifdef MULTIVIEW
3
+ mat4 viewProjectionR;
4
+ #endif
5
+ uniform mat4 view;
6
+ #ifdef DIFFUSE
7
+ uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
8
+ #endif
9
+ #ifdef AMBIENT
10
+ uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
11
+ #endif
12
+ #ifdef OPACITY
13
+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
14
+ #endif
15
+ #ifdef EMISSIVE
16
+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
17
+ #endif
18
+ #ifdef LIGHTMAP
19
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
20
+ #endif
21
+ #if defined(SPECULAR) && defined(SPECULARTERM)
22
+ uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
23
+ #endif
24
+ #ifdef BUMP
25
+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
26
+ #endif
27
+ #ifdef REFLECTION
28
+ uniform mat4 reflectionMatrix;
29
+ #endif
30
+ #ifdef POINTSIZE
31
+ uniform float pointSize;
32
+ #endif
33
+ #ifdef DETAIL
34
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
35
+ #endif
36
+ uniform vec4 cameraInfo;
37
+ #include<decalVertexDeclaration>
38
+ #define ADDITIONAL_VERTEX_DECLARATION
39
+ `;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=d);const i="defaultVertexShader",t=`#define CUSTOM_VERTEX_EXTENSION
40
+ #include<__decl__defaultVertex>
41
+ #define CUSTOM_VERTEX_BEGIN
42
+ attribute vec3 position;
43
+ #ifdef NORMAL
44
+ attribute vec3 normal;
45
+ #endif
46
+ #ifdef TANGENT
47
+ attribute vec4 tangent;
48
+ #endif
49
+ #ifdef UV1
50
+ attribute vec2 uv;
51
+ #endif
52
+ #include<uvAttributeDeclaration>[2..7]
53
+ #ifdef VERTEXCOLOR
54
+ attribute vec4 color;
55
+ #endif
56
+ #include<helperFunctions>
57
+ #include<bonesDeclaration>
58
+ #include<bakedVertexAnimationDeclaration>
59
+ #include<instancesDeclaration>
60
+ #include<prePassVertexDeclaration>
61
+ #include<mainUVVaryingDeclaration>[1..7]
62
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
63
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
64
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
65
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
66
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
67
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
68
+ #if defined(SPECULARTERM)
69
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
70
+ #endif
71
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
72
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
73
+ varying vec3 vPositionW;
74
+ #ifdef NORMAL
75
+ varying vec3 vNormalW;
76
+ #endif
77
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
78
+ varying vec4 vColor;
79
+ #endif
80
+ #include<bumpVertexDeclaration>
81
+ #include<clipPlaneVertexDeclaration>
82
+ #include<fogVertexDeclaration>
83
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
84
+ #include<morphTargetsVertexGlobalDeclaration>
85
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
86
+ #ifdef REFLECTIONMAP_SKYBOX
87
+ varying vec3 vPositionUVW;
88
+ #endif
89
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
90
+ varying vec3 vDirectionW;
91
+ #endif
92
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
93
+ varying float vViewDepth;
94
+ #endif
95
+ #include<logDepthDeclaration>
96
+ #define CUSTOM_VERTEX_DEFINITIONS
97
+ void main(void) {
98
+ #define CUSTOM_VERTEX_MAIN_BEGIN
99
+ vec3 positionUpdated=position;
100
+ #ifdef NORMAL
101
+ vec3 normalUpdated=normal;
102
+ #endif
103
+ #ifdef TANGENT
104
+ vec4 tangentUpdated=tangent;
105
+ #endif
106
+ #ifdef UV1
107
+ vec2 uvUpdated=uv;
108
+ #endif
109
+ #ifdef UV2
110
+ vec2 uv2Updated=uv2;
111
+ #endif
112
+ #ifdef VERTEXCOLOR
113
+ vec4 colorUpdated=color;
114
+ #endif
115
+ #include<morphTargetsVertexGlobal>
116
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
117
+ #ifdef REFLECTIONMAP_SKYBOX
118
+ vPositionUVW=positionUpdated;
119
+ #endif
120
+ #define CUSTOM_VERTEX_UPDATE_POSITION
121
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
122
+ #include<instancesVertex>
123
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
124
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
125
+ #endif
126
+ #include<bonesVertex>
127
+ #include<bakedVertexAnimation>
128
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
129
+ #ifdef NORMAL
130
+ mat3 normalWorld=mat3(finalWorld);
131
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
132
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
133
+ #else
134
+ #ifdef NONUNIFORMSCALING
135
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
136
+ #endif
137
+ vNormalW=normalize(normalWorld*normalUpdated);
138
+ #endif
139
+ #endif
140
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
141
+ #ifdef MULTIVIEW
142
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
143
+ #else
144
+ gl_Position=viewProjection*worldPos;
145
+ #endif
146
+ vPositionW=vec3(worldPos);
147
+ #ifdef PREPASS
148
+ #include<prePassVertex>
149
+ #endif
150
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
151
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
152
+ #endif
153
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
154
+ #ifdef RIGHT_HANDED
155
+ vViewDepth=-(view*worldPos).z;
156
+ #else
157
+ vViewDepth=(view*worldPos).z;
158
+ #endif
159
+ #endif
160
+ #ifndef UV1
161
+ vec2 uvUpdated=vec2(0.,0.);
162
+ #endif
163
+ #ifndef UV2
164
+ vec2 uv2Updated=vec2(0.,0.);
165
+ #endif
166
+ #ifdef MAINUV1
167
+ vMainUV1=uvUpdated;
168
+ #endif
169
+ #ifdef MAINUV2
170
+ vMainUV2=uv2Updated;
171
+ #endif
172
+ #include<uvVariableDeclaration>[3..7]
173
+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
174
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
175
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
176
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
177
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
178
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
179
+ #if defined(SPECULARTERM)
180
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
181
+ #endif
182
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
183
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
184
+ #include<bumpVertex>
185
+ #include<clipPlaneVertex>
186
+ #include<fogVertex>
187
+ #include<shadowsVertex>[0..maxSimultaneousLights]
188
+ #include<vertexColorMixing>
189
+ #include<pointCloudVertex>
190
+ #include<logDepthVertex>
191
+ #define CUSTOM_VERTEX_MAIN_END
192
+ }
193
+ `;e.ShadersStore[i]||(e.ShadersStore[i]=t);const N={name:i,shader:t};export{N as defaultVertexShader};