@graphty/graphty-element 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -0
- package/dist/basisTextureLoader-BqIvxvNl.js +312 -0
- package/dist/basisTextureLoader-BqIvxvNl.js.map +1 -0
- package/dist/custom-elements.json +1 -0
- package/dist/dds-BlAaKjyJ.js +357 -0
- package/dist/dds-BlAaKjyJ.js.map +1 -0
- package/dist/ddsTextureLoader-D7Jh83wc.js +44 -0
- package/dist/ddsTextureLoader-D7Jh83wc.js.map +1 -0
- package/dist/default.fragment-BNc4beoN.js +452 -0
- package/dist/default.fragment-BNc4beoN.js.map +1 -0
- package/dist/default.fragment-CSeCDRwv.js +512 -0
- package/dist/default.fragment-CSeCDRwv.js.map +1 -0
- package/dist/default.vertex-9pBFrn06.js +202 -0
- package/dist/default.vertex-9pBFrn06.js.map +1 -0
- package/dist/default.vertex-DDjK1DRv.js +185 -0
- package/dist/default.vertex-DDjK1DRv.js.map +1 -0
- package/dist/defaultUboDeclaration-CG47IDRY.js +9 -0
- package/dist/defaultUboDeclaration-CG47IDRY.js.map +1 -0
- package/dist/defaultUboDeclaration-Ct5CiQ-w.js +11 -0
- package/dist/defaultUboDeclaration-Ct5CiQ-w.js.map +1 -0
- package/dist/dumpTools-DA1xMSIZ.js +103 -0
- package/dist/dumpTools-DA1xMSIZ.js.map +1 -0
- package/dist/envTextureLoader-DdCLpySN.js +238 -0
- package/dist/envTextureLoader-DdCLpySN.js.map +1 -0
- package/dist/exrTextureLoader-CnJSRQ9w.js +741 -0
- package/dist/exrTextureLoader-CnJSRQ9w.js.map +1 -0
- package/dist/graphty.js +12 -0
- package/dist/graphty.js.map +1 -0
- package/dist/graphty.umd.cjs +12657 -0
- package/dist/graphty.umd.cjs.map +1 -0
- package/dist/greasedLine.fragment-BZnGGe-r.js +30 -0
- package/dist/greasedLine.fragment-BZnGGe-r.js.map +1 -0
- package/dist/greasedLine.fragment-DixuqXus.js +12 -0
- package/dist/greasedLine.fragment-DixuqXus.js.map +1 -0
- package/dist/greasedLine.vertex-BhhwFKPy.js +33 -0
- package/dist/greasedLine.vertex-BhhwFKPy.js.map +1 -0
- package/dist/greasedLine.vertex-DIhgGSOi.js +49 -0
- package/dist/greasedLine.vertex-DIhgGSOi.js.map +1 -0
- package/dist/harmonicsFunctions-B9jTNKTF.js +197 -0
- package/dist/harmonicsFunctions-B9jTNKTF.js.map +1 -0
- package/dist/harmonicsFunctions-D9ZL5yLA.js +194 -0
- package/dist/harmonicsFunctions-D9ZL5yLA.js.map +1 -0
- package/dist/hdrTextureLoader-DreWCvHD.js +112 -0
- package/dist/hdrTextureLoader-DreWCvHD.js.map +1 -0
- package/dist/helperFunctions-Dh1WD8YN.js +106 -0
- package/dist/helperFunctions-Dh1WD8YN.js.map +1 -0
- package/dist/helperFunctions-ZBnqb-in.js +79 -0
- package/dist/helperFunctions-ZBnqb-in.js.map +1 -0
- package/dist/iesTextureLoader-JdfAyRK-.js +94 -0
- package/dist/iesTextureLoader-JdfAyRK-.js.map +1 -0
- package/dist/index-ChGTkj2q.js +62191 -0
- package/dist/index-ChGTkj2q.js.map +1 -0
- package/dist/instancesVertex-BrWNnWxF.js +46 -0
- package/dist/instancesVertex-BrWNnWxF.js.map +1 -0
- package/dist/instancesVertex-evcSIvCA.js +55 -0
- package/dist/instancesVertex-evcSIvCA.js.map +1 -0
- package/dist/ktxTextureLoader-Dg1h0a-4.js +520 -0
- package/dist/ktxTextureLoader-Dg1h0a-4.js.map +1 -0
- package/dist/logDepthDeclaration-BHUUDd5l.js +12 -0
- package/dist/logDepthDeclaration-BHUUDd5l.js.map +1 -0
- package/dist/logDepthDeclaration-Bou5AJOP.js +28 -0
- package/dist/logDepthDeclaration-Bou5AJOP.js.map +1 -0
- package/dist/logDepthVertex-CCFGLExi.js +496 -0
- package/dist/logDepthVertex-CCFGLExi.js.map +1 -0
- package/dist/logDepthVertex-r_niddz9.js +496 -0
- package/dist/logDepthVertex-r_niddz9.js.map +1 -0
- package/dist/mesh.vertexData.functions-Bc9lJlrU.js +75 -0
- package/dist/mesh.vertexData.functions-Bc9lJlrU.js.map +1 -0
- package/dist/meshUboDeclaration-Dg__Mhmj.js +18 -0
- package/dist/meshUboDeclaration-Dg__Mhmj.js.map +1 -0
- package/dist/oitFragment-Bn29Ggvj.js +1191 -0
- package/dist/oitFragment-Bn29Ggvj.js.map +1 -0
- package/dist/oitFragment-D6JBEGk0.js +1328 -0
- package/dist/oitFragment-D6JBEGk0.js.map +1 -0
- package/dist/pass.fragment-C9O4ZLJL.js +11 -0
- package/dist/pass.fragment-C9O4ZLJL.js.map +1 -0
- package/dist/pass.fragment-Cf0ob1Y3.js +11 -0
- package/dist/pass.fragment-Cf0ob1Y3.js.map +1 -0
- package/dist/passCube.fragment-Mg8Qj5T9.js +30 -0
- package/dist/passCube.fragment-Mg8Qj5T9.js.map +1 -0
- package/dist/passCube.fragment-uM4B7TOI.js +30 -0
- package/dist/passCube.fragment-uM4B7TOI.js.map +1 -0
- package/dist/pbr.fragment-C8Lm3cwF.js +3176 -0
- package/dist/pbr.fragment-C8Lm3cwF.js.map +1 -0
- package/dist/pbr.fragment-siOdCYqI.js +3219 -0
- package/dist/pbr.fragment-siOdCYqI.js.map +1 -0
- package/dist/pbr.vertex-Bw_TrGQv.js +229 -0
- package/dist/pbr.vertex-Bw_TrGQv.js.map +1 -0
- package/dist/pbr.vertex-CmEPCcBW.js +365 -0
- package/dist/pbr.vertex-CmEPCcBW.js.map +1 -0
- package/dist/postprocess.vertex-B086G8mM.js +16 -0
- package/dist/postprocess.vertex-B086G8mM.js.map +1 -0
- package/dist/rgbdDecode.fragment-bNaGtQ-x.js +9 -0
- package/dist/rgbdDecode.fragment-bNaGtQ-x.js.map +1 -0
- package/dist/rgbdDecode.fragment-koAcppx0.js +9 -0
- package/dist/rgbdDecode.fragment-koAcppx0.js.map +1 -0
- package/dist/rgbdEncode.fragment-BDHL2P_i.js +9 -0
- package/dist/rgbdEncode.fragment-BDHL2P_i.js.map +1 -0
- package/dist/rgbdEncode.fragment-Dw0FS9aH.js +9 -0
- package/dist/rgbdEncode.fragment-Dw0FS9aH.js.map +1 -0
- package/dist/tgaTextureLoader-DIfkfgQh.js +199 -0
- package/dist/tgaTextureLoader-DIfkfgQh.js.map +1 -0
- package/package.json +124 -0
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import { S as e } from "./index-ChGTkj2q.js";
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import "./logDepthVertex-r_niddz9.js";
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import "./defaultUboDeclaration-Ct5CiQ-w.js";
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import "./helperFunctions-Dh1WD8YN.js";
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import "./instancesVertex-BrWNnWxF.js";
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import "./logDepthDeclaration-Bou5AJOP.js";
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const n = "defaultVertexDeclaration", a = `uniform mat4 viewProjection;
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#ifdef MULTIVIEW
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mat4 viewProjectionR;
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#endif
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uniform mat4 view;
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#ifdef DIFFUSE
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uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
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#endif
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#ifdef AMBIENT
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uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
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#endif
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#ifdef OPACITY
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uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
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#endif
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#ifdef EMISSIVE
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uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
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#endif
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#ifdef LIGHTMAP
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uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
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#endif
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#if defined(SPECULAR) && defined(SPECULARTERM)
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uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
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#endif
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#ifdef BUMP
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uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
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#endif
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#ifdef REFLECTION
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uniform mat4 reflectionMatrix;
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#endif
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#ifdef POINTSIZE
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uniform float pointSize;
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#endif
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#ifdef DETAIL
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uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
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#endif
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uniform vec4 cameraInfo;
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#include<decalVertexDeclaration>
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#define ADDITIONAL_VERTEX_DECLARATION
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`;
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e.IncludesShadersStore[n] || (e.IncludesShadersStore[n] = a);
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const t = "pointCloudVertex", o = `#if defined(POINTSIZE) && !defined(WEBGPU)
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gl_PointSize=pointSize;
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#endif
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`;
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e.IncludesShadersStore[t] || (e.IncludesShadersStore[t] = o);
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const i = "defaultVertexShader", d = `#define CUSTOM_VERTEX_EXTENSION
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#include<__decl__defaultVertex>
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#define CUSTOM_VERTEX_BEGIN
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attribute vec3 position;
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#ifdef NORMAL
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attribute vec3 normal;
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#endif
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#ifdef TANGENT
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attribute vec4 tangent;
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#endif
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#ifdef UV1
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attribute vec2 uv;
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#endif
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#include<uvAttributeDeclaration>[2..7]
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#ifdef VERTEXCOLOR
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attribute vec4 color;
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#endif
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#include<helperFunctions>
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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#include<prePassVertexDeclaration>
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#include<mainUVVaryingDeclaration>[1..7]
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#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
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#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
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#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
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#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
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#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
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#if defined(SPECULARTERM)
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#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
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#endif
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#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
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#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
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varying vec3 vPositionW;
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#ifdef NORMAL
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varying vec3 vNormalW;
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#endif
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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varying vec4 vColor;
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#endif
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#include<bumpVertexDeclaration>
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#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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#include<morphTargetsVertexGlobalDeclaration>
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#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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varying vec3 vPositionUVW;
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#endif
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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varying vec3 vDirectionW;
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#endif
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#include<logDepthDeclaration>
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#define CUSTOM_VERTEX_DEFINITIONS
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void main(void) {
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#define CUSTOM_VERTEX_MAIN_BEGIN
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vec3 positionUpdated=position;
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#ifdef NORMAL
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vec3 normalUpdated=normal;
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#endif
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#ifdef TANGENT
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vec4 tangentUpdated=tangent;
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#endif
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#ifdef UV1
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vec2 uvUpdated=uv;
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#endif
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#ifdef UV2
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vec2 uv2Updated=uv2;
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#endif
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#ifdef VERTEXCOLOR
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vec4 colorUpdated=color;
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#endif
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#include<morphTargetsVertexGlobal>
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#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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#ifdef REFLECTIONMAP_SKYBOX
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vPositionUVW=positionUpdated;
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#endif
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#define CUSTOM_VERTEX_UPDATE_POSITION
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#define CUSTOM_VERTEX_UPDATE_NORMAL
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#include<instancesVertex>
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#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
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vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
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#endif
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#include<bonesVertex>
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#include<bakedVertexAnimation>
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vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
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#ifdef NORMAL
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mat3 normalWorld=mat3(finalWorld);
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#if defined(INSTANCES) && defined(THIN_INSTANCES)
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vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
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#else
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#ifdef NONUNIFORMSCALING
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normalWorld=transposeMat3(inverseMat3(normalWorld));
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#endif
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vNormalW=normalize(normalWorld*normalUpdated);
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#endif
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#endif
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#define CUSTOM_VERTEX_UPDATE_WORLDPOS
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#ifdef MULTIVIEW
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if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
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#else
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gl_Position=viewProjection*worldPos;
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#endif
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vPositionW=vec3(worldPos);
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#ifdef PREPASS
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#include<prePassVertex>
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#endif
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#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
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#endif
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#ifndef UV1
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vec2 uvUpdated=vec2(0.,0.);
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#endif
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#ifndef UV2
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vec2 uv2Updated=vec2(0.,0.);
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#endif
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#ifdef MAINUV1
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vMainUV1=uvUpdated;
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#endif
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#ifdef MAINUV2
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vMainUV2=uv2Updated;
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#endif
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#include<uvVariableDeclaration>[3..7]
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#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
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#if defined(SPECULARTERM)
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#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
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#endif
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#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
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#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
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#include<bumpVertex>
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#include<clipPlaneVertex>
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#include<fogVertex>
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#include<shadowsVertex>[0..maxSimultaneousLights]
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#include<vertexColorMixing>
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#include<pointCloudVertex>
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#include<logDepthVertex>
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#define CUSTOM_VERTEX_MAIN_END
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}
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`;
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e.ShadersStore[i] || (e.ShadersStore[i] = d);
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const c = { name: i, shader: d };
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export {
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c as defaultVertexShader
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};
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{"version":3,"file":"default.vertex-9pBFrn06.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/defaultVertexDeclaration.js","../node_modules/@babylonjs/core/Shaders/ShadersInclude/pointCloudVertex.js","../node_modules/@babylonjs/core/Shaders/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./decalVertexDeclaration.js\";\nconst name = \"defaultVertexDeclaration\";\nconst shader = `uniform mat4 viewProjection;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif \nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;uniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\nuniform vec4 cameraInfo;\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultVertexDeclaration = { name, shader };\n//# sourceMappingURL=defaultVertexDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pointCloudVertex\";\nconst shader = `#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pointCloudVertex = { name, shader };\n//# sourceMappingURL=pointCloudVertex.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/defaultVertexDeclaration.js\";\nimport \"./ShadersInclude/defaultUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/pointCloudVertex.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"defaultVertexShader\";\nconst shader = `#define CUSTOM_VERTEX_EXTENSION\n#include<__decl__defaultVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\nvPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultVertexShader = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["name","shader","ShaderStore","defaultVertexShader"],"mappings":";;;;;;AAGA,MAAMA,IAAO,4BACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAwCVC,EAAY,qBAAqBF,CAAI,MACtCE,EAAY,qBAAqBF,CAAI,IAAIC;AC3C7C,MAAMD,IAAO,oBACPC,IAAS;AAAA;AAAA;AAAA;AAKVC,EAAY,qBAAqBF,CAAI,MACtCE,EAAY,qBAAqBF,CAAI,IAAIC;AC0B7C,MAAMD,IAAO,uBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAkJVC,EAAY,aAAaF,CAAI,MAC9BE,EAAY,aAAaF,CAAI,IAAIC;AAGzB,MAACE,IAAsB,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0,1,2]}
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1
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import { S as e } from "./index-ChGTkj2q.js";
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2
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import "./defaultUboDeclaration-CG47IDRY.js";
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3
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import "./logDepthVertex-CCFGLExi.js";
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4
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import "./helperFunctions-ZBnqb-in.js";
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5
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import "./instancesVertex-evcSIvCA.js";
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6
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import "./logDepthDeclaration-BHUUDd5l.js";
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7
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const t = "lightVxFragmentDeclaration", r = `#ifdef LIGHT{X}
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8
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+
uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
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9
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#ifdef SPECULARTERM
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10
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uniform vLightSpecular{X}: vec4f;
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#else
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var vLightSpecular{X}: vec4f= vec4f(0.);
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#endif
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#ifdef SHADOW{X}
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#ifdef SHADOWCSM{X}
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uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
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#elif defined(SHADOWCUBE{X})
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#else
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varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
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#endif
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uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
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#endif
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#ifdef SPOTLIGHT{X}
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uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
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#elif defined(POINTLIGHT{X})
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uniform vLightFalloff{X}: vec4f;
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#elif defined(HEMILIGHT{X})
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uniform vLightGround{X}: vec3f;
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#endif
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#if defined(AREALIGHT{X})
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uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
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#endif
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#endif
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`;
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e.IncludesShadersStoreWGSL[t] || (e.IncludesShadersStoreWGSL[t] = r);
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const i = "defaultVertexShader", n = `#include<defaultUboDeclaration>
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#define CUSTOM_VERTEX_BEGIN
|
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attribute position: vec3f;
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#ifdef NORMAL
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attribute normal: vec3f;
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#endif
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#ifdef TANGENT
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attribute tangent: vec4f;
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#endif
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+
#ifdef UV1
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attribute uv: vec2f;
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#endif
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+
#include<uvAttributeDeclaration>[2..7]
|
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#ifdef VERTEXCOLOR
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attribute color: vec4f;
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#endif
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#include<helperFunctions>
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#include<bonesDeclaration>
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#include<bakedVertexAnimationDeclaration>
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#include<instancesDeclaration>
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+
#include<prePassVertexDeclaration>
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+
#include<mainUVVaryingDeclaration>[1..7]
|
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
|
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59
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
|
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
|
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
|
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63
|
+
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
|
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64
|
+
#if defined(SPECULARTERM)
|
|
65
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
|
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+
#endif
|
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67
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
|
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68
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+
#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
|
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+
varying vPositionW: vec3f;
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+
#ifdef NORMAL
|
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|
+
varying vNormalW: vec3f;
|
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#endif
|
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+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
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varying vColor: vec4f;
|
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+
#endif
|
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+
#include<bumpVertexDeclaration>
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+
#include<clipPlaneVertexDeclaration>
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#include<fogVertexDeclaration>
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+
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
|
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+
#include<morphTargetsVertexGlobalDeclaration>
|
|
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+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
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+
#ifdef REFLECTIONMAP_SKYBOX
|
|
83
|
+
varying vPositionUVW: vec3f;
|
|
84
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+
#endif
|
|
85
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
86
|
+
varying vDirectionW: vec3f;
|
|
87
|
+
#endif
|
|
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|
+
#include<logDepthDeclaration>
|
|
89
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
90
|
+
@vertex
|
|
91
|
+
fn main(input : VertexInputs)->FragmentInputs {
|
|
92
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
93
|
+
var positionUpdated: vec3f=vertexInputs.position;
|
|
94
|
+
#ifdef NORMAL
|
|
95
|
+
var normalUpdated: vec3f=vertexInputs.normal;
|
|
96
|
+
#endif
|
|
97
|
+
#ifdef TANGENT
|
|
98
|
+
var tangentUpdated: vec4f=vertexInputs.tangent;
|
|
99
|
+
#endif
|
|
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|
+
#ifdef UV1
|
|
101
|
+
var uvUpdated: vec2f=vertexInputs.uv;
|
|
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|
+
#endif
|
|
103
|
+
#ifdef UV2
|
|
104
|
+
var uv2Updated: vec2f=vertexInputs.uv2;
|
|
105
|
+
#endif
|
|
106
|
+
#ifdef VERTEXCOLOR
|
|
107
|
+
var colorUpdated: vec4f=vertexInputs.color;
|
|
108
|
+
#endif
|
|
109
|
+
#include<morphTargetsVertexGlobal>
|
|
110
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
111
|
+
#ifdef REFLECTIONMAP_SKYBOX
|
|
112
|
+
vertexOutputs.vPositionUVW=positionUpdated;
|
|
113
|
+
#endif
|
|
114
|
+
#define CUSTOM_VERTEX_UPDATE_POSITION
|
|
115
|
+
#define CUSTOM_VERTEX_UPDATE_NORMAL
|
|
116
|
+
#include<instancesVertex>
|
|
117
|
+
#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
|
|
118
|
+
vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
|
|
119
|
+
#endif
|
|
120
|
+
#include<bonesVertex>
|
|
121
|
+
#include<bakedVertexAnimation>
|
|
122
|
+
var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
|
|
123
|
+
#ifdef NORMAL
|
|
124
|
+
var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
|
|
125
|
+
#if defined(INSTANCES) && defined(THIN_INSTANCES)
|
|
126
|
+
vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
|
|
127
|
+
#else
|
|
128
|
+
#ifdef NONUNIFORMSCALING
|
|
129
|
+
normalWorld=transposeMat3(inverseMat3(normalWorld));
|
|
130
|
+
#endif
|
|
131
|
+
vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
|
|
132
|
+
#endif
|
|
133
|
+
#endif
|
|
134
|
+
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
|
|
135
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+
#ifdef MULTIVIEW
|
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|
+
if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
|
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+
#else
|
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|
+
vertexOutputs.position=scene.viewProjection*worldPos;
|
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|
+
#endif
|
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140
|
+
vertexOutputs.vPositionW= worldPos.xyz;
|
|
141
|
+
#ifdef PREPASS
|
|
142
|
+
#include<prePassVertex>
|
|
143
|
+
#endif
|
|
144
|
+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
|
|
145
|
+
vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
|
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146
|
+
#endif
|
|
147
|
+
#ifndef UV1
|
|
148
|
+
var uvUpdated: vec2f=vec2f(0.,0.);
|
|
149
|
+
#endif
|
|
150
|
+
#ifdef MAINUV1
|
|
151
|
+
vertexOutputs.vMainUV1=uvUpdated;
|
|
152
|
+
#endif
|
|
153
|
+
#ifndef UV2
|
|
154
|
+
var uv2Updated: vec2f=vec2f(0.,0.);
|
|
155
|
+
#endif
|
|
156
|
+
#ifdef MAINUV2
|
|
157
|
+
vertexOutputs.vMainUV2=uv2Updated;
|
|
158
|
+
#endif
|
|
159
|
+
#include<uvVariableDeclaration>[3..7]
|
|
160
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
|
|
161
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
|
|
162
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
|
|
163
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
|
|
164
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
|
|
165
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
|
|
166
|
+
#if defined(SPECULARTERM)
|
|
167
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
|
|
168
|
+
#endif
|
|
169
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
|
|
170
|
+
#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
|
|
171
|
+
#include<bumpVertex>
|
|
172
|
+
#include<clipPlaneVertex>
|
|
173
|
+
#include<fogVertex>
|
|
174
|
+
#include<shadowsVertex>[0..maxSimultaneousLights]
|
|
175
|
+
#include<vertexColorMixing>
|
|
176
|
+
#include<logDepthVertex>
|
|
177
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
178
|
+
}
|
|
179
|
+
`;
|
|
180
|
+
e.ShadersStoreWGSL[i] || (e.ShadersStoreWGSL[i] = n);
|
|
181
|
+
const c = { name: i, shader: n };
|
|
182
|
+
export {
|
|
183
|
+
c as defaultVertexShaderWGSL
|
|
184
|
+
};
|
|
185
|
+
//# sourceMappingURL=default.vertex-DDjK1DRv.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"default.vertex-DDjK1DRv.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js","../node_modules/@babylonjs/core/ShadersWGSL/default.vertex.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;\n#ifdef SPECULARTERM\nuniform vLightSpecular{X}: vec4f;\n#else\nvar vLightSpecular{X}: vec4f= vec4f(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;\n#elif defined(SHADOWCUBE{X})\n#else\nvarying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;\n#endif\nuniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;\n#elif defined(POINTLIGHT{X})\nuniform vLightFalloff{X}: vec4f;\n#elif defined(HEMILIGHT{X})\nuniform vLightGround{X}: vec3f;\n#endif\n#if defined(AREALIGHT{X})\nuniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightVxFragmentDeclarationWGSL = { name, shader };\n//# sourceMappingURL=lightVxFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nimport \"./ShadersInclude/defaultUboDeclaration.js\";\nimport \"./ShadersInclude/uvAttributeDeclaration.js\";\nimport \"./ShadersInclude/helperFunctions.js\";\nimport \"./ShadersInclude/bonesDeclaration.js\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration.js\";\nimport \"./ShadersInclude/instancesDeclaration.js\";\nimport \"./ShadersInclude/prePassVertexDeclaration.js\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexDeclaration.js\";\nimport \"./ShadersInclude/bumpVertexDeclaration.js\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration.js\";\nimport \"./ShadersInclude/fogVertexDeclaration.js\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration.js\";\nimport \"./ShadersInclude/lightVxUboDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration.js\";\nimport \"./ShadersInclude/logDepthDeclaration.js\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal.js\";\nimport \"./ShadersInclude/morphTargetsVertex.js\";\nimport \"./ShadersInclude/instancesVertex.js\";\nimport \"./ShadersInclude/bonesVertex.js\";\nimport \"./ShadersInclude/bakedVertexAnimation.js\";\nimport \"./ShadersInclude/prePassVertex.js\";\nimport \"./ShadersInclude/uvVariableDeclaration.js\";\nimport \"./ShadersInclude/samplerVertexImplementation.js\";\nimport \"./ShadersInclude/bumpVertex.js\";\nimport \"./ShadersInclude/clipPlaneVertex.js\";\nimport \"./ShadersInclude/fogVertex.js\";\nimport \"./ShadersInclude/shadowsVertex.js\";\nimport \"./ShadersInclude/vertexColorMixing.js\";\nimport \"./ShadersInclude/logDepthVertex.js\";\nconst name = \"defaultVertexShader\";\nconst shader = `#include<defaultUboDeclaration>\n#define CUSTOM_VERTEX_BEGIN\nattribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef TANGENT\nattribute tangent: vec4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<mainUVVaryingDeclaration>[1..7]\n#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)\n#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)\n#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)\n#if defined(SPECULARTERM)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)\n#endif\n#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar positionUpdated: vec3f=vertexInputs.position;\n#ifdef NORMAL\nvar normalUpdated: vec3f=vertexInputs.normal;\n#endif\n#ifdef TANGENT\nvar tangentUpdated: vec4f=vertexInputs.tangent;\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvertexOutputs.vPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);\n#ifdef NORMAL\nvar normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}\n#else\nvertexOutputs.position=scene.viewProjection*worldPos;\n#endif\nvertexOutputs.vPositionW= worldPos.xyz;\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uvUpdated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV1\nvertexOutputs.vMainUV1=uvUpdated;\n#endif\n#ifndef UV2\nvar uv2Updated: vec2f=vec2f(0.,0.);\n#endif\n#ifdef MAINUV2\nvertexOutputs.vMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)\n#if defined(SPECULARTERM)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)\n#endif\n#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultVertexShaderWGSL = { name, shader };\n//# sourceMappingURL=default.vertex.js.map"],"names":["name","shader","ShaderStore","defaultVertexShaderWGSL"],"mappings":";;;;;;AAEA,MAAMA,IAAO,8BACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA6BVC,EAAY,yBAAyBF,CAAI,MAC1CE,EAAY,yBAAyBF,CAAI,IAAIC;ACAjD,MAAMD,IAAO,uBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiJVC,EAAY,iBAAiBF,CAAI,MAClCE,EAAY,iBAAiBF,CAAI,IAAIC;AAG7B,MAACE,IAA0B,EAAE,MAAAH,GAAM,QAAAC,EAAM;","x_google_ignoreList":[0,1]}
|
|
@@ -0,0 +1,9 @@
|
|
|
1
|
+
import { S as f } from "./index-ChGTkj2q.js";
|
|
2
|
+
import "./meshUboDeclaration-Dg__Mhmj.js";
|
|
3
|
+
const o = "defaultUboDeclaration", i = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;
|
|
4
|
+
#define ADDITIONAL_UBO_DECLARATION
|
|
5
|
+
#include<sceneUboDeclaration>
|
|
6
|
+
#include<meshUboDeclaration>
|
|
7
|
+
`;
|
|
8
|
+
f.IncludesShadersStoreWGSL[o] || (f.IncludesShadersStoreWGSL[o] = i);
|
|
9
|
+
//# sourceMappingURL=defaultUboDeclaration-CG47IDRY.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"defaultUboDeclaration-CG47IDRY.js","sources":["../node_modules/@babylonjs/core/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./sceneUboDeclaration.js\";\nimport \"./meshUboDeclaration.js\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAIA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAMVC,EAAY,yBAAyBF,CAAI,MAC1CE,EAAY,yBAAyBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
import { S as e } from "./index-ChGTkj2q.js";
|
|
2
|
+
import "./logDepthDeclaration-Bou5AJOP.js";
|
|
3
|
+
const o = "defaultUboDeclaration", i = `layout(std140,column_major) uniform;uniform Material
|
|
4
|
+
{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;
|
|
5
|
+
#define ADDITIONAL_UBO_DECLARATION
|
|
6
|
+
};
|
|
7
|
+
#include<sceneUboDeclaration>
|
|
8
|
+
#include<meshUboDeclaration>
|
|
9
|
+
`;
|
|
10
|
+
e.IncludesShadersStore[o] || (e.IncludesShadersStore[o] = i);
|
|
11
|
+
//# sourceMappingURL=defaultUboDeclaration-Ct5CiQ-w.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
{"version":3,"file":"defaultUboDeclaration-Ct5CiQ-w.js","sources":["../node_modules/@babylonjs/core/Shaders/ShadersInclude/defaultUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nimport \"./sceneUboDeclaration.js\";\nimport \"./meshUboDeclaration.js\";\nconst name = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n//# sourceMappingURL=defaultUboDeclaration.js.map"],"names":["name","shader","ShaderStore"],"mappings":";;AAIA,MAAMA,IAAO,yBACPC,IAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAQVC,EAAY,qBAAqBF,CAAI,MACtCE,EAAY,qBAAqBF,CAAI,IAAIC;","x_google_ignoreList":[0]}
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import { C as I, e as d, E as m, h as S, i as b } from "./index-ChGTkj2q.js";
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let l, c = null;
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async function x() {
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return c || (c = new Promise((t, s) => {
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let a, e = null;
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const i = {
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preserveDrawingBuffer: !0,
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depth: !1,
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stencil: !1,
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alpha: !0,
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premultipliedAlpha: !1,
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antialias: !1,
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failIfMajorPerformanceCaveat: !1
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};
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import("./index-ChGTkj2q.js").then((r) => r.t).then(({ ThinEngine: r }) => {
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var f;
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const o = m.Instances.length;
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try {
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a = new OffscreenCanvas(100, 100), e = new r(a, !1, i);
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} catch {
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o < m.Instances.length && ((f = m.Instances.pop()) == null || f.dispose()), a = document.createElement("canvas"), e = new r(a, !1, i);
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}
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m.Instances.pop(), m.OnEnginesDisposedObservable.add((n) => {
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e && n !== e && !e.isDisposed && m.Instances.length === 0 && A();
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}), e.getCaps().parallelShaderCompile = void 0;
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const p = new S(e);
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import("./pass.fragment-Cf0ob1Y3.js").then(({ passPixelShader: n }) => {
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if (!e) {
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s("Engine is not defined");
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return;
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}
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const w = new b({
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engine: e,
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name: n.name,
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fragmentShader: n.shader,
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samplerNames: ["textureSampler"]
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});
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l = {
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canvas: a,
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engine: e,
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renderer: p,
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wrapper: w
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}, t(l);
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});
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}).catch(s);
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})), await c;
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}
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async function y(t, s, a, e, i = "image/png", r, o) {
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const p = await a.readPixels(0, 0, t, s), f = new Uint8Array(p.buffer);
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D(t, s, f, e, i, r, !0, void 0, o);
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}
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async function v(t, s, a, e = "image/png", i, r = !1, o = !1, p) {
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return await new Promise((f) => {
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D(t, s, a, (n) => f(n), e, i, r, o, p);
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});
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}
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function D(t, s, a, e, i = "image/png", r, o = !1, p = !1, f) {
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x().then((n) => {
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if (n.engine.setSize(t, s, !0), a instanceof Float32Array) {
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const g = new Uint8Array(a.length);
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let u = a.length;
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for (; u--; ) {
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const h = a[u];
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g[u] = Math.round(I(h) * 255);
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}
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a = g;
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}
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const w = n.engine.createRawTexture(a, t, s, 5, !1, !o, 1);
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n.renderer.setViewport(), n.renderer.applyEffectWrapper(n.wrapper), n.wrapper.effect._bindTexture("textureSampler", w), n.renderer.draw(), p ? d.ToBlob(n.canvas, (g) => {
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const u = new FileReader();
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u.onload = (h) => {
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const E = h.target.result;
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e && e(E);
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}, u.readAsArrayBuffer(g);
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}, i, f) : d.EncodeScreenshotCanvasData(n.canvas, e, i, r, f), w.dispose();
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});
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}
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function A() {
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l ? (l.wrapper.dispose(), l.renderer.dispose(), l.engine.dispose()) : c == null || c.then((t) => {
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t.wrapper.dispose(), t.renderer.dispose(), t.engine.dispose();
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}), c = null, l = null;
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}
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const B = {
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// eslint-disable-next-line @typescript-eslint/naming-convention
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85
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DumpData: D,
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86
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// eslint-disable-next-line @typescript-eslint/naming-convention
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DumpDataAsync: v,
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// eslint-disable-next-line @typescript-eslint/naming-convention
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DumpFramebuffer: y,
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// eslint-disable-next-line @typescript-eslint/naming-convention
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Dispose: A
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}, C = () => {
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d.DumpData = D, d.DumpDataAsync = v, d.DumpFramebuffer = y;
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};
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C();
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export {
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A as Dispose,
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D as DumpData,
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v as DumpDataAsync,
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y as DumpFramebuffer,
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B as DumpTools
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};
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//# sourceMappingURL=dumpTools-DA1xMSIZ.js.map
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{"version":3,"file":"dumpTools-DA1xMSIZ.js","sources":["../node_modules/@babylonjs/core/Misc/dumpTools.js"],"sourcesContent":["\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer.js\";\nimport { Tools } from \"./tools.js\";\nimport { Clamp } from \"../Maths/math.scalar.functions.js\";\nimport { EngineStore } from \"../Engines/engineStore.js\";\nlet DumpToolsEngine;\nlet EnginePromise = null;\nasync function _CreateDumpRendererAsync() {\n if (!EnginePromise) {\n EnginePromise = new Promise((resolve, reject) => {\n let canvas;\n let engine = null;\n const options = {\n preserveDrawingBuffer: true,\n depth: false,\n stencil: false,\n alpha: true,\n premultipliedAlpha: false,\n antialias: false,\n failIfMajorPerformanceCaveat: false,\n };\n import(\"../Engines/thinEngine.js\")\n // eslint-disable-next-line github/no-then\n .then(({ ThinEngine: thinEngineClass }) => {\n const engineInstanceCount = EngineStore.Instances.length;\n try {\n canvas = new OffscreenCanvas(100, 100); // will be resized later\n engine = new thinEngineClass(canvas, false, options);\n }\n catch (e) {\n if (engineInstanceCount < EngineStore.Instances.length) {\n // The engine was created by another instance, let's use it\n EngineStore.Instances.pop()?.dispose();\n }\n // The browser either does not support OffscreenCanvas or WebGL context in OffscreenCanvas, fallback on a regular canvas\n canvas = document.createElement(\"canvas\");\n engine = new thinEngineClass(canvas, false, options);\n }\n // remove this engine from the list of instances to avoid using it for other purposes\n EngineStore.Instances.pop();\n // However, make sure to dispose it when no other engines are left\n EngineStore.OnEnginesDisposedObservable.add((e) => {\n // guaranteed to run when no other instances are left\n // only dispose if it's not the current engine\n if (engine && e !== engine && !engine.isDisposed && EngineStore.Instances.length === 0) {\n // Dump the engine and the associated resources\n Dispose();\n }\n });\n engine.getCaps().parallelShaderCompile = undefined;\n const renderer = new EffectRenderer(engine);\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n import(\"../Shaders/pass.fragment.js\").then(({ passPixelShader }) => {\n if (!engine) {\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\n reject(\"Engine is not defined\");\n return;\n }\n const wrapper = new EffectWrapper({\n engine,\n name: passPixelShader.name,\n fragmentShader: passPixelShader.shader,\n samplerNames: [\"textureSampler\"],\n });\n DumpToolsEngine = {\n canvas,\n engine,\n renderer,\n wrapper,\n };\n resolve(DumpToolsEngine);\n });\n })\n // eslint-disable-next-line github/no-then\n .catch(reject);\n });\n }\n return await EnginePromise;\n}\n/**\n * Dumps the current bound framebuffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param engine defines the hosting engine\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a void promise\n */\n// Should have \"Async\" in the name but this is a public API and we can't break it now\n// eslint-disable-next-line no-restricted-syntax\nexport async function DumpFramebuffer(width, height, engine, successCallback, mimeType = \"image/png\", fileName, quality) {\n // Read the contents of the framebuffer\n const bufferView = await engine.readPixels(0, 0, width, height);\n const data = new Uint8Array(bufferView.buffer);\n DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a promise that resolve to the final data\n */\nexport async function DumpDataAsync(width, height, data, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n return await new Promise((resolve) => {\n DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);\n });\n}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n */\nexport function DumpData(width, height, data, successCallback, mimeType = \"image/png\", fileName, invertY = false, toArrayBuffer = false, quality) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n _CreateDumpRendererAsync().then((renderer) => {\n renderer.engine.setSize(width, height, true);\n // Convert if data are float32\n if (data instanceof Float32Array) {\n const data2 = new Uint8Array(data.length);\n let n = data.length;\n while (n--) {\n const v = data[n];\n data2[n] = Math.round(Clamp(v) * 255);\n }\n data = data2;\n }\n // Create the image\n const texture = renderer.engine.createRawTexture(data, width, height, 5, false, !invertY, 1);\n renderer.renderer.setViewport();\n renderer.renderer.applyEffectWrapper(renderer.wrapper);\n renderer.wrapper.effect._bindTexture(\"textureSampler\", texture);\n renderer.renderer.draw();\n if (toArrayBuffer) {\n Tools.ToBlob(renderer.canvas, (blob) => {\n const fileReader = new FileReader();\n fileReader.onload = (event) => {\n const arrayBuffer = event.target.result;\n if (successCallback) {\n successCallback(arrayBuffer);\n }\n };\n fileReader.readAsArrayBuffer(blob);\n }, mimeType, quality);\n }\n else {\n Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);\n }\n texture.dispose();\n });\n}\n/**\n * Dispose the dump tools associated resources\n */\nexport function Dispose() {\n if (DumpToolsEngine) {\n DumpToolsEngine.wrapper.dispose();\n DumpToolsEngine.renderer.dispose();\n DumpToolsEngine.engine.dispose();\n }\n else {\n // in cases where the engine is not yet created, we need to wait for it to dispose it\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\n EnginePromise?.then((dumpToolsEngine) => {\n dumpToolsEngine.wrapper.dispose();\n dumpToolsEngine.renderer.dispose();\n dumpToolsEngine.engine.dispose();\n });\n }\n EnginePromise = null;\n DumpToolsEngine = null;\n}\n/**\n * Object containing a set of static utilities functions to dump data from a canvas\n * @deprecated use functions\n */\nexport const DumpTools = {\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpData,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpDataAsync,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n DumpFramebuffer,\n // eslint-disable-next-line @typescript-eslint/naming-convention\n Dispose,\n};\n/**\n * This will be executed automatically for UMD and es5.\n * If esm dev wants the side effects to execute they will have to run it manually\n * Once we build native modules those need to be exported.\n * @internal\n */\nconst InitSideEffects = () => {\n // References the dependencies.\n Tools.DumpData = DumpData;\n Tools.DumpDataAsync = DumpDataAsync;\n Tools.DumpFramebuffer = DumpFramebuffer;\n};\nInitSideEffects();\n//# 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