@galacean/engine 2.0.0-alpha.31 → 2.0.0-alpha.33

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.
@@ -45285,7 +45285,7 @@ var BackgroundTexture = {
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  [
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  "a"
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  ],
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- "clamp( a, 0.0, 1.0 )"
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+ "clamp ( a , 0.0 , 1.0 )"
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  ],
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  [
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  0,
@@ -45306,7 +45306,7 @@ var BackgroundTexture = {
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  [
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  "mat"
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  ],
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- "inverse(mat)"
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+ "inverse ( mat )"
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  ],
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  [
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  0,
@@ -45318,7 +45318,7 @@ var BackgroundTexture = {
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  ],
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  [
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  0,
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- "\n\n"
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+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
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  ],
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  [
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  9,
@@ -45429,7 +45429,7 @@ var BackgroundTexture = {
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  [
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  "a"
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  ],
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- "clamp( a, 0.0, 1.0 )"
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+ "clamp ( a , 0.0 , 1.0 )"
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  ],
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  [
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  0,
@@ -45466,7 +45466,7 @@ var BackgroundTexture = {
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  [
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  "mat"
45468
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  ],
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- "inverse(mat)"
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+ "inverse ( mat )"
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  ],
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  [
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  0,
@@ -45478,7 +45478,7 @@ var BackgroundTexture = {
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  ],
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  [
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  0,
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- "\n\n"
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+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
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  ],
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  [
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  9,
@@ -45656,7 +45656,7 @@ var BlinnPhong = {
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  [
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  "a"
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  ],
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- "clamp( a, 0.0, 1.0 )"
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+ "clamp ( a , 0.0 , 1.0 )"
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  ],
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  [
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  0,
@@ -45677,7 +45677,7 @@ var BlinnPhong = {
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  [
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  "mat"
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  ],
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- "inverse(mat)"
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+ "inverse ( mat )"
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  ],
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  [
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  0,
@@ -46711,7 +46711,7 @@ var BlinnPhong = {
46711
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  "textureName",
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  "coord3"
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  ],
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- "textureLod(textureName, coord3 , 0.0)"
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+ "textureLod ( textureName , coord3 , 0.0 )"
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  ],
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  [
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  0,
@@ -46744,7 +46744,7 @@ var BlinnPhong = {
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  ],
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  [
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  0,
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- "\n\n"
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+ "\nconst vec4 bitShift = vec4 ( 1.0 , 1.0 / 256.0 , 1.0 / ( 256.0 * 256.0 ) , 1.0 / ( 256.0 * 256.0 * 256.0 ) );\nfloat textureShadowMapDowngrade ( sampler2D scene_ShadowMap, vec3 shadowCoord ) { vec4 rgbaDepth = texture2D ( scene_ShadowMap , shadowCoord.xy ) ;\nfloat unpackDepth = dot ( rgbaDepth , bitShift ) ;\nreturn unpackDepth < shadowCoord.z ? 0.0 : 1.0 ; }\n\n"
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  ],
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  [
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  9,
@@ -46765,7 +46765,7 @@ var BlinnPhong = {
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  ],
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  [
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  0,
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- "\n\n"
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+ "\nfloat textureShadowMapDowngrade ( sampler2D scene_ShadowMap, vec3 shadowCoord ) { float depth = texture2D ( scene_ShadowMap , shadowCoord.xy ).r ;\nreturn depth < shadowCoord.z ? 0.0 : 1.0 ; }\n\n"
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  ],
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  [
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  9,
@@ -46974,7 +46974,7 @@ var BlinnPhong = {
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  [
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  "a"
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  ],
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- "clamp( a, 0.0, 1.0 )"
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+ "clamp ( a , 0.0 , 1.0 )"
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  ],
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  [
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  0,
@@ -46995,7 +46995,7 @@ var BlinnPhong = {
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  [
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  "mat"
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  ],
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- "inverse(mat)"
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+ "inverse ( mat )"
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  ],
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  [
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  0,
@@ -47824,7 +47824,7 @@ var BlinnPhong = {
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  [
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  "a"
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  ],
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- "clamp( a, 0.0, 1.0 )"
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+ "clamp ( a , 0.0 , 1.0 )"
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  ],
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  [
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  0,
@@ -47861,7 +47861,7 @@ var BlinnPhong = {
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  [
47862
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  "mat"
47863
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  ],
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- "inverse(mat)"
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+ "inverse ( mat )"
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  ],
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  [
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  0,
@@ -47873,7 +47873,7 @@ var BlinnPhong = {
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  ],
47874
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  [
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  0,
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- "\n\n"
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+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
47877
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  ],
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  [
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  9,
@@ -48455,7 +48455,7 @@ var BlinnPhong = {
48455
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  "textureName",
48456
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  "coord3"
48457
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  ],
48458
- "textureLod(textureName, coord3 , 0.0)"
48458
+ "textureLod ( textureName , coord3 , 0.0 )"
48459
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  ],
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  [
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  0,
@@ -48772,7 +48772,7 @@ var BlinnPhong = {
48772
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  [
48773
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  "a"
48774
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  ],
48775
- "clamp( a, 0.0, 1.0 )"
48775
+ "clamp ( a , 0.0 , 1.0 )"
48776
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  ],
48777
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  [
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  0,
@@ -48809,7 +48809,7 @@ var BlinnPhong = {
48809
48809
  [
48810
48810
  "mat"
48811
48811
  ],
48812
- "inverse(mat)"
48812
+ "inverse ( mat )"
48813
48813
  ],
48814
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  [
48815
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  0,
@@ -48821,7 +48821,7 @@ var BlinnPhong = {
48821
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  ],
48822
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  [
48823
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  0,
48824
- "\n\n"
48824
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
48825
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  ],
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  [
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  9,
@@ -49741,7 +49741,7 @@ var BlitScreen = {
49741
49741
  [
49742
49742
  "a"
49743
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  ],
49744
- "clamp( a, 0.0, 1.0 )"
49744
+ "clamp ( a , 0.0 , 1.0 )"
49745
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  ],
49746
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  [
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  0,
@@ -49762,7 +49762,7 @@ var BlitScreen = {
49762
49762
  [
49763
49763
  "mat"
49764
49764
  ],
49765
- "inverse(mat)"
49765
+ "inverse ( mat )"
49766
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  ],
49767
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  [
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  0,
@@ -49774,7 +49774,7 @@ var BlitScreen = {
49774
49774
  ],
49775
49775
  [
49776
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  0,
49777
- "\n\n"
49777
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
49778
49778
  ],
49779
49779
  [
49780
49780
  9,
@@ -49913,7 +49913,7 @@ var BlitScreen = {
49913
49913
  [
49914
49914
  "a"
49915
49915
  ],
49916
- "clamp( a, 0.0, 1.0 )"
49916
+ "clamp ( a , 0.0 , 1.0 )"
49917
49917
  ],
49918
49918
  [
49919
49919
  0,
@@ -49934,7 +49934,7 @@ var BlitScreen = {
49934
49934
  [
49935
49935
  "mat"
49936
49936
  ],
49937
- "inverse(mat)"
49937
+ "inverse ( mat )"
49938
49938
  ],
49939
49939
  [
49940
49940
  0,
@@ -49946,7 +49946,7 @@ var BlitScreen = {
49946
49946
  ],
49947
49947
  [
49948
49948
  0,
49949
- "\n\n"
49949
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
49950
49950
  ],
49951
49951
  [
49952
49952
  9,
@@ -50155,7 +50155,7 @@ var Blit = {
50155
50155
  [
50156
50156
  "a"
50157
50157
  ],
50158
- "clamp( a, 0.0, 1.0 )"
50158
+ "clamp ( a , 0.0 , 1.0 )"
50159
50159
  ],
50160
50160
  [
50161
50161
  0,
@@ -50176,7 +50176,7 @@ var Blit = {
50176
50176
  [
50177
50177
  "mat"
50178
50178
  ],
50179
- "inverse(mat)"
50179
+ "inverse ( mat )"
50180
50180
  ],
50181
50181
  [
50182
50182
  0,
@@ -50188,7 +50188,7 @@ var Blit = {
50188
50188
  ],
50189
50189
  [
50190
50190
  0,
50191
- "\n\n"
50191
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
50192
50192
  ],
50193
50193
  [
50194
50194
  9,
@@ -50327,7 +50327,7 @@ var Blit = {
50327
50327
  [
50328
50328
  "a"
50329
50329
  ],
50330
- "clamp( a, 0.0, 1.0 )"
50330
+ "clamp ( a , 0.0 , 1.0 )"
50331
50331
  ],
50332
50332
  [
50333
50333
  0,
@@ -50364,7 +50364,7 @@ var Blit = {
50364
50364
  [
50365
50365
  "mat"
50366
50366
  ],
50367
- "inverse(mat)"
50367
+ "inverse ( mat )"
50368
50368
  ],
50369
50369
  [
50370
50370
  0,
@@ -50376,7 +50376,7 @@ var Blit = {
50376
50376
  ],
50377
50377
  [
50378
50378
  0,
50379
- "\n\n"
50379
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
50380
50380
  ],
50381
50381
  [
50382
50382
  9,
@@ -50641,7 +50641,7 @@ var Bloom = {
50641
50641
  [
50642
50642
  "a"
50643
50643
  ],
50644
- "clamp( a, 0.0, 1.0 )"
50644
+ "clamp ( a , 0.0 , 1.0 )"
50645
50645
  ],
50646
50646
  [
50647
50647
  0,
@@ -50662,7 +50662,7 @@ var Bloom = {
50662
50662
  [
50663
50663
  "mat"
50664
50664
  ],
50665
- "inverse(mat)"
50665
+ "inverse ( mat )"
50666
50666
  ],
50667
50667
  [
50668
50668
  0,
@@ -50674,7 +50674,7 @@ var Bloom = {
50674
50674
  ],
50675
50675
  [
50676
50676
  0,
50677
- "\n\n"
50677
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
50678
50678
  ],
50679
50679
  [
50680
50680
  9,
@@ -50880,7 +50880,7 @@ var Bloom = {
50880
50880
  [
50881
50881
  "a"
50882
50882
  ],
50883
- "clamp( a, 0.0, 1.0 )"
50883
+ "clamp ( a , 0.0 , 1.0 )"
50884
50884
  ],
50885
50885
  [
50886
50886
  0,
@@ -50917,7 +50917,7 @@ var Bloom = {
50917
50917
  [
50918
50918
  "mat"
50919
50919
  ],
50920
- "inverse(mat)"
50920
+ "inverse ( mat )"
50921
50921
  ],
50922
50922
  [
50923
50923
  0,
@@ -50929,7 +50929,7 @@ var Bloom = {
50929
50929
  ],
50930
50930
  [
50931
50931
  0,
50932
- "\n\n"
50932
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
50933
50933
  ],
50934
50934
  [
50935
50935
  9,
@@ -51171,7 +51171,7 @@ var Bloom = {
51171
51171
  [
51172
51172
  "a"
51173
51173
  ],
51174
- "clamp( a, 0.0, 1.0 )"
51174
+ "clamp ( a , 0.0 , 1.0 )"
51175
51175
  ],
51176
51176
  [
51177
51177
  0,
@@ -51192,7 +51192,7 @@ var Bloom = {
51192
51192
  [
51193
51193
  "mat"
51194
51194
  ],
51195
- "inverse(mat)"
51195
+ "inverse ( mat )"
51196
51196
  ],
51197
51197
  [
51198
51198
  0,
@@ -51204,7 +51204,7 @@ var Bloom = {
51204
51204
  ],
51205
51205
  [
51206
51206
  0,
51207
- "\n\n"
51207
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
51208
51208
  ],
51209
51209
  [
51210
51210
  9,
@@ -51410,7 +51410,7 @@ var Bloom = {
51410
51410
  [
51411
51411
  "a"
51412
51412
  ],
51413
- "clamp( a, 0.0, 1.0 )"
51413
+ "clamp ( a , 0.0 , 1.0 )"
51414
51414
  ],
51415
51415
  [
51416
51416
  0,
@@ -51447,7 +51447,7 @@ var Bloom = {
51447
51447
  [
51448
51448
  "mat"
51449
51449
  ],
51450
- "inverse(mat)"
51450
+ "inverse ( mat )"
51451
51451
  ],
51452
51452
  [
51453
51453
  0,
@@ -51459,7 +51459,7 @@ var Bloom = {
51459
51459
  ],
51460
51460
  [
51461
51461
  0,
51462
- "\n\n"
51462
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
51463
51463
  ],
51464
51464
  [
51465
51465
  9,
@@ -51677,7 +51677,7 @@ var Bloom = {
51677
51677
  [
51678
51678
  "a"
51679
51679
  ],
51680
- "clamp( a, 0.0, 1.0 )"
51680
+ "clamp ( a , 0.0 , 1.0 )"
51681
51681
  ],
51682
51682
  [
51683
51683
  0,
@@ -51698,7 +51698,7 @@ var Bloom = {
51698
51698
  [
51699
51699
  "mat"
51700
51700
  ],
51701
- "inverse(mat)"
51701
+ "inverse ( mat )"
51702
51702
  ],
51703
51703
  [
51704
51704
  0,
@@ -51710,7 +51710,7 @@ var Bloom = {
51710
51710
  ],
51711
51711
  [
51712
51712
  0,
51713
- "\n\n"
51713
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
51714
51714
  ],
51715
51715
  [
51716
51716
  9,
@@ -51916,7 +51916,7 @@ var Bloom = {
51916
51916
  [
51917
51917
  "a"
51918
51918
  ],
51919
- "clamp( a, 0.0, 1.0 )"
51919
+ "clamp ( a , 0.0 , 1.0 )"
51920
51920
  ],
51921
51921
  [
51922
51922
  0,
@@ -51953,7 +51953,7 @@ var Bloom = {
51953
51953
  [
51954
51954
  "mat"
51955
51955
  ],
51956
- "inverse(mat)"
51956
+ "inverse ( mat )"
51957
51957
  ],
51958
51958
  [
51959
51959
  0,
@@ -51965,7 +51965,7 @@ var Bloom = {
51965
51965
  ],
51966
51966
  [
51967
51967
  0,
51968
- "\n\n"
51968
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
51969
51969
  ],
51970
51970
  [
51971
51971
  9,
@@ -52183,7 +52183,7 @@ var Bloom = {
52183
52183
  [
52184
52184
  "a"
52185
52185
  ],
52186
- "clamp( a, 0.0, 1.0 )"
52186
+ "clamp ( a , 0.0 , 1.0 )"
52187
52187
  ],
52188
52188
  [
52189
52189
  0,
@@ -52204,7 +52204,7 @@ var Bloom = {
52204
52204
  [
52205
52205
  "mat"
52206
52206
  ],
52207
- "inverse(mat)"
52207
+ "inverse ( mat )"
52208
52208
  ],
52209
52209
  [
52210
52210
  0,
@@ -52216,7 +52216,7 @@ var Bloom = {
52216
52216
  ],
52217
52217
  [
52218
52218
  0,
52219
- "\n\n"
52219
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
52220
52220
  ],
52221
52221
  [
52222
52222
  9,
@@ -52446,7 +52446,7 @@ var Bloom = {
52446
52446
  [
52447
52447
  "a"
52448
52448
  ],
52449
- "clamp( a, 0.0, 1.0 )"
52449
+ "clamp ( a , 0.0 , 1.0 )"
52450
52450
  ],
52451
52451
  [
52452
52452
  0,
@@ -52483,7 +52483,7 @@ var Bloom = {
52483
52483
  [
52484
52484
  "mat"
52485
52485
  ],
52486
- "inverse(mat)"
52486
+ "inverse ( mat )"
52487
52487
  ],
52488
52488
  [
52489
52489
  0,
@@ -52495,7 +52495,7 @@ var Bloom = {
52495
52495
  ],
52496
52496
  [
52497
52497
  0,
52498
- "\n\n"
52498
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
52499
52499
  ],
52500
52500
  [
52501
52501
  9,
@@ -52716,7 +52716,7 @@ var DepthOnly = {
52716
52716
  [
52717
52717
  "a"
52718
52718
  ],
52719
- "clamp( a, 0.0, 1.0 )"
52719
+ "clamp ( a , 0.0 , 1.0 )"
52720
52720
  ],
52721
52721
  [
52722
52722
  0,
@@ -52737,7 +52737,7 @@ var DepthOnly = {
52737
52737
  [
52738
52738
  "mat"
52739
52739
  ],
52740
- "inverse(mat)"
52740
+ "inverse ( mat )"
52741
52741
  ],
52742
52742
  [
52743
52743
  0,
@@ -52749,7 +52749,7 @@ var DepthOnly = {
52749
52749
  ],
52750
52750
  [
52751
52751
  0,
52752
- "\n\n"
52752
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
52753
52753
  ],
52754
52754
  [
52755
52755
  9,
@@ -53712,7 +53712,7 @@ var DepthOnly = {
53712
53712
  [
53713
53713
  "a"
53714
53714
  ],
53715
- "clamp( a, 0.0, 1.0 )"
53715
+ "clamp ( a , 0.0 , 1.0 )"
53716
53716
  ],
53717
53717
  [
53718
53718
  0,
@@ -53733,7 +53733,7 @@ var DepthOnly = {
53733
53733
  [
53734
53734
  "mat"
53735
53735
  ],
53736
- "inverse(mat)"
53736
+ "inverse ( mat )"
53737
53737
  ],
53738
53738
  [
53739
53739
  0,
@@ -53745,7 +53745,7 @@ var DepthOnly = {
53745
53745
  ],
53746
53746
  [
53747
53747
  0,
53748
- "\n\n"
53748
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
53749
53749
  ],
53750
53750
  [
53751
53751
  9,
@@ -54239,7 +54239,7 @@ var FinalAntiAliasing = {
54239
54239
  [
54240
54240
  "a"
54241
54241
  ],
54242
- "clamp( a, 0.0, 1.0 )"
54242
+ "clamp ( a , 0.0 , 1.0 )"
54243
54243
  ],
54244
54244
  [
54245
54245
  0,
@@ -54260,7 +54260,7 @@ var FinalAntiAliasing = {
54260
54260
  [
54261
54261
  "mat"
54262
54262
  ],
54263
- "inverse(mat)"
54263
+ "inverse ( mat )"
54264
54264
  ],
54265
54265
  [
54266
54266
  0,
@@ -54272,7 +54272,7 @@ var FinalAntiAliasing = {
54272
54272
  ],
54273
54273
  [
54274
54274
  0,
54275
- "\n\n"
54275
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
54276
54276
  ],
54277
54277
  [
54278
54278
  9,
@@ -56349,7 +56349,7 @@ var FinalAntiAliasing = {
56349
56349
  [
56350
56350
  "x"
56351
56351
  ],
56352
- "clamp(x, 0.0, 1.0)"
56352
+ "clamp ( x , 0.0 , 1.0 )"
56353
56353
  ],
56354
56354
  [
56355
56355
  0,
@@ -56389,7 +56389,7 @@ var FinalAntiAliasing = {
56389
56389
  "t",
56390
56390
  "p"
56391
56391
  ],
56392
- "texture2DLodEXT(t, p, 0.0)"
56392
+ "texture2DLodEXT ( t , p , 0.0 )"
56393
56393
  ],
56394
56394
  [
56395
56395
  0,
@@ -56415,7 +56415,7 @@ var FinalAntiAliasing = {
56415
56415
  "o",
56416
56416
  "r"
56417
56417
  ],
56418
- "texture2DLodOffset(t, p, 0.0, o)"
56418
+ "texture2DLodOffset ( t , p , 0.0 , o )"
56419
56419
  ],
56420
56420
  [
56421
56421
  0,
@@ -56438,7 +56438,7 @@ var FinalAntiAliasing = {
56438
56438
  "o",
56439
56439
  "r"
56440
56440
  ],
56441
- "texture2DLodEXT(t, p + (o * r), 0.0)"
56441
+ "texture2DLodEXT ( t , p + ( o * r ) , 0.0 )"
56442
56442
  ],
56443
56443
  [
56444
56444
  0,
@@ -56469,7 +56469,7 @@ var FinalAntiAliasing = {
56469
56469
  "t",
56470
56470
  "p"
56471
56471
  ],
56472
- "textureGather(t, p, 3)"
56472
+ "textureGather ( t , p , 3 )"
56473
56473
  ],
56474
56474
  [
56475
56475
  0,
@@ -56483,7 +56483,7 @@ var FinalAntiAliasing = {
56483
56483
  "p",
56484
56484
  "o"
56485
56485
  ],
56486
- "textureGatherOffset(t, p, o, 3)"
56486
+ "textureGatherOffset ( t , p , o , 3 )"
56487
56487
  ],
56488
56488
  [
56489
56489
  0,
@@ -56496,7 +56496,7 @@ var FinalAntiAliasing = {
56496
56496
  "t",
56497
56497
  "p"
56498
56498
  ],
56499
- "textureGather(t, p, 1)"
56499
+ "textureGather ( t , p , 1 )"
56500
56500
  ],
56501
56501
  [
56502
56502
  0,
@@ -56510,7 +56510,7 @@ var FinalAntiAliasing = {
56510
56510
  "p",
56511
56511
  "o"
56512
56512
  ],
56513
- "textureGatherOffset(t, p, o, 1)"
56513
+ "textureGatherOffset ( t , p , o , 1 )"
56514
56514
  ],
56515
56515
  [
56516
56516
  0,
@@ -56548,7 +56548,7 @@ var FinalAntiAliasing = {
56548
56548
  "t",
56549
56549
  "p"
56550
56550
  ],
56551
- "textureLod(t, p, 0.0)"
56551
+ "textureLod ( t , p , 0.0 )"
56552
56552
  ],
56553
56553
  [
56554
56554
  0,
@@ -56563,7 +56563,7 @@ var FinalAntiAliasing = {
56563
56563
  "o",
56564
56564
  "r"
56565
56565
  ],
56566
- "textureLodOffset(t, p, 0.0, o)"
56566
+ "textureLodOffset ( t , p , 0.0 , o )"
56567
56567
  ],
56568
56568
  [
56569
56569
  0,
@@ -56587,7 +56587,7 @@ var FinalAntiAliasing = {
56587
56587
  "t",
56588
56588
  "p"
56589
56589
  ],
56590
- "textureGather(t, p, 3)"
56590
+ "textureGather ( t , p , 3 )"
56591
56591
  ],
56592
56592
  [
56593
56593
  0,
@@ -56601,7 +56601,7 @@ var FinalAntiAliasing = {
56601
56601
  "p",
56602
56602
  "o"
56603
56603
  ],
56604
- "textureGatherOffset(t, p, o, 3)"
56604
+ "textureGatherOffset ( t , p , o , 3 )"
56605
56605
  ],
56606
56606
  [
56607
56607
  0,
@@ -56614,7 +56614,7 @@ var FinalAntiAliasing = {
56614
56614
  "t",
56615
56615
  "p"
56616
56616
  ],
56617
- "textureGather(t, p, 1)"
56617
+ "textureGather ( t , p , 1 )"
56618
56618
  ],
56619
56619
  [
56620
56620
  0,
@@ -56628,7 +56628,7 @@ var FinalAntiAliasing = {
56628
56628
  "p",
56629
56629
  "o"
56630
56630
  ],
56631
- "textureGatherOffset(t, p, o, 1)"
56631
+ "textureGatherOffset ( t , p , o , 1 )"
56632
56632
  ],
56633
56633
  [
56634
56634
  0,
@@ -56893,7 +56893,7 @@ var FinalAntiAliasing = {
56893
56893
  [
56894
56894
  "a"
56895
56895
  ],
56896
- "clamp( a, 0.0, 1.0 )"
56896
+ "clamp ( a , 0.0 , 1.0 )"
56897
56897
  ],
56898
56898
  [
56899
56899
  0,
@@ -56914,7 +56914,7 @@ var FinalAntiAliasing = {
56914
56914
  [
56915
56915
  "mat"
56916
56916
  ],
56917
- "inverse(mat)"
56917
+ "inverse ( mat )"
56918
56918
  ],
56919
56919
  [
56920
56920
  0,
@@ -56926,7 +56926,7 @@ var FinalAntiAliasing = {
56926
56926
  ],
56927
56927
  [
56928
56928
  0,
56929
- "\n\n"
56929
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
56930
56930
  ],
56931
56931
  [
56932
56932
  9,
@@ -59003,7 +59003,7 @@ var FinalAntiAliasing = {
59003
59003
  [
59004
59004
  "x"
59005
59005
  ],
59006
- "clamp(x, 0.0, 1.0)"
59006
+ "clamp ( x , 0.0 , 1.0 )"
59007
59007
  ],
59008
59008
  [
59009
59009
  0,
@@ -59043,7 +59043,7 @@ var FinalAntiAliasing = {
59043
59043
  "t",
59044
59044
  "p"
59045
59045
  ],
59046
- "texture2DLodEXT(t, p, 0.0)"
59046
+ "texture2DLodEXT ( t , p , 0.0 )"
59047
59047
  ],
59048
59048
  [
59049
59049
  0,
@@ -59069,7 +59069,7 @@ var FinalAntiAliasing = {
59069
59069
  "o",
59070
59070
  "r"
59071
59071
  ],
59072
- "texture2DLodOffset(t, p, 0.0, o)"
59072
+ "texture2DLodOffset ( t , p , 0.0 , o )"
59073
59073
  ],
59074
59074
  [
59075
59075
  0,
@@ -59092,7 +59092,7 @@ var FinalAntiAliasing = {
59092
59092
  "o",
59093
59093
  "r"
59094
59094
  ],
59095
- "texture2DLodEXT(t, p + (o * r), 0.0)"
59095
+ "texture2DLodEXT ( t , p + ( o * r ) , 0.0 )"
59096
59096
  ],
59097
59097
  [
59098
59098
  0,
@@ -59123,7 +59123,7 @@ var FinalAntiAliasing = {
59123
59123
  "t",
59124
59124
  "p"
59125
59125
  ],
59126
- "textureGather(t, p, 3)"
59126
+ "textureGather ( t , p , 3 )"
59127
59127
  ],
59128
59128
  [
59129
59129
  0,
@@ -59137,7 +59137,7 @@ var FinalAntiAliasing = {
59137
59137
  "p",
59138
59138
  "o"
59139
59139
  ],
59140
- "textureGatherOffset(t, p, o, 3)"
59140
+ "textureGatherOffset ( t , p , o , 3 )"
59141
59141
  ],
59142
59142
  [
59143
59143
  0,
@@ -59150,7 +59150,7 @@ var FinalAntiAliasing = {
59150
59150
  "t",
59151
59151
  "p"
59152
59152
  ],
59153
- "textureGather(t, p, 1)"
59153
+ "textureGather ( t , p , 1 )"
59154
59154
  ],
59155
59155
  [
59156
59156
  0,
@@ -59164,7 +59164,7 @@ var FinalAntiAliasing = {
59164
59164
  "p",
59165
59165
  "o"
59166
59166
  ],
59167
- "textureGatherOffset(t, p, o, 1)"
59167
+ "textureGatherOffset ( t , p , o , 1 )"
59168
59168
  ],
59169
59169
  [
59170
59170
  0,
@@ -59202,7 +59202,7 @@ var FinalAntiAliasing = {
59202
59202
  "t",
59203
59203
  "p"
59204
59204
  ],
59205
- "textureLod(t, p, 0.0)"
59205
+ "textureLod ( t , p , 0.0 )"
59206
59206
  ],
59207
59207
  [
59208
59208
  0,
@@ -59217,7 +59217,7 @@ var FinalAntiAliasing = {
59217
59217
  "o",
59218
59218
  "r"
59219
59219
  ],
59220
- "textureLodOffset(t, p, 0.0, o)"
59220
+ "textureLodOffset ( t , p , 0.0 , o )"
59221
59221
  ],
59222
59222
  [
59223
59223
  0,
@@ -59241,7 +59241,7 @@ var FinalAntiAliasing = {
59241
59241
  "t",
59242
59242
  "p"
59243
59243
  ],
59244
- "textureGather(t, p, 3)"
59244
+ "textureGather ( t , p , 3 )"
59245
59245
  ],
59246
59246
  [
59247
59247
  0,
@@ -59255,7 +59255,7 @@ var FinalAntiAliasing = {
59255
59255
  "p",
59256
59256
  "o"
59257
59257
  ],
59258
- "textureGatherOffset(t, p, o, 3)"
59258
+ "textureGatherOffset ( t , p , o , 3 )"
59259
59259
  ],
59260
59260
  [
59261
59261
  0,
@@ -59268,7 +59268,7 @@ var FinalAntiAliasing = {
59268
59268
  "t",
59269
59269
  "p"
59270
59270
  ],
59271
- "textureGather(t, p, 1)"
59271
+ "textureGather ( t , p , 1 )"
59272
59272
  ],
59273
59273
  [
59274
59274
  0,
@@ -59282,7 +59282,7 @@ var FinalAntiAliasing = {
59282
59282
  "p",
59283
59283
  "o"
59284
59284
  ],
59285
- "textureGatherOffset(t, p, o, 1)"
59285
+ "textureGatherOffset ( t , p , o , 1 )"
59286
59286
  ],
59287
59287
  [
59288
59288
  0,
@@ -59913,7 +59913,7 @@ var FinalSRGB = {
59913
59913
  [
59914
59914
  "a"
59915
59915
  ],
59916
- "clamp( a, 0.0, 1.0 )"
59916
+ "clamp ( a , 0.0 , 1.0 )"
59917
59917
  ],
59918
59918
  [
59919
59919
  0,
@@ -59934,7 +59934,7 @@ var FinalSRGB = {
59934
59934
  [
59935
59935
  "mat"
59936
59936
  ],
59937
- "inverse(mat)"
59937
+ "inverse ( mat )"
59938
59938
  ],
59939
59939
  [
59940
59940
  0,
@@ -59946,7 +59946,7 @@ var FinalSRGB = {
59946
59946
  ],
59947
59947
  [
59948
59948
  0,
59949
- "\n\n"
59949
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
59950
59950
  ],
59951
59951
  [
59952
59952
  9,
@@ -60101,7 +60101,7 @@ var FinalSRGB = {
60101
60101
  [
60102
60102
  "a"
60103
60103
  ],
60104
- "clamp( a, 0.0, 1.0 )"
60104
+ "clamp ( a , 0.0 , 1.0 )"
60105
60105
  ],
60106
60106
  [
60107
60107
  0,
@@ -60138,7 +60138,7 @@ var FinalSRGB = {
60138
60138
  [
60139
60139
  "mat"
60140
60140
  ],
60141
- "inverse(mat)"
60141
+ "inverse ( mat )"
60142
60142
  ],
60143
60143
  [
60144
60144
  0,
@@ -60150,7 +60150,7 @@ var FinalSRGB = {
60150
60150
  ],
60151
60151
  [
60152
60152
  0,
60153
- "\n\n"
60153
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
60154
60154
  ],
60155
60155
  [
60156
60156
  9,
@@ -60287,7 +60287,7 @@ var ParticleFeedback = {
60287
60287
  [
60288
60288
  "a"
60289
60289
  ],
60290
- "clamp( a, 0.0, 1.0 )"
60290
+ "clamp ( a , 0.0 , 1.0 )"
60291
60291
  ],
60292
60292
  [
60293
60293
  0,
@@ -60308,7 +60308,7 @@ var ParticleFeedback = {
60308
60308
  [
60309
60309
  "mat"
60310
60310
  ],
60311
- "inverse(mat)"
60311
+ "inverse ( mat )"
60312
60312
  ],
60313
60313
  [
60314
60314
  0,
@@ -60320,7 +60320,7 @@ var ParticleFeedback = {
60320
60320
  ],
60321
60321
  [
60322
60322
  0,
60323
- "\n\n"
60323
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
60324
60324
  ],
60325
60325
  [
60326
60326
  9,
@@ -61918,7 +61918,7 @@ var ParticleFeedback = {
61918
61918
  [
61919
61919
  "a"
61920
61920
  ],
61921
- "clamp( a, 0.0, 1.0 )"
61921
+ "clamp ( a , 0.0 , 1.0 )"
61922
61922
  ],
61923
61923
  [
61924
61924
  0,
@@ -61939,7 +61939,7 @@ var ParticleFeedback = {
61939
61939
  [
61940
61940
  "mat"
61941
61941
  ],
61942
- "inverse(mat)"
61942
+ "inverse ( mat )"
61943
61943
  ],
61944
61944
  [
61945
61945
  0,
@@ -61951,7 +61951,7 @@ var ParticleFeedback = {
61951
61951
  ],
61952
61952
  [
61953
61953
  0,
61954
- "\n\n"
61954
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
61955
61955
  ],
61956
61956
  [
61957
61957
  9,
@@ -62970,7 +62970,7 @@ var Particle = {
62970
62970
  [
62971
62971
  "a"
62972
62972
  ],
62973
- "clamp( a, 0.0, 1.0 )"
62973
+ "clamp ( a , 0.0 , 1.0 )"
62974
62974
  ],
62975
62975
  [
62976
62976
  0,
@@ -62991,7 +62991,7 @@ var Particle = {
62991
62991
  [
62992
62992
  "mat"
62993
62993
  ],
62994
- "inverse(mat)"
62994
+ "inverse ( mat )"
62995
62995
  ],
62996
62996
  [
62997
62997
  0,
@@ -63003,7 +63003,7 @@ var Particle = {
63003
63003
  ],
63004
63004
  [
63005
63005
  0,
63006
- "\n\n"
63006
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
63007
63007
  ],
63008
63008
  [
63009
63009
  9,
@@ -65331,7 +65331,7 @@ var Particle = {
65331
65331
  [
65332
65332
  "a"
65333
65333
  ],
65334
- "clamp( a, 0.0, 1.0 )"
65334
+ "clamp ( a , 0.0 , 1.0 )"
65335
65335
  ],
65336
65336
  [
65337
65337
  0,
@@ -65368,7 +65368,7 @@ var Particle = {
65368
65368
  [
65369
65369
  "mat"
65370
65370
  ],
65371
- "inverse(mat)"
65371
+ "inverse ( mat )"
65372
65372
  ],
65373
65373
  [
65374
65374
  0,
@@ -65380,7 +65380,7 @@ var Particle = {
65380
65380
  ],
65381
65381
  [
65382
65382
  0,
65383
- "\n\n"
65383
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
65384
65384
  ],
65385
65385
  [
65386
65386
  9,
@@ -66724,7 +66724,7 @@ var PBR = {
66724
66724
  [
66725
66725
  "a"
66726
66726
  ],
66727
- "clamp( a, 0.0, 1.0 )"
66727
+ "clamp ( a , 0.0 , 1.0 )"
66728
66728
  ],
66729
66729
  [
66730
66730
  0,
@@ -66745,7 +66745,7 @@ var PBR = {
66745
66745
  [
66746
66746
  "mat"
66747
66747
  ],
66748
- "inverse(mat)"
66748
+ "inverse ( mat )"
66749
66749
  ],
66750
66750
  [
66751
66751
  0,
@@ -67779,7 +67779,7 @@ var PBR = {
67779
67779
  "textureName",
67780
67780
  "coord3"
67781
67781
  ],
67782
- "textureLod(textureName, coord3 , 0.0)"
67782
+ "textureLod ( textureName , coord3 , 0.0 )"
67783
67783
  ],
67784
67784
  [
67785
67785
  0,
@@ -67812,7 +67812,7 @@ var PBR = {
67812
67812
  ],
67813
67813
  [
67814
67814
  0,
67815
- "\n\n"
67815
+ "\nconst vec4 bitShift = vec4 ( 1.0 , 1.0 / 256.0 , 1.0 / ( 256.0 * 256.0 ) , 1.0 / ( 256.0 * 256.0 * 256.0 ) );\nfloat textureShadowMapDowngrade ( sampler2D scene_ShadowMap, vec3 shadowCoord ) { vec4 rgbaDepth = texture2D ( scene_ShadowMap , shadowCoord.xy ) ;\nfloat unpackDepth = dot ( rgbaDepth , bitShift ) ;\nreturn unpackDepth < shadowCoord.z ? 0.0 : 1.0 ; }\n\n"
67816
67816
  ],
67817
67817
  [
67818
67818
  9,
@@ -67833,7 +67833,7 @@ var PBR = {
67833
67833
  ],
67834
67834
  [
67835
67835
  0,
67836
- "\n\n"
67836
+ "\nfloat textureShadowMapDowngrade ( sampler2D scene_ShadowMap, vec3 shadowCoord ) { float depth = texture2D ( scene_ShadowMap , shadowCoord.xy ).r ;\nreturn depth < shadowCoord.z ? 0.0 : 1.0 ; }\n\n"
67837
67837
  ],
67838
67838
  [
67839
67839
  9,
@@ -69857,7 +69857,7 @@ var PBR = {
69857
69857
  [
69858
69858
  "a"
69859
69859
  ],
69860
- "clamp( a, 0.0, 1.0 )"
69860
+ "clamp ( a , 0.0 , 1.0 )"
69861
69861
  ],
69862
69862
  [
69863
69863
  0,
@@ -69894,7 +69894,7 @@ var PBR = {
69894
69894
  [
69895
69895
  "mat"
69896
69896
  ],
69897
- "inverse(mat)"
69897
+ "inverse ( mat )"
69898
69898
  ],
69899
69899
  [
69900
69900
  0,
@@ -69906,7 +69906,7 @@ var PBR = {
69906
69906
  ],
69907
69907
  [
69908
69908
  0,
69909
- "\n\n"
69909
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
69910
69910
  ],
69911
69911
  [
69912
69912
  9,
@@ -70464,7 +70464,7 @@ var PBR = {
70464
70464
  "textureName",
70465
70465
  "coord3"
70466
70466
  ],
70467
- "textureLod(textureName, coord3 , 0.0)"
70467
+ "textureLod ( textureName , coord3 , 0.0 )"
70468
70468
  ],
70469
70469
  [
70470
70470
  0,
@@ -73614,7 +73614,7 @@ var ScalableAmbientOcclusion = {
73614
73614
  [
73615
73615
  "a"
73616
73616
  ],
73617
- "clamp( a, 0.0, 1.0 )"
73617
+ "clamp ( a , 0.0 , 1.0 )"
73618
73618
  ],
73619
73619
  [
73620
73620
  0,
@@ -73635,7 +73635,7 @@ var ScalableAmbientOcclusion = {
73635
73635
  [
73636
73636
  "mat"
73637
73637
  ],
73638
- "inverse(mat)"
73638
+ "inverse ( mat )"
73639
73639
  ],
73640
73640
  [
73641
73641
  0,
@@ -73647,7 +73647,7 @@ var ScalableAmbientOcclusion = {
73647
73647
  ],
73648
73648
  [
73649
73649
  0,
73650
- "\n\n"
73650
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
73651
73651
  ],
73652
73652
  [
73653
73653
  9,
@@ -73904,7 +73904,7 @@ var ScalableAmbientOcclusion = {
73904
73904
  [
73905
73905
  "a"
73906
73906
  ],
73907
- "clamp( a, 0.0, 1.0 )"
73907
+ "clamp ( a , 0.0 , 1.0 )"
73908
73908
  ],
73909
73909
  [
73910
73910
  0,
@@ -73949,7 +73949,7 @@ var ScalableAmbientOcclusion = {
73949
73949
  [
73950
73950
  "mat"
73951
73951
  ],
73952
- "inverse(mat)"
73952
+ "inverse ( mat )"
73953
73953
  ],
73954
73954
  [
73955
73955
  0,
@@ -73961,7 +73961,7 @@ var ScalableAmbientOcclusion = {
73961
73961
  ],
73962
73962
  [
73963
73963
  0,
73964
- "\n\n"
73964
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
73965
73965
  ],
73966
73966
  [
73967
73967
  9,
@@ -74299,7 +74299,7 @@ var ScalableAmbientOcclusion = {
74299
74299
  [
74300
74300
  "a"
74301
74301
  ],
74302
- "clamp( a, 0.0, 1.0 )"
74302
+ "clamp ( a , 0.0 , 1.0 )"
74303
74303
  ],
74304
74304
  [
74305
74305
  0,
@@ -74320,7 +74320,7 @@ var ScalableAmbientOcclusion = {
74320
74320
  [
74321
74321
  "mat"
74322
74322
  ],
74323
- "inverse(mat)"
74323
+ "inverse ( mat )"
74324
74324
  ],
74325
74325
  [
74326
74326
  0,
@@ -74332,7 +74332,7 @@ var ScalableAmbientOcclusion = {
74332
74332
  ],
74333
74333
  [
74334
74334
  0,
74335
- "\n\n"
74335
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
74336
74336
  ],
74337
74337
  [
74338
74338
  9,
@@ -74562,7 +74562,7 @@ var ScalableAmbientOcclusion = {
74562
74562
  [
74563
74563
  "a"
74564
74564
  ],
74565
- "clamp( a, 0.0, 1.0 )"
74565
+ "clamp ( a , 0.0 , 1.0 )"
74566
74566
  ],
74567
74567
  [
74568
74568
  0,
@@ -74583,7 +74583,7 @@ var ScalableAmbientOcclusion = {
74583
74583
  [
74584
74584
  "mat"
74585
74585
  ],
74586
- "inverse(mat)"
74586
+ "inverse ( mat )"
74587
74587
  ],
74588
74588
  [
74589
74589
  0,
@@ -74595,7 +74595,7 @@ var ScalableAmbientOcclusion = {
74595
74595
  ],
74596
74596
  [
74597
74597
  0,
74598
- "\n\n"
74598
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
74599
74599
  ],
74600
74600
  [
74601
74601
  9,
@@ -74809,7 +74809,7 @@ var ShadowCaster = {
74809
74809
  [
74810
74810
  "a"
74811
74811
  ],
74812
- "clamp( a, 0.0, 1.0 )"
74812
+ "clamp ( a , 0.0 , 1.0 )"
74813
74813
  ],
74814
74814
  [
74815
74815
  0,
@@ -74830,7 +74830,7 @@ var ShadowCaster = {
74830
74830
  [
74831
74831
  "mat"
74832
74832
  ],
74833
- "inverse(mat)"
74833
+ "inverse ( mat )"
74834
74834
  ],
74835
74835
  [
74836
74836
  0,
@@ -75873,7 +75873,7 @@ var ShadowCaster = {
75873
75873
  [
75874
75874
  "a"
75875
75875
  ],
75876
- "clamp( a, 0.0, 1.0 )"
75876
+ "clamp ( a , 0.0 , 1.0 )"
75877
75877
  ],
75878
75878
  [
75879
75879
  0,
@@ -75894,7 +75894,7 @@ var ShadowCaster = {
75894
75894
  [
75895
75895
  "mat"
75896
75896
  ],
75897
- "inverse(mat)"
75897
+ "inverse ( mat )"
75898
75898
  ],
75899
75899
  [
75900
75900
  0,
@@ -75906,7 +75906,7 @@ var ShadowCaster = {
75906
75906
  ],
75907
75907
  [
75908
75908
  0,
75909
- "\n\n"
75909
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
75910
75910
  ],
75911
75911
  [
75912
75912
  9,
@@ -76418,7 +76418,7 @@ var Skybox = {
76418
76418
  [
76419
76419
  "a"
76420
76420
  ],
76421
- "clamp( a, 0.0, 1.0 )"
76421
+ "clamp ( a , 0.0 , 1.0 )"
76422
76422
  ],
76423
76423
  [
76424
76424
  0,
@@ -76439,7 +76439,7 @@ var Skybox = {
76439
76439
  [
76440
76440
  "mat"
76441
76441
  ],
76442
- "inverse(mat)"
76442
+ "inverse ( mat )"
76443
76443
  ],
76444
76444
  [
76445
76445
  0,
@@ -76451,7 +76451,7 @@ var Skybox = {
76451
76451
  ],
76452
76452
  [
76453
76453
  0,
76454
- "\n\n"
76454
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
76455
76455
  ],
76456
76456
  [
76457
76457
  9,
@@ -76562,7 +76562,7 @@ var Skybox = {
76562
76562
  [
76563
76563
  "a"
76564
76564
  ],
76565
- "clamp( a, 0.0, 1.0 )"
76565
+ "clamp ( a , 0.0 , 1.0 )"
76566
76566
  ],
76567
76567
  [
76568
76568
  0,
@@ -76583,7 +76583,7 @@ var Skybox = {
76583
76583
  [
76584
76584
  "mat"
76585
76585
  ],
76586
- "inverse(mat)"
76586
+ "inverse ( mat )"
76587
76587
  ],
76588
76588
  [
76589
76589
  0,
@@ -76595,7 +76595,7 @@ var Skybox = {
76595
76595
  ],
76596
76596
  [
76597
76597
  0,
76598
- "\n\n"
76598
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
76599
76599
  ],
76600
76600
  [
76601
76601
  9,
@@ -76748,7 +76748,7 @@ var SkyProcedural = {
76748
76748
  [
76749
76749
  "a"
76750
76750
  ],
76751
- "clamp( a, 0.0, 1.0 )"
76751
+ "clamp ( a , 0.0 , 1.0 )"
76752
76752
  ],
76753
76753
  [
76754
76754
  0,
@@ -76769,7 +76769,7 @@ var SkyProcedural = {
76769
76769
  [
76770
76770
  "mat"
76771
76771
  ],
76772
- "inverse(mat)"
76772
+ "inverse ( mat )"
76773
76773
  ],
76774
76774
  [
76775
76775
  0,
@@ -76781,7 +76781,7 @@ var SkyProcedural = {
76781
76781
  ],
76782
76782
  [
76783
76783
  0,
76784
- "\n\n"
76784
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
76785
76785
  ],
76786
76786
  [
76787
76787
  9,
@@ -76821,7 +76821,7 @@ var SkyProcedural = {
76821
76821
  [
76822
76822
  8,
76823
76823
  "RAYLEIGH",
76824
- "(mix(0.0, 0.0025, pow(material_AtmosphereThickness, 2.5)))"
76824
+ "( mix ( 0.0 , 0.0025 , pow ( material_AtmosphereThickness , 2.5 ) ) )"
76825
76825
  ],
76826
76826
  [
76827
76827
  0,
@@ -76915,7 +76915,7 @@ var SkyProcedural = {
76915
76915
  ],
76916
76916
  [
76917
76917
  0,
76918
- "\nuniform mat4 camera_VPMat;\nuniform vec3 material_SkyTint;\nuniform vec3 material_GroundTint;\nuniform float material_Exposure;\nuniform vec4 scene_SunlightColor;\nuniform vec3 scene_SunlightDirection;\n\n"
76918
+ "\nuniform mat4 camera_VPMat;\nuniform vec3 material_SkyTint;\nuniform vec3 material_GroundTint;\nuniform float material_Exposure;\nuniform float material_AtmosphereThickness;\nuniform vec4 scene_SunlightColor;\nuniform vec3 scene_SunlightDirection;\n\n"
76919
76919
  ],
76920
76920
  [
76921
76921
  8,
@@ -76932,7 +76932,7 @@ var SkyProcedural = {
76932
76932
  [
76933
76933
  "color"
76934
76934
  ],
76935
- "pow(color, vec3(1.0 / GAMMA))"
76935
+ "pow ( color , vec3 ( 1.0 / GAMMA ) )"
76936
76936
  ],
76937
76937
  [
76938
76938
  0,
@@ -77099,7 +77099,7 @@ var SkyProcedural = {
77099
77099
  [
77100
77100
  "a"
77101
77101
  ],
77102
- "clamp( a, 0.0, 1.0 )"
77102
+ "clamp ( a , 0.0 , 1.0 )"
77103
77103
  ],
77104
77104
  [
77105
77105
  0,
@@ -77120,7 +77120,7 @@ var SkyProcedural = {
77120
77120
  [
77121
77121
  "mat"
77122
77122
  ],
77123
- "inverse(mat)"
77123
+ "inverse ( mat )"
77124
77124
  ],
77125
77125
  [
77126
77126
  0,
@@ -77132,7 +77132,7 @@ var SkyProcedural = {
77132
77132
  ],
77133
77133
  [
77134
77134
  0,
77135
- "\n\n"
77135
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
77136
77136
  ],
77137
77137
  [
77138
77138
  9,
@@ -77172,7 +77172,7 @@ var SkyProcedural = {
77172
77172
  [
77173
77173
  8,
77174
77174
  "RAYLEIGH",
77175
- "(mix(0.0, 0.0025, pow(material_AtmosphereThickness, 2.5)))"
77175
+ "( mix ( 0.0 , 0.0025 , pow ( material_AtmosphereThickness , 2.5 ) ) )"
77176
77176
  ],
77177
77177
  [
77178
77178
  0,
@@ -77283,7 +77283,7 @@ var SkyProcedural = {
77283
77283
  [
77284
77284
  "color"
77285
77285
  ],
77286
- "pow(color, vec3(1.0 / GAMMA))"
77286
+ "pow ( color , vec3 ( 1.0 / GAMMA ) )"
77287
77287
  ],
77288
77288
  [
77289
77289
  0,
@@ -77538,7 +77538,7 @@ var Sprite = {
77538
77538
  [
77539
77539
  "a"
77540
77540
  ],
77541
- "clamp( a, 0.0, 1.0 )"
77541
+ "clamp ( a , 0.0 , 1.0 )"
77542
77542
  ],
77543
77543
  [
77544
77544
  0,
@@ -77559,7 +77559,7 @@ var Sprite = {
77559
77559
  [
77560
77560
  "mat"
77561
77561
  ],
77562
- "inverse(mat)"
77562
+ "inverse ( mat )"
77563
77563
  ],
77564
77564
  [
77565
77565
  0,
@@ -77571,7 +77571,7 @@ var Sprite = {
77571
77571
  ],
77572
77572
  [
77573
77573
  0,
77574
- "\n\n"
77574
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
77575
77575
  ],
77576
77576
  [
77577
77577
  9,
@@ -77682,7 +77682,7 @@ var Sprite = {
77682
77682
  [
77683
77683
  "a"
77684
77684
  ],
77685
- "clamp( a, 0.0, 1.0 )"
77685
+ "clamp ( a , 0.0 , 1.0 )"
77686
77686
  ],
77687
77687
  [
77688
77688
  0,
@@ -77719,7 +77719,7 @@ var Sprite = {
77719
77719
  [
77720
77720
  "mat"
77721
77721
  ],
77722
- "inverse(mat)"
77722
+ "inverse ( mat )"
77723
77723
  ],
77724
77724
  [
77725
77725
  0,
@@ -77731,7 +77731,7 @@ var Sprite = {
77731
77731
  ],
77732
77732
  [
77733
77733
  0,
77734
- "\n\n"
77734
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
77735
77735
  ],
77736
77736
  [
77737
77737
  9,
@@ -77942,7 +77942,7 @@ var Trail = {
77942
77942
  [
77943
77943
  "a"
77944
77944
  ],
77945
- "clamp( a, 0.0, 1.0 )"
77945
+ "clamp ( a , 0.0 , 1.0 )"
77946
77946
  ],
77947
77947
  [
77948
77948
  0,
@@ -77963,7 +77963,7 @@ var Trail = {
77963
77963
  [
77964
77964
  "mat"
77965
77965
  ],
77966
- "inverse(mat)"
77966
+ "inverse ( mat )"
77967
77967
  ],
77968
77968
  [
77969
77969
  0,
@@ -77975,7 +77975,7 @@ var Trail = {
77975
77975
  ],
77976
77976
  [
77977
77977
  0,
77978
- "\n\n"
77978
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
77979
77979
  ],
77980
77980
  [
77981
77981
  9,
@@ -78142,7 +78142,7 @@ var Trail = {
78142
78142
  [
78143
78143
  "a"
78144
78144
  ],
78145
- "clamp( a, 0.0, 1.0 )"
78145
+ "clamp ( a , 0.0 , 1.0 )"
78146
78146
  ],
78147
78147
  [
78148
78148
  0,
@@ -78179,7 +78179,7 @@ var Trail = {
78179
78179
  [
78180
78180
  "mat"
78181
78181
  ],
78182
- "inverse(mat)"
78182
+ "inverse ( mat )"
78183
78183
  ],
78184
78184
  [
78185
78185
  0,
@@ -78191,7 +78191,7 @@ var Trail = {
78191
78191
  ],
78192
78192
  [
78193
78193
  0,
78194
- "\n\n"
78194
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
78195
78195
  ],
78196
78196
  [
78197
78197
  9,
@@ -78472,7 +78472,7 @@ var Uber = {
78472
78472
  [
78473
78473
  "a"
78474
78474
  ],
78475
- "clamp( a, 0.0, 1.0 )"
78475
+ "clamp ( a , 0.0 , 1.0 )"
78476
78476
  ],
78477
78477
  [
78478
78478
  0,
@@ -78493,7 +78493,7 @@ var Uber = {
78493
78493
  [
78494
78494
  "mat"
78495
78495
  ],
78496
- "inverse(mat)"
78496
+ "inverse ( mat )"
78497
78497
  ],
78498
78498
  [
78499
78499
  0,
@@ -78505,7 +78505,7 @@ var Uber = {
78505
78505
  ],
78506
78506
  [
78507
78507
  0,
78508
- "\n\n"
78508
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
78509
78509
  ],
78510
78510
  [
78511
78511
  9,
@@ -78928,7 +78928,7 @@ var Uber = {
78928
78928
  [
78929
78929
  "a"
78930
78930
  ],
78931
- "clamp( a, 0.0, 1.0 )"
78931
+ "clamp ( a , 0.0 , 1.0 )"
78932
78932
  ],
78933
78933
  [
78934
78934
  0,
@@ -78965,7 +78965,7 @@ var Uber = {
78965
78965
  [
78966
78966
  "mat"
78967
78967
  ],
78968
- "inverse(mat)"
78968
+ "inverse ( mat )"
78969
78969
  ],
78970
78970
  [
78971
78971
  0,
@@ -78977,7 +78977,7 @@ var Uber = {
78977
78977
  ],
78978
78978
  [
78979
78979
  0,
78980
- "\n\n"
78980
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
78981
78981
  ],
78982
78982
  [
78983
78983
  9,
@@ -79497,7 +79497,7 @@ var UIDefault = {
79497
79497
  [
79498
79498
  "a"
79499
79499
  ],
79500
- "clamp( a, 0.0, 1.0 )"
79500
+ "clamp ( a , 0.0 , 1.0 )"
79501
79501
  ],
79502
79502
  [
79503
79503
  0,
@@ -79518,7 +79518,7 @@ var UIDefault = {
79518
79518
  [
79519
79519
  "mat"
79520
79520
  ],
79521
- "inverse(mat)"
79521
+ "inverse ( mat )"
79522
79522
  ],
79523
79523
  [
79524
79524
  0,
@@ -79530,7 +79530,7 @@ var UIDefault = {
79530
79530
  ],
79531
79531
  [
79532
79532
  0,
79533
- "\n\n"
79533
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
79534
79534
  ],
79535
79535
  [
79536
79536
  9,
@@ -79641,7 +79641,7 @@ var UIDefault = {
79641
79641
  [
79642
79642
  "a"
79643
79643
  ],
79644
- "clamp( a, 0.0, 1.0 )"
79644
+ "clamp ( a , 0.0 , 1.0 )"
79645
79645
  ],
79646
79646
  [
79647
79647
  0,
@@ -79702,7 +79702,7 @@ var UIDefault = {
79702
79702
  [
79703
79703
  "mat"
79704
79704
  ],
79705
- "inverse(mat)"
79705
+ "inverse ( mat )"
79706
79706
  ],
79707
79707
  [
79708
79708
  0,
@@ -79714,7 +79714,7 @@ var UIDefault = {
79714
79714
  ],
79715
79715
  [
79716
79716
  0,
79717
- "\n\n"
79717
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
79718
79718
  ],
79719
79719
  [
79720
79720
  9,
@@ -79891,7 +79891,7 @@ var Unlit = {
79891
79891
  [
79892
79892
  "a"
79893
79893
  ],
79894
- "clamp( a, 0.0, 1.0 )"
79894
+ "clamp ( a , 0.0 , 1.0 )"
79895
79895
  ],
79896
79896
  [
79897
79897
  0,
@@ -79912,7 +79912,7 @@ var Unlit = {
79912
79912
  [
79913
79913
  "mat"
79914
79914
  ],
79915
- "inverse(mat)"
79915
+ "inverse ( mat )"
79916
79916
  ],
79917
79917
  [
79918
79918
  0,
@@ -79924,7 +79924,7 @@ var Unlit = {
79924
79924
  ],
79925
79925
  [
79926
79926
  0,
79927
- "\n\n"
79927
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
79928
79928
  ],
79929
79929
  [
79930
79930
  9,
@@ -81021,7 +81021,7 @@ var Unlit = {
81021
81021
  [
81022
81022
  "a"
81023
81023
  ],
81024
- "clamp( a, 0.0, 1.0 )"
81024
+ "clamp ( a , 0.0 , 1.0 )"
81025
81025
  ],
81026
81026
  [
81027
81027
  0,
@@ -81058,7 +81058,7 @@ var Unlit = {
81058
81058
  [
81059
81059
  "mat"
81060
81060
  ],
81061
- "inverse(mat)"
81061
+ "inverse ( mat )"
81062
81062
  ],
81063
81063
  [
81064
81064
  0,
@@ -81070,7 +81070,7 @@ var Unlit = {
81070
81070
  ],
81071
81071
  [
81072
81072
  0,
81073
- "\n\n"
81073
+ "\nmat2 inverseMat ( mat2 m ) { return mat2 ( m[1][1] , - m[0][1] , - m[1][0] , m[0][0] ) / ( m[0][0] * m[1][1] - m[0][1] * m[1][0] ) ; }\nmat3 inverseMat ( mat3 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] ;\nfloat a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] ;\nfloat a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] ;\nfloat b01 = a22 * a11 - a12 * a21 ;\nfloat b11 = - a22 * a10 + a12 * a20 ;\nfloat b21 = a21 * a10 - a11 * a20 ;\nfloat det = a00 * b01 + a01 * b11 + a02 * b21 ;\nreturn mat3 ( b01 , ( - a22 * a01 + a02 * a21 ) , ( a12 * a01 - a02 * a11 ) , b11 , ( a22 * a00 - a02 * a20 ) , ( - a12 * a00 + a02 * a10 ) , b21 , ( - a21 * a00 + a01 * a20 ) , ( a11 * a00 - a01 * a10 ) ) / det ; }\nmat4 inverseMat ( mat4 m ) { float a00 = m[0][0] , a01 = m[0][1] , a02 = m[0][2] , a03 = m[0][3] , a10 = m[1][0] , a11 = m[1][1] , a12 = m[1][2] , a13 = m[1][3] , a20 = m[2][0] , a21 = m[2][1] , a22 = m[2][2] , a23 = m[2][3] , a30 = m[3][0] , a31 = m[3][1] , a32 = m[3][2] , a33 = m[3][3] , b00 = a00 * a11 - a01 * a10 , b01 = a00 * a12 - a02 * a10 , b02 = a00 * a13 - a03 * a10 , b03 = a01 * a12 - a02 * a11 , b04 = a01 * a13 - a03 * a11 , b05 = a02 * a13 - a03 * a12 , b06 = a20 * a31 - a21 * a30 , b07 = a20 * a32 - a22 * a30 , b08 = a20 * a33 - a23 * a30 , b09 = a21 * a32 - a22 * a31 , b10 = a21 * a33 - a23 * a31 , b11 = a22 * a33 - a23 * a32 , det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06 ;\nreturn mat4 ( a11 * b11 - a12 * b10 + a13 * b09 , a02 * b10 - a01 * b11 - a03 * b09 , a31 * b05 - a32 * b04 + a33 * b03 , a22 * b04 - a21 * b05 - a23 * b03 , a12 * b08 - a10 * b11 - a13 * b07 , a00 * b11 - a02 * b08 + a03 * b07 , a32 * b02 - a30 * b05 - a33 * b01 , a20 * b05 - a22 * b02 + a23 * b01 , a10 * b10 - a11 * b08 + a13 * b06 , a01 * b08 - a00 * b10 - a03 * b06 , a30 * b04 - a31 * b02 + a33 * b00 , a21 * b02 - a20 * b04 - a23 * b00 , a11 * b07 - a10 * b09 - a12 * b06 , a00 * b09 - a01 * b07 + a02 * b06 , a31 * b01 - a30 * b03 - a32 * b00 , a20 * b03 - a21 * b01 + a22 * b00 ) / det ; }\n\n"
81074
81074
  ],
81075
81075
  [
81076
81076
  9,
@@ -85541,7 +85541,7 @@ function _instanceof1(left, right) {
85541
85541
  }
85542
85542
  };
85543
85543
  _proto._getRootIndices = function _getRootIndices() {
85544
- return this.data.scene.entities;
85544
+ return this.data.scene.rootEntities;
85545
85545
  };
85546
85546
  _proto._handleRootEntity = function _handleRootEntity(index) {
85547
85547
  this.scene.addRootEntity(this.context.entityInstances[index]);
@@ -91028,7 +91028,7 @@ EXT_texture_webp = __decorate([
91028
91028
  ], EXT_texture_webp);
91029
91029
 
91030
91030
  //@ts-ignore
91031
- var version = "2.0.0-alpha.31";
91031
+ var version = "2.0.0-alpha.33";
91032
91032
  console.log("Galacean Engine Version: " + version);
91033
91033
  for(var key in CoreObjects){
91034
91034
  Loader.registerClass(key, CoreObjects[key]);