@maptalks/gpu 0.115.1 → 0.117.0
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/dist/maptalksgpu.d.ts +7 -8
- package/dist/maptalksgpu.es.js +252 -155
- package/dist/maptalksgpu.es.js.map +1 -1
- package/dist/maptalksgpu.js +9863 -9713
- package/dist/maptalksgpu.js.map +1 -1
- package/dist/transcoders.js +13 -13
- package/package.json +4 -4
package/dist/maptalksgpu.es.js
CHANGED
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/*!
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* @maptalks/gpu v0.
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* @maptalks/gpu v0.117.0
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* LICENSE : UNLICENSED
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* (c) 2016-2025 maptalks.com
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*/
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@@ -67,10 +67,10 @@ transcoders.getTranscoder = getTranscoder;
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function gltfLoaderExport(e){var t=function(){return "undefined"!=typeof globalThis?globalThis:"undefined"!=typeof self?self:"undefined"!=typeof window?window:"undefined"!=typeof global?global:void 0};if(t().maptalks_gltf_loader)return;
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/*!
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* @maptalks/gltf-loader v0.
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* @maptalks/gltf-loader v0.117.0
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* LICENSE : UNLICENSED
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* (c) 2016-2025 maptalks.org
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-
*/var s="undefined"!=typeof Float32Array?Float32Array:Array;function r(e,t,s){var r=t[0],n=t[1],i=t[2],a=t[3],o=t[4],f=t[5],u=t[6],h=t[7],c=t[8],l=t[9],d=t[10],m=t[11],g=t[12],p=t[13],b=t[14],_=t[15],y=s[0],x=s[1],w=s[2],T=s[3];return e[0]=y*r+x*o+w*c+T*g,e[1]=y*n+x*f+w*l+T*p,e[2]=y*i+x*u+w*d+T*b,e[3]=y*a+x*h+w*m+T*_,y=s[4],x=s[5],w=s[6],T=s[7],e[4]=y*r+x*o+w*c+T*g,e[5]=y*n+x*f+w*l+T*p,e[6]=y*i+x*u+w*d+T*b,e[7]=y*a+x*h+w*m+T*_,y=s[8],x=s[9],w=s[10],T=s[11],e[8]=y*r+x*o+w*c+T*g,e[9]=y*n+x*f+w*l+T*p,e[10]=y*i+x*u+w*d+T*b,e[11]=y*a+x*h+w*m+T*_,y=s[12],x=s[13],w=s[14],T=s[15],e[12]=y*r+x*o+w*c+T*g,e[13]=y*n+x*f+w*l+T*p,e[14]=y*i+x*u+w*d+T*b,e[15]=y*a+x*h+w*m+T*_,e}function n(){var e=new s(3);return s!=Float32Array&&(e[0]=0,e[1]=0,e[2]=0),e}function i(e,t,r){var n=new s(3);return n[0]=e,n[1]=t,n[2]=r,n}function a(e,t){return e[0]=t[0],e[1]=t[1],e[2]=t[2],e}function o(e,t,s,r){return e[0]=t,e[1]=s,e[2]=r,e}function f(e,t,s){return e[0]=t[0]+s[0],e[1]=t[1]+s[1],e[2]=t[2]+s[2],e}function 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s=this.decoders;if(s[t.mimeType])return s[t.mimeType](e,{supportedFormats:this._supportedFormats});if("image/crn"===t.mimeType||"image/ktx2"===t.mimeType||"image/cttf"===t.mimeType)throw new Error("missing transcoder for "+t.mimeType,"");return this._getImageInfo(t.id,e)}requestExternalImage(e){if(this.images[e.id])return Promise.resolve(this.images[e.id]);const t=0===e.uri.indexOf("data:image/")?e.uri:this.rootPath+"/"+e.uri;return this._imgRequests[e.id]?this._imgRequests[e.id].then((()=>this.images[e.id])):this._imgRequests[e.id]=this._getImageInfo(e.id,t)}_getImageInfo(e,t){return new Promise(((s,r)=>{let n=t;this._urlModifier&&(n=this._urlModifier(t)),this._requestImage(n,this._fetchOptions,((n,i)=>{n?r(n):(URL.revokeObjectURL(t),this.images[e]=i,s(this.images[e]));}));}))}}const S=["SCALAR",1,"VEC2",2,"VEC3",3,"VEC4",4,"MAT2",4,"MAT3",9,"MAT4",16],V=[];class L{constructor(e,t,s,r,n){this.rootPath=e,this.gltf=t,this._enableInterleave=!1,this.glbBuffer=s,this.buffers={},this.requests={},this.accessors={},this._compareAccessor(),this._fetchOptions=r,this._urlModifier=n;}_requestData(e,t){const s=this.gltf,r=s.accessors[t];if(void 0===r.bufferView)return this.accessors[r.id]=this._toBufferData(e,t,null,0),Promise.resolve(this.accessors[r.id]);if(r&&this.accessors[r.id])return Promise.resolve(this.accessors[r.id]);const n=s.bufferViews[r.bufferView];return this._requestBufferOfBufferView(n).then((s=>{const{buffer:n,byteOffset:i}=s;return this.accessors[r.id]=this._toBufferData(e,t,n,i)}))}_requestBufferOfBufferView(e){const t=this.gltf.buffers[e.buffer];if(this.buffers[t.id]){const e=this.buffers[t.id];return Promise.resolve({buffer:e,byteOffset:0})}if(this.requests[t.id])return this.requests[t.id].then((()=>{const e=this.buffers[t.id];return Promise.resolve({buffer:e,byteOffset:0})}));if("binary_glTF"!==e.buffer&&"KHR_binary_glTF"!==e.buffer&&t.uri){if(w(t.uri)){const e=this.buffers[t.id]=T(t.uri);return Promise.resolve({buffer:e,byteOffset:0})}let e;const s=t.uri.indexOf("blob:")>=0;return e=t.uri.indexOf("://")>0||s?t.uri:this.rootPath+"/"+t.uri,this.requests[t.id]=P.getArrayBuffer(e,this._fetchOptions,!s&&this._urlModifier).then((r=>(s&&URL.revokeObjectURL(e),{buffer:this.buffers[t.id]=r.data,byteOffset:0})))}return Promise.resolve({buffer:this.glbBuffer.buffer,byteOffset:this.glbBuffer.byteOffset})}_toBufferData(e,t,s,r=0){const n=this.gltf,i=n.accessors[t],a=void 0!==i.bufferView?n.bufferViews[i.bufferView]:{},o=(a.byteOffset||0)+r,f=this._getTypeItemSize(i.type),u=x(i.componentType),h=a.byteStride||0,l={array:void 0,name:e,accessorName:t,byteLength:i.count*f*u.BYTES_PER_ELEMENT,componentType:i.componentType,count:i.count,type:i.type,itemSize:f,max:i.max,min:i.min,extensions:i.extensions};if(i.min&&(l.min=i.min),i.max&&(l.max=i.max),s)if(this._enableInterleave)l.byteStride=h,l.byteOffset=o+(i.byteOffset||0),!h||h===f*u.BYTES_PER_ELEMENT||"indices"===e||"input"===e||"output"===e||e.indexOf("morph")>=0?(l.array=this._typedArray(s,i.count,f,o+(i.byteOffset||0),u),l.array.buffer.byteLength===l.byteLength&&(l.byteOffset=0)):l.array=new Uint8Array(s,o,a.byteLength);else if(i.interleaved){l.byteStride=0,l.byteOffset=0;const e=new u(i.count*f);if(l.array=B(e,s,i.count,f,h,o+(i.byteOffset||0),i.componentType),l.extensions&&l.extensions.WEB3D_quantized_attributes&&f>2){const e=new Float32Array(l.array.length),{decodeMatrix:t}=l.extensions.WEB3D_quantized_attributes;for(let s=0;s<l.array.length;s+=f){V[0]=l.array[s],V[1]=l.array[s+1],V[2]=l.array[s+2],V[3]=1;const 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this._requestBufferOfBufferView(t).then((r=>{const{buffer:n,byteOffset:i}=r,a=v(n,i+(t.byteOffset||0),s);return e.content=a,e}))}if(e.uri){if(w(e.uri)){const t=T(e.uri),s=v(t,0,t.byteLength);return e.content=s,Promise.resolve(e)}{const t=this.rootPath+"/"+e.uri;return P.get(t,this._fetchOptions,this._urlModifier).then((t=>(e.content=t,e)))}}return Promise.resolve(e)}));return Promise.all(s).then((()=>e))}}class D extends M{constructor(e,t,s,r,n,i,a,o){super(r,n,i,a,o),this.rootPath=e,this.gltf=t,this.requests={},this.buffers={},this.glbBuffer=s,this.accessor=new L(e,t,s,a,o);}iterate(e,t){const s=this.gltf[t];if(!s)return;let r=0;for(const t in s)e(t,s[t],r++);}createNode(e){const t={};if(b(e.name)&&(t.name=e.name),b(e.children)&&(t.children=e.children),b(e.jointName)&&(t.jointName=e.jointName),b(e.matrix)&&(t.matrix=e.matrix),b(e.rotation)&&(t.rotation=e.rotation),b(e.scale)&&(t.scale=e.scale),b(e.translation)&&(t.translation=e.translation),b(e.extras)&&(t.extras=e.extras),b(e.meshes)&&(t.mesh=e.meshes[0]),t.translation||t.rotation||t.scale){const e=function(e,t){if(t.matrix)return t.matrix;if(t.translation||t.scale||t.rotation){const s=function(e,t){return e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=1,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=1,e[11]=0,e[12]=t[0],e[13]=t[1],e[14]=t[2],e[15]=1,e}(E,t.translation||R),n=function(e,t){var s=t[0],r=t[1],n=t[2],i=t[3],a=s+s,o=r+r,f=n+n,u=s*a,h=r*a,c=r*o,l=n*a,d=n*o,m=n*f,g=i*a,p=i*o,b=i*f;return e[0]=1-c-m,e[1]=h+b,e[2]=l-p,e[3]=0,e[4]=h-b,e[5]=1-u-m,e[6]=d+g,e[7]=0,e[8]=l+p,e[9]=d-g,e[10]=1-u-c,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(O,t.rotation||A),i=function(e,t){return e[0]=t[0],e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=t[1],e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=t[2],e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(I,t.scale||q);return r(i,n,i),r(e,s,i)}return function(e){return e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=1,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=1,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(e)}([],t);delete t.translation,delete t.rotation,delete t.scale,t.matrix=e;}return t}_loadMaterials(e){const t={};for(const s in e){const r=e[s];let n,i;r.instanceTechnique&&r.instanceTechnique.values?(n=r.instanceTechnique,i=n.values.diffuse):(n=r,i=n.values.tex||n.values.diffuseTex||n.values.diffuse);const a={baseColorTexture:{index:i}};r.name&&(a.name=r.name),r.extensions&&(a.extensions=r.extensions),r.extras&&(a.extras=r.extras),t[s]=a;}return t}_loadImage(e){if(e.bufferView||e.extensions&&(e.extensions.KHR_binary_glTF||e.extensions.binary_glTF)){const t=e.bufferView?e:e.extensions.KHR_binary_glTF||e.extensions.binary_glTF;e.extensions&&(e.mimeType=t.mimeType,e.width=t.width,e.height=t.height);const s=this.gltf.bufferViews[t.bufferView],r=(s.byteOffset||0)+this.glbBuffer.byteOffset,n=s.byteLength,i=this.buffers[t.bufferView]=new Uint8Array(this.glbBuffer.buffer,r,n);return this.getImageByBuffer(i,e)}return this.requestExternalImage(e)}_getTexture(e){const t=this.gltf.textures[e];if(!t)return null;const s=this.gltf.images[t.source];return this._loadImage(s).then((e=>{const r=this.gltf.samplers[t.sampler];return {image:{array:e.data,width:e.width,height:e.height,index:t.source,mimeType:s.mimeType,name:s.name,extras:s.extras},sampler:r}}))}getBaseColorTexture(e){const t=this.gltf.materials[e];let s,r;if(t.instanceTechnique&&t.instanceTechnique.values?(s=t.instanceTechnique,r=s.values.diffuse):(s=t,r=s.values.tex||s.values.diffuseTex||s.values.diffuse),void 0===r||void 0===this.gltf.textures)return null;const n=this.gltf.textures[r];if(!n)return null;const i=this.gltf.samplers[n.sampler];return {format:n.format||6408,internalFormat:n.internalFormat||6408,type:n.type||5121,sampler:i,source:this.gltf.images[n.source]}}getMaterial(){return null}getAnimations(){return null}}const U=9729;class C extends M{constructor(e,t,s,r,n,i,a,o){super(r,n,i,a,o),this.rootPath=e,this.gltf=t,this.glbBuffer=s,this.buffers={},this.requests={},this.accessor=new L(e,t,s,a,o);}iterate(e,t){const s=this.gltf[t];if(s)for(let t=0;t<s.length;t++)e(t,s[t],t);}createNode(e){const t={};return y(t,e),!b(e.weights)&&this.gltf.meshes&&b(t.mesh)?t.weights=this.gltf.meshes[t.mesh].weights:e.weights&&(t.weights=e.weights),t}_getTexture(e){const t=this.gltf.textures[e];if(!t)return null;let s=t.source;if(t.extensions&&t.extensions.EXT_texture_webp?s=t.extensions.EXT_texture_webp.source:t.extensions&&t.extensions.KHR_texture_basisu&&(s=t.extensions.KHR_texture_basisu.source),!b(s))return null;const r=this.gltf.images[s];return this._loadImage(r).then((e=>{if(!e)return null;const s={image:{array:e.data,mipmap:e.mipmap,width:e.width,height:e.height,index:t.source,mimeType:r.mimeType,name:r.name,extensions:r.extensions,extras:r.extras}};y(s,t);const n=b(t.sampler)?this.gltf.samplers[t.sampler]:void 0;if(n&&(s.sampler=n,s.sampler.magFilter=n.magFilter||U,s.sampler.minFilter=n.minFilter||9987,s.sampler.wrapS=n.wrapS||10497,s.sampler.wrapT=n.wrapT||10497),"image/ktx2"===s.image.mimeType&&!s.image.mipmap&&s.sampler&&s.sampler.minFilter!==U&&9728!==s.sampler.minFilter){const e=s.sampler.minFilter;s.sampler.minFilter=9984===e||9986===e?9728:U;}return e.format&&(s.format=e.format),s}))}_loadImage(e){if(!b(e.bufferView))return this.requestExternalImage(e);{const t=this.gltf.bufferViews[e.bufferView],s=this.gltf.buffers[t.buffer];if(s.uri)return this.requestImageFromBufferURI(s,t,e);if(this.glbBuffer)return this._requestFromGlbBuffer(t,e)}return null}_requestFromGlbBuffer(e,t){const s=this._createDataView(e,this.glbBuffer.buffer,this.glbBuffer.byteOffset);return this.getImageByBuffer(s,t)}_createDataView(e,t,s){s=s||0;const r=(e.byteOffset||0)+s,n=e.byteLength;return new Uint8Array(t,r,n)}_transformArrayBufferToBase64(e,t){const s=new Array(e.byteLength);for(let t=0;t<e.byteLength;t++)s[t]=String.fromCharCode(e[t]);s.join("");const r="data:"+(t=t||"image/png")+";base64,"+function(e){return "undefined"!=typeof self?self.btoa(e):window.btoa(e)}(unescape(encodeURIComponent(s)));return r}getAnimations(e){const t=[];return e.forEach((e=>{t.push(this.getSamplers(e.samplers));})),Promise.all(t).then((t=>{for(let s=0;s<t.length;s++)e[s].samplers=t[s];return e}))}getSamplers(e){const t=[];for(let s=0;s<e.length;s++)(b(e[s].input)||b(e[s].output))&&(t.push(this.accessor._requestData("input",e[s].input)),t.push(this.accessor._requestData("output",e[s].output)));return Promise.all(t).then((t=>{for(let s=0;s<t.length/2;s++)e[s].input=t[2*s],e[s].output=t[2*s+1],e[s].interpolation||(e[s].interpolation="LINEAR");return e}))}}const F="undefined"!=typeof TextDecoder?new TextDecoder("utf-8"):null;class k{static read(e,t=0,s=0){s||(s=e.byteLength);const r=new DataView(e,t,s),n=r.getUint32(4,!0);if(1===n)return k.readV1(r,t);if(2===n)return k.readV2(e,t);throw new Error("Unsupported glb version : "+n)}static readV1(e,t){const s=e.getUint32(8,!0),r=e.getUint32(12,!0);if(s!==e.byteLength)throw new Error("Length in GLB header is inconsistent with glb's byte length.");const n=X(e.buffer,20+t,r);return {json:JSON.parse(n),glbBuffer:{byteOffset:20+t+r,buffer:e.buffer,byteLength:s}}}static readV2(e,t){let s,r,n;const i=new DataView(e,t+12);let a=0;for(;a+8<i.byteLength;){const o=i.getUint32(a,!0);a+=4;const f=i.getUint32(a,!0);if(a+=4,1313821514===f)s=X(e,t+12+a,o);else if(5130562===f){n=t+12+a,r=o;break}a+=o;}return {json:JSON.parse(s),glbBuffer:{byteOffset:n,buffer:e,byteLength:r}}}}function X(e,t,s){if(F){const r=new Uint8Array(e,t,s);return F.decode(r)}return function(e){const t=e.length;let s="";for(let r=0;r<t;){let n=e[r++];if(128&n){let s=K[n>>3&7];if(!(64&n)||!s||r+s>t)return null;for(n&=63>>s;s>0;s-=1){const t=e[r++];if(128!=(192&t))return null;n=n<<6|63&t;}}s+=String.fromCharCode(n);}return s}(new Uint8Array(e,t,s))}const K=[1,1,1,1,2,2,3,0],H=[0,0,0],j=[0,0,0,1],z=[1,1,1],W={TRANSLATION:[0,0,0],ROTATION:[0,0,0,1],SCALE:[1,1,1]},G={PREVIOUS:null,NEXT:null,PREINDEX:null,NEXTINDEX:null,INTERPOLATION:null},Y={_getTRSW(e,t,s,r,n,i,o,f){const u=b(e)?t.animations:[t.animations[0]],h={};for(let t=0;t<u.length;t++){const c=u[t],l=c.name||t;if(b(e)&&l!==e)continue;const d=c.channelsMap[s];if(d)for(let e=0;e<d.length;e++){const t=d[e];"translation"===t.target.path?(this._getAnimateData(n,c.samplers[t.sampler],r,1),h.translation=a(H,n)):"rotation"===t.target.path?(this._getQuaternion(i,c.samplers[t.sampler],r,1),h.rotation=m(j,i)):"scale"===t.target.path?(this._getAnimateData(o,c.samplers[t.sampler],r,1),h.scale=a(z,o)):"weights"===t.target.path&&f&&(this._getAnimateData(f,c.samplers[t.sampler],r,f.length),h.weights=f);}}return h},_getAnimateData(e,t,s,r){switch(t.interpolation){case"LINEAR":{const n=this._getPreNext(G,t,s,1*r);n&&(e=function(e,t,s,r){for(let n=0;n<e.length;n++)e[n]=t[n]+r*(s[n]-t[n]);return e}(e,n.PREVIOUS,n.NEXT,n.INTERPOLATION));break}case"STEP":{const n=this._getPreNext(G,t,s,1*r);n&&(e=function(e,t){for(let s=0;s<e.length;s++)e[s]=t[s];return e}(e,...n.PREVIOUS));break}case"CUBICSPLINE":{const n=this._getPreNext(G,t,s,3*r);n&&(e=this._getCubicSpline(e,n,t.input.array,3*r));break}}return e},_getQuaternion(e,t,s){switch(t.interpolation){case"LINEAR":{const r=this._getPreNext(G,t,s,1);r&&function(e,t,s,r){var n,i,a,o,f,u=t[0],h=t[1],c=t[2],l=t[3],d=s[0],m=s[1],g=s[2],p=s[3];(i=u*d+h*m+c*g+l*p)<0&&(i=-i,d=-d,m=-m,g=-g,p=-p),1-i>1e-6?(n=Math.acos(i),a=Math.sin(n),o=Math.sin((1-r)*n)/a,f=Math.sin(r*n)/a):(o=1-r,f=r),e[0]=o*u+f*d,e[1]=o*h+f*m,e[2]=o*c+f*g,e[3]=o*l+f*p;}(e,r.PREVIOUS,r.NEXT,r.INTERPOLATION);break}case"STEP":{const r=this._getPreNext(G,t,s,1);r&&(e=h(e,...r.PREVIOUS));break}case"CUBICSPLINE":{const r=this._getPreNext(G,t,s,3);if(r){for(let e=0;e<r.PREVIOUS.length;e++)r.PREVIOUS[e]=Math.acos(r.PREVIOUS[e]),r.NEXT[e]=Math.acos(r.NEXT[e]);e=this._getCubicSpline(e,r,t.input.array,3);for(let t=0;t<e.length;t++)e[t]=Math.cos(e[t]);}break}}return e},_search(e,t){const s=e.length;let r,n,i,a=0,o=s-1,f=Math.floor((a+o)/2);for(;a<=s-1&&o>=0;){if(a===o)return null;if(e[f]<=t&&t<=e[f+1]){const s=e[f];return 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n=e.nodes[t]&&e.nodes[t].weights;return o(H,...W.TRANSLATION),h(j,...W.ROTATION),o(z,...W.SCALE),this._getTRSW(r,e,t,s,H,j,z,n)},getTimeSpan(e){if(!e.animations)return null;if(e.timeSpan)return e.timeSpan;const t=e.animations;return e.timeSpan={},t.forEach(((t,s)=>{let r=-1/0,n=1/0;const i=t.channels;for(let e=0;e<i.length;e++){const s=i[e],a=t.samplers[s.sampler].input.array;a[a.length-1]>r&&(r=a[a.length-1]),a[0]<n&&(n=a[0]);}const a=t.name||s;e.timeSpan[a]={max:r,min:n};})),e.timeSpan},getTimeSpanByName(e,t){const s=this.getTimeSpan(e);return s?b(t)?s[t]:s[Object.keys(s)[0]]:null}};let $=!1;if("undefined"!=typeof OffscreenCanvas){let e;try{e=new OffscreenCanvas(2,2).getContext("2d");}catch(s){}e&&"undefined"!=typeof createImageBitmap&&($=!0);}const J="undefined"==typeof document?null:document.createElement("canvas");function Q(e,t,s){const r=new Image;r.crossOrigin="",r.onload=()=>{if(!J)return void s(new Error("There is no canvas to draw image!"));J.width=r.width,J.height=r.height;const e=J.getContext("2d",{willReadFrequently:!0});e.drawImage(r,0,0,r.width,r.height);const t=e.getImageData(0,0,r.width,r.height),n={width:r.width,height:r.height,data:new Uint8Array(t.data)};s(null,n);},r.onerror=function(e){s(e);},r.src=e;}const Z=[],ee=[],te=30;let se,re;function ne(e,t,s){se||(se=new OffscreenCanvas(2,2),re=se.getContext("2d",{willReadFrequently:!0}));let r=null;if(_(e))this.options.urlModifier&&(e=this.options.urlModifier(e)),Z.push([e,t,s,this]),ie();else {const t=new Blob([e]);r=createImageBitmap(t),r.then(ae.bind(this)).then((e=>{s(null,e);})).catch((e=>{console.warn(e),s(e);}));}}function ie(){if(!Z.length||ee.length>te)return;const e=Z.shift(),[t,s,r,n]=e;ee.push(e),fetch(t,s).then((e=>e.arrayBuffer())).then((e=>{const t=new Blob([new Uint8Array(e)]);return createImageBitmap(t)})).then(ae.bind(n)).then((t=>{r.call(n,null,t);const s=ee.indexOf(e);ee.splice(s,1),ie();})).catch((t=>{console.warn(t),r.call(n,t);const s=ee.indexOf(e);ee.splice(s,1),ie();}));}function ae(e){let{width:t,height:s}=e;oe(t)||(t=fe(t)),oe(s)||(s=fe(s));const r=this.options.maxTextureSize;r&&(t=Math.min(r,t),s=Math.min(r,s)),se.width=t,se.height=s,re.drawImage(e,0,0,t,s),e.close();const n=re.getImageData(0,0,t,s);return {width:t,height:s,data:new Uint8Array(n.data)}}function oe(e){return !(e&e-1)&&0!==e}function fe(e){return Math.pow(2,Math.floor(Math.log(e)/Math.LN2))}function ue(e,t){for(const s in e)if(e[s]===t)return s;return t}e.Ajax=P,e.GLTFLoader=class{constructor(e,t,s){if(this.options=s||{},this.options.decoders||(this.options.decoders={}),this._fetchOptions=this.options.fetchOptions||{},t.buffer instanceof ArrayBuffer){const{json:s,glbBuffer:r}=k.read(t.buffer,t.byteOffset,t.byteLength);this._init(e,s,r);}else this._init(e,t);this._accessor=new L(this.rootPath,this.gltf,this.glbBuffer,this._fetchOptions,this.options.urlModifier),this._checkExtensions();}_checkExtensions(){const e=this.gltf.extensionsRequired;if(e){if(e.indexOf("KHR_draco_mesh_compression")>=0&&!this.options.decoders.draco)throw new Error("KHR_draco_mesh_compression is required but @maptalks/transcoders.draco is not loaded");if(e.indexOf("KHR_texture_basisu")>=0&&!this.options.decoders["image/ktx2"])throw new Error("KHR_texture_basisu is required but @maptalks/transcoders.ktx2 is not loaded");if(e.indexOf("EXT_meshopt_compression")>=0)throw new Error("EXT_meshopt_compression extension is not supported yet.")}}_loadExtensions(){const e=this.gltf.extensions;return e&&e.KHR_techniques_webgl?this._accessor.requestKHRTechniquesWebgl(e.KHR_techniques_webgl).then((t=>(e.KHR_techniques_webgl=t,e))):Promise.resolve(e)}_convertKhrTechiqueToTechiques(){if(!Array.isArray(this.gltf.programs))return;const e=this.gltf.materials;for(let t=0;t<e.length;t++)e[t]&&e[t].extensions&&e[t].extensions.KHR_technique_webgl&&(e[t].extensions.KHR_techniques_webgl=e[t].extensions.KHR_technique_webgl,delete e[t].extensions.KHR_technique_webgl);const t=this.gltf.extensions||{},s=this.gltf.techniques;t.KHR_techniques_webgl={programs:this.gltf.programs,shaders:this.gltf.shaders,techniques:s};for(let t=0;t<e.length;t++){const n=(r=e[t])&&r.extensions&&r.extensions.KHR_techniques_webgl;if(n){const{values:e,technique:t}=n,r=s[t];if(!r||!e)continue;const{uniforms:i,parameters:a}=r,o={};for(const t in e){const s=ue(i,t);o[s]=e[t],a[t]&&35678===a[t].type&&(o[s]={index:e[t]});}n.values=o;}}var r;for(let e=0;e<s.length;e++){const t=s[e];if(!t)continue;const{attributes:r,uniforms:n,parameters:i}=t;if(r)for(const e in r){const t=r[e];r[e]=i[t];}if(n)for(const e in n){const t=n[e];n[e]=i[t];}delete t.parameters;}return delete this.gltf.programs,delete this.gltf.shaders,delete this.gltf.techniques,this.gltf.extensions=t,t}load(e){e=e||{},this._convertKhrTechiqueToTechiques();const t=this._loadScene(e),s=this._loadAnimations(),r=this._loadTextures(),n=this._loadExtensions();return Promise.all([t,s,r,n]).then((e=>(e[0].animations=e[1],e[0].textures=e[2],e[0].extensions=e[3],e[0].transferables=this.transferables||[],this.createChannelsMap(e[0]),e[0])))}createChannelsMap(e){const t=e.animations;if(t)for(let e=0;e<t.length;e++){const s=t[e];s.channelsMap={};for(let e=0;e<s.channels.length;e++){const t=s.channels[e];s.channelsMap[t.target.node]||(s.channelsMap[t.target.node]=[]),s.channelsMap[t.target.node].push(t);}}}getExternalResources(){const e=[];if(this.gltf){const{buffers:t,images:s}=this.gltf;for(let s=0;s<t.length;s++)t[s].uri&&t[s].uri.indexOf("data:application/octet-stream;base64")<0&&e.push({type:"buffer",uri:t[s].uri});for(let t=0;t<s.length;t++)s[t].uri&&s[t].uri.indexOf("data:image/")<0&&e.push({type:"image",uri:s[t].uri});}return e}static getAnimationClip(e,t,s,r){return Y.getAnimationClip(e,t,s,r)}static getAnimationTimeSpan(e,t){return Y.getTimeSpanByName(e,t)}static getTypedArrayCtor(e){return x(e)}static readInterleavedArray(e,t,s,r,n,i,a){return B(e,t,s,r,n,i,a)}_init(e,t,s){this.gltf=t,this.glbBuffer=s,this.version=t.asset?+t.asset.version:1,this.rootPath=e,this.buffers={},this.requests={},this.options.requestImage=$?ne.bind(this):this.options.requestImage||Q,this.options.transferable&&(this.transferables=[]),2===this.version?(this.adapter=new C(e,t,s,this.options.requestImage,this.options.decoders||{},this.options.supportedFormats||{},this._fetchOptions,this.options.urlModifier),this.adapter.iterate(((e,t,s)=>{t.id="buffer_"+s;}),"buffers"),this.adapter.iterate(((e,t,s)=>{t.id="image_"+s;}),"images"),this.adapter.iterate(((e,t,s)=>{t.id="accessor_"+s;}),"accessors")):(this.adapter=new D(e,t,s,this.options.requestImage,this.options.decoders||{},this.options.supportedFormats||{},this._fetchOptions,this.options.urlModifier),this.adapter.iterate(((e,t,s)=>{t.id="accessor_"+s;}),"accessors"),this.adapter.iterate(((e,t,s)=>{t.id="image_"+s;}),"images"));}_parseNodes(e,t){if(e.children&&e.children.length>0){if(!("number"==typeof(s=e.children[0])&&isFinite(s)||_(e.children[0])))return e;const r=e.children.map((e=>{const s=t[e];return s.nodeIndex=e,this._parseNodes(s,t)}));e.children=r;}var s;return e}_loadScene(e){return this._loadNodes(e).then((e=>{const t=this.scenes=[];let s;for(const t in e)e[t]=this._parseNodes(e[t],e),e[t].nodeIndex=Number(t)?Number(t):t;this.adapter.iterate(((r,n,i)=>{const a={};n.name&&(a.name=n.name),n.nodes&&(a.nodes=n.nodes.map((t=>e[t]))),this.gltf.scene===r&&(s=i),t.push(a);}),"scenes");const r={textures:this.gltf.textures,asset:this.gltf.asset,scene:s,scenes:t,nodes:e,meshes:this.meshes,materials:this.gltf.materials,skins:this.skins,extensionsRequired:this.gltf.extensionsRequired,extensionsUsed:this.gltf.extensionsUsed};if(this.gltf.extensions&&(r.extensions=this.gltf.extensions),1===this.version){const e=this.adapter._loadMaterials(this.gltf.materials);r.materials=e;}return delete this.gltf.buffers,r.json=this.gltf,r}))}_loadNodes(e){return this._loadMeshes(e).then((()=>{const e=this.nodes={};return this.adapter.iterate(((t,s)=>{const r=this.adapter.createNode(s,this.meshes,this.skins);e[t]=r;}),"nodes"),e}))}_loadSkins(){this.skins=[];const e=[];return this.adapter.iterate(((t,s,r)=>{e.push(this._loadSkin(s).then((e=>{e.index=r,this.skins.push(e);})));}),"skins"),e}_loadSkin(e){const t=e.inverseBindMatrices;return this.adapter.accessor._requestData("inverseBindMatrices",t).then((t=>(e.inverseBindMatrices=t,t&&t.buffer&&this.transferables&&this.transferables.indexOf(t.buffer)<0&&this.transferables.push(t.buffer),e)))}_loadAnimations(){const e=this.gltf.animations;return b(e)?this.adapter.getAnimations(e):null}_loadMeshes(e){this.meshes={};let t=[];return this.adapter.iterate(((s,r,n)=>{t.push(this._loadMesh(r,e).then((e=>{e.index=n,this.meshes[s]=e;})));}),"meshes"),t=t.concat(this._loadSkins()),Promise.all(t)}_loadMesh(e,t){const s=e.primitives.map((e=>this._loadPrimitive(e,t))).filter((e=>!!e));return Promise.all(s).then((t=>{const s={};return y(s,e),s.primitives=t,s}))}_loadTextures(){const e=this.gltf.textures;if(!e)return null;const t=[];for(const s in e)t.push(this.adapter._getTexture(s));return Promise.all(t).then((t=>{if(this.transferables)for(let e=0;e<t.length;e++){const s=t[e]&&t[e].image.array;if(s){let e;e=s instanceof ImageBitmap?s:s.buffer,e&&this.transferables.indexOf(e)<0&&this.transferables.push(e);}}if(!Array.isArray(e)){const s={},r=Object.keys(e);for(let e=0;e<t.length;e++)t[e]&&(s[r[e]]=t[e]);return s}return t}))}_loadPrimitive(e,t){let s;const r=[],n=e.extensions;if(b(e.targets))for(let t=0;t<e.targets.length;t++){const s=e.targets[t];for(const e in s){const n=this.adapter.accessor._requestData(`morphTargets_${e}_${t}`,s[e]);n&&r.push(n);}}if(n&&n.KHR_draco_mesh_compression){if(!this.options.decoders.draco&&(!this.gltf.extensionsRequired||!this.gltf.extensionsRequired.indexOf("KHR_draco_mesh_compression")<0))return null;const e=this.options.decoders.draco,{bufferView:i,attributes:a}=n.KHR_draco_mesh_compression,o=this.gltf.bufferViews[i],f=this._accessor._requestBufferOfBufferView(o).then((s=>{const{buffer:r,byteOffset:n}=s;let{byteOffset:i}=o;const f=o.byteLength;i||(i=0);const u=new DataView(r,n+i,f),h={attributes:a,useUniqueIDs:!1,skipAttributeTransform:t.skipAttributeTransform};return 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|
|
73
|
+
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M{constructor(e,t,s,r,n){this._requestImage=e,this.decoders=t,this._supportedFormats=s,this.images={},this._imgRequests={},this._fetchOptions=r||{},this._urlModifier=n;}requestImageFromBufferURI(e,t,s){if(this.buffers[e.id]){const r=this.buffers[e.id],n=this._createDataView(t,r);return this.getImageByBuffer(n,s)}if(this._imgRequests[e.id])return this._imgRequests[e.id].then((()=>{const r=this.buffers[e.id],n=this._createDataView(t,r);return this.getImageByBuffer(n,s)}));if(w(e.uri)){const r=this.buffers[e.id]=T(e.uri),n=this._createDataView(t,r);return this.getImageByBuffer(n,s)}let r;const n=e.uri.indexOf("blob:")>=0;return r=e.uri.indexOf("://")>0||n?e.uri:this.rootPath+"/"+e.uri,this._imgRequests[e.id]=P.getArrayBuffer(r,this._fetchOptions,this._urlModifier).then((r=>{const n=this.buffers[e.id]=r.data,i=this._createDataView(t,n);return this.getImageByBuffer(i,s)}))}getImageByBuffer(e,t){if(this.images[t.id])return Promise.resolve(this.images[t.id]);const 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t={};if(b(e.name)&&(t.name=e.name),b(e.children)&&(t.children=e.children),b(e.jointName)&&(t.jointName=e.jointName),b(e.matrix)&&(t.matrix=e.matrix),b(e.rotation)&&(t.rotation=e.rotation),b(e.scale)&&(t.scale=e.scale),b(e.translation)&&(t.translation=e.translation),b(e.extras)&&(t.extras=e.extras),b(e.meshes)&&(t.mesh=e.meshes[0]),t.translation||t.rotation||t.scale){const e=function(e,t){if(t.matrix)return t.matrix;if(t.translation||t.scale||t.rotation){const s=function(e,t){return e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=1,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=1,e[11]=0,e[12]=t[0],e[13]=t[1],e[14]=t[2],e[15]=1,e}(E,t.translation||R),n=function(e,t){var s=t[0],r=t[1],n=t[2],i=t[3],a=s+s,o=r+r,f=n+n,u=s*a,h=r*a,c=r*o,l=n*a,d=n*o,m=n*f,g=i*a,p=i*o,b=i*f;return e[0]=1-c-m,e[1]=h+b,e[2]=l-p,e[3]=0,e[4]=h-b,e[5]=1-u-m,e[6]=d+g,e[7]=0,e[8]=l+p,e[9]=d-g,e[10]=1-u-c,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(O,t.rotation||A),i=function(e,t){return e[0]=t[0],e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=t[1],e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=t[2],e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(I,t.scale||q);return r(i,n,i),r(e,s,i)}return function(e){return e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=1,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=1,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}(e)}([],t);delete t.translation,delete t.rotation,delete t.scale,t.matrix=e;}return t}_loadMaterials(e){const t={};for(const s in e){const r=e[s];let n,i;r.instanceTechnique&&r.instanceTechnique.values?(n=r.instanceTechnique,i=n.values.diffuse):(n=r,i=n.values.tex||n.values.diffuseTex||n.values.diffuse);const a={baseColorTexture:{index:i}};r.name&&(a.name=r.name),r.extensions&&(a.extensions=r.extensions),r.extras&&(a.extras=r.extras),t[s]=a;}return t}_loadImage(e){if(e.bufferView||e.extensions&&(e.extensions.KHR_binary_glTF||e.extensions.binary_glTF)){const t=e.bufferView?e:e.extensions.KHR_binary_glTF||e.extensions.binary_glTF;e.extensions&&(e.mimeType=t.mimeType,e.width=t.width,e.height=t.height);const s=this.gltf.bufferViews[t.bufferView],r=(s.byteOffset||0)+this.glbBuffer.byteOffset,n=s.byteLength,i=this.buffers[t.bufferView]=new Uint8Array(this.glbBuffer.buffer,r,n);return this.getImageByBuffer(i,e)}return this.requestExternalImage(e)}_getTexture(e){const t=this.gltf.textures[e];if(!t)return null;const s=this.gltf.images[t.source];return this._loadImage(s).then((e=>{const r=this.gltf.samplers[t.sampler];return {image:{array:e.data,width:e.width,height:e.height,index:t.source,mimeType:s.mimeType,name:s.name,extras:s.extras},sampler:r}}))}getBaseColorTexture(e){const t=this.gltf.materials[e];let s,r;if(t.instanceTechnique&&t.instanceTechnique.values?(s=t.instanceTechnique,r=s.values.diffuse):(s=t,r=s.values.tex||s.values.diffuseTex||s.values.diffuse),void 0===r||void 0===this.gltf.textures)return null;const n=this.gltf.textures[r];if(!n)return null;const i=this.gltf.samplers[n.sampler];return {format:n.format||6408,internalFormat:n.internalFormat||6408,type:n.type||5121,sampler:i,source:this.gltf.images[n.source]}}getMaterial(){return null}getAnimations(){return null}}const U=9729;class C extends M{constructor(e,t,s,r,n,i,a,o){super(r,n,i,a,o),this.rootPath=e,this.gltf=t,this.glbBuffer=s,this.buffers={},this.requests={},this.accessor=new L(e,t,s,a,o);}iterate(e,t){const s=this.gltf[t];if(s)for(let t=0;t<s.length;t++)e(t,s[t],t);}createNode(e){const t={};return y(t,e),!b(e.weights)&&this.gltf.meshes&&b(t.mesh)?t.weights=this.gltf.meshes[t.mesh].weights:e.weights&&(t.weights=e.weights),t}_getTexture(e){const t=this.gltf.textures[e];if(!t)return null;let s=t.source;if(t.extensions&&t.extensions.EXT_texture_webp?s=t.extensions.EXT_texture_webp.source:t.extensions&&t.extensions.KHR_texture_basisu&&(s=t.extensions.KHR_texture_basisu.source),!b(s))return null;const r=this.gltf.images[s];return this._loadImage(r).then((e=>{if(!e)return null;const s={image:{array:e.data,mipmap:e.mipmap,width:e.width,height:e.height,index:t.source,mimeType:r.mimeType,name:r.name,extensions:r.extensions,extras:r.extras}};y(s,t);const n=b(t.sampler)?this.gltf.samplers[t.sampler]:void 0;if(n&&(s.sampler=n,s.sampler.magFilter=n.magFilter||U,s.sampler.minFilter=n.minFilter||9987,s.sampler.wrapS=n.wrapS||10497,s.sampler.wrapT=n.wrapT||10497),"image/ktx2"===s.image.mimeType&&!s.image.mipmap&&s.sampler&&s.sampler.minFilter!==U&&9728!==s.sampler.minFilter){const e=s.sampler.minFilter;s.sampler.minFilter=9984===e||9986===e?9728:U;}if(e.format&&(s.format=e.format),6407===s.format){const e=s.image.array&&s.image.array.length;e&&e===s.image.width*s.image.height*4&&(s.format=6408);}return s}))}_loadImage(e){if(!b(e.bufferView))return this.requestExternalImage(e);{const t=this.gltf.bufferViews[e.bufferView],s=this.gltf.buffers[t.buffer];if(s.uri)return this.requestImageFromBufferURI(s,t,e);if(this.glbBuffer)return this._requestFromGlbBuffer(t,e)}return null}_requestFromGlbBuffer(e,t){const s=this._createDataView(e,this.glbBuffer.buffer,this.glbBuffer.byteOffset);return this.getImageByBuffer(s,t)}_createDataView(e,t,s){s=s||0;const r=(e.byteOffset||0)+s,n=e.byteLength;return new Uint8Array(t,r,n)}_transformArrayBufferToBase64(e,t){const s=new Array(e.byteLength);for(let t=0;t<e.byteLength;t++)s[t]=String.fromCharCode(e[t]);s.join("");const r="data:"+(t=t||"image/png")+";base64,"+function(e){return "undefined"!=typeof self?self.btoa(e):window.btoa(e)}(unescape(encodeURIComponent(s)));return r}getAnimations(e){const t=[];return e.forEach((e=>{t.push(this.getSamplers(e.samplers));})),Promise.all(t).then((t=>{for(let s=0;s<t.length;s++)e[s].samplers=t[s];return e}))}getSamplers(e){const t=[];for(let s=0;s<e.length;s++)(b(e[s].input)||b(e[s].output))&&(t.push(this.accessor._requestData("input",e[s].input)),t.push(this.accessor._requestData("output",e[s].output)));return Promise.all(t).then((t=>{for(let s=0;s<t.length/2;s++)e[s].input=t[2*s],e[s].output=t[2*s+1],e[s].interpolation||(e[s].interpolation="LINEAR");return e}))}}const F="undefined"!=typeof TextDecoder?new TextDecoder("utf-8"):null;class k{static read(e,t=0,s=0){s||(s=e.byteLength);const r=new DataView(e,t,s),n=r.getUint32(4,!0);if(1===n)return k.readV1(r,t);if(2===n)return k.readV2(e,t);throw new Error("Unsupported glb version : "+n)}static readV1(e,t){const s=e.getUint32(8,!0),r=e.getUint32(12,!0);if(s!==e.byteLength)throw new Error("Length in GLB header is inconsistent with glb's byte length.");const n=X(e.buffer,20+t,r);return {json:JSON.parse(n),glbBuffer:{byteOffset:20+t+r,buffer:e.buffer,byteLength:s}}}static readV2(e,t){let s,r,n;const i=new DataView(e,t+12);let a=0;for(;a+8<i.byteLength;){const o=i.getUint32(a,!0);a+=4;const f=i.getUint32(a,!0);if(a+=4,1313821514===f)s=X(e,t+12+a,o);else if(5130562===f){n=t+12+a,r=o;break}a+=o;}return {json:JSON.parse(s),glbBuffer:{byteOffset:n,buffer:e,byteLength:r}}}}function X(e,t,s){if(F){const r=new Uint8Array(e,t,s);return F.decode(r)}return function(e){const t=e.length;let s="";for(let r=0;r<t;){let n=e[r++];if(128&n){let s=K[n>>3&7];if(!(64&n)||!s||r+s>t)return null;for(n&=63>>s;s>0;s-=1){const t=e[r++];if(128!=(192&t))return null;n=n<<6|63&t;}}s+=String.fromCharCode(n);}return s}(new Uint8Array(e,t,s))}const K=[1,1,1,1,2,2,3,0],H=[0,0,0],j=[0,0,0,1],z=[1,1,1],W={TRANSLATION:[0,0,0],ROTATION:[0,0,0,1],SCALE:[1,1,1]},G={PREVIOUS:null,NEXT:null,PREINDEX:null,NEXTINDEX:null,INTERPOLATION:null},Y={_getTRSW(e,t,s,r,n,i,o,f){const u=b(e)?t.animations:[t.animations[0]],h={};for(let t=0;t<u.length;t++){const c=u[t],l=c.name||t;if(b(e)&&l!==e)continue;const d=c.channelsMap[s];if(d)for(let e=0;e<d.length;e++){const t=d[e];"translation"===t.target.path?(this._getAnimateData(n,c.samplers[t.sampler],r,1),h.translation=a(H,n)):"rotation"===t.target.path?(this._getQuaternion(i,c.samplers[t.sampler],r,1),h.rotation=m(j,i)):"scale"===t.target.path?(this._getAnimateData(o,c.samplers[t.sampler],r,1),h.scale=a(z,o)):"weights"===t.target.path&&f&&(this._getAnimateData(f,c.samplers[t.sampler],r,f.length),h.weights=f);}}return h},_getAnimateData(e,t,s,r){switch(t.interpolation){case"LINEAR":{const n=this._getPreNext(G,t,s,1*r);n&&(e=function(e,t,s,r){for(let n=0;n<e.length;n++)e[n]=t[n]+r*(s[n]-t[n]);return e}(e,n.PREVIOUS,n.NEXT,n.INTERPOLATION));break}case"STEP":{const n=this._getPreNext(G,t,s,1*r);n&&(e=function(e,t){for(let s=0;s<e.length;s++)e[s]=t[s];return e}(e,...n.PREVIOUS));break}case"CUBICSPLINE":{const n=this._getPreNext(G,t,s,3*r);n&&(e=this._getCubicSpline(e,n,t.input.array,3*r));break}}return e},_getQuaternion(e,t,s){switch(t.interpolation){case"LINEAR":{const r=this._getPreNext(G,t,s,1);r&&function(e,t,s,r){var n,i,a,o,f,u=t[0],h=t[1],c=t[2],l=t[3],d=s[0],m=s[1],g=s[2],p=s[3];(i=u*d+h*m+c*g+l*p)<0&&(i=-i,d=-d,m=-m,g=-g,p=-p),1-i>1e-6?(n=Math.acos(i),a=Math.sin(n),o=Math.sin((1-r)*n)/a,f=Math.sin(r*n)/a):(o=1-r,f=r),e[0]=o*u+f*d,e[1]=o*h+f*m,e[2]=o*c+f*g,e[3]=o*l+f*p;}(e,r.PREVIOUS,r.NEXT,r.INTERPOLATION);break}case"STEP":{const r=this._getPreNext(G,t,s,1);r&&(e=h(e,...r.PREVIOUS));break}case"CUBICSPLINE":{const r=this._getPreNext(G,t,s,3);if(r){for(let e=0;e<r.PREVIOUS.length;e++)r.PREVIOUS[e]=Math.acos(r.PREVIOUS[e]),r.NEXT[e]=Math.acos(r.NEXT[e]);e=this._getCubicSpline(e,r,t.input.array,3);for(let t=0;t<e.length;t++)e[t]=Math.cos(e[t]);}break}}return e},_search(e,t){const s=e.length;let r,n,i,a=0,o=s-1,f=Math.floor((a+o)/2);for(;a<=s-1&&o>=0;){if(a===o)return null;if(e[f]<=t&&t<=e[f+1]){const s=e[f];return 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n=e.nodes[t]&&e.nodes[t].weights;return o(H,...W.TRANSLATION),h(j,...W.ROTATION),o(z,...W.SCALE),this._getTRSW(r,e,t,s,H,j,z,n)},getTimeSpan(e){if(!e.animations)return null;if(e.timeSpan)return e.timeSpan;const t=e.animations;return e.timeSpan={},t.forEach(((t,s)=>{let r=-1/0,n=1/0;const i=t.channels;for(let e=0;e<i.length;e++){const s=i[e],a=t.samplers[s.sampler].input.array;a[a.length-1]>r&&(r=a[a.length-1]),a[0]<n&&(n=a[0]);}const a=t.name||s;e.timeSpan[a]={max:r,min:n};})),e.timeSpan},getTimeSpanByName(e,t){const s=this.getTimeSpan(e);return s?b(t)?s[t]:s[Object.keys(s)[0]]:null}};let $=!1;if("undefined"!=typeof OffscreenCanvas){let e;try{e=new OffscreenCanvas(2,2).getContext("2d");}catch(s){}e&&"undefined"!=typeof createImageBitmap&&($=!0);}const J="undefined"==typeof document?null:document.createElement("canvas");function Q(e,t,s){const r=new Image;r.crossOrigin="",r.onload=()=>{if(!J)return void s(new Error("There is no canvas to draw image!"));J.width=r.width,J.height=r.height;const e=J.getContext("2d",{willReadFrequently:!0});e.drawImage(r,0,0,r.width,r.height);const t=e.getImageData(0,0,r.width,r.height),n={width:r.width,height:r.height,data:new Uint8Array(t.data)};s(null,n);},r.onerror=function(e){s(e);},r.src=e;}const Z=[],ee=[],te=30;let se,re;function ne(e,t,s){se||(se=new OffscreenCanvas(2,2),re=se.getContext("2d",{willReadFrequently:!0}));let r=null;if(_(e))this.options.urlModifier&&(e=this.options.urlModifier(e)),Z.push([e,t,s,this]),ie();else {const t=new Blob([e]);r=createImageBitmap(t),r.then(ae.bind(this)).then((e=>{s(null,e);})).catch((e=>{console.warn(e),s(e);}));}}function ie(){if(!Z.length||ee.length>te)return;const e=Z.shift(),[t,s,r,n]=e;ee.push(e),fetch(t,s).then((e=>e.arrayBuffer())).then((e=>{const t=new Blob([new Uint8Array(e)]);return createImageBitmap(t)})).then(ae.bind(n)).then((t=>{r.call(n,null,t);const s=ee.indexOf(e);ee.splice(s,1),ie();})).catch((t=>{console.warn(t),r.call(n,t);const s=ee.indexOf(e);ee.splice(s,1),ie();}));}function ae(e){let{width:t,height:s}=e;oe(t)||(t=fe(t)),oe(s)||(s=fe(s));const r=this.options.maxTextureSize;r&&(t=Math.min(r,t),s=Math.min(r,s)),se.width=t,se.height=s,re.drawImage(e,0,0,t,s),e.close();const n=re.getImageData(0,0,t,s);return {width:t,height:s,data:new Uint8Array(n.data)}}function oe(e){return !(e&e-1)&&0!==e}function fe(e){return Math.pow(2,Math.floor(Math.log(e)/Math.LN2))}function ue(e,t){for(const s in e)if(e[s]===t)return s;return t}e.Ajax=P,e.GLTFLoader=class{constructor(e,t,s){if(this.options=s||{},this.options.decoders||(this.options.decoders={}),this._fetchOptions=this.options.fetchOptions||{},t.buffer instanceof ArrayBuffer){const{json:s,glbBuffer:r}=k.read(t.buffer,t.byteOffset,t.byteLength);this._init(e,s,r);}else this._init(e,t);this._accessor=new L(this.rootPath,this.gltf,this.glbBuffer,this._fetchOptions,this.options.urlModifier),this._checkExtensions();}_checkExtensions(){const e=this.gltf.extensionsRequired;if(e){if(e.indexOf("KHR_draco_mesh_compression")>=0&&!this.options.decoders.draco)throw new Error("KHR_draco_mesh_compression is required but @maptalks/transcoders.draco is not loaded");if(e.indexOf("KHR_texture_basisu")>=0&&!this.options.decoders["image/ktx2"])throw new Error("KHR_texture_basisu is required but @maptalks/transcoders.ktx2 is not loaded");if(e.indexOf("EXT_meshopt_compression")>=0)throw new Error("EXT_meshopt_compression extension is not supported yet.")}}_loadExtensions(){const e=this.gltf.extensions;return e&&e.KHR_techniques_webgl?this._accessor.requestKHRTechniquesWebgl(e.KHR_techniques_webgl).then((t=>(e.KHR_techniques_webgl=t,e))):Promise.resolve(e)}_convertKhrTechiqueToTechiques(){if(!Array.isArray(this.gltf.programs))return;const e=this.gltf.materials;for(let t=0;t<e.length;t++)e[t]&&e[t].extensions&&e[t].extensions.KHR_technique_webgl&&(e[t].extensions.KHR_techniques_webgl=e[t].extensions.KHR_technique_webgl,delete e[t].extensions.KHR_technique_webgl);const t=this.gltf.extensions||{},s=this.gltf.techniques;t.KHR_techniques_webgl={programs:this.gltf.programs,shaders:this.gltf.shaders,techniques:s};for(let t=0;t<e.length;t++){const n=(r=e[t])&&r.extensions&&r.extensions.KHR_techniques_webgl;if(n){const{values:e,technique:t}=n,r=s[t];if(!r||!e)continue;const{uniforms:i,parameters:a}=r,o={};for(const t in e){const s=ue(i,t);o[s]=e[t],a[t]&&35678===a[t].type&&(o[s]={index:e[t]});}n.values=o;}}var r;for(let e=0;e<s.length;e++){const t=s[e];if(!t)continue;const{attributes:r,uniforms:n,parameters:i}=t;if(r)for(const e in r){const t=r[e];r[e]=i[t];}if(n)for(const e in n){const t=n[e];n[e]=i[t];}delete t.parameters;}return delete this.gltf.programs,delete this.gltf.shaders,delete this.gltf.techniques,this.gltf.extensions=t,t}load(e){e=e||{},this._convertKhrTechiqueToTechiques();const t=this._loadScene(e),s=this._loadAnimations(),r=this._loadTextures(),n=this._loadExtensions();return Promise.all([t,s,r,n]).then((e=>(e[0].animations=e[1],e[0].textures=e[2],e[0].extensions=e[3],e[0].transferables=this.transferables||[],this.createChannelsMap(e[0]),e[0])))}createChannelsMap(e){const t=e.animations;if(t)for(let e=0;e<t.length;e++){const s=t[e];s.channelsMap={};for(let e=0;e<s.channels.length;e++){const t=s.channels[e];s.channelsMap[t.target.node]||(s.channelsMap[t.target.node]=[]),s.channelsMap[t.target.node].push(t);}}}getExternalResources(){const e=[];if(this.gltf){const{buffers:t,images:s}=this.gltf;for(let s=0;s<t.length;s++)t[s].uri&&t[s].uri.indexOf("data:application/octet-stream;base64")<0&&e.push({type:"buffer",uri:t[s].uri});for(let t=0;t<s.length;t++)s[t].uri&&s[t].uri.indexOf("data:image/")<0&&e.push({type:"image",uri:s[t].uri});}return e}static getAnimationClip(e,t,s,r){return Y.getAnimationClip(e,t,s,r)}static getAnimationTimeSpan(e,t){return Y.getTimeSpanByName(e,t)}static getTypedArrayCtor(e){return x(e)}static readInterleavedArray(e,t,s,r,n,i,a){return B(e,t,s,r,n,i,a)}_init(e,t,s){this.gltf=t,this.glbBuffer=s,this.version=t.asset?+t.asset.version:1,this.rootPath=e,this.buffers={},this.requests={},this.options.requestImage=$?ne.bind(this):this.options.requestImage||Q,this.options.transferable&&(this.transferables=[]),2===this.version?(this.adapter=new C(e,t,s,this.options.requestImage,this.options.decoders||{},this.options.supportedFormats||{},this._fetchOptions,this.options.urlModifier),this.adapter.iterate(((e,t,s)=>{t.id="buffer_"+s;}),"buffers"),this.adapter.iterate(((e,t,s)=>{t.id="image_"+s;}),"images"),this.adapter.iterate(((e,t,s)=>{t.id="accessor_"+s;}),"accessors")):(this.adapter=new D(e,t,s,this.options.requestImage,this.options.decoders||{},this.options.supportedFormats||{},this._fetchOptions,this.options.urlModifier),this.adapter.iterate(((e,t,s)=>{t.id="accessor_"+s;}),"accessors"),this.adapter.iterate(((e,t,s)=>{t.id="image_"+s;}),"images"));}_parseNodes(e,t){if(e.children&&e.children.length>0){if(!("number"==typeof(s=e.children[0])&&isFinite(s)||_(e.children[0])))return e;const r=e.children.map((e=>{const s=t[e];return s.nodeIndex=e,this._parseNodes(s,t)}));e.children=r;}var s;return e}_loadScene(e){return this._loadNodes(e).then((e=>{const t=this.scenes=[];let s;for(const t in e)e[t]=this._parseNodes(e[t],e),e[t].nodeIndex=Number(t)?Number(t):t;this.adapter.iterate(((r,n,i)=>{const a={};n.name&&(a.name=n.name),n.nodes&&(a.nodes=n.nodes.map((t=>e[t]))),this.gltf.scene===r&&(s=i),t.push(a);}),"scenes");const r={textures:this.gltf.textures,asset:this.gltf.asset,scene:s,scenes:t,nodes:e,meshes:this.meshes,materials:this.gltf.materials,skins:this.skins,extensionsRequired:this.gltf.extensionsRequired,extensionsUsed:this.gltf.extensionsUsed};if(this.gltf.extensions&&(r.extensions=this.gltf.extensions),1===this.version){const e=this.adapter._loadMaterials(this.gltf.materials);r.materials=e;}return delete this.gltf.buffers,r.json=this.gltf,r}))}_loadNodes(e){return this._loadMeshes(e).then((()=>{const e=this.nodes={};return this.adapter.iterate(((t,s)=>{const r=this.adapter.createNode(s,this.meshes,this.skins);e[t]=r;}),"nodes"),e}))}_loadSkins(){this.skins=[];const e=[];return this.adapter.iterate(((t,s,r)=>{e.push(this._loadSkin(s).then((e=>{e.index=r,this.skins.push(e);})));}),"skins"),e}_loadSkin(e){const t=e.inverseBindMatrices;return this.adapter.accessor._requestData("inverseBindMatrices",t).then((t=>(e.inverseBindMatrices=t,t&&t.buffer&&this.transferables&&this.transferables.indexOf(t.buffer)<0&&this.transferables.push(t.buffer),e)))}_loadAnimations(){const e=this.gltf.animations;return b(e)?this.adapter.getAnimations(e):null}_loadMeshes(e){this.meshes={};let t=[];return this.adapter.iterate(((s,r,n)=>{t.push(this._loadMesh(r,e).then((e=>{e.index=n,this.meshes[s]=e;})));}),"meshes"),t=t.concat(this._loadSkins()),Promise.all(t)}_loadMesh(e,t){const s=e.primitives.map((e=>this._loadPrimitive(e,t))).filter((e=>!!e));return Promise.all(s).then((t=>{const s={};return y(s,e),s.primitives=t,s}))}_loadTextures(){const e=this.gltf.textures;if(!e)return null;const t=[];for(const s in e)t.push(this.adapter._getTexture(s));return Promise.all(t).then((t=>{if(this.transferables)for(let e=0;e<t.length;e++){const s=t[e]&&t[e].image.array;if(s){let e;e=s instanceof ImageBitmap?s:s.buffer,e&&this.transferables.indexOf(e)<0&&this.transferables.push(e);}}if(!Array.isArray(e)){const s={},r=Object.keys(e);for(let e=0;e<t.length;e++)t[e]&&(s[r[e]]=t[e]);return s}return t}))}_loadPrimitive(e,t){let s;const r=[],n=e.extensions;if(b(e.targets))for(let t=0;t<e.targets.length;t++){const s=e.targets[t];for(const e in s){const n=this.adapter.accessor._requestData(`morphTargets_${e}_${t}`,s[e]);n&&r.push(n);}}if(n&&n.KHR_draco_mesh_compression){if(!this.options.decoders.draco&&(!this.gltf.extensionsRequired||!this.gltf.extensionsRequired.indexOf("KHR_draco_mesh_compression")<0))return null;const e=this.options.decoders.draco,{bufferView:i,attributes:a}=n.KHR_draco_mesh_compression,o=this.gltf.bufferViews[i],f=this._accessor._requestBufferOfBufferView(o).then((s=>{const{buffer:r,byteOffset:n}=s;let{byteOffset:i}=o;const f=o.byteLength;i||(i=0);const u=new DataView(r,n+i,f),h={attributes:a,useUniqueIDs:!1,skipAttributeTransform:t.skipAttributeTransform};return e(u,h).then((e=>{const t=Object.values(e.attributes);return e.indices&&t.push(e.indices),t}))}));r.push(f),s=Promise.all(r);}else {const t=e.attributes;for(const e in t){const s=this.adapter.accessor._requestData(e,t[e]);s&&r.push(s);}if(b(e.indices)){const t=this.adapter.accessor._requestData("indices",e.indices);t&&r.push(t);}s=Promise.all(r);}return s.then((t=>{if(n&&n.KHR_draco_mesh_compression){const s=e.targets?e.targets.length:0;t[s]=t[s].concat(t.slice(0,s)),t=t[s];}let s,r;const i={attributes:t.reduce(((e,t)=>{if("indices"===t.name)s=t;else if(t.name.indexOf("morphTargets_")>-1)r=r||{},r[t.name.slice(13)]=t;else {if(!("POSITION"!==t.name||t.min&&t.max)){const e=[1/0,1/0,1/0],s=[-1/0,-1/0,-1/0],{itemSize:r,array:n}=t,i=n.length/r;for(let t=0;t<i;t++)for(let i=0;i<r;i++){const a=t*r+i;n[a]<e[i]&&(e[i]=n[a]),n[a]>s[i]&&(s[i]=n[a]);}if(t.quantization){const r=t.quantization,n=r.range/(1<<r.quantizationBits),i=r.minValues;u(e,e,n),f(e,e,i),u(s,s,n),f(s,s,i);}t.min=e,t.max=s;}e[t.name]=t;}return this.transferables&&t.array.buffer&&this.transferables.indexOf(t.array.buffer)<0&&this.transferables.push(t.array.buffer),e}),{}),material:e.material};return s&&(i.indices=s),r&&(i.morphTargets=r),i.mode=b(e.mode)?e.mode:4,b(e.extras)&&(i.extras=e.extras),i}))}},t().maptalks_gltf_loader=e;}gltfLoaderExport({});
|
|
74
74
|
|
|
75
75
|
const getGlobal = function () {
|
|
76
76
|
if (typeof globalThis !== 'undefined') {
|
|
@@ -1849,15 +1849,25 @@ class Geometry {
|
|
|
1849
1849
|
const ctor = array.constructor;
|
|
1850
1850
|
const itemSize = array.length / vertexCount;
|
|
1851
1851
|
const bytesPerElement = itemBytes / itemSize;
|
|
1852
|
-
// 无法对齐时,itemSize 一定是1
|
|
1853
|
-
|
|
1854
|
-
|
|
1855
|
-
|
|
1856
|
-
|
|
1857
|
-
|
|
1852
|
+
// 无法对齐时,itemSize 一定是1,2,3,不可能是4
|
|
1853
|
+
if (itemSize === 3) {
|
|
1854
|
+
// itemSize 为 3时,补位为 4,wgsl中需要相应修改类型声明
|
|
1855
|
+
const newItemSize = ensureAlignment(itemSize, bytesPerElement);
|
|
1856
|
+
const newArray = new ctor(newItemSize * vertexCount);
|
|
1857
|
+
for (let i = 0; i < vertexCount; i++) {
|
|
1858
|
+
for (let ii = 0; ii < itemSize; ii++) {
|
|
1859
|
+
newArray[i * newItemSize + ii] = array[i * itemSize + ii];
|
|
1860
|
+
}
|
|
1858
1861
|
}
|
|
1862
|
+
return newArray;
|
|
1863
|
+
}
|
|
1864
|
+
else {
|
|
1865
|
+
// itemSize 为 1或2时,提升数组的类型,不影响wgsl中的类型声明
|
|
1866
|
+
const newCtor = getPadArrayCtor(ctor, itemSize);
|
|
1867
|
+
const newArray = new newCtor(itemSize * vertexCount);
|
|
1868
|
+
newArray.set(array);
|
|
1869
|
+
return newArray;
|
|
1859
1870
|
}
|
|
1860
|
-
return newArray;
|
|
1861
1871
|
}
|
|
1862
1872
|
constructor(data, elements, count, desc) {
|
|
1863
1873
|
this._version = 0;
|
|
@@ -2115,9 +2125,6 @@ class Geometry {
|
|
|
2115
2125
|
if (Array.isArray(data[key])) {
|
|
2116
2126
|
data[key] = new Float32Array(data[key]);
|
|
2117
2127
|
}
|
|
2118
|
-
else if (isWebGPU && isArray(data[key])) {
|
|
2119
|
-
data[key] = Geometry.padGPUBufferAlignment(data[key], vertexCount);
|
|
2120
|
-
}
|
|
2121
2128
|
//如果调用过addBuffer,buffer有可能是ArrayBuffer
|
|
2122
2129
|
if (data[key].buffer !== undefined && !(data[key].buffer instanceof ArrayBuffer)) {
|
|
2123
2130
|
if (data[key].buffer.destroy) {
|
|
@@ -2132,7 +2139,12 @@ class Geometry {
|
|
|
2132
2139
|
else {
|
|
2133
2140
|
const arr = data[key].data ? data[key].data : data[key];
|
|
2134
2141
|
const dimension = arr.length / vertexCount;
|
|
2135
|
-
|
|
2142
|
+
let bufferData = arr;
|
|
2143
|
+
if (isWebGPU) {
|
|
2144
|
+
bufferData = Geometry.padGPUBufferAlignment(arr, vertexCount);
|
|
2145
|
+
}
|
|
2146
|
+
const info = data[key].data ? data[key] : {};
|
|
2147
|
+
info.data = bufferData;
|
|
2136
2148
|
info.dimension = dimension;
|
|
2137
2149
|
const buffer = Geometry.createBuffer(device, info, key);
|
|
2138
2150
|
buffer[REF_COUNT_KEY] = 1;
|
|
@@ -2166,9 +2178,16 @@ class Geometry {
|
|
|
2166
2178
|
else {
|
|
2167
2179
|
ctor = this.elements.constructor;
|
|
2168
2180
|
}
|
|
2169
|
-
|
|
2170
|
-
|
|
2171
|
-
|
|
2181
|
+
if (elements instanceof ctor) {
|
|
2182
|
+
//2x faster by new TypeArray(typearray)
|
|
2183
|
+
//https://developer.mozilla.org/zh-CN/docs/Web/JavaScript/Reference/Global_Objects/Uint32Array
|
|
2184
|
+
this.indices = new ctor(elements);
|
|
2185
|
+
}
|
|
2186
|
+
else {
|
|
2187
|
+
this.indices = new ctor(elements.length);
|
|
2188
|
+
for (let i = 0; i < elements.length; i++) {
|
|
2189
|
+
this.indices[i] = elements[i];
|
|
2190
|
+
}
|
|
2172
2191
|
}
|
|
2173
2192
|
}
|
|
2174
2193
|
this.elements = this.elements.destroy ? this.elements : Geometry.createElementBuffer(device, this.elements);
|
|
@@ -2279,7 +2298,8 @@ class Geometry {
|
|
|
2279
2298
|
if (buffer) {
|
|
2280
2299
|
if (buffer.buffer.mapState) {
|
|
2281
2300
|
//webgpu buffer
|
|
2282
|
-
|
|
2301
|
+
data = Geometry.padGPUBufferAlignment(data, this._vertexCount);
|
|
2302
|
+
buffer.buffer = this._updateGPUBuffer(buffer.buffer, data, 0, data.buffer.byteLength);
|
|
2283
2303
|
}
|
|
2284
2304
|
else {
|
|
2285
2305
|
buffer.buffer(data);
|
|
@@ -2293,7 +2313,7 @@ class Geometry {
|
|
|
2293
2313
|
delete this._reglData;
|
|
2294
2314
|
return this;
|
|
2295
2315
|
}
|
|
2296
|
-
_updateGPUBuffer(buffer, data) {
|
|
2316
|
+
_updateGPUBuffer(buffer, data, offset, byteLength) {
|
|
2297
2317
|
if (Array.isArray(data)) {
|
|
2298
2318
|
data = new Float32Array(data);
|
|
2299
2319
|
}
|
|
@@ -2305,7 +2325,7 @@ class Geometry {
|
|
|
2305
2325
|
buffer.destroy();
|
|
2306
2326
|
return newBuffer;
|
|
2307
2327
|
}
|
|
2308
|
-
device.wgpu.queue.writeBuffer(buffer, 0, data.buffer,
|
|
2328
|
+
device.wgpu.queue.writeBuffer(buffer, 0, data.buffer, offset, byteLength);
|
|
2309
2329
|
return buffer;
|
|
2310
2330
|
}
|
|
2311
2331
|
updateSubData(name, data, offset) {
|
|
@@ -2322,12 +2342,24 @@ class Geometry {
|
|
|
2322
2342
|
this._updateSubBoundingBox(data);
|
|
2323
2343
|
}
|
|
2324
2344
|
if (buffer) {
|
|
2325
|
-
|
|
2326
|
-
|
|
2327
|
-
|
|
2328
|
-
|
|
2345
|
+
if (buffer.buffer.mapState) {
|
|
2346
|
+
//webgpu buffer
|
|
2347
|
+
data = Geometry.padGPUBufferAlignment(data, this._vertexCount);
|
|
2348
|
+
const byteWidth = buffer.buffer.bytesPerElement;
|
|
2349
|
+
if (data.BYTES_PER_ELEMENT !== byteWidth) {
|
|
2350
|
+
const ctor = getTypeCtor(data, byteWidth);
|
|
2351
|
+
data = new ctor(data);
|
|
2352
|
+
}
|
|
2353
|
+
buffer.buffer = this._updateGPUBuffer(buffer.buffer, data, offset * byteWidth, data.buffer.byteLength);
|
|
2354
|
+
}
|
|
2355
|
+
else {
|
|
2356
|
+
const byteWidth = REGL_TYPE_WIDTH[buffer.buffer['_buffer'].dtype];
|
|
2357
|
+
if (data.BYTES_PER_ELEMENT !== byteWidth) {
|
|
2358
|
+
const ctor = getTypeCtor(data, byteWidth);
|
|
2359
|
+
data = new ctor(data);
|
|
2360
|
+
}
|
|
2361
|
+
buffer.buffer.subdata(data, offset * byteWidth);
|
|
2329
2362
|
}
|
|
2330
|
-
buffer.buffer.subdata(data, offset * byteWidth);
|
|
2331
2363
|
}
|
|
2332
2364
|
else {
|
|
2333
2365
|
const arr = this.data[name].data ? this.data[name].data : this.data[name];
|
|
@@ -2365,7 +2397,7 @@ class Geometry {
|
|
|
2365
2397
|
const ctor = findElementConstructor(elements);
|
|
2366
2398
|
elements = new ctor(elements);
|
|
2367
2399
|
}
|
|
2368
|
-
this.elements = this._updateGPUBuffer(e, elements);
|
|
2400
|
+
this.elements = this._updateGPUBuffer(e, elements, 0, elements.buffer.byteLength);
|
|
2369
2401
|
}
|
|
2370
2402
|
else {
|
|
2371
2403
|
this.elements = e(elements);
|
|
@@ -2609,13 +2641,19 @@ class Geometry {
|
|
|
2609
2641
|
}
|
|
2610
2642
|
}
|
|
2611
2643
|
}
|
|
2612
|
-
createTangent(name = 'aTangent') {
|
|
2644
|
+
createTangent(name = 'aTangent', tangentsDataArray) {
|
|
2613
2645
|
this._incrVersion();
|
|
2614
2646
|
//TODO data 可能是含stride的interleaved类型
|
|
2615
2647
|
const { normalAttribute, positionAttribute, uv0Attribute } = this.desc;
|
|
2616
2648
|
const normals = this._getAttributeData(normalAttribute);
|
|
2617
2649
|
const positions = this._getAttributeData(positionAttribute);
|
|
2618
|
-
|
|
2650
|
+
let tangents;
|
|
2651
|
+
if (tangentsDataArray && tangentsDataArray.length) {
|
|
2652
|
+
tangents = tangentsDataArray;
|
|
2653
|
+
}
|
|
2654
|
+
else {
|
|
2655
|
+
tangents = buildTangents(positions, normals, this.data[uv0Attribute], this.elements);
|
|
2656
|
+
}
|
|
2619
2657
|
const aTangent = this.data[name] = new Float32Array(tangents.length);
|
|
2620
2658
|
const t = [0, 0, 0, 0], n = [0, 0, 0], q = [0, 0, 0, 0];
|
|
2621
2659
|
for (let i = 0; i < tangents.length; i += 4) {
|
|
@@ -3009,6 +3047,34 @@ function ensureAlignment(itemSize, bytesPerElement) {
|
|
|
3009
3047
|
}
|
|
3010
3048
|
return itemSize + (4 - (itemBytes % 4)) / bytesPerElement;
|
|
3011
3049
|
}
|
|
3050
|
+
// itemSize 只可能是1,2
|
|
3051
|
+
function getPadArrayCtor(ctor, itemSize) {
|
|
3052
|
+
if (ctor === Uint8Array || ctor === Uint8ClampedArray) {
|
|
3053
|
+
if (itemSize === 1) {
|
|
3054
|
+
return Uint32Array;
|
|
3055
|
+
}
|
|
3056
|
+
else {
|
|
3057
|
+
return Uint16Array;
|
|
3058
|
+
}
|
|
3059
|
+
}
|
|
3060
|
+
else if (ctor === Int8Array) {
|
|
3061
|
+
if (itemSize === 1) {
|
|
3062
|
+
return Int32Array;
|
|
3063
|
+
}
|
|
3064
|
+
else {
|
|
3065
|
+
return Int16Array;
|
|
3066
|
+
}
|
|
3067
|
+
}
|
|
3068
|
+
else if (ctor === Uint16Array) {
|
|
3069
|
+
return Uint32Array;
|
|
3070
|
+
}
|
|
3071
|
+
else if (ctor === Int16Array) {
|
|
3072
|
+
return Int32Array;
|
|
3073
|
+
}
|
|
3074
|
+
else {
|
|
3075
|
+
throw new Error('sth unexpected in getPadArrayCtor');
|
|
3076
|
+
}
|
|
3077
|
+
}
|
|
3012
3078
|
|
|
3013
3079
|
const reglPrimitives = ['points', 'lines', 'line strip', 'line loop', 'triangles', 'triangle strip', 'triangle fan'];
|
|
3014
3080
|
function getPrimitive(mode) {
|
|
@@ -8677,6 +8743,9 @@ class Renderer {
|
|
|
8677
8743
|
clear(options) {
|
|
8678
8744
|
this.device.clear(options);
|
|
8679
8745
|
}
|
|
8746
|
+
isWebGPU() {
|
|
8747
|
+
return !!this.device.wgpu;
|
|
8748
|
+
}
|
|
8680
8749
|
}
|
|
8681
8750
|
|
|
8682
8751
|
const Ajax = {
|
|
@@ -9507,17 +9576,16 @@ class Texture2D extends AbstractTexture {
|
|
|
9507
9576
|
class Plane extends Geometry {
|
|
9508
9577
|
constructor(z) {
|
|
9509
9578
|
z = z || 0;
|
|
9510
|
-
const arrType = getPosArrayType(z);
|
|
9511
9579
|
super({
|
|
9512
9580
|
//width and height are both 1
|
|
9513
|
-
aPosition: new
|
|
9581
|
+
aPosition: new Float32Array([
|
|
9514
9582
|
-1, -1, z, // left bottom
|
|
9515
9583
|
1, -1, z, // right bottom
|
|
9516
9584
|
-1, 1, z, // left top
|
|
9517
9585
|
1, 1, z, // right top
|
|
9518
9586
|
]),
|
|
9519
9587
|
// Normal
|
|
9520
|
-
aNormal: new
|
|
9588
|
+
aNormal: new Float32Array([
|
|
9521
9589
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0, 0, 1,
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@@ -10636,8 +10704,7 @@ const frag$o = /* wgsl */ `
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}
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#endif
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fn computeTexCoord(vertexOutput: VertexOutput) -> vec2f {
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let texCoord = vertexOutput.vTexCoord;
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fn computeTexCoord(texCoord: vec2f, vertexOutput: VertexOutput) -> vec2f {
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#ifdef HAS_I3S_UVREGION
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let atlasScale = vertexOutput.vUvRegion.zw - vertexOutput.vUvRegion.xy;
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let uvAtlas = fract(texCoord) * atlasScale + vertexOutput.vUvRegion.xy;
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@@ -11061,7 +11128,11 @@ const vert$d = /*wgsl*/ `
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#include <get_output>
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struct VertexInput {
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#ifdef POSITION_IS_INT
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@location($i) aPosition: vec4i,
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#else
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@location($i) aPosition: vec3f,
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#endif
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}
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struct Uniforms {
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@@ -11620,8 +11691,8 @@ class GraphicsTexture {
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}
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let texture;
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{
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let width = config.width;
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let height = config.height;
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+
let width = isFunction$1(config.width) ? config.width() : config.width;
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+
let height = isFunction$1(config.height) ? config.height() : config.height;
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if (width === undefined || height === undefined) {
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const data = config.data;
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if (isArray(config.data)) {
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@@ -12351,8 +12422,8 @@ class CommandBuilder {
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fragGroups = fragReflect.getBindGroups();
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}
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// generate bind group layout
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const layout = this.
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const pipeline = this.
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const layout = this._createCommandBindGroupLayout(vertGroups, fragGroups, mesh, this.uniformValues);
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const pipeline = this._createCommandPipeline(device, vert, vertexInfo, frag, layout, mesh, pipelineDesc, fbo);
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const bindGroupMapping = this._createBindGroupMapping(vertGroups, fragGroups, mesh);
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const alignment = device.wgpu.limits.minUniformBufferOffsetAlignment;
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const bindGroupFormat = new BindGroupFormat(this.name, bindGroupMapping, alignment);
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@@ -12373,7 +12444,7 @@ class CommandBuilder {
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attributes.key = attributes.map(attr => attr.name).join();
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return attributes;
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}
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-
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+
_createCommandBindGroupLayout(vertGroups, fragGroups, mesh, uniformValues) {
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|
const entries = [];
|
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12449
|
for (let i = 0; i < vertGroups.length; i++) {
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const groupInfo = vertGroups[i];
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@@ -12420,6 +12491,7 @@ class CommandBuilder {
|
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const name = groupInfo.name;
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|
const texture = uniformValues[name] || mesh.material && mesh.material.get(name);
|
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|
let format;
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|
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|
+
let multisampled = false;
|
|
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|
if (texture) {
|
|
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12496
|
if (texture instanceof Texture2D) {
|
|
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12497
|
format = texture.config.type;
|
|
@@ -12427,8 +12499,11 @@ class CommandBuilder {
|
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12499
|
else if (texture instanceof GraphicsTexture) {
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|
format = texture.gpuFormat.format;
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|
}
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|
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|
+
multisampled = !!(texture.config && texture.config.sampleCount > 1);
|
|
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|
}
|
|
12431
|
-
|
|
12504
|
+
// https://gpuweb.github.io/gpuweb/#dictdef-gputexturebindinglayout
|
|
12505
|
+
// 根据规范,如果 multisampled 为真,sampleType 不能是float
|
|
12506
|
+
let sampleType = multisampled ? 'unfilterable-float' : 'float';
|
|
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12507
|
if (format && format.startsWith('depth')) {
|
|
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12508
|
sampleType = 'depth';
|
|
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12509
|
}
|
|
@@ -12436,6 +12511,7 @@ class CommandBuilder {
|
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12436
12511
|
binding,
|
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12437
12512
|
visibility,
|
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12438
12513
|
texture: {
|
|
12514
|
+
multisampled,
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|
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|
sampleType
|
|
12440
12516
|
}
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12441
12517
|
};
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@@ -12537,7 +12613,7 @@ class CommandBuilder {
|
|
|
12537
12613
|
}
|
|
12538
12614
|
}
|
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12539
12615
|
// 运行时调用,生成 uniform buffer, 用来存放全局 uniform 变量的值
|
|
12540
|
-
|
|
12616
|
+
_createCommandPipeline(graphicsDevice, vert, vertInfo, frag, layout, mesh, pipelineDesc, fbo) {
|
|
12541
12617
|
const device = graphicsDevice.wgpu;
|
|
12542
12618
|
const vertModule = device.createShaderModule({
|
|
12543
12619
|
label: this.name + '-vertmodule',
|
|
@@ -13420,9 +13496,9 @@ var phongFrag = "precision mediump float;\n#include <gl2_frag>\nuniform vec4 bas
|
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13420
13496
|
|
|
13421
13497
|
var phongVert = "#include <gl2_vert>\nattribute vec3 aPosition;\n#include <line_extrusion_vert>\n#ifdef HAS_MAP\nuniform vec2 uvScale;\nuniform vec2 uvOffset;\nattribute vec2 aTexCoord;\nvarying vec2 vTexCoord;\n#ifdef HAS_I3S_UVREGION\nattribute vec4 uvRegion;\nvarying vec4 vUvRegion;\n#endif\n#if defined(HAS_AO_MAP)\nattribute vec2 aTexCoord1;\nvarying vec2 vTexCoord1;\n#endif\n#endif\n#if defined(HAS_COLOR)\nattribute vec4 aColor;\nvarying vec4 vColor;\n#elif defined(HAS_COLOR0)\n#if COLOR0_SIZE == 3\nattribute vec3 aColor0;\n#else\nattribute vec4 aColor0;\n#endif\nvarying vec4 vColor;\n#endif\nvarying vec3 vFragPos;\nvarying vec3 vNormal;\nuniform mat4 projMatrix;\nuniform mat3 modelNormalMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 modelMatrix;\nuniform mat4 positionMatrix;\nuniform vec2 halton;\nuniform vec2 outSize;\nuniform mat4 projViewMatrix;\n#include <highlight_vert>\n#include <get_output>\n#include <heatmap_render_vert>\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\n#ifdef HAS_EXTRUSION_OPACITY\nattribute float aExtrusionOpacity;\nvarying float vExtrusionOpacity;\n#endif\n#if defined(HAS_TANGENT)\nvarying vec4 vTangent;\n#endif\nvoid c(const highp vec4 q, out highp vec3 d) {\n d = vec3(.0, .0, 1.) + vec3(2., -2., -2.) * q.x * q.zwx + vec3(2., 2., -2.) * q.y * q.wzy;\n}\nvoid c(const highp vec4 q, out highp vec3 d, out highp vec3 t) {\n c(q, d);\n t = vec3(1., .0, .0) + vec3(-2., 2., -2.) * q.y * q.yxw + vec3(-2., 2., 2.) * q.z * q.zwx;\n}\n#include <vertex_color_vert>\nvoid main() {\n \n#ifdef IS_LINE_EXTRUSION\nvec4 e = getPosition(getLineExtrudePosition(aPosition));\n#else\nvec4 e = getPosition(aPosition);\n#endif\nmat4 f = getPositionMatrix();\n vFragPos = vec3(modelMatrix * f * e);\n#if defined(HAS_NORMAL) || defined(HAS_TANGENT)\nmat3 h = modelNormalMatrix * mat3(f);\n vec3 i;\n#if defined(HAS_TANGENT)\nvec3 t;\n c(aTangent, i, t);\n vTangent = vec4(h * t, aTangent.w);\n#else\ni = decode_getNormal(aNormal);\n#endif\nvec3 j = appendMorphNormal(i);\n vNormal = normalize(h * j);\n#else\nvNormal = vec3(.0);\n#endif\nmat4 k = projMatrix;\n k[2].xy += halton.xy / outSize.xy;\n#ifdef HAS_MASK_EXTENT\ngl_Position = k * getMaskPosition(f * e, modelMatrix);\n#else\ngl_Position = k * modelViewMatrix * f * e;\n#endif\n#ifdef HAS_MAP\nvec2 l = decode_getTexcoord(aTexCoord);\n vTexCoord = l * uvScale + uvOffset;\n#endif\n#ifdef HAS_AO_MAP\nvec2 m = decode_getTexcoord(aTexCoord1);\n vTexCoord1 = m * uvScale + uvOffset;\n#endif\n#ifdef HAS_EXTRUSION_OPACITY\nvExtrusionOpacity = aExtrusionOpacity;\n#endif\n#if defined(HAS_COLOR)\nvColor = aColor / 255.;\n#elif defined(HAS_COLOR0)\n#if COLOR0_SIZE == 3\nvColor = vec4(aColor0 / 255., 1.);\n#else\nvColor = aColor0 / 255.;\n#endif\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(f * e);\n#endif\n#ifdef HAS_HEATMAP\nheatmap_compute(projMatrix * modelViewMatrix * f, e);\n#endif\n#ifdef HAS_I3S_UVREGION\nvUvRegion = uvRegion / 65535.;\n#endif\nhighlight_setVarying();\n#ifdef HAS_VERTEX_COLOR\nvertexColor_update();\n#endif\n}";
|
|
13422
13498
|
|
|
13423
|
-
var wgslVert$
|
|
13499
|
+
var wgslVert$4 = "struct VertexInput {\n#if HAS_DRACO_POSITION || HAS_COMPRESSED_INT16_POSITION\n @location($i) aPosition: vec4i,\n#else\n @location($i) aPosition: vec3f,\n#endif\n#ifdef HAS_MAP\n #if HAS_DRACO_TEXCOORD || HAS_COMPRESSED_INT16_TEXCOORD_0\n @location($i) aTexCoord: vec2i,\n #else\n @location($i) aTexCoord: vec2f,\n #endif\n#ifdef HAS_I3S_UVREGION\n @location($i) uvRegion: vec4f,\n#endif\n#ifdef HAS_AO_MAP\n @location($i) aTexCoord1: vec2f,\n#endif\n#endif\n#ifdef HAS_COLOR\n @location($i) aColor: vec4f,\n#elif HAS_COLOR0\n#if COLOR0_SIZE == 3\n @location($i) aColor0: vec3f,\n#else\n @location($i) aColor0: vec4f,\n#endif\n#endif\n#ifdef HAS_EXTRUSION_OPACITY\n @location($i) aExtrusionOpacity: f32,\n#endif\n#ifdef HAS_TANGENT\n @location($i) aTangent: vec4f,\n#endif\n#ifdef HAS_NORMAL\n @location($i) aNormal: vec3f,\n#endif\n};\nstruct VertexOutput {\n @builtin(position) position : vec4f,\n @location($o) vFragPos: vec3f,\n @location($o) vNormal: vec3f,\n#ifdef HAS_MAP\n @location($o) vTexCoord: vec2f,\n#ifdef HAS_I3S_UVREGION\n @location($o) vUvRegion: vec4f,\n#endif\n#ifdef HAS_AO_MAP\n @location($o) vTexCoord1: vec2f,\n#endif\n#endif\n#ifdef HAS_COLOR || HAS_COLOR0\n @location($o) vColor: vec4f,\n#endif\n#if HAS_EXTRUSION_OPACITY\n @location($o) vExtrusionOpacity: f32,\n#endif\n#ifdef HAS_TANGENT\n @location($o) vTangent: vec4f,\n#endif\n};\nstruct MatrixUniforms {\n projMatrix: mat4x4f,\n projViewMatrix: mat4x4f,\n};\nstruct ModelUniforms {\n modelNormalMatrix: mat3x3f,\n modelViewMatrix: mat4x4f,\n modelMatrix: mat4x4f,\n positionMatrix: mat4x4f,\n};\nstruct UvUniforms {\n uvScale: vec2f,\n uvOffset: vec2f,\n};\nstruct JitterUniforms {\n halton: vec2f,\n outSize: vec2f,\n};\n@group(0) @binding($b) var<uniform> uniforms: MatrixUniforms;\n@group(0) @binding($b) var<uniform> modelUniforms: ModelUniforms;\n@group(0) @binding($b) var<uniform> uvUniforms: UvUniforms;\n@group(0) @binding($b) var<uniform> jitterUniforms: JitterUniforms;\n#include <line_extrusion_vert>\n#include <highlight_vert>\n#include <get_output>\n#if HAS_SHADOWING && !HAS_BLOOM\n#include <vsm_shadow_vert>\n#endif\n#include <vertex_color_vert>\nfn toTangentFrame1(q: vec4f) -> vec3f {\n return vec3f(0.0, 0.0, 1.0) +\n vec3f(2.0, -2.0, -2.0) * q.x * q.zwx +\n vec3f(2.0, 2.0, -2.0) * q.y * q.wzy;\n}\nfn toTangentFrame(q: vec4f, n: ptr<function, vec3f>, t: ptr<function, vec3f>) {\n *n = toTangentFrame1(q);\n *t = vec3f(1.0, 0.0, 0.0) +\n vec3f(-2.0, 2.0, -2.0) * q.y * q.yxw +\n vec3f(-2.0, 2.0, 2.0) * q.z * q.zwx;\n}\n@vertex\nfn main(vertexInput: VertexInput) -> VertexOutput {\n var vertexOutput : VertexOutput;\n#if IS_LINE_EXTRUSION\n let localPosition = getPosition(getLineExtrudePosition(vec3f(vertexInput.aPosition.xyz), vertexInput), vertexInput);\n#else\n let localPosition = getPosition(vec3f(vertexInput.aPosition.xyz), vertexInput);\n#endif\n let localPositionMatrix = getPositionMatrix(vertexInput, &vertexOutput, modelUniforms.positionMatrix);\n vertexOutput.vFragPos = (modelUniforms.modelMatrix * localPositionMatrix * localPosition).xyz;\n#if HAS_NORMAL || HAS_TANGENT\n let localNormalMatrix = modelUniforms.modelNormalMatrix * mat3x3f(localPositionMatrix[0].xyz, localPositionMatrix[1].xyz, localPositionMatrix[2].xyz);\n var Normal: vec3f;\n#if HAS_TANGENT\n var t: vec3f;\n toTangentFrame(vertexInput.aTangent, Normal, t);\n vertexOutput.vTangent = vec4f(localNormalMatrix * t, vertexInput.aTangent.w);\n#else\n Normal = decode_getNormal(vertexInput.aNormal);\n#endif\n let localNormal = appendMorphNormal(Normal, vertexInput);\n vertexOutput.vNormal = normalize(localNormalMatrix * localNormal);\n#else\n vertexOutput.vNormal = vec3f(0.0);\n#endif\n var jitteredProjection = uniforms.projMatrix;\n#ifdef HAS_MASK_EXTENT\n vertexOutput.position = jitteredProjection * getMaskPosition(localPositionMatrix * localPosition, uniforms.modelMatrix);\n#else\n vertexOutput.position = jitteredProjection * modelUniforms.modelViewMatrix * localPositionMatrix * localPosition;\n#endif\n#ifdef HAS_MAP\n let decodedTexCoord = decode_getTexcoord(vec2f(vertexInput.aTexCoord));\n vertexOutput.vTexCoord = decodedTexCoord * uvUniforms.uvScale + uvUniforms.uvOffset;\n#endif\n#ifdef HAS_AO_MAP\n let decodedTexCoord1 = decode_getTexcoord(vec2f(vertexInput.aTexCoord1));\n vertexOutput.vTexCoord1 = decodedTexCoord1 * uvUniforms.uvScale + uvUniforms.uvOffset;\n#endif\n#ifdef HAS_EXTRUSION_OPACITY\n vertexOutput.vExtrusionOpacity = vertexInput.aExtrusionOpacity;\n#endif\n#if HAS_COLOR\n vertexOutput.vColor = vertexInput.aColor / 255.0;\n#elif HAS_COLOR0\n#if COLOR0_SIZE == 3\n vertexOutput.vColor = vec4f(vertexInput.aColor0 / 255.0, 1.0);\n#else\n vertexOutput.vColor = vertexInput.aColor0 / 255.0;\n#endif\n#endif\n#if HAS_SHADOWING && !HAS_BLOOM\n shadow_computeShadowPars(localPositionMatrix * localPosition);\n#endif\n#ifdef HAS_I3S_UVREGION\n vertexOutput.vUvRegion = vertexInput.uvRegion / 65535.0;\n#endif\n#if HAS_HIGHLIGHT_OPACITY || HAS_HIGHLIGHT_COLOR\n highlight_setVarying(vertexInput, &vertexOutput);\n#endif\n#ifdef HAS_VERTEX_COLOR\n vertexColor_update(vertexInput, &vertexOutput);\n#endif\n return vertexOutput;\n}";
|
|
13424
13500
|
|
|
13425
|
-
var wgslFrag$
|
|
13501
|
+
var wgslFrag$4 = "struct LightUniforms {\n light0_viewDirection: vec3f,\n ambientColor: vec3f,\n light0_diffuse: vec4f,\n lightSpecular: vec3f,\n cameraPosition: vec3f,\n #ifdef HAS_LAYER_OPACITY\n layerOpacity: f32,\n #endif\n};\nstruct MaterialUniforms {\n environmentExposure: f32,\n specularStrength: f32,\n baseColorFactor: vec4f,\n materialShininess: f32,\n alphaTest: f32,\n#ifdef HAS_EXTRUSION_OPACITY\n extrusionOpacityRange: vec2f,\n#endif\n#ifdef SHADING_MODEL_SPECULAR_GLOSSINESS\n diffuseFactor: vec4f,\n specularFactor: vec3f,\n#endif\n#ifdef IS_LINE_EXTRUSION\n lineColor: vec4f,\n lineOpacity: f32,\n#else\n polygonFill: vec4f,\n polygonOpacity: f32,\n#endif\n};\n@group(0) @binding($b) var<uniform> lightUniforms: LightUniforms;\n@group(0) @binding($b) var<uniform> materialUniforms: MaterialUniforms;\n#ifdef HAS_BASECOLOR_MAP\n@group(0) @binding($b) var baseColorTextureSampler: sampler;\n@group(0) @binding($b) var baseColorTexture: texture_2d<f32>;\n#endif\n#ifdef HAS_AO_MAP\n@group(0) @binding($b) var occlusionTextureSampler: sampler;\n@group(0) @binding($b) var occlusionTexture: texture_2d<f32>;\n#endif\n#ifdef HAS_NORMAL_MAP\n@group(0) @binding($b) var normalTextureSampler: sampler;\n@group(0) @binding($b) var normalTexture: texture_2d<f32>;\n#endif\n#ifdef HAS_EMISSIVE_MAP\n@group(0) @binding($b) var emissiveTextureSampler: sampler;\n@group(0) @binding($b) var emissiveTexture: texture_2d<f32>;\n#endif\n#ifdef SHADING_MODEL_SPECULAR_GLOSSINESS\n#ifdef HAS_DIFFUSE_MAP\n@group(0) @binding($b) var diffuseTextureSampler: sampler;\n@group(0) @binding($b0) var diffuseTexture: texture_2d<f32>;\n#endif\n#ifdef HAS_SPECULARGLOSSINESS_MAP\n@group(0) @binding($b1) var specularGlossinessTextureSampler: sampler;\n@group(0) @binding($b2) var specularGlossinessTexture: texture_2d<f32>;\n#endif\n#endif\nstruct VertexOutput {\n @location($o) vFragPos: vec3f,\n @location($o) vNormal: vec3f,\n #ifdef HAS_MAP\n @location($o) vTexCoord: vec2f,\n #ifdef HAS_I3S_UVREGION\n @location($o) vUvRegion: vec4f,\n #endif\n #ifdef HAS_AO_MAP\n @location($o) vTexCoord1: vec2f,\n #endif\n #endif\n #ifdef HAS_COLOR || HAS_COLOR0\n @location($o) vColor: vec4f,\n #endif\n #if HAS_EXTRUSION_OPACITY\n @location($o) vExtrusionOpacity: f32,\n #endif\n #ifdef HAS_TANGENT\n @location($o) vTangent: vec4f,\n #endif\n};\n#if HAS_SHADOWING && !HAS_BLOOM\n#include <vsm_shadow_frag>\n#endif\n#include <highlight_frag>\n#include <mask_frag>\n#include <vertex_color_frag>\n#ifdef HAS_MAP\n #include <compute_texcoord_frag>\n#endif\nfn transformNormal(vertexOutput: VertexOutput) -> vec3f {\n#ifdef HAS_NORMAL_MAP\n let n = normalize(vertexOutput.vNormal);\n let normal = textureSample(normalTexture, normalTextureSampler, computeTexCoord(vertexOutput)).xyz * 2.0 - 1.0;\n#ifdef HAS_TANGENT\n let t = normalize(vertexOutput.vTangent.xyz);\n let b = normalize(cross(n, t) * sign(vertexOutput.vTangent.w));\n let tbn = mat3x3f(t, b, n);\n return normalize(tbn * normal);\n#else\n return normalize(normal);\n#endif\n#else\n return normalize(vertexOutput.vNormal);\n#endif\n}\nfn getBaseColor(vertexOutput: VertexOutput) -> vec4f {\n#ifdef HAS_BASECOLOR_MAP\n return textureSample(baseColorTexture, baseColorTextureSampler, computeTexCoord(vertexOutput));\n#elif HAS_DIFFUSE_MAP\n return textureSample(diffuseTexture, diffuseTextureSampler, computeTexCoord(vertexOutput));\n#elif SHADING_MODEL_SPECULAR_GLOSSINESS\n return materialUniforms.diffuseFactor;\n#else\n return materialUniforms.baseColorFactor;\n#endif\n}\nfn getSpecularColor(vertexOutput: VertexOutput) -> vec3f {\n#ifdef HAS_SPECULARGLOSSINESS_MAP\n return textureSample(specularGlossinessTexture, specularGlossinessTextureSampler, computeTexCoord(vertexOutput)).rgb;\n#elif SHADING_MODEL_SPECULAR_GLOSSINESS\n return materialUniforms.specularFactor;\n#else\n return vec3f(1.0);\n#endif\n}\n@fragment\nfn main(vertexOutput: VertexOutput) -> @location(0) vec4f {\n let baseColor = getBaseColor(vertexOutput);\n#ifdef SHADING_MODEL_UNLIT\n let ambientColor = vec3f(1.0);\n#else\n let ambientColor = lightUniforms.ambientColor;\n#endif\n var ambient = materialUniforms.environmentExposure * ambientColor * baseColor.rgb;\n#ifdef HAS_INSTANCE_COLOR\n ambient *= vertexOutput.vInstanceColor.rgb;\n#endif\n let norm = transformNormal(vertexOutput);\n let lightDir = normalize(-lightUniforms.light0_viewDirection);\n var diff = max(dot(norm, lightDir), 0.0);\n#ifdef SHADING_MODEL_UNLIT\n let lightDiffuse = vec3f(0.0);\n#else\n let lightDiffuse = lightUniforms.light0_diffuse.rgb;\n#endif\n var diffuse = lightDiffuse * diff * baseColor.rgb;\n#if HAS_COLOR || HAS_COLOR0\n var color = vertexOutput.vColor.rgb;\n#elif IS_LINE_EXTRUSION\n var color = materialUniforms.lineColor.rgb;\n#else\n var color = materialUniforms.polygonFill.rgb;\n#endif\n#ifdef HAS_INSTANCE_COLOR\n color *= vertexOutput.vInstanceColor.rgb;\n#endif\n ambient *= color.rgb;\n diffuse *= color.rgb;\n let viewDir = normalize(lightUniforms.cameraPosition - vertexOutput.vFragPos);\n let halfwayDir = normalize(lightDir + viewDir);\n var spec = pow(max(dot(norm, halfwayDir), 0.0), materialUniforms.materialShininess);\n#ifdef SHADING_MODEL_UNLIT\n let lightSpecular = vec3f(0.0);\n#else\n let lightSpecular = lightUniforms.lightSpecular;\n#endif\n var specular = materialUniforms.specularStrength * lightSpecular * spec * getSpecularColor(vertexOutput);\n#ifdef HAS_OCCLUSION_MAP\n let ao = textureSample(occlusionTexture, occlusionTextureSampler, computeTexCoord(vertexOutput1)).r;\n ambient *= ao;\n#endif\n#if HAS_SHADOWING && !HAS_BLOOM\n let shadowCoeff = shadow_computeShadow();\n diffuse = shadow_blend(diffuse, shadowCoeff).rgb;\n specular = shadow_blend(specular, shadowCoeff).rgb;\n ambient = shadow_blend(ambient, shadowCoeff).rgb;\n#endif\n var result = ambient + diffuse + specular;\n#ifdef HAS_EMISSIVE_MAP\n let emit = textureSample(emissiveTexture, emissiveTextureSampler, computeTexCoord(vertexOutput)).rgb;\n result += emit;\n#endif\n#ifdef IS_LINE_EXTRUSION\n var fragColor = vec4f(result, materialUniforms.lineOpacity * baseColor.a);\n#else\n var fragColor = vec4f(result, materialUniforms.polygonOpacity * baseColor.a);\n#endif\n#if HAS_COLOR || HAS_COLOR0\n let colorAlpha = vertexOutput.vColor.a;\n#elif IS_LINE_EXTRUSION\n let colorAlpha = materialUniforms.lineColor.a;\n#else\n let colorAlpha = materialUniforms.polygonFill.a;\n#endif\n fragColor *= colorAlpha;\n#ifdef HAS_EXTRUSION_OPACITY\n let topAlpha = materialUniforms.extrusionOpacityRange.x;\n let bottomAlpha = materialUniforms.extrusionOpacityRange.y;\n let alpha = topAlpha + vertexOutput.vExtrusionOpacity * (bottomAlpha - topAlpha);\n let alpha = clamp(alpha, 0.0, 1.0);\n fragColor *= alpha;\n#endif\n if (fragColor.a < materialUniforms.alphaTest) {\n discard;\n }\n#ifdef HAS_VERTEX_COLOR\n fragColor *= vertexColor_get();\n#endif\n#ifdef HAS_HEATMAP\n fragColor = heatmap_getColor(fragColor);\n#endif\n#if HAS_HIGHLIGHT_OPACITY || HAS_HIGHLIGHT_COLOR\n fragColor = highlight_blendColor(fragColor, vertexOutput);\n#endif\n#ifdef HAS_LAYER_OPACITY\n fragColor *= lightUniforms.layerOpacity;\n#endif\n#ifdef HAS_MASK_EXTENT\n fragColor = setMask(fragColor);\n#endif\n return fragColor;\n}";
|
|
13426
13502
|
|
|
13427
13503
|
class PhongShader extends MeshShader {
|
|
13428
13504
|
constructor(config = {}) {
|
|
@@ -13452,8 +13528,8 @@ class PhongShader extends MeshShader {
|
|
|
13452
13528
|
name: 'phong',
|
|
13453
13529
|
vert: config.vert || phongVert,
|
|
13454
13530
|
frag: config.frag || phongFrag,
|
|
13455
|
-
wgslVert: wgslVert$
|
|
13456
|
-
wgslFrag: wgslFrag$
|
|
13531
|
+
wgslVert: wgslVert$4,
|
|
13532
|
+
wgslFrag: wgslFrag$4,
|
|
13457
13533
|
uniforms,
|
|
13458
13534
|
defines: config.defines || {},
|
|
13459
13535
|
extraCommandProps: config.extraCommandProps || {}
|
|
@@ -13499,7 +13575,9 @@ class PointLineShader extends MeshShader {
|
|
|
13499
13575
|
|
|
13500
13576
|
var vert$c = "#if __VERSION__ == 300\n#define attribute in\n#define varying out\n#endif\nattribute vec2 aPosition;\nattribute vec2 aTexCoord;\nvarying vec2 vTexCoord;\nvoid main() {\n gl_Position = vec4(aPosition, 0., 1.);\n vTexCoord = aTexCoord;\n}";
|
|
13501
13577
|
|
|
13502
|
-
|
|
13578
|
+
var wgslVert$3 = "struct VertexOutput {\n @builtin(position) position : vec4f,\n @location($o) vTexCoord: vec2f\n}\n@vertex\nfn main(\n @location($i) aPosition: vec2f,\n @location($i) aTexCoord: vec2f\n) -> VertexOutput {\n var output: VertexOutput;\n output.position = vec4f(aPosition, 0., 1.);\n output.vTexCoord = aTexCoord;\n return output;\n}";
|
|
13579
|
+
|
|
13580
|
+
const quadVertices$1 = new Float32Array([
|
|
13503
13581
|
// positions
|
|
13504
13582
|
-1.0, 1.0,
|
|
13505
13583
|
-1.0, -1.0,
|
|
@@ -13508,7 +13586,7 @@ const quadVertices$1 = new Int8Array([
|
|
|
13508
13586
|
-1.0, -1.0,
|
|
13509
13587
|
1.0, -1.0,
|
|
13510
13588
|
]);
|
|
13511
|
-
const quadTexcoords$1 = new
|
|
13589
|
+
const quadTexcoords$1 = new Float32Array([
|
|
13512
13590
|
0.0, 1.0,
|
|
13513
13591
|
0.0, 0.0,
|
|
13514
13592
|
1.0, 1.0,
|
|
@@ -13520,6 +13598,7 @@ const quadTexcoords$1 = new Uint8Array([
|
|
|
13520
13598
|
class QuadShader extends MeshShader {
|
|
13521
13599
|
constructor(config) {
|
|
13522
13600
|
config.vert = config.vert || vert$c;
|
|
13601
|
+
config.wgslVert = config.wgslVert || wgslVert$3;
|
|
13523
13602
|
config.extraCommandProps = config.extraCommandProps || {};
|
|
13524
13603
|
if (!config.extraCommandProps.depth) {
|
|
13525
13604
|
//disable depth
|
|
@@ -13582,18 +13661,21 @@ class QuadShader extends MeshShader {
|
|
|
13582
13661
|
|
|
13583
13662
|
var frag$h = "#define SHADER_NAME FXAA\nprecision mediump float;\nvarying vec2 vTexCoord;\nuniform float enableFXAA;\nuniform float enableToneMapping;\nuniform float enableSharpen;\nuniform vec2 resolution;\nuniform sampler2D textureSource;\n#ifdef HAS_NOAA_TEX\nuniform sampler2D noAaTextureSource;\n#endif\n#ifdef HAS_POINT_TEX\nuniform sampler2D pointTextureSource;\n#endif\n#ifdef HAS_TAA_TEX\nuniform sampler2D taaTextureSource;\n#ifdef HAS_FXAA_TEX\nuniform sampler2D fxaaTextureSource;\n#endif\n#endif\nuniform float pixelRatio;\nuniform float sharpFactor;\n#ifdef HAS_OUTLINE_TEX\nuniform sampler2D textureOutline;\nuniform float enableOutline;\nuniform float highlightFactor;\nuniform float outlineFactor;\nuniform float outlineWidth;\nuniform vec3 outlineColor;\n#endif\nvec2 c;\nvec4 d(vec2 e) {\n \n#ifdef HAS_TAA_TEX\nvec4 f = texture2D(textureSource, e);\n vec4 taa = texture2D(taaTextureSource, e);\n#ifdef HAS_FXAA_TEX\nvec4 h = texture2D(fxaaTextureSource, e);\n#else\nvec4 h = vec4(.0);\n#endif\nvec4 i = taa + f * (1. - taa.a);\n return h + i * (1. - h.a);\n#else\nreturn texture2D(textureSource, e);\n#endif\n}\nvec3 j(const in vec3 k, const float l) {\n vec2 m = pixelRatio / resolution.xy;\n float n = .0;\n vec4 o = texture2D(textureSource, c + m * vec2(-1., -1.));\n o.rgb = mix(vec3(.0), o.rgb, sign(o.a));\n n += mix(.0, 1., sign(o.a));\n vec4 u = texture2D(textureSource, c + m * vec2(1.));\n u.rgb = mix(vec3(.0), u.rgb, sign(u.a));\n n += mix(.0, 1., sign(u.a));\n vec4 v = texture2D(textureSource, c + m * vec2(1., -1.));\n v.rgb = mix(vec3(.0), v.rgb, sign(v.a));\n n += mix(.0, 1., sign(v.a));\n vec4 A = texture2D(textureSource, c + m * vec2(-1., 1.));\n A.rgb = mix(vec3(.0), A.rgb, sign(A.a));\n n += mix(.0, 1., sign(A.a));\n return k + l * (n * k - o.rgb - v.rgb - A.rgb - u.rgb);\n}\nvec4 B(const in vec4 k) {\n return vec4(j(k.rgb, sharpFactor), k.a);\n}\nvec3 C(const vec3 x) {\n const float a = 2.51;\n const float b = .03;\n const float D = 2.43;\n const float E = .59;\n const float F = .14;\n return (x * (a * x + b)) / (x * (D * x + E) + F);\n}\nvec3 G(vec3 k) {\n k = k / (k + vec3(1.));\n return k = pow(k, vec3(1. / 2.2));\n}\n#ifdef HAS_OUTLINE_TEX\nvec4 H() {\n float I = 2.;\n float J = 1.;\n float K = pixelRatio / resolution[0] * outlineWidth;\n float L = pixelRatio / resolution[1] * outlineWidth;\n vec4 M = (texture2D(textureOutline, c + vec2(K, L)));\n vec4 N = (texture2D(textureOutline, c + vec2(K, .0)));\n vec4 O = (texture2D(textureOutline, c + vec2(K, -L)));\n vec4 P = (texture2D(textureOutline, c + vec2(.0, -L)));\n vec4 Q = (texture2D(textureOutline, c + vec2(-K, -L)));\n vec4 R = (texture2D(textureOutline, c + vec2(-K, .0)));\n vec4 S = (texture2D(textureOutline, c + vec2(-K, L)));\n vec4 T = (texture2D(textureOutline, c + vec2(.0, L)));\n vec4 U = -I * R + I * N + -J * S + J * M + -J * Q + J * O;\n vec4 V = -I * P + I * T + -J * Q + J * S + -J * O + J * M;\n float W = sqrt(dot(V, V) + dot(U, U));\n bool X = W < 1. / 65025.;\n vec3 Y = (texture2D(textureOutline, c)).r * outlineColor;\n if(Y == vec3(.0) || (highlightFactor == .0 && X)) {\n return vec4(.0);\n }\n float Z = X ? highlightFactor : min(1., sqrt(W) * outlineFactor);\n return Z * vec4(Y, 1.);\n}\nvec4 ba(const in vec4 k) {\n vec4 H = H();\n return H + vec4(k) * (1. - H.a);\n}\n#endif\nvoid main() {\n c = vTexCoord;\n vec4 k;\n if(enableFXAA == 1.) {\n \n } else {\n k = d(vTexCoord);\n }\n if(enableSharpen == 1.) {\n k = B(k);\n }\n#if defined(HAS_NOAA_TEX) || defined(HAS_POINT_TEX)\nvec4 bb = vec4(.0);\n vec4 bc = vec4(.0);\n#ifdef HAS_POINT_TEX\nbb = texture2D(pointTextureSource, vTexCoord);\n#endif\n#ifdef HAS_NOAA_TEX\nbc = texture2D(noAaTextureSource, vTexCoord);\n#endif\nvec4 bd = bb + bc * (1. - bb.a);\n k = bd + k * (1. - bd.a);\n#endif\nif(enableToneMapping == 1.) {\n k.rgb = G(k.rgb);\n }\n#ifdef HAS_OUTLINE_TEX\nk = ba(k);\n#endif\ngl_FragColor = k;\n}";
|
|
13584
13663
|
|
|
13664
|
+
var wgslFrag$3 = "struct VertexOutput {\n @location($o) vTexCoord: vec2f\n}\nstruct FxaaUniforms {\n enableFXAA: f32,\n enableToneMapping: f32,\n enableSharpen: f32,\n resolution: vec2f,\n pixelRatio: f32,\n sharpFactor: f32,\n #ifdef HAS_OUTLINE_TEX\n enableOutline: f32,\n highlightFactor: f32,\n outlineFactor: f32,\n outlineWidth: f32,\n outlineColor: vec3f,\n #endif\n};\n@binding($b) @group(0) var<uniform> uniforms: FxaaUniforms;\n#ifdef HAS_MULTISAMPLED\n@binding($b) @group(0) var textureSource: texture_multisampled_2d<f32>;\n#else\n@binding($b) @group(0) var textureSource: texture_2d<f32>;\n#endif\n@binding($b) @group(0) var textureSourceSampler: sampler;\n#ifdef HAS_OUTLINE_TEX\n#ifdef HAS_MULTISAMPLED\n@binding($b) @group(0) var textureOutline: texture_multisampled_2d<f32>;\n#else\n@binding($b) @group(0) var textureOutline: texture_2d<f32>;\n#endif\n@binding($b) @group(0) var textureOutlineSampler: sampler;\n#endif\nvar<private> gTexCoord: vec2f;\nfn fetchSourceTexel(uv: vec2f) -> vec4f {\n let flipUV = vec2f(uv.x, 1.0 - uv.y);\n#ifdef HAS_MULTISAMPLED\n return textureLoad(textureSource, vec2i(flipUV * vec2f(uniforms.resolution)), 0);\n#else\n return textureSample(textureSource, textureSourceSampler, flipUV);\n#endif\n}\n#ifdef HAS_OUTLINE_TEX\n fn fetchOutlineTexel(uv: vec2f) -> vec4f {\n let flipUV = vec2f(uv.x, 1.0 - uv.y);\n #ifdef HAS_MULTISAMPLED\n return textureLoad(textureOutline, vec2i(flipUV * vec2f(uniforms.resolution)), 0);\n #else\n return textureSample(textureOutline, textureOutlineSampler, flipUV);\n #endif\n }\n#endif\nfn readFXAATexture(uv: vec2f) -> vec4f {\n return fetchSourceTexel(uv);\n}\nfn sharpColorFactor(color: vec3f, sharp: f32) -> vec3f {\n let off = uniforms.pixelRatio / uniforms.resolution;\n var count: f32 = 0.0;\n let rgbNW = fetchSourceTexel(gTexCoord + off * vec2f(-1.0, -1.0));\n let rgbNW_rgb = select(vec3f(0.0), rgbNW.rgb, rgbNW.a > 0.0);\n count += select(0.0, 1.0, rgbNW.a > 0.0);\n let rgbSE = fetchSourceTexel(gTexCoord + off * vec2f(1.0, 1.0));\n let rgbSE_rgb = select(vec3f(0.0), rgbSE.rgb, rgbSE.a > 0.0);\n count += select(0.0, 1.0, rgbSE.a > 0.0);\n let rgbNE = fetchSourceTexel(gTexCoord + off * vec2f(1.0, -1.0));\n let rgbNE_rgb = select(vec3f(0.0), rgbNE.rgb, rgbNE.a > 0.0);\n count += select(0.0, 1.0, rgbNE.a > 0.0);\n let rgbSW = fetchSourceTexel(gTexCoord + off * vec2f(-1.0, 1.0));\n let rgbSW_rgb = select(vec3f(0.0), rgbSW.rgb, rgbSW.a > 0.0);\n count += select(0.0, 1.0, rgbSW.a > 0.0);\n return color + sharp * (count * color - rgbNW_rgb - rgbNE_rgb - rgbSW_rgb - rgbSE_rgb);\n}\nfn sharpen(color: vec4f) -> vec4f {\n return vec4f(sharpColorFactor(color.rgb, uniforms.sharpFactor), color.a);\n}\nfn HDR_ACES(x: vec3f) -> vec3f {\n let a: f32 = 2.51;\n let b: f32 = 0.03;\n let c: f32 = 2.43;\n let d: f32 = 0.59;\n let e: f32 = 0.14;\n return (x * (a * x + b)) / (x * (c * x + d) + e);\n}\nfn tonemap(color: vec3f) -> vec3f {\n var result = color / (color + vec3f(1.0));\n result = pow(result, vec3f(1.0 / 2.2));\n return result;\n}\n#ifdef HAS_OUTLINE_TEX\nfn outline() -> vec4f {\n let offsetx = uniforms.pixelRatio / uniforms.resolution.x * uniforms.outlineWidth;\n let offsety = uniforms.pixelRatio / uniforms.resolution.y * uniforms.outlineWidth;\n let fac0: f32 = 2.0;\n let fac1: f32 = 1.0;\n let texel0 = fetchOutlineTexel(gTexCoord + vec2f(offsetx, offsety));\n let texel1 = fetchOutlineTexel(gTexCoord + vec2f(offsetx, 0.0));\n let texel2 = fetchOutlineTexel(gTexCoord + vec2f(offsetx, -offsety));\n let texel3 = fetchOutlineTexel(gTexCoord + vec2f(0.0, -offsety));\n let texel4 = fetchOutlineTexel(gTexCoord + vec2f(-offsetx, -offsety));\n let texel5 = fetchOutlineTexel(gTexCoord + vec2f(-offsetx, 0.0));\n let texel6 = fetchOutlineTexel(gTexCoord + vec2f(-offsetx, offsety));\n let texel7 = fetchOutlineTexel(gTexCoord + vec2f(0.0, offsety));\n let rowx = -fac0 * texel5 + fac0 * texel1 + -fac1 * texel6 + fac1 * texel0 + -fac1 * texel4 + fac1 * texel2;\n let rowy = -fac0 * texel3 + fac0 * texel7 + -fac1 * texel4 + fac1 * texel6 + -fac1 * texel2 + fac1 * texel0;\n let magSqr = sqrt(dot(rowy, rowy) + dot(rowx, rowx));\n let infMag = magSqr < 1.0 / 65025.0;\n let texelCenter = fetchOutlineTexel(gTexCoord).r * uniforms.outlineColor;\n if (all(texelCenter == vec3f(0.0)) || (uniforms.highlightFactor == 0.0 && infMag)) {\n return vec4f(0.0);\n }\n let finalFactor = select(min(1.0, sqrt(magSqr) * uniforms.outlineFactor), uniforms.highlightFactor, infMag);\n return finalFactor * vec4f(texelCenter, 1.0);\n}\nfn composeOutline(color: vec4f) -> vec4f {\n let outlineColor = outline();\n return outlineColor + color * (1.0 - outlineColor.a);\n}\n#endif\n@fragment\nfn main(vertexOutput: VertexOutput) -> @location(0) vec4f {\n gTexCoord = vertexOutput.vTexCoord;\n var color: vec4f;\n if (uniforms.enableFXAA == 1.0) {\n color = readFXAATexture(vertexOutput.vTexCoord);\n } else {\n color = readFXAATexture(vertexOutput.vTexCoord);\n }\n if (uniforms.enableSharpen == 1.0) {\n color = sharpen(color);\n }\n if (uniforms.enableToneMapping == 1.0) {\n color = vec4(tonemap(color.rgb), color.a);\n }\n #ifdef HAS_OUTLINE_TEX\n if (uniforms.enableOutline == 1.0) {\n color = composeOutline(color);\n }\n #endif\n return color;\n}";
|
|
13665
|
+
|
|
13585
13666
|
class FxaaShader extends QuadShader {
|
|
13586
13667
|
constructor() {
|
|
13587
13668
|
super({
|
|
13588
|
-
|
|
13669
|
+
name: 'fxaa',
|
|
13670
|
+
frag: frag$h, wgslFrag: wgslFrag$3,
|
|
13589
13671
|
extraCommandProps: {
|
|
13590
13672
|
viewport: {
|
|
13591
13673
|
x: 0,
|
|
13592
13674
|
y: 0,
|
|
13593
|
-
width: (
|
|
13675
|
+
width: (_, props) => {
|
|
13594
13676
|
return props['resolution'][0];
|
|
13595
13677
|
},
|
|
13596
|
-
height: (
|
|
13678
|
+
height: (_, props) => {
|
|
13597
13679
|
return props['resolution'][1];
|
|
13598
13680
|
}
|
|
13599
13681
|
}
|
|
@@ -14782,16 +14864,15 @@ var frag$a = "precision highp float;\nuniform sampler2D texture;\nuniform vec2 s
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class CopyShader extends QuadShader {
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constructor() {
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super({
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width: (
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height: (
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@@ -17656,9 +17737,9 @@ var vert$3 = "#include <gl2_vert>\n#define SHADER_NAME PBR\nattribute vec3 aPosi
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var frag$4 = "#define PI 3.141593\n#define RECIPROCAL_PI 1.0\n#if __VERSION__ == 100\n#if defined(GL_EXT_shader_texture_lod)\n#extension GL_EXT_shader_texture_lod : enable\n#define textureCubeLod(tex, uv, lod) textureCubeLodEXT(tex, uv, lod)\n#else\n#define textureCubeLod(tex, uv, lod) textureCube(tex, uv, lod)\n#endif\n#if defined(GL_OES_standard_derivatives)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#else\n#define textureCubeLod(tex, uv, lod) textureLod(tex, uv, lod)\n#endif\n#define saturate(x) clamp(x, 0.0, 1.0)\nprecision mediump float;\n#include <gl2_frag>\n#include <hsv_frag>\n#include <srgb_frag>\nuniform vec3 hsv;\nuniform float contrast;\nstruct MaterialUniforms {\n vec2 roughnessMetalness;\n vec3 albedo;\n float alpha;\n vec3 normal;\n vec3 emit;\n float ao;\n vec3 specularColor;\n float glossiness;\n vec4 skinColor;\n} c;\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_frag>\n#endif\nuniform vec3 cameraPosition;\nuniform float alphaTest;\n#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)\nuniform vec4 diffuseFactor;\nuniform vec3 specularFactor;\nuniform float glossinessFactor;\n#if defined(HAS_DIFFUSE_MAP)\nuniform sampler2D diffuseTexture;\n#endif\n#if defined(HAS_SPECULARGLOSSINESS_MAP)\nuniform sampler2D specularGlossinessTexture;\n#endif\n#endif\nuniform vec3 emissiveFactor;\nuniform vec4 baseColorFactor;\nuniform float baseColorIntensity;\nuniform float emitColorFactor;\nuniform float occlusionFactor;\nuniform float environmentExposure;\nuniform float roughnessFactor;\nuniform float metallicFactor;\nuniform float normalMapFactor;\nuniform float specularF0;\nuniform int emitMultiplicative;\nuniform int normalMapFlipY;\nuniform int outputSRGB;\nuniform mat3 environmentTransform;\n#if defined(HAS_ALBEDO_MAP)\nuniform sampler2D baseColorTexture;\n#endif\n#if defined(HAS_METALLICROUGHNESS_MAP)\nuniform sampler2D metallicRoughnessTexture;\n#endif\n#if defined(HAS_EMISSIVE_MAP)\nuniform sampler2D emissiveTexture;\n#endif\n#if defined(HAS_AO_MAP)\nuniform sampler2D occlusionTexture;\nvarying vec2 vTexCoord1;\n#endif\n#if defined(HAS_NORMAL_MAP) && defined(HAS_TANGENT)\nuniform sampler2D normalTexture;\n#endif\n#if defined(HAS_SKIN_MAP)\nuniform sampler2D skinTexture;\n#endif\n#if defined(ALPHA_MODE) && ALPHA_MODE == 1\nuniform float alphaCutoff;\n#endif\n#ifdef HAS_RANDOM_TEX\nuniform highp vec2 uvOrigin;\nuniform sampler2D noiseTexture;\n#endif\nuniform sampler2D brdfLUT;\n#if defined(HAS_IBL_LIGHTING)\nuniform vec3 hdrHSV;\nuniform samplerCube prefilterMap;\nuniform vec3 diffuseSPH[9];\nuniform vec2 prefilterMiplevel;\nuniform vec2 prefilterSize;\n#else\nuniform vec3 ambientColor;\n#endif\nuniform vec2 cameraNearFar;\nuniform vec3 light0_viewDirection;\nuniform vec4 light0_diffuse;\n#ifdef HAS_SSR\nvarying vec3 vViewNormal;\n#if defined(HAS_TANGENT)\nvarying vec4 vViewTangent;\n#endif\n#endif\nvarying vec3 vModelVertex;\nvarying vec4 vViewVertex;\n#if defined(HAS_MAP)\n#include <compute_texcoord_frag>\n#endif\nvarying vec3 vModelNormal;\n#if defined(HAS_TANGENT)\nvarying vec4 vModelTangent;\nvarying vec3 vModelBiTangent;\n#endif\n#if defined(HAS_COLOR0)\n#if COLOR0_SIZE == 3\nvarying vec3 vColor0;\n#else\nvarying vec4 vColor0;\n#endif\n#endif\n#if defined(HAS_COLOR)\nvarying vec4 vColor;\n#elif defined(IS_LINE_EXTRUSION)\nuniform vec4 lineColor;\n#else\nuniform vec4 polygonFill;\n#endif\n#ifdef HAS_LAYER_OPACITY\nuniform float layerOpacity;\n#endif\nvarying float vOpacity;\n#ifdef HAS_INSTANCE_COLOR\nvarying vec4 vInstanceColor;\n#endif\n#ifdef IS_LINE_EXTRUSION\nuniform float lineOpacity;\n#else\nuniform float polygonOpacity;\n#endif\n#ifdef HAS_PATTERN\nuniform sampler2D linePatternFile;\nuniform vec2 atlasSize;\nuniform float flipY;\nuniform float currentTime;\nuniform float animSpeedScale;\n#ifdef HAS_PATTERN_ANIM\nvarying float vLinePatternAnimSpeed;\n#else\nuniform float linePatternAnimSpeed;\n#endif\n#ifdef HAS_PATTERN_GAP\nvarying float vLinePatternGap;\n#else\nuniform float linePatternGap;\n#endif\nuniform vec4 linePatternGapColor;\nuniform vec2 uvScale;\nvarying float vPatternHeight;\nvarying float vLinesofar;\nvarying vec4 vTexInfo;\nvarying float vNormalY;\nvec2 d(vec2 e) {\n vec2 f = mod(e, 1.);\n vec2 h = vTexInfo.xy;\n vec2 i = vTexInfo.zw;\n return (h + f * i) / atlasSize;\n}\n#endif\n#include <heatmap_render_frag>\n#include <snow_frag>\n#include <mask_frag>\n#include <terrain_normal_frag>\n#include <vertex_color_frag>\n#include <excavate_frag>\n#ifdef HAS_RANDOM_TEX\nconst float j = .5;\nvec2 k(vec2 f, float l) {\n return vec2(cos(l) * (f.x - j) + sin(l) * (f.y - j) + j, cos(l) * (f.y - j) - sin(l) * (f.x - j) + j);\n}\nfloat m(vec3 n) {\n return n.x + n.y + n.z;\n}\n#endif\nvec4 o(sampler2D u, in vec2 f) {\n \n#ifdef HAS_RANDOM_TEX\nhighp vec2 A = uvOrigin;\n highp vec2 B = f + A - mod(A, 1.);\n float C = texture2D(noiseTexture, .005 * B).x;\n vec2 D = dFdx(B);\n vec2 E = dFdx(B);\n float F = C * 8.;\n float G = fract(F);\n#if 1\nfloat H = floor(F);\n float I = H + 1.;\n#else\nfloat H = floor(F + .5);\n float I = floor(F);\n G = min(G, 1. - G) * 2.;\n#endif\nvec2 J = sin(vec2(3., 7.) * H);\n vec2 K = sin(vec2(3., 7.) * I);\n float L = .5;\n vec4 M = texture2DGradEXT(u, f + L * J, D, E);\n vec4 N = texture2DGradEXT(u, f + L * K, D, E);\n return mix(M, N, smoothstep(.2, .8, G - .1 * m(M.xyz - N.xyz)));\n#else\nreturn texture2D(u, f);\n#endif\n}\n#if defined(HAS_BUMP_MAP) && defined(HAS_TANGENT)\nuniform sampler2D bumpTexture;\nuniform float bumpScale;\nuniform float bumpMaxLayers;\nuniform float bumpMinLayers;\nvec2 O(vec2 f, vec3 P) {\n float Q = mix(bumpMaxLayers, bumpMinLayers, abs(dot(vec3(.0, .0, 1.), P)));\n float R = 1. / Q;\n float S = .0;\n vec2 T = P.xy * bumpScale / (P.z * Q);\n vec2 U = f;\n float V = o(bumpTexture, U).r;\n for(int W = 0; W < 30; W++) {\n S += R;\n U -= T;\n V = o(bumpTexture, U).r;\n if(V < S) {\n break;\n }\n }\n vec2 X = U + T;\n float Y = V - S;\n float Z = o(bumpTexture, X).r - S + R;\n return mix(U, X, Y / (Y - Z));\n}\nvarying vec3 vTangentViewPos;\nvarying vec3 vTangentFragPos;\n#endif\n#define SHADER_NAME PBR\nvec3 ba() {\n return c.albedo;\n}\nfloat bb() {\n return c.alpha;\n}\nfloat bc() {\n return c.roughnessMetalness.y;\n}\nfloat bd() {\n \n#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)\nreturn 1. - c.glossiness;\n#else\nreturn c.roughnessMetalness.x;\n#endif\n}\nvec3 be() {\n return c.emit;\n}\nvec4 bf() {\n return c.skinColor;\n}\nvec3 bg() {\n return c.normal;\n}\nfloat bh() {\n return c.ao;\n}\nfloat bi(const in vec4 bj) {\n return bj.r + bj.g / 255.;\n}\nvec3 bk(const in float bl, in vec3 bm, const in vec3 t, const in vec3 b, in vec3 bn) {\n bm.xy = bl * bm.xy;\n mat3 bo = mat3(t, b, bn);\n return normalize(bo * bm);\n}\nfloat bp(const float bq, const vec3 bm, const vec3 br) {\n float bs = clamp(dot(bm, br), 0., 1.);\n float a = bq * bq;\n float bt = a * a;\n float bu = (bs * bt - bs) * bs + 1.;\n return bt / (PI * bu * bu);\n}\nvec3 bv(const vec3 bw, const float bx, const in vec3 by, const in vec3 br) {\n float bz = clamp(dot(by, br), 0., 1.);\n bz = pow(1. - bz, 5.);\n return bx * bz + (1. - bz) * bw;\n}\nfloat bA(const in vec3 bm, const in vec3 bB, const in float bq, const float bC) {\n float bD = clamp(dot(bm, bB), 0., 1.);\n float a = bq * bq;\n float bE = bD * (bC * (1. - a) + a);\n float bF = bC * (bD * (1. - a) + a);\n return .5 / (bF + bE);\n}\nvec3 bG(const float bq, const vec3 bm, const vec3 bB, const vec3 by, const vec3 bH, const float bC, const float bx) {\n vec3 br = normalize(bB + by);\n float bI = bp(bq, bm, br);\n float bJ = bA(bm, bB, bq, bC);\n vec3 bK = bv(bH, bx, by, br);\n return (bI * bJ * PI) * bK;\n}\nvec3 bL(const in vec3 bM) {\n return RECIPROCAL_PI * bM;\n}\nvoid bN(const in vec3 bm, const in vec3 bB, const in float bC, const in float bq, const in vec3 bO, const in vec3 bH, const in vec3 bP, const in vec3 by, const in float bx, out vec3 bQ, out vec3 bR) {\n if(bC <= .0) {\n bR = bQ = vec3(.0);\n return;\n }\n vec3 a = bC * bP;\n vec3 bS = bG(bq, bm, bB, by, bH, bC, bx);\n bR = a * bS;\n bQ = a * bL(bO);\n}\n#if defined(HAS_IBL_LIGHTING)\nvec3 bT(const in vec3 bm) {\n vec3 bn = environmentTransform * bm;\n float x = bn.x;\n float y = bn.y;\n float z = bn.z;\n vec3 bU = (diffuseSPH[0] + diffuseSPH[1] * x + diffuseSPH[2] * y + diffuseSPH[3] * z + diffuseSPH[4] * z * x + diffuseSPH[5] * y * z + diffuseSPH[6] * y * x + diffuseSPH[7] * (3. * z * z - 1.) + diffuseSPH[8] * (x * x - y * y));\n if(length(hdrHSV) > .0) {\n bU = hsv_apply(bU, hdrHSV);\n }\n return max(bU, vec3(.0));\n}\nvec3 bV(const in float bq, const in vec3 bW) {\n vec3 bX = bW;\n float bY = prefilterMiplevel.x;\n float bZ = min(bY, bq * prefilterMiplevel.y);\n vec3 ca = textureCubeLod(prefilterMap, bX, bZ).rgb;\n if(length(hdrHSV) > .0) {\n return hsv_apply(ca, hdrHSV);\n } else {\n return ca;\n }\n}\nvec3 cb(const in vec3 cc, const in vec3 bB, const in float bq, const in vec3 cd, const in vec3 bO) {\n float ce = 1. - bq;\n vec3 bW = mix(cc, reflect(-bB, cc), ce * (sqrt(ce) + bq));\n float bl = clamp(1. + dot(bW, cd), .0, 1.);\n vec3 cf = bV(bq, environmentTransform * bW) * bl * bl;\n return cf;\n}\n#else\nvec3 cb(const in vec3 bm, const in vec3 cg, const in float bq, const in vec3 cd, const in vec3 bO) {\n return ambientColor * bL(bO);\n}\n#endif\nvec3 ch(const in vec3 ci, const in float bq, const in float bD, const in float bx) {\n vec4 rgba = texture2D(brdfLUT, vec2(bD, bq)) * vec4(255., 65280.0, 255., 65280.0);\n float b = (rgba[3] + rgba[2]);\n float a = (rgba[1] + rgba[0]);\n return (ci * a + b * bx) / 65535.;\n}\nvec3 cj(const in vec3 bm, const in vec3 cg, const in float bD, const in float bq, const in vec3 bH, const in vec3 cd, const in float bx, const in vec3 bO) {\n return cb(bm, cg, bq, cd, bO) * ch(bH, bq, bD, bx);\n}\nfloat ck(const in float cl, const in float bD) {\n float bu = bD + cl;\n return clamp(bu * bu - 1. + cl, .0, 1.);\n}\nvoid cm() {\n \n#ifdef HAS_MAP\nvec2 f = computeTexCoord(vTexCoord);\n#endif\n#ifdef HAS_UV_FLIP\nf.y = 1. - f.y;\n#endif\n#if defined(HAS_BUMP_MAP) && defined(HAS_TANGENT)\nf = O(f, normalize(vTangentViewPos - vTangentFragPos));\n#endif\nc.albedo = baseColorIntensity * baseColorFactor.rgb;\n c.alpha = baseColorFactor.a * vOpacity;\n#if defined(HAS_PATTERN)\nfloat cn = vLinesofar;\n vec2 i = vTexInfo.zw;\n#ifdef HAS_PATTERN_GAP\nfloat co = vLinePatternGap;\n#else\nfloat co = linePatternGap;\n#endif\n#ifdef HAS_PATTERN_ANIM\nfloat cp = vLinePatternAnimSpeed;\n#else\nfloat cp = linePatternAnimSpeed;\n#endif\nfloat cq = ceil(i.x * vPatternHeight / i.y);\n float cr = cq * (1. + co);\n cp /= animSpeedScale;\n cn += mod(currentTime * -cp * .2, cr);\n float cs = mod(cn / cr, 1.);\n float ct = mod(flipY * vNormalY, 1.);\n vec2 f = d(vec2(cs * (1. + co) * uvScale[0], ct * uvScale[1]));\n vec4 cu = texture2D(linePatternFile, f);\n float cv = clamp(sign(1. / (1. + co) - cs) + .000001, .0, 1.);\n cu = mix(linePatternGapColor, cu, cv);\n#ifdef IS_SQUARE_TUBE\nfloat n = clamp(sign(abs(vNormalY) - .999999), .0, 1.);\n cu = mix(cu, vec4(1.), n);\n#endif\nc.albedo *= cu.rgb;\n c.alpha *= cu.a;\n#endif\n#if defined(HAS_ALBEDO_MAP)\nvec4 cw = o(baseColorTexture, f);\n c.albedo *= sRGBToLinear(cw.rgb);\n c.alpha *= cw.a;\n#endif\n#if defined(HAS_SKIN_MAP)\nvec4 cx = o(skinTexture, f);\n c.skinColor = cx;\n#endif\n#if defined(HAS_COLOR0)\nc.albedo *= vColor0.rgb;\n#if COLOR0_SIZE == 4\nc.alpha *= vColor0.a;\n#endif\n#endif\n#if defined(HAS_COLOR)\nc.albedo *= vColor.rgb;\n c.alpha *= vColor.a;\n#elif defined(IS_LINE_EXTRUSION)\nc.albedo *= lineColor.rgb;\n c.alpha *= lineColor.a;\n#else\nc.albedo *= polygonFill.rgb;\n c.alpha *= polygonFill.a;\n#endif\n#if defined(HAS_INSTANCE_COLOR)\nc.albedo *= vInstanceColor.rgb;\n c.alpha *= vInstanceColor.a;\n#endif\n#if defined(HAS_METALLICROUGHNESS_MAP)\nc.roughnessMetalness = o(metallicRoughnessTexture, f).gb * vec2(roughnessFactor, metallicFactor);\n#else\nc.roughnessMetalness = vec2(roughnessFactor, metallicFactor);\n#endif\nc.emit = emissiveFactor;\n#if defined(HAS_EMISSIVE_MAP)\nif(emitMultiplicative == 1) {\n c.emit *= sRGBToLinear(o(emissiveTexture, f).rgb);\n } else {\n c.emit += sRGBToLinear(o(emissiveTexture, f).rgb);\n }\n#endif\nc.emit *= emitColorFactor;\n#if defined(HAS_AO_MAP)\nvec2 cy = computeTexCoord(vTexCoord1);\n c.ao = o(occlusionTexture, cy).r;\n#else\nc.ao = 1.;\n#endif\nc.ao *= occlusionFactor;\n#if defined(HAS_NORMAL_MAP) && defined(HAS_TANGENT)\nvec3 cz = o(normalTexture, f).xyz * 2. - 1.;\n cz.y = normalMapFlipY == 1 ? -cz.y : cz.y;\n c.normal = cz;\n#else\nc.normal = normalize(vModelNormal);\n#endif\n#if defined(HAS_TERRAIN_NORMAL) && defined(HAS_TANGENT)\nvec3 cz = convertTerrainHeightToNormalMap(f);\n cz.y = normalMapFlipY == 1 ? -cz.y : cz.y;\n c.normal = cz;\n#endif\n#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)\nc.albedo *= diffuseFactor.rgb;\n c.alpha *= diffuseFactor.a;\n#if defined(HAS_DIFFUSE_MAP)\nvec4 cA = o(diffuseTexture, f);\n c.albedo *= sRGBToLinear(cA.rgb);\n c.alpha *= cA.a;\n#endif\nc.specularColor = specularFactor;\n c.glossiness = glossinessFactor;\n#if defined(HAS_SPECULARGLOSSINESS_MAP)\nvec4 cB = o(specularGlossinessTexture, f);\n c.specularColor *= sRGBToLinear(cB.rgb);\n c.glossiness *= cB.a;\n#endif\n#endif\n}\nvec3 cC(const vec3 x) {\n const float a = 2.51;\n const float b = .03;\n const float cD = 2.43;\n const float bu = .59;\n const float cE = .14;\n return (x * (a * x + b)) / (x * (cD * x + bu) + cE);\n}\nvec3 cF(vec3 cG) {\n cG = cC(cG);\n return cG = pow(cG, vec3(1. / 2.2));\n}\nuniform float specularAAVariance;\nuniform float specularAAThreshold;\nfloat cH(float bq, const vec3 cI) {\n \n#if defined(GL_OES_standard_derivatives) || __VERSION__ == 300\nvec3 cJ = dFdx(cI);\n vec3 cK = dFdy(cI);\n float cL = specularAAVariance * (dot(cJ, cJ) + dot(cK, cK));\n float cM = min(2. * cL, specularAAThreshold);\n float cN = saturate(bq * bq + cM);\n return sqrt(cN);\n#else\nreturn bq;\n#endif\n}\n#ifdef HAS_SSR\nuniform sampler2D TextureDepth;\nuniform highp vec2 outSize;\nuniform float ssrFactor;\nuniform float ssrQuality;\nuniform sampler2D TextureReflected;\nuniform highp mat4 projMatrix;\nuniform mat4 invProjMatrix;\nuniform vec4 outputFovInfo[2];\nuniform mat4 reprojViewProjMatrix;\nvec3 cO(const in mat4 cP, const in vec3 cQ) {\n vec4 cR = cP * vec4(cQ, 1.);\n return vec3(.5 + .5 * cR.xy / cR.w, cR.w);\n}\nvec3 cS(const in float cT, const in vec2 f) {\n return texture2D(TextureReflected, f).rgb;\n}\nfloat cU(float cV) {\n highp mat4 cP = projMatrix;\n highp float z = cV * 2. - 1.;\n return -cP[3].z / (z + cP[2].z);\n}\nfloat cW(const vec2 f) {\n float cV = bi(texture2D(TextureDepth, f));\n return cV;\n}\nfloat cX(const in vec2 cY, const in float cZ) {\n vec3 da = vec3(.06711056, .00583715, 52.9829189);\n return fract(da.z * fract(dot(cY.xy + cZ * vec2(47., 17.) * .695, da.xy))) * .5;\n}\nvec3 db(const in float cZ, const in vec3 dc, const in vec3 dd, const in vec3 de, const in vec3 cg, const in float df) {\n vec2 dg;\n dg.x = cX(gl_FragCoord.yx, cZ);\n dg.y = fract(dg.x * 52.9829189);\n dg.y = mix(dg.y, 1., .7);\n float dh = 2. * 3.14159 * dg.x;\n float di = pow(max(dg.y, .000001), df / (2. - df));\n float dj = sqrt(1. - di * di);\n vec3 dk = vec3(dj * cos(dh), dj * sin(dh), di);\n dk = dk.x * dc + dk.y * dd + dk.z * de;\n return normalize((2. * dot(cg, dk)) * dk - cg);\n}\nfloat dl(const in float cZ) {\n return (cX(gl_FragCoord.xy, cZ) - .5);\n}\nvec3 dm(const in vec3 dn, const in float dp, const in vec3 dq) {\n vec3 dr = cO(projMatrix, vViewVertex.xyz + dq * dp);\n dr.z = 1. / dr.z;\n dr -= dn;\n float ds = min(1., .99 * (1. - dn.x) / max(1e-5, dr.x));\n float dt = min(1., .99 * (1. - dn.y) / max(1e-5, dr.y));\n float dw = min(1., .99 * dn.x / max(1e-5, -dr.x));\n float dx = min(1., .99 * dn.y / max(1e-5, -dr.y));\n return dr * min(ds, dt) * min(dw, dx);\n}\nfloat dy(const in vec3 dn, const in vec3 dr, inout float dz, inout float dA) {\n float dB = (dA + dz) * .5;\n vec3 dC = dn + dr * dB;\n float z = cW(dC.xy);\n float cV = cU(z);\n float dD = -1. / dC.z;\n dz = cV > dD ? dz : dB;\n dA = cV > dD ? dB : dA;\n return dB;\n}\nvec4 dE(const in vec3 dn, const in float dp, in float dF, const in vec3 dq, const in float bq, const in float cZ) {\n int dG = 20;\n float dH = 1. / float(dG);\n dF *= dH;\n vec3 dr = dm(dn, dp, dq);\n float dI = dH;\n vec3 dJ = vec3(.0, dI, 1.);\n vec3 dC;\n float z, cV, dD, dK, dL, dM;\n bool dN;\n float dO = 1.;\n float dB;\n for(int W = 0; W < dG; W++) {\n dC = dn + dr * dJ.y;\n z = cW(dC.xy);\n cV = cU(z);\n dD = -1. / dC.z;\n float dP = clamp(sign(.999 - z), .0, 1.);\n dK = dP * (dD - cV);\n dK *= clamp(sign(abs(dK) - dp * dH * dH), .0, 1.);\n dN = abs(dK + dF) < dF;\n dL = clamp(dJ.x / (dJ.x - dK), .0, 1.);\n dM = dN ? dJ.y + dL * dH - dH : 1.;\n dJ.z = min(dJ.z, dM);\n dJ.x = dK;\n if(dN) {\n float dz = dJ.y - dH;\n float dA = dJ.y;\n dB = dy(dn, dr, dz, dA);\n dB = dy(dn, dr, dz, dA);\n dB = dy(dn, dr, dz, dA);\n dO = dB;\n break;\n }\n dJ.y += dH;\n }\n return vec4(dn + dr * dO, 1. - dO);\n}\nvec4 dQ(in vec4 dR, const in float dS, const in vec3 dT, const in vec3 dU, const in float bq) {\n vec4 dV = mix(outputFovInfo[0], outputFovInfo[1], dR.x);\n dR.xyz = vec3(mix(dV.xy, dV.zw, dR.y), 1.) * -1. / dR.z;\n dR.xyz = (reprojViewProjMatrix * vec4(dR.xyz, 1.)).xyw;\n dR.xy /= dR.z;\n float dW = clamp(6. - 6. * max(abs(dR.x), abs(dR.y)), .0, 1.);\n dR.xy = .5 + .5 * dR.xy;\n vec3 dX = dU * cS(bq * (1. - dR.w), dR.xy);\n return vec4(mix(dT, dX, dS * dW), 1.);\n}\nvec3 ssr(const in vec3 dT, const in vec3 dU, const in float bq, const in vec3 bm, const in vec3 cg) {\n float dY = .0;\n vec4 bU = vec4(.0);\n float df = bq * bq;\n df = df * df;\n vec3 dZ = abs(bm.z) < .999 ? vec3(.0, .0, 1.) : vec3(1., .0, .0);\n vec3 dc = normalize(cross(dZ, bm));\n vec3 dd = cross(bm, dc);\n float dS = ssrFactor * clamp(-4. * dot(cg, bm) + 3.8, .0, 1.);\n dS *= clamp(4.7 - bq * 5., .0, 1.);\n vec3 dn = cO(projMatrix, vViewVertex.xyz);\n dn.z = 1. / dn.z;\n vec3 dq = db(dY, dc, dd, bm, cg, df);\n float dp = mix(cameraNearFar.y + vViewVertex.z, -vViewVertex.z - cameraNearFar.x, dq.z * .5 + .5);\n float dF = .5 * dp;\n vec4 dR;\n if(dot(dq, bm) > .001 && dS > .0) {\n dR = dE(dn, dp, dF, dq, bq, dY);\n if(dR.w > .0)\n bU += dQ(dR, dS, dT, dU, bq);\n \n }\n return bU.w > .0 ? bU.rgb / bU.w : dT;\n}\n#endif\n#include <highlight_frag>\nvec4 ea(in vec4 eb) {\n return vec4(mix(pow(eb.rgb, vec3(.41666)) * 1.055 - vec3(.055), eb.rgb * 12.92, vec3(lessThanEqual(eb.rgb, vec3(.0031308)))), eb.a);\n}\nvec4 ec(vec4 eb) {\n return (ea(eb));\n}\nvoid main() {\n cm();\n vec3 cg = normalize(cameraPosition - vModelVertex.xyz);\n#if defined(HAS_DOUBLE_SIDE)\nvec3 cd = gl_FrontFacing ? normalize(vModelNormal) : -normalize(vModelNormal);\n#else\nvec3 cd = normalize(vModelNormal);\n#endif\n#if defined(HAS_TANGENT)\nvec4 ed;\n ed = vModelTangent;\n#if defined(HAS_DOUBLE_SIDE)\ned.xyz = gl_FrontFacing ? normalize(ed.xyz) : -normalize(ed.xyz);\n#else\ned.xyz = normalize(ed.xyz);\n#endif\nvec3 ee = normalize(vModelBiTangent);\n#endif\nfloat bw = .08 * specularF0;\n float ef = bc();\n vec3 bO = ba();\n#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)\nvec3 eg = c.specularColor;\n#else\nvec3 eg = mix(vec3(bw), bO, ef);\n#endif\nbO *= 1. - ef;\n float eh = clamp(50.0 * eg.g, .0, 1.);\n float ei = bd();\n if(specularAAVariance > .0) {\n ei = cH(ei, cd);\n }\n vec3 ej = be();\n vec3 ek = bg();\n vec3 el = vec3(ek);\n#if defined(HAS_TANGENT) && (defined(HAS_NORMAL_MAP) || defined(HAS_TERRAIN_NORMAL))\nel = bk(normalMapFactor, el, ed.xyz, ee, cd);\n#endif\nvec3 cA = vec3(.0);\n vec3 bH = vec3(.0);\n#if defined(HAS_IBL_LIGHTING)\ncA = bO * bT(el) * .5;\n#else\ncA = bO * ambientColor;\n#endif\nfloat bD = dot(el, cg);\n bH = cj(el, cg, bD, ei, eg, cd, eh, bO);\n float em;\n float en = 1.;\n float eo = bh();\n cA *= environmentExposure * eo;\n#ifdef HAS_IBL_LIGHTING\nen = ck(eo, bD);\n#endif\n#ifdef HAS_SSR\nvec3 ep = normalize(gl_FrontFacing ? vViewNormal : -vViewNormal);\n vec3 eq = ep;\n#if defined(HAS_TANGENT) && (defined(HAS_NORMAL_MAP) || defined(HAS_TERRAIN_NORMAL))\nvec4 er;\n er = vViewTangent;\n er = gl_FrontFacing ? er : -er;\n er.xyz = normalize(er.xyz);\n vec3 es = normalize(cross(ep, er.xyz)) * er.w;\n eq = bk(normalMapFactor, ek, er.xyz, es, ep);\n#endif\nbH = ssr(bH, eg * en, ei, eq, -normalize(vViewVertex.xyz));\n#endif\nbH *= environmentExposure * en;\n vec3 et, eu;\n vec3 ev = vModelNormal;\n vec3 ew = -light0_viewDirection;\n float ex = saturate(dot(ew, el));\n bN(el, cg, ex, max(.045, ei), bO, eg, light0_diffuse.rgb, ew, eh, eu, et);\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nfloat ey = shadow_computeShadow();\n eu = shadow_blend(eu, ey).rgb;\n et = shadow_blend(et, ey).rgb;\n#endif\ncA += eu;\n bH += et;\n cA += ej;\n vec3 ez = bH + cA;\n if(outputSRGB == 1)\n ez = linearTosRGB(ez);\n \n#ifdef HAS_SKIN_MAP\nvec4 eA = bf();\n ez.rgb = ez.rgb * (1. - eA.a) + eA.rgb * eA.a;\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nez.rgb = shadow_blend(ez.rgb, ey).rgb;\n#endif\n#endif\nfloat eB = bb();\n if(eB < alphaTest) {\n discard;\n }\n#if defined(ALPHA_MODE)\n#if ALPHA_MODE == 1\nif(eB < alphaCutoff) {\n discard;\n } else {\n eB = 1.;\n }\n#else\neB = 1.;\n#endif\n#endif\n#if defined(IS_LINE_EXTRUSION)\neB *= lineOpacity;\n#else\neB *= polygonOpacity;\n#endif\nglFragColor = vec4(ez * eB, eB);\n#ifdef HAS_VERTEX_COLOR\nglFragColor *= vertexColor_get();\n#endif\n#ifdef HAS_EXCAVATE_ANALYSIS\nglFragColor = excavateColor(glFragColor);\n#endif\n#ifdef HAS_HEATMAP\nglFragColor = heatmap_getColor(glFragColor);\n#endif\n#ifdef HAS_SNOW\nglFragColor.rgb = snow(glFragColor, bg(), 1.);\n#endif\nif(contrast != 1.) {\n glFragColor = contrastMatrix(contrast) * glFragColor;\n }\n if(length(hsv) > .0) {\n glFragColor = hsv_apply(glFragColor, hsv);\n }\n#ifdef OUTPUT_NORMAL\nglFragColor = vec4(cd, 1.);\n#endif\nglFragColor = highlight_blendColor(glFragColor);\n#ifdef HAS_LAYER_OPACITY\nglFragColor *= layerOpacity;\n#endif\n#ifdef HAS_MASK_EXTENT\nglFragColor = setMask(glFragColor);\n#endif\n#if __VERSION__ == 100\ngl_FragColor = glFragColor;\n#endif\n}";
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var wgslVert$1 = "#include <highlight_vert>\n#include <line_extrusion_vert>\n#include <get_output>\n#include <vsm_shadow_vert>\n#include <vertex_color_vert>\n#ifdef PICKING_MODE\n #include <fbo_picking_vert>\n#endif\n#include <excavate_vert>\n#include <common_pack_float>\nstruct VertexInput {\n #ifdef POSITION_IS_INT\n @location($i) aPosition: vec4i,\n #else\n @location($i) aPosition: vec3f,\n #endif\n #if HAS_MAP || HAS_TERRAIN_FLAT_MASK\n @location($i) aTexCoord: vec2f,\n #endif\n #if HAS_MAP\n #ifdef HAS_I3S_UVREGION\n @location($i) uvRegion: vec4f,\n #endif\n #if HAS_AO_MAP\n @location($i) aTexCoord1: vec2f,\n #endif\n #endif\n #if HAS_COLOR\n @location($i) aColor: vec4u,\n #endif\n #ifdef HAS_OPACITY\n @location($i) aOpacity:
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var wgslVert$1 = "#include <highlight_vert>\n#include <line_extrusion_vert>\n#include <get_output>\n#include <vsm_shadow_vert>\n#include <vertex_color_vert>\n#ifdef PICKING_MODE\n #include <fbo_picking_vert>\n#endif\n#include <excavate_vert>\n#include <common_pack_float>\nstruct VertexInput {\n #ifdef POSITION_IS_INT\n @location($i) aPosition: vec4i,\n #else\n @location($i) aPosition: vec3f,\n #endif\n #if HAS_MAP || HAS_TERRAIN_FLAT_MASK\n @location($i) aTexCoord: vec2f,\n #endif\n #if HAS_MAP\n #ifdef HAS_I3S_UVREGION\n @location($i) uvRegion: vec4f,\n #endif\n #if HAS_AO_MAP\n @location($i) aTexCoord1: vec2f,\n #endif\n #endif\n #if HAS_COLOR\n @location($i) aColor: vec4u,\n #endif\n #ifdef HAS_OPACITY\n @location($i) aOpacity: u32,\n #endif\n #if HAS_COLOR0\n #if COLOR0_SIZE == 3\n @location($i) aColor0: vec3u,\n #else\n @location($i) aColor0: vec4u,\n #endif\n #endif\n #if HAS_TANGENT || HAS_NORMAL\n #ifdef NORMAL_IS_INT\n @location($i) aNormal: vec4i,\n #else\n @location($i) aNormal: vec3f,\n #endif\n #if HAS_TANGENT\n @location($i) aTangent: vec4f,\n #endif\n #endif\n}\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n #ifdef HAS_SSR\n @location($o) vViewNormal: vec3f,\n #ifdef HAS_TANGENT\n @location($o) vViewTangent: vec4f,\n #endif\n #endif\n @location($o) vModelNormal: vec3f,\n @location($o) vViewVertex: vec4f,\n #if HAS_TANGENT\n @location($o) vModelTangent: vec4f,\n @location($o) vModelBiTangent: vec3f,\n #endif\n @location($o) vModelVertex: vec3f,\n #if HAS_MAP\n @location($o) vTexCoord: vec2f,\n #ifdef HAS_AO_MAP\n @location($o) vTexCoord1: vec2f,\n #endif\n #ifdef HAS_I3S_UVREGION\n @location($o) vUvRegion: vec4f,\n #endif\n #endif\n #if HAS_COLOR\n @location($o) vColor: vec4f,\n #endif\n @location($o) vOpacity: f32,\n #if HAS_COLOR0\n @location($o) vColor0: vec4f,\n #endif\n #if HAS_BUMP_MAP && HAS_TANGENT\n @location($o) vTangentViewPos: vec3f,\n @location($o) vTangentFragPos: vec3f,\n #endif\n}\nstruct ShaderUniforms {\n cameraPosition: vec3f,\n projMatrix: mat4x4f,\n}\nstruct Uniforms {\n uvOrigin: vec2f,\n uvScale: vec2f,\n uvOffset: vec2f,\n uvRotation: f32,\n modelMatrix: mat4x4f,\n modelViewMatrix: mat4x4f,\n positionMatrix: mat4x4f,\n modelNormalMatrix: mat3x3f,\n #ifdef HAS_SSR\n modelViewNormalMatrix: mat3x3f,\n #endif\n};\n@group(0) @binding($b) var<uniform> uniforms: Uniforms;\n@group(0) @binding($b) var<uniform> shaderUniforms: ShaderUniforms;\nvar<private> Vertex: vec3f;\nvar<private> Normal: vec3f;\nvar<private> Tangent: vec4f;\nconst mid = 0.5;\nfn toTangentFrame(q: vec4f) -> vec3f {\n return vec3f(0.0, 0.0, 1.0) +\n vec3f(2.0, -2.0, -2.0) * q.x * q.zwx +\n vec3f(2.0, 2.0, -2.0) * q.y * q.wzy;\n}\nstruct TangentFrame {\n n: vec3f,\n t: vec3f\n}\nfn toTangentFrameWithTangent(q: vec4f) -> TangentFrame {\n var out: TangentFrame;\n out.n = toTangentFrame(q);\n out.t = vec3f(1.0, 0.0, 0.0) +\n vec3f(-2.0, 2.0, -2.0) * q.y * q.yxw +\n vec3f(-2.0, 2.0, 2.0) * q.z * q.zwx;\n return out;\n}\nfn rotateUV(uv: vec2f, rotation: f32) -> vec2f {\n return vec2f(\n cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,\n cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid\n );\n}\n#if HAS_MAP\nfn transformTexcoord(uv: vec2f) -> vec2f {\n let decodedTexCoord = decode_getTexcoord(uv);\n #ifdef HAS_RANDOM_TEX\n let origin = uniforms.uvOrigin;\n let texCoord = decodedTexCoord * uniforms.uvScale + uniforms.uvOffset;\n return (origin % 1.0) + texCoord;\n #else\n var origin = uniforms.uvOrigin;\n var texCoord = decodedTexCoord * uniforms.uvScale;\n if (uniforms.uvRotation != 0.0) {\n origin = rotateUV(origin, uniforms.uvRotation);\n texCoord = rotateUV(texCoord, uniforms.uvRotation);\n }\n return (origin % 1.0) + texCoord + uniforms.uvOffset;\n #endif\n}\n#endif\nfn transposeMat3(inMat: mat3x3f) -> mat3x3f {\n let i0 = inMat[0];\n let i1 = inMat[1];\n let i2 = inMat[2];\n return mat3x3f(\n vec3f(i0.x, i1.x, i2.x),\n vec3f(i0.y, i1.y, i2.y),\n vec3f(i0.z, i1.z, i2.z)\n );\n}\n@vertex\nfn main(input: VertexInput) -> VertexOutput {\n var output: VertexOutput;\n let localPositionMatrix = getPositionMatrix(input, &output, uniforms.positionMatrix);\n #ifdef IS_LINE_EXTRUSION\n let linePosition = getLineExtrudePosition(vec3f(input.aPosition.xyz), input);\n let localVertex = getPosition(linePosition, input);\n #else\n let localVertex = getPosition(vec3f(input.aPosition.xyz), input);\n #endif\n output.vModelVertex = (uniforms.modelMatrix * localVertex).xyz;\n let position = localPositionMatrix * localVertex;\n let viewVertex = uniforms.modelViewMatrix * position;\n output.vViewVertex = viewVertex;\n #ifdef HAS_MASK_EXTENT\n output.position = shaderUniforms.projMatrix * getMaskPosition(position, uniforms.modelMatrix);\n #else\n output.position = shaderUniforms.projMatrix * viewVertex;\n #endif\n #ifdef PICKING_MODE\n var alpha = 1.0;\n #if HAS_COLOR\n alpha *= f32(input.aColor.a);\n #endif\n #if HAS_COLOR0 && COLOR0_SIZE == 4\n alpha *= f32(input.aColor0.a);\n #endif\n fbo_picking_setData(vertex, &output, output.position.w, alpha != 0.0);\n #else\n #if HAS_MAP\n output.vTexCoord = transformTexcoord(input.aTexCoord);\n #ifdef HAS_AO_MAP\n output.vTexCoord1 = transformTexcoord(input.aTexCoord1);\n #endif\n #ifdef HAS_I3S_UVREGION\n output.vUvRegion = input.uvRegion / 65535.0;\n #endif\n #endif\n #if HAS_TANGENT || HAS_NORMAL\n let positionNormalMatrix = mat3x3f(\n localPositionMatrix[0].xyz,\n localPositionMatrix[1].xyz,\n localPositionMatrix[2].xyz\n );\n let normalMatrix = uniforms.modelNormalMatrix * positionNormalMatrix;\n #if HAS_TANGENT\n let tangentFrame = toTangentFrameWithTangent(input.aTangent);\n Normal = tangentFrame.n;\n let t = tangentFrame.t;\n output.vModelTangent = vec4f(normalMatrix * t, input.aTangent.w);\n #else\n Normal = decode_getNormal(vec3f(input.aNormal.xyz));\n #endif\n let localNormal = Normal;\n output.vModelNormal = normalMatrix * localNormal;\n #else\n Normal = vec3f(0);\n output.vModelNormal = vec3f(0);\n #endif\n #if HAS_TANGENT\n output.vModelBiTangent = cross(output.vModelNormal, output.vModelTangent.xyz) * sign(input.aTangent.w);\n #endif\n #ifdef HAS_SSR\n let ssrNormalMatrix = uniforms.modelViewNormalMatrix * positionNormalMatrix;\n output.vViewNormal = ssrNormalMatrix * Normal;\n #if HAS_TANGENT\n let localTangent = vec4f(t, input.aTangent.w);\n output.vViewTangent = vec4f(ssrNormalMatrix * localTangent.xyz, localTangent.w);\n #endif\n #endif\n #if HAS_COLOR\n output.vColor = vec4f(input.aColor) / 255.0;\n #endif\n #ifdef HAS_OPACITY\n output.vOpacity = f32(input.aOpacity) / 255.0;\n #else\n output.vOpacity = 1.0;\n #endif\n #if HAS_HIGHLIGHT_OPACITY || HAS_HIGHLIGHT_COLOR\n highlight_setVarying(input, &output);\n #endif\n #if HAS_COLOR0\n #if COLOR0_SIZE == 3\n output.vColor0 = vec4f(vec3f(input.aColor0), 255.0) / 255.0;\n #else\n output.vColor0 = vec4f(input.aColor0) / 255.0;\n #endif\n #endif\n #if HAS_SHADOWING && !HAS_BLOOM\n shadow_computeShadowPars(position);\n #endif\n #if HAS_BUMP_MAP && HAS_TANGENT\n let TBN = transposeMat3(mat3x3f(output.vModelTangent.xyz, output.vModelBiTangent, output.vModelNormal));\n output.vTangentViewPos = TBN * shaderUniforms.cameraPosition;\n output.vTangentFragPos = TBN * output.vModelVertex;\n #endif\n #ifdef HAS_VERTEX_COLOR\n vertexColor_update(input, &output);\n #endif\n #ifdef HAS_EXCAVATE_ANALYSIS\n output.vCoordinateTexcoord = getCoordinateTexcoord(position, uniforms.modelMatrix);\n output.vExcavateHeight = getWorldHeight(position, uniforms.modelMatrix);\n #endif\n #endif\n return output;\n}";
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var wgslFrag$1 = "#include <hsv_frag>\n#include <srgb_frag>\n#include <highlight_frag>\n#include <snow_frag>\n#include <mask_frag>\n#include <terrain_normal_frag>\n#include <vertex_color_frag>\n#include <excavate_frag>\n#define PI 3.141593\n#define RECIPROCAL_PI 0.3183099\nstruct MaterialUniforms {\n roughnessMetalness: vec2f,\n albedo: vec3f,\n alpha: f32,\n normal: vec3f,\n emit: vec3f,\n ao: f32,\n specularColor: vec3f,\n glossiness: f32,\n skinColor: vec4f\n};\nvar<private> materialUniforms: MaterialUniforms;\nstruct SceneUniforms {\n alphaTest: f32,\n emissiveFactor: vec3f,\n baseColorFactor: vec4f,\n baseColorIntensity: f32,\n emitColorFactor: f32,\n occlusionFactor: f32,\n roughnessFactor: f32,\n metallicFactor: f32,\n normalMapFactor: f32,\n specularF0: f32,\n emitMultiplicative: f32,\n normalMapFlipY: f32,\n outputSRGB: f32,\n contrast: f32,\n hsv: vec3f,\n specularAAVariance: f32,\n specularAAThreshold: f32,\n #if HAS_SSR\n invProjMatrix: mat4x4f,\n outputFovInfo: array<vec4f, 2>,\n reprojViewProjMatrix: mat4x4f,\n #endif\n #ifndef HAS_COLOR\n #ifdef IS_LINE_EXTRUSION\n lineColor: vec4f,\n #else\n polygonFill: vec4f\n #endif\n #endif\n};\nstruct ShaderUniforms {\n #if HAS_IBL_LIGHTING\n hdrHSV: vec3f,\n diffuseSPH: vec3f,\n prefilterMiplevel: vec2f,\n prefilterSize: vec2f,\n #else\n ambientColor: vec3f,\n #endif\n cameraPosition: vec3f,\n cameraNearFar: vec2f,\n environmentExposure: f32,\n environmentTransform: mat3x3f,\n light0_viewDirection: vec3f,\n light0_diffuse: vec4f,\n #if HAS_LAYER_OPACITY\n layerOpacity: f32,\n #endif\n #if HAS_SSR\n outSize: vec2f,\n ssrFactor: f32,\n ssrQuality: f32,\n projMatrix: mat4x4f,\n #endif\n}\n@group(0) @binding($b) var<uniform> uniforms: SceneUniforms;\n@group(0) @binding($b) var<uniform> shaderUniforms: ShaderUniforms;\n#if HAS_ALBEDO_MAP\n @group(0) @binding($b) var baseColorTexture: texture_2d<f32>;\n @group(0) @binding($b) var baseColorSampler: sampler;\n#endif\n#if HAS_METALLICROUGHNESS_MAP\n @group(0) @binding($b) var metallicRoughnessTexture: texture_2d<f32>;\n @group(0) @binding($b) var metallicRoughnessSampler: sampler;\n#endif\n#if HAS_EMISSIVE_MAP\n @group(0) @binding($b) var emissiveTexture: texture_2d<f32>;\n @group(0) @binding($b) var emissiveSampler: sampler;\n#endif\n#if HAS_AO_MAP\n @group(0) @binding($b) var occlusionTexture: texture_2d<f32>;\n @group(0) @binding($b) var occlusionSampler: sampler;\n#endif\n#if HAS_NORMAL_MAP && HAS_TANGENT\n @group(0) @binding($b) var normalTexture: texture_2d<f32>;\n @group(0) @binding($b) var normalSampler: sampler;\n#endif\n#if HAS_SKIN_MAP\n @group(0) @binding($b) var skinTexture: texture_2d<f32>;\n @group(0) @binding($b) var skinSampler: sampler;\n#endif\n#if HAS_RANDOM_TEX\n @group(0) @binding($b) var noiseTexture: texture_2d<f32>;\n @group(0) @binding($b) var noiseSampler: sampler;\n#endif\n@group(0) @binding($b) var brdfLUT: texture_2d<f32>;\n@group(0) @binding($b) var brdfLUTSampler: sampler;\n#if HAS_IBL_LIGHTING\n @group(0) @binding($b) var prefilterMap: texture_cube<f32>;\n @group(0) @binding($b) var prefilterSampler: sampler;\n#endif\n#if HAS_SSR\n @group(0) @binding($b) var TextureDepth: texture_2d<f32>;\n @group(0) @binding($b) var TextureDepthSampler: sampler;\n @group(0) @binding($b) var TextureReflected: texture_2d<f32>;\n @group(0) @binding($b) var TextureReflectedSampler: sampler;\n#endif\n#if HAS_BUMP_MAP && HAS_TANGENT\n @group(0) @binding($b) var bumpTexture: texture_2d<f32>;\n @group(0) @binding($b) var bumpSampler: sampler;\n#endif\n#if HAS_PATTERN\n @group(0) @binding($b) var linePatternFile: texture_2d<f32>;\n @group(0) @binding($b) var linePatternSampler: sampler;\n#endif\nstruct VertexOutput {\n #ifdef HAS_SSR\n @location($i) vViewNormal: vec3f,\n #ifdef HAS_TANGENT\n @location($i) vViewTangent: vec4f,\n #endif\n #endif\n @location($i) vModelNormal: vec3f,\n @location($i) vViewVertex: vec4f,\n #if HAS_TANGENT\n @location($i) vModelTangent: vec4f,\n @location($i) vModelBiTangent: vec3f,\n #endif\n @location($i) vModelVertex: vec3f,\n #if HAS_MAP\n @location($i) vTexCoord: vec2f,\n #ifdef HAS_AO_MAP\n @location($i) vTexCoord1: vec2f,\n #endif\n #ifdef HAS_I3S_UVREGION\n @location($i) vUvRegion: vec4f,\n #endif\n #endif\n #if HAS_COLOR\n @location($i) vColor: vec4f,\n #endif\n @location($i) vOpacity: f32,\n #if HAS_COLOR0\n @location($i) vColor0: vec4f,\n #endif\n #if HAS_BUMP_MAP && HAS_TANGENT\n @location($i) vTangentViewPos: vec3f,\n @location($i) vTangentFragPos: vec3f,\n #endif\n};\nfn getMaterialAlbedo() -> vec3f {\n return materialUniforms.albedo;\n}\nfn getMaterialAlpha() -> f32 {\n return materialUniforms.alpha;\n}\nfn getMaterialMetalness() -> f32 {\n return materialUniforms.roughnessMetalness.y;\n}\nfn getMaterialRoughness() -> f32 {\n #if SHADING_MODEL_SPECULAR_GLOSSINESS\n return 1.0 - materialUniforms.glossiness;\n #else\n return materialUniforms.roughnessMetalness.x;\n #endif\n}\nfn getMaterialEmitColor() -> vec3f {\n return materialUniforms.emit;\n}\nfn getMaterialSkinColor() -> vec4f {\n return materialUniforms.skinColor;\n}\nfn getMaterialNormalMap() -> vec3f {\n return materialUniforms.normal;\n}\nfn getMaterialOcclusion() -> f32 {\n return materialUniforms.ao;\n}\nfn decodeDepth(pack: vec4f) -> f32 {\n return pack.r + pack.g / 255.0;\n}\nfn transformNormal(factor: f32, normalToTransform: vec3f, t: vec3f, b: vec3f, n: vec3f) -> vec3f {\n let normal = vec3f(normalToTransform.xy * factor, normalToTransform.z);\n let tbn = mat3x3f(t, b, n);\n return normalize(tbn * normal);\n}\nfn D_GGX(roughness: f32, normal: vec3f, H: vec3f) -> f32 {\n let NoH = clamp(dot(normal, H), 0.0, 1.0);\n let a = roughness * roughness;\n let a2 = a * a;\n let d = (NoH * a2 - NoH) * NoH + 1.0;\n return a2 / ( PI * d * d);\n}\nfn F_Schlick(f0: vec3f, f90: f32, L: vec3f, H: vec3f) -> vec3f {\n var VoH = clamp(dot(L, H), 0.0, 1.0);\n VoH = pow(1.0 - VoH, 5.0);\n return f90 * VoH + (1.0 - VoH) * f0;\n}\nfn V_SmithGGXCorrelated(normal: vec3f, V: vec3f, roughness: f32, NoL: f32) -> f32 {\n let NoV = clamp(dot(normal, V), 0.0, 1.0);\n let a = roughness * roughness;\n let GGXL = NoV * (NoL * (1.0 - a) + a);\n let GGXV = NoL * (NoV * (1.0 - a) + a);\n return 0.5 / (GGXV + GGXL);\n}\nfn computeSpecularBRDF(roughness: f32, normal: vec3f, V: vec3f, L: vec3f, specular: vec3f, NoL: f32, f90: f32) -> vec3f {\n let H = normalize(V + L);\n let D = D_GGX(roughness, normal, H);\n let V_S = V_SmithGGXCorrelated(normal, V, roughness, NoL);\n let F = F_Schlick(specular, f90, L, H);\n return (D * V_S * PI) * F;\n}\nfn BRDF_Lambert(diffuseColor: vec3f) -> vec3f {\n return RECIPROCAL_PI * diffuseColor;\n}\nstruct LambertLight {\n diffuse: vec3f,\n specular: vec3f\n}\nfn computeLambert(\n normal: vec3f,\n V: vec3f,\n NoL: f32,\n roughness: f32,\n materialDiffuse: vec3f,\n specular: vec3f,\n lightColor: vec3f,\n L: vec3f,\n f90: f32\n) -> LambertLight {\n var lambert: LambertLight;\n if (NoL <= 0.0) {\n lambert.diffuse = vec3f(0.0);\n lambert.specular = vec3f(0.0);\n return lambert;\n }\n let a = NoL * lightColor;\n let brdf = computeSpecularBRDF(roughness, normal, V, L, specular, NoL, f90);\n lambert.specular = a * brdf;\n lambert.diffuse = a * BRDF_Lambert(materialDiffuse);\n return lambert;\n}\n#if HAS_IBL_LIGHTING\n fn computeDiffuseSPH(normal: vec3f) -> vec3f {\n let n = uniforms.environmentTransform * normal;\n let diffuseSPH = shaderUniforms.diffuseSPH;\n let x = n.x;\n let y = n.y;\n let z = n.z;\n let result = (\n diffuseSPH[0] +\n diffuseSPH[1] * x +\n diffuseSPH[2] * y +\n diffuseSPH[3] * z +\n diffuseSPH[4] * z * x +\n diffuseSPH[5] * y * z +\n diffuseSPH[6] * y * x +\n diffuseSPH[7] * (3.0 * z * z - 1.0) +\n diffuseSPH[8] * (x*x - y*y)\n );\n if (length(shaderUniforms.hdrHSV) > 0.0) {\n return hsv_apply3(result, shaderUniforms.hdrHSV);\n }\n return max(result, vec3f(0.0));\n }\n fn fetchEnvMap(roughness: f32, R: vec3f) -> vec3f {\n let dir = R;\n let maxLevels = shaderUniforms.prefilterMiplevel.x;\n let lod = min(maxLevels, roughness * shaderUniforms.prefilterMiplevel.y);\n var envLight = textureSampleLevel(prefilterMap, prefilterSampler, dir, lod).rgb;\n if (length(shaderUniforms.hdrHSV) > 0.0) {\n envLight = hsv_apply3(envLight, shaderUniforms.hdrHSV);\n }\n return envLight;\n }\n fn getIBLEnvMap(N: vec3f, V: vec3f, roughness: f32, frontNormal: vec3f, materialDiffuse: vec3f) -> vec3f {\n let smoothness = 1.0 - roughness;\n let R = mix(N, reflect(-V, N), smoothness * (sqrt(smoothness) + roughness));\n let factor = clamp(1.0 + dot(R, frontNormal), 0.0, 1.0);\n let prefilteredEnvColor = fetchEnvMap(roughness, uniforms.environmentTransform * R) * factor * factor;\n return prefilteredEnvColor;\n }\n#else\n fn getIBLEnvMap(normal: vec3f, eyeVector: vec3f, roughness: f32, frontNormal: vec3f, materialDiffuse: vec3f) -> vec3f {\n return shaderUniforms.ambientColor * BRDF_Lambert(materialDiffuse);\n }\n#endif\nfn computeBRDF(spec: vec3f, roughness: f32, NoV: f32, f90: f32) -> vec3f {\n let rgba = textureSample(brdfLUT, brdfLUTSampler, vec2f(NoV, roughness)) * vec4f(255.0, 65280.0, 255.0, 65280.0);\n let b = (rgba[3] + rgba[2]);\n let a = (rgba[1] + rgba[0]);\n return (spec * a + b * f90) / 65535.0;\n}\nfn computeIBLSpecular(\n normal: vec3f,\n eyeVector: vec3f,\n NoV: f32,\n roughness: f32,\n specular: vec3f,\n frontNormal: vec3f,\n f90: f32,\n materialDiffuse: vec3f\n) -> vec3f {\n return getIBLEnvMap(normal, eyeVector, roughness, frontNormal, materialDiffuse) * computeBRDF(specular, roughness, NoV, f90);\n}\nfn computeSpecularAO(ao: f32, NoV: f32) -> f32 {\n let d = NoV + ao;\n return clamp((d * d) - 1.0 + ao, 0.0, 1.0);\n}\nfn initMaterial(vertexOutput: VertexOutput) -> MaterialUniforms {\n var materialUniforms: MaterialUniforms;\n#ifdef HAS_MAP\n var uv = computeTexCoord(vertexOutput.vTexCoord);\n#endif\n#ifdef HAS_UV_FLIP\n uv.y = 1.0 - uv.y;\n#endif\n#if HAS_BUMP_MAP && HAS_TANGENT\n uv = bumpUV(uv, normalize(vertexOutput.vTangentViewPos - vertexOutput.vTangentFragPos));\n#endif\n materialUniforms.albedo = uniforms.baseColorIntensity * uniforms.baseColorFactor.rgb;\n materialUniforms.alpha = uniforms.baseColorFactor.a * vertexOutput.vOpacity;\n#if HAS_PATTERN\n var linesofar = vertexOutput.vLinesofar;\n let uvSize = vertexOutput.vTexInfo.zw;\n#ifdef HAS_PATTERN_GAP\n let myGap = vertexOutput.vLinePatternGap;\n#else\n let myGap = uniforms.linePatternGap;\n#endif\n#ifdef HAS_PATTERN_ANIM\n let myAnimSpeed = vertexOutput.vLinePatternAnimSpeed;\n#else\n let myAnimSpeed = uniforms.linePatternAnimSpeed;\n#endif\n let patternWidth = ceil(uvSize.x * vertexOutput.vPatternHeight / uvSize.y);\n let plusGapWidth = patternWidth * (1.0 + myGap);\n let animSpeed = myAnimSpeed / uniforms.animSpeedScale;\n linesofar += (uniforms.currentTime * -animSpeed * 0.2) % plusGapWidth;\n let patternx = (linesofar / plusGapWidth) % 1.0;\n let patterny = (uniforms.flipY * vertexOutput.vNormalY) % 1.0;\n uv = computeUV(vec2(patternx * (1.0 + myGap) * uniforms.uvScale[0], patterny * uniforms.uvScale[1]));\n let patternColor = textureSample(linePatternFile, linePatternFileSampler, uv);\n let inGap = clamp(sign(1.0 / (1.0 + myGap) - patternx) + 0.000001, 0.0, 1.0);\n let patternColor = mix(uniforms.linePatternGapColor, patternColor, inGap);\n#ifdef IS_SQUARE_TUBE\n let v = clamp(sign(abs(vertexOutput.vNormalY) - 0.999999), 0.0, 1.0);\n let patternColor = mix(patternColor, vec4(1.0), v);\n#endif\n materialUniforms.albedo *= patternColor.rgb;\n materialUniforms.alpha *= patternColor.a;\n#endif\n#if HAS_ALBEDO_MAP\n let baseColor = textureSample(baseColorTexture, baseColorTextureSampler, uv);\n materialUniforms.albedo *= sRGBToLinear(baseColor.rgb);\n materialUniforms.alpha *= baseColor.a;\n#endif\n#if HAS_SKIN_MAP\n let skinColorValue = textureSample(skinTexture, skinTextureSampler, uv);\n materialUniforms.skinColor = skinColorValue;\n#endif\n#if HAS_COLOR0\n materialUniforms.albedo *= vertexOutput.vColor0.rgb;\n#if COLOR0_SIZE == 4\n materialUniforms.alpha *= vertexOutput.vColor0.a;\n#endif\n#endif\n#if HAS_COLOR\n materialUniforms.albedo *= vertexOutput.vColor.rgb;\n materialUniforms.alpha *= vertexOutput.vColor.a;\n#elif IS_LINE_EXTRUSION\n materialUniforms.albedo *= uniforms.lineColor.rgb;\n materialUniforms.alpha *= uniforms.lineColor.a;\n#else\n materialUniforms.albedo *= uniforms.polygonFill.rgb;\n materialUniforms.alpha *= uniforms.polygonFill.a;\n#endif\n#if HAS_INSTANCE_COLOR\n materialUniforms.albedo *= vertexOutput.vInstanceColor.rgb;\n materialUniforms.alpha *= vertexOutput.vInstanceColor.a;\n#endif\n#if HAS_METALLICROUGHNESS_MAP\n let mrSample = textureSample(metallicRoughnessTexture, metallicRoughnessTextureSampler, uv).gb;\n materialUniforms.roughnessMetalness = mrSample * vec2(uniforms.roughnessFactor, uniforms.metallicFactor);\n#else\n materialUniforms.roughnessMetalness = vec2(uniforms.roughnessFactor, uniforms.metallicFactor);\n#endif\n materialUniforms.emit = uniforms.emissiveFactor;\n#if HAS_EMISSIVE_MAP\n if (uniforms.emitMultiplicative == 1.0) {\n materialUniforms.emit *= sRGBToLinear(textureSample(emissiveTexture, emissiveTextureSampler, uv).rgb);\n } else {\n materialUniforms.emit += sRGBToLinear(textureSample(emissiveTexture, emissiveTextureSampler, uv).rgb);\n }\n#endif\n materialUniforms.emit *= uniforms.emitColorFactor;\n#if HAS_AO_MAP\n let aoTexCoord = computeTexCoord(vertexOutput.vTexCoord1);\n materialUniforms.ao = textureSample(occlusionTexture, occlusionTextureSampler, aoTexCoord).r;\n#else\n materialUniforms.ao = 1.0;\n#endif\n materialUniforms.ao *= uniforms.occlusionFactor;\n#if HAS_NORMAL_MAP && HAS_TANGENT\n var nmap = textureSample(normalTexture, normalTextureSampler, uv).xyz * 2.0 - 1.0;\n nmap.y = select(nmap.y, -namp.y, uniforms.normalMapFlipY == 1.0);\n materialUniforms.normal = nmap;\n#else\n materialUniforms.normal = normalize(vertexOutput.vModelNormal);\n#endif\n#if HAS_TERRAIN_NORMAL && HAS_TANGENT\n var nmap = convertTerrainHeightToNormalMap(uv);\n nmap.y = select(nmap.y, -namp.y, uniforms.normalMapFlipY == 1.0);\n materialUniforms.normal = nmap;\n#endif\n#if SHADING_MODEL_SPECULAR_GLOSSINESS\n materialUniforms.albedo *= uniforms.diffuseFactor.rgb;\n materialUniforms.alpha *= uniforms.diffuseFactor.a;\n#if HAS_DIFFUSE_MAP\n let diffuse = textureSample(diffuseTexture, diffuseTextureSampler, uv);\n materialUniforms.albedo *= sRGBToLinear(diffuse.rgb);\n materialUniforms.alpha *= diffuse.a;\n#endif\n materialUniforms.specularColor = uniforms.specularFactor;\n materialUniforms.glossiness = uniforms.glossinessFactor;\n#if HAS_SPECULARGLOSSINESS_MAP\n let specularGlossiness = textureSample(specularGlossinessTexture, specularGlossinessTextureSampler, uv);\n materialUniforms.specularColor *= sRGBToLinear(specularGlossiness.rgb);\n materialUniforms.glossiness *= specularGlossiness.a;\n#endif\n#endif\n return materialUniforms;\n}\nfn HDR_ACES(x: vec3f) -> vec3f {\n const a = 2.51;\n const b = 0.03;\n const c = 2.43;\n const d = 0.59;\n const e = 0.14;\n return (x * (a * x + b)) / (x * (c * x + d) + e);\n}\nfn tonemap(color: vec3f) -> vec3f {\n let tonemapped = HDR_ACES(color);\n return pow(tonemapped, vec3f(1.0/2.2));\n}\nfn normalFiltering(roughness: f32, worldNormal: vec3f) -> f32 {\n let du = dpdx(worldNormal);\n let dv = dpdy(worldNormal);\n let variance = uniforms.specularAAVariance * (dot(du, du) + dot(dv, dv));\n let kernelRoughness = min(2.0 * variance, uniforms.specularAAThreshold);\n let squareRoughness = saturate(roughness * roughness + kernelRoughness);\n return sqrt(squareRoughness);\n}\n#if HAS_SSR\n fn ssrViewToScreen(projection: mat4x4f, viewVertex: vec3f) -> vec3f {\n let projected = projection * vec4f(viewVertex, 1.0);\n return vec3f(0.5 + 0.5 * projected.xy / projected.w, projected.w);\n }\n fn fetchColorLod(level: f32, uv: vec2f) -> vec3f {\n return textureSampleLevel(TextureReflected, TextureReflectedSampler, uv, level).rgb;\n }\n fn linearizeDepth(depth: f32) -> f32 {\n let projection = uniforms.projMatrix;\n let z = depth * 2.0 - 1.0; return -projection[3].z / (z + projection[2].z);\n }\n fn fetchDepth(uv: vec2f) -> f32 {\n let depth = decodeDepth(textureSample(TextureDepth, TextureDepthSampler, uv));\n return depth;\n }\n fn interleavedGradientNoise(fragCoord: vec2f, frameMod: f32) -> f32 {\n let magic = vec3f(0.06711056, 0.00583715, 52.9829189);\n return fract(magic.z * fract(dot(fragCoord.xy + frameMod * vec2f(47.0, 17.0) * 0.695, magic.xy))) * 0.5;\n }\n fn importanceSampling(\n frameMod: f32,\n tangentX: vec3f,\n tangentY: vec3f,\n tangentZ: vec3f,\n eyeVector: vec3f,\n rough4: f32\n ) -> vec3f {\n var E: vec2f;\n E.x = interleavedGradientNoise(fragCoord.yx, frameMod);\n E.y = fract(E.x * 52.9829189);\n E.y = mix(E.y, 1.0, 0.7);\n let phi = 2.0 * 3.14159 * E.x;\n let cosTheta = pow(max(E.y, 0.000001), rough4 / (2.0 - rough4));\n let sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n var h = vec3f(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);\n h = h.x * tangentX + h.y * tangentY + h.z * tangentZ;\n return normalize((2.0 * dot(eyeVector, h)) * h - eyeVector);\n }\n fn getStepOffset(frameMod: f32) -> f32 {\n return (interleavedGradientNoise(fragCoord.xy, frameMod) - 0.5);\n }\n fn computeRayDirUV(rayOriginUV: vec3f, rayLen: f32, rayDirView: vec3f) -> vec3f {\n let rayDirUV = ssrViewToScreen(uniforms.projMatrix, vViewVertex.xyz + rayDirView * rayLen);\n rayDirUV.z = 1.0 / rayDirUV.z;\n rayDirUV -= rayOriginUV;\n let scaleMaxX = min(1.0, 0.99 * (1.0 - rayOriginUV.x) / max(1e-5, rayDirUV.x));\n let scaleMaxY = min(1.0, 0.99 * (1.0 - rayOriginUV.y) / max(1e-5, rayDirUV.y));\n let scaleMinX = min(1.0, 0.99 * rayOriginUV.x / max(1e-5, -rayDirUV.x));\n let scaleMinY = min(1.0, 0.99 * rayOriginUV.y / max(1e-5, -rayDirUV.y));\n return rayDirUV * min(scaleMaxX, scaleMaxY) * min(scaleMinX, scaleMinY);\n }\n fn binarySearch(rayOriginUV: vec3f, rayDirUV: vec3f, startSteps: ptr<function, f32>, endSteps: ptr<function, f32>) -> f32 {\n let steps = (*startSteps + *endSteps) * 0.5;\n let sampleUV = rayOriginUV + rayDirUV * steps;\n let z = fetchDepth(sampleUV.xy);\n let depth = linearizeDepth(z);\n let sampleDepth = -1.0 / sampleUV.z;\n *startSteps = select(steps, *startSteps, depth > sampleDepth);\n *endSteps = select(*endSteps, steps, depth > sampleDepth);\n return steps;\n }\n fn rayTrace(\n rayOriginUV: vec3f,\n rayLen: f32,\n depthTolerance: f32,\n rayDirView: vec3f,\n roughness: f32,\n frameMod: f32\n ) -> vec4f {\n let checkSteps = 20;\n let invNumSteps = 1.0 / f32(checkSteps);\n depthTolerance *= invNumSteps;\n let rayDirUV = computeRayDirUV(rayOriginUV, rayLen, rayDirView);\n let sampleTime = invNumSteps;\n var diffSampleW = vec3f(0.0, sampleTime, 1.0);\n var sampleUV: vec3f;\n var hit = false;\n var hitDepth = 1.0;\n var steps: f32;\n for (var i = 0; i < checkSteps; i++) {\n sampleUV = rayOriginUV + rayDirUV * diffSampleW.y;\n let z = fetchDepth(sampleUV.xy);\n let depth = linearizeDepth(z);\n let sampleDepth = -1.0 / sampleUV.z;\n let validDepth = clamp(sign(0.999 - z), 0.0, 1.0);\n var depthDiff = validDepth * (sampleDepth - depth);\n depthDiff *= clamp(sign(abs(depthDiff) - rayLen * invNumSteps * invNumSteps), 0.0, 1.0);\n hit = abs(depthDiff + depthTolerance) < depthTolerance;\n let timeLerp = clamp(diffSampleW.x / (diffSampleW.x - depthDiff), 0.0, 1.0);\n let hitTime = select(1.0, (diffSampleW.y + timeLerp * invNumSteps - invNumSteps), hit);\n diffSampleW.z = min(diffSampleW.z, hitTime);\n diffSampleW.x = depthDiff;\n if (hit) {\n var startSteps = diffSampleW.y - invNumSteps;\n var endSteps = diffSampleW.y;\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n hitDepth = steps;\n break;\n }\n diffSampleW.y += invNumSteps;\n }\n return vec4f(rayOriginUV + rayDirUV * hitDepth, 1.0 - hitDepth);\n }\n fn fetchColorInRay(\n resRay: vec4f,\n maskSsr: f32,\n specularEnvironment: vec3f,\n specularColor: vec3f,\n roughness: f32\n ) -> vec4f {\n let AB = mix(uniforms.outputFovInfo[0], uniforms.outputFovInfo[1], resRay.x);\n resRay.xyz = vec3f(mix(AB.xy, AB.zw, resRay.y), 1.0) * -1.0 / resRay.z;\n resRay.xyz = (uniforms.reprojViewProjMatrix * vec4f(resRay.xyz, 1.0)).xyw;\n resRay.xy /= resRay.z;\n let maskEdge = clamp(6.0 - 6.0 * max(abs(resRay.x), abs(resRay.y)), 0.0, 1.0);\n resRay.xy = 0.5 + 0.5 * resRay.xy;\n let fetchColor = specularColor * fetchColorLod(roughness * (1.0 - resRay.w), resRay.xy);\n return vec4f(mix(specularEnvironment, fetchColor, maskSsr * maskEdge), 1.0);\n }\n fn ssr(\n specularEnvironment: vec3f,\n specularColor: vec3f,\n roughness: f32,\n normal: vec3f,\n eyeVector: vec3f\n ) -> vec3f {\n let taaSS = 0.0;\n var result = vec4f(0.0);\n var rough4 = roughness * roughness;\n rough4 = rough4 * rough4;\n let upVector = select(vec3f(1.0, 0.0, 0.0), vec3f(0.0, 0.0, 1.0), abs(normal.z) < 0.999);\n let tangentX = normalize(cross(upVector, normal));\n let tangentY = cross(normal, tangentX);\n var maskSsr = shaderUniforms.ssrFactor * clamp(-4.0 * dot(eyeVector, normal) + 3.8, 0.0, 1.0);\n maskSsr *= clamp(4.7 - roughness * 5.0, 0.0, 1.0);\n let rayOriginUV = ssrViewToScreen(shaderUniforms.projMatrix, vViewVertex.xyz);\n rayOriginUV.z = 1.0 / rayOriginUV.z;\n let rayDirView = importanceSampling(taaSS, tangentX, tangentY, normal, eyeVector, rough4);\n let rayLen = mix(shaderUniforms.cameraNearFar.y + vViewVertex.z, -vViewVertex.z - shaderUniforms.cameraNearFar.x, rayDirView.z * 0.5 + 0.5);\n let depthTolerance = 0.5 * rayLen;\n var resRay: vec4f;\n if (dot(rayDirView, normal) > 0.001 && maskSsr > 0.0) {\n resRay = rayTrace(rayOriginUV, rayLen, depthTolerance, rayDirView, roughness, taaSS);\n if (resRay.w > 0.0) {\n result += fetchColorInRay(resRay, maskSsr, specularEnvironment, specularColor, roughness);\n }\n }\n return select(specularEnvironment, result.rgb / result.w, result.w > 0.0);\n }\n#endif\nfn sRGBTransferOETF(value: vec4f) -> vec4f {\n let isLow: vec3<bool> = value.rgb <= vec3f(0.0031308);\n let highPart: vec3f = pow(value.rgb, vec3f(0.41666)) * 1.055 - vec3f(0.055);\n let lowPart: vec3f = value.rgb * 12.92;\n let rgb: vec3f = select(highPart, lowPart, isLow);\n return vec4f(rgb, value.a);\n}\nfn linearToOutputTexel(value: vec4f) -> vec4f {\n return sRGBTransferOETF(value);\n}\n@fragment\nfn main(vertexOutput: VertexOutput) -> @location(0) vec4f {\n materialUniforms = initMaterial(vertexOutput);\n var glFragColor: vec4f;\n let eyeVector = normalize(shaderUniforms.cameraPosition - vertexOutput.vModelVertex);\n #if HAS_DOUBLE_SIDE\n let frontNormal = select(-normalize(vertexOutput.vModelNormal), normalize(vertexOutput.vModelNormal), gl_FrontFacing);\n #else\n let frontNormal = normalize(vertexOutput.vModelNormal);\n #endif\n let f0 = 0.08 * uniforms.specularF0;\n let metal = getMaterialMetalness();\n var materialDiffuse = getMaterialAlbedo();\n #if SHADING_MODEL_SPECULAR_GLOSSINESS\n let materialSpecular = materialUniforms.specularColor;\n #else\n let materialSpecular = mix(vec3f(f0), materialDiffuse, metal);\n #endif\n materialDiffuse *= 1.0 - metal;\n let materialF90 = clamp(50.0 * materialSpecular.g, 0.0, 1.0);\n var materialRoughness = getMaterialRoughness();\n if (uniforms.specularAAVariance > 0.0) {\n materialRoughness = normalFiltering(materialRoughness, frontNormal);\n }\n let materialEmit = getMaterialEmitColor();\n var materialNormal = getMaterialNormalMap();\n #if HAS_TANGENT\n #if HAS_NORMAL_MAP || HAS_TERRAIN_NORMAL\n materialNormal = transformNormal(uniforms.normalMapFactor, materialNormal, vertexOutput.vModelTangent.xyz, vertexOutput.vModelBiTangent, frontNormal);\n #endif\n #endif\n var diffuse = vec3f(0.0);\n var specular = vec3f(0.0);\n #if HAS_IBL_LIGHTING\n diffuse = materialDiffuse * computeDiffuseSPH(materialNormal) * 0.5;\n #else\n diffuse = materialDiffuse * shaderUniforms.ambientColor;\n #endif\n let NoV = dot(materialNormal, eyeVector);\n specular = computeIBLSpecular(materialNormal, eyeVector, NoV, materialRoughness, materialSpecular, frontNormal, materialF90, materialDiffuse);\n var specularAO = 1.0;\n let materialAO = getMaterialOcclusion();\n diffuse *= shaderUniforms.environmentExposure * materialAO;\n #if HAS_IBL_LIGHTING\n specularAO = computeSpecularAO(materialAO, NoV);\n #endif\n #if HAS_SSR\n var ssrfrontNormal = normalize(select(-vertexOutput.vViewNormal, vertexOutput.vViewNormal, gl_FrontFacing));\n var viewNormal = ssrfrontNormal;\n #if HAS_TANGENT\n #if HAS_NORMAL_MAP || HAS_TERRAIN_NORMAL\n var ssrTangent = select(-vertexOutput.vViewTangent, vertexOutput.vViewTangent, gl_FrontFacing);\n ssrTangent.xyz = normalize(ssrTangent.xyz);\n let ssrBinormal = normalize(cross(ssrfrontNormal, ssrTangent.xyz)) * ssrTangent.w;\n viewNormal = transformNormal(uniforms.normalMapFactor, materialNormal, ssrTangent.xyz, ssrBinormal, ssrfrontNormal);\n #endif\n #endif\n specular = ssr(specular, materialSpecular * specularAO, materialRoughness, viewNormal, -normalize(vertexOutput.vViewVertex.xyz));\n #endif\n specular *= shaderUniforms.environmentExposure * specularAO;\n let modelNormal = vertexOutput.vModelNormal;\n let lightDir = -shaderUniforms.light0_viewDirection;\n let dotNL = saturate(dot(lightDir, materialNormal));\n let lambertResult = computeLambert(materialNormal, eyeVector, dotNL, max(0.045, materialRoughness), materialDiffuse, materialSpecular, shaderUniforms.light0_diffuse.rgb, lightDir, materialF90);\n var ambientDiffuse = lambertResult.diffuse;\n var ambientSpecular = lambertResult.specular;\n #if HAS_SHADOWING && !HAS_BLOOM\n let shadowCoeff = shadow_computeShadow();\n ambientDiffuse = shadow_blend(ambientDiffuse, shadowCoeff).rgb;\n ambientSpecular = shadow_blend(ambientSpecular, shadowCoeff).rgb;\n #endif\n diffuse += ambientDiffuse;\n specular += ambientSpecular;\n diffuse += materialEmit;\n var frag = specular + diffuse;\n if (uniforms.outputSRGB == 1.0) {\n frag = linearTosRGB(frag);\n }\n #if HAS_SKIN_MAP\n let skinColor = getMaterialSkinColor();\n frag.rgb = frag.rgb * (1.0 - skinColor.a) + skinColor.rgb * skinColor.a;\n #if HAS_SHADOWING && !HAS_BLOOM\n frag.rgb = shadow_blend(frag.rgb, shadowCoeff).rgb;\n #endif\n #endif\n var alpha = getMaterialAlpha();\n if (alpha < uniforms.alphaTest) {\n discard;\n }\n #if ALPHA_MODE\n #if ALPHA_MODE == 1\n if (alpha < uniforms.alphaCutoff) {\n discard;\n } else {\n alpha = 1.0;\n }\n #else\n alpha = 1.0;\n #endif\n #endif\n glFragColor = vec4f(frag * alpha, alpha);\n #ifdef HAS_VERTEX_COLOR\n glFragColor *= vertexColor_get(vertexOutput);\n #endif\n #ifdef HAS_EXCAVATE_ANALYSIS\n glFragColor = excavateColor(glFragColor);\n #endif\n #ifdef HAS_SNOW\n glFragColor.rgb = snow(glFragColor, getMaterialNormalMap(), 1.0);\n #endif\n if (uniforms.contrast != 1.0) {\n glFragColor = contrastMatrix(uniforms.contrast) * glFragColor;\n }\n if (length(uniforms.hsv) > 0.0) {\n glFragColor = hsv_apply4(glFragColor, uniforms.hsv);\n }\n #ifdef OUTPUT_NORMAL\n glFragColor = vec4f(frontNormal, 1.0);\n #endif\n #if HAS_HIGHLIGHT_OPACITY || HAS_HIGHLIGHT_COLOR\n glFragColor = highlight_blendColor(glFragColor, vertexOutput);\n #endif\n #ifdef HAS_LAYER_OPACITY\n glFragColor *= shaderUniforms.layerOpacity;\n #endif\n #ifdef HAS_MASK_EXTENT\n glFragColor = setMask(glFragColor);\n #endif\n return glFragColor;\n}";
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var wgslFrag$1 = "#include <hsv_frag>\n#include <srgb_frag>\n#include <highlight_frag>\n#include <snow_frag>\n#include <mask_frag>\n#include <terrain_normal_frag>\n#include <vertex_color_frag>\n#include <excavate_frag>\n#include <compute_texcoord_frag>\n#define PI 3.141593\n#define RECIPROCAL_PI 0.3183099\nstruct MaterialUniforms {\n roughnessMetalness: vec2f,\n albedo: vec3f,\n alpha: f32,\n normal: vec3f,\n emit: vec3f,\n ao: f32,\n specularColor: vec3f,\n glossiness: f32,\n skinColor: vec4f\n};\nvar<private> materialUniforms: MaterialUniforms;\nstruct SceneUniforms {\n alphaTest: f32,\n emissiveFactor: vec3f,\n baseColorFactor: vec4f,\n baseColorIntensity: f32,\n emitColorFactor: f32,\n occlusionFactor: f32,\n roughnessFactor: f32,\n metallicFactor: f32,\n normalMapFactor: f32,\n specularF0: f32,\n emitMultiplicative: f32,\n normalMapFlipY: f32,\n outputSRGB: f32,\n contrast: f32,\n hsv: vec3f,\n specularAAVariance: f32,\n specularAAThreshold: f32,\n #if HAS_SSR\n invProjMatrix: mat4x4f,\n outputFovInfo: array<vec4f, 2>,\n reprojViewProjMatrix: mat4x4f,\n #endif\n #ifndef HAS_COLOR\n #ifdef IS_LINE_EXTRUSION\n lineColor: vec4f,\n #else\n polygonFill: vec4f\n #endif\n #endif\n};\nstruct ShaderUniforms {\n #if HAS_IBL_LIGHTING\n hdrHSV: vec3f,\n diffuseSPH: vec3f,\n prefilterMiplevel: vec2f,\n prefilterSize: vec2f,\n #else\n ambientColor: vec3f,\n #endif\n cameraPosition: vec3f,\n cameraNearFar: vec2f,\n environmentExposure: f32,\n environmentTransform: mat3x3f,\n light0_viewDirection: vec3f,\n light0_diffuse: vec4f,\n #if HAS_LAYER_OPACITY\n layerOpacity: f32,\n #endif\n #if HAS_SSR\n outSize: vec2f,\n ssrFactor: f32,\n ssrQuality: f32,\n projMatrix: mat4x4f,\n #endif\n}\n@group(0) @binding($b) var<uniform> uniforms: SceneUniforms;\n@group(0) @binding($b) var<uniform> shaderUniforms: ShaderUniforms;\n#if HAS_ALBEDO_MAP\n @group(0) @binding($b) var baseColorTexture: texture_2d<f32>;\n @group(0) @binding($b) var baseColorTextureSampler: sampler;\n#endif\n#if HAS_METALLICROUGHNESS_MAP\n @group(0) @binding($b) var metallicRoughnessTexture: texture_2d<f32>;\n @group(0) @binding($b) var metallicRoughnessTextureSampler: sampler;\n#endif\n#if HAS_EMISSIVE_MAP\n @group(0) @binding($b) var emissiveTexture: texture_2d<f32>;\n @group(0) @binding($b) var emissiveTextureSampler: sampler;\n#endif\n#if HAS_AO_MAP\n @group(0) @binding($b) var occlusionTexture: texture_2d<f32>;\n @group(0) @binding($b) var occlusionTextureSampler: sampler;\n#endif\n#if HAS_NORMAL_MAP && HAS_TANGENT\n @group(0) @binding($b) var normalTexture: texture_2d<f32>;\n @group(0) @binding($b) var normalTextureSampler: sampler;\n#endif\n#if HAS_SKIN_MAP\n @group(0) @binding($b) var skinTexture: texture_2d<f32>;\n @group(0) @binding($b) var skinTextureSampler: sampler;\n#endif\n#if HAS_RANDOM_TEX\n @group(0) @binding($b) var noiseTexture: texture_2d<f32>;\n @group(0) @binding($b) var noiseTextureSampler: sampler;\n#endif\n@group(0) @binding($b) var brdfLUT: texture_2d<f32>;\n@group(0) @binding($b) var brdfLUTSampler: sampler;\n#if HAS_IBL_LIGHTING\n @group(0) @binding($b) var prefilterMap: texture_cube<f32>;\n @group(0) @binding($b) var prefilterSampler: sampler;\n#endif\n#if HAS_SSR\n @group(0) @binding($b) var TextureDepth: texture_2d<f32>;\n @group(0) @binding($b) var TextureDepthSampler: sampler;\n @group(0) @binding($b) var TextureReflected: texture_2d<f32>;\n @group(0) @binding($b) var TextureReflectedSampler: sampler;\n#endif\n#if HAS_BUMP_MAP && HAS_TANGENT\n @group(0) @binding($b) var bumpTexture: texture_2d<f32>;\n @group(0) @binding($b) var bumpSampler: sampler;\n#endif\n#if HAS_PATTERN\n @group(0) @binding($b) var linePatternFile: texture_2d<f32>;\n @group(0) @binding($b) var linePatternFileSampler: sampler;\n#endif\nstruct VertexOutput {\n #ifdef HAS_SSR\n @location($i) vViewNormal: vec3f,\n #ifdef HAS_TANGENT\n @location($i) vViewTangent: vec4f,\n #endif\n #endif\n @location($i) vModelNormal: vec3f,\n @location($i) vViewVertex: vec4f,\n #if HAS_TANGENT\n @location($i) vModelTangent: vec4f,\n @location($i) vModelBiTangent: vec3f,\n #endif\n @location($i) vModelVertex: vec3f,\n #if HAS_MAP\n @location($i) vTexCoord: vec2f,\n #ifdef HAS_AO_MAP\n @location($i) vTexCoord1: vec2f,\n #endif\n #ifdef HAS_I3S_UVREGION\n @location($i) vUvRegion: vec4f,\n #endif\n #endif\n #if HAS_COLOR\n @location($i) vColor: vec4f,\n #endif\n @location($i) vOpacity: f32,\n #if HAS_COLOR0\n @location($i) vColor0: vec4f,\n #endif\n #if HAS_BUMP_MAP && HAS_TANGENT\n @location($i) vTangentViewPos: vec3f,\n @location($i) vTangentFragPos: vec3f,\n #endif\n};\nfn getMaterialAlbedo() -> vec3f {\n return materialUniforms.albedo;\n}\nfn getMaterialAlpha() -> f32 {\n return materialUniforms.alpha;\n}\nfn getMaterialMetalness() -> f32 {\n return materialUniforms.roughnessMetalness.y;\n}\nfn getMaterialRoughness() -> f32 {\n #if SHADING_MODEL_SPECULAR_GLOSSINESS\n return 1.0 - materialUniforms.glossiness;\n #else\n return materialUniforms.roughnessMetalness.x;\n #endif\n}\nfn getMaterialEmitColor() -> vec3f {\n return materialUniforms.emit;\n}\nfn getMaterialSkinColor() -> vec4f {\n return materialUniforms.skinColor;\n}\nfn getMaterialNormalMap() -> vec3f {\n return materialUniforms.normal;\n}\nfn getMaterialOcclusion() -> f32 {\n return materialUniforms.ao;\n}\nfn decodeDepth(pack: vec4f) -> f32 {\n return pack.r + pack.g / 255.0;\n}\nfn transformNormal(factor: f32, normalToTransform: vec3f, t: vec3f, b: vec3f, n: vec3f) -> vec3f {\n let normal = vec3f(normalToTransform.xy * factor, normalToTransform.z);\n let tbn = mat3x3f(t, b, n);\n return normalize(tbn * normal);\n}\nfn D_GGX(roughness: f32, normal: vec3f, H: vec3f) -> f32 {\n let NoH = clamp(dot(normal, H), 0.0, 1.0);\n let a = roughness * roughness;\n let a2 = a * a;\n let d = (NoH * a2 - NoH) * NoH + 1.0;\n return a2 / ( PI * d * d);\n}\nfn F_Schlick(f0: vec3f, f90: f32, L: vec3f, H: vec3f) -> vec3f {\n var VoH = clamp(dot(L, H), 0.0, 1.0);\n VoH = pow(1.0 - VoH, 5.0);\n return f90 * VoH + (1.0 - VoH) * f0;\n}\nfn V_SmithGGXCorrelated(normal: vec3f, V: vec3f, roughness: f32, NoL: f32) -> f32 {\n let NoV = clamp(dot(normal, V), 0.0, 1.0);\n let a = roughness * roughness;\n let GGXL = NoV * (NoL * (1.0 - a) + a);\n let GGXV = NoL * (NoV * (1.0 - a) + a);\n return 0.5 / (GGXV + GGXL);\n}\nfn computeSpecularBRDF(roughness: f32, normal: vec3f, V: vec3f, L: vec3f, specular: vec3f, NoL: f32, f90: f32) -> vec3f {\n let H = normalize(V + L);\n let D = D_GGX(roughness, normal, H);\n let V_S = V_SmithGGXCorrelated(normal, V, roughness, NoL);\n let F = F_Schlick(specular, f90, L, H);\n return (D * V_S * PI) * F;\n}\nfn BRDF_Lambert(diffuseColor: vec3f) -> vec3f {\n return RECIPROCAL_PI * diffuseColor;\n}\nstruct LambertLight {\n diffuse: vec3f,\n specular: vec3f\n}\nfn computeLambert(\n normal: vec3f,\n V: vec3f,\n NoL: f32,\n roughness: f32,\n materialDiffuse: vec3f,\n specular: vec3f,\n lightColor: vec3f,\n L: vec3f,\n f90: f32\n) -> LambertLight {\n var lambert: LambertLight;\n if (NoL <= 0.0) {\n lambert.diffuse = vec3f(0.0);\n lambert.specular = vec3f(0.0);\n return lambert;\n }\n let a = NoL * lightColor;\n let brdf = computeSpecularBRDF(roughness, normal, V, L, specular, NoL, f90);\n lambert.specular = a * brdf;\n lambert.diffuse = a * BRDF_Lambert(materialDiffuse);\n return lambert;\n}\n#if HAS_IBL_LIGHTING\n fn computeDiffuseSPH(normal: vec3f) -> vec3f {\n let n = uniforms.environmentTransform * normal;\n let diffuseSPH = shaderUniforms.diffuseSPH;\n let x = n.x;\n let y = n.y;\n let z = n.z;\n let result = (\n diffuseSPH[0] +\n diffuseSPH[1] * x +\n diffuseSPH[2] * y +\n diffuseSPH[3] * z +\n diffuseSPH[4] * z * x +\n diffuseSPH[5] * y * z +\n diffuseSPH[6] * y * x +\n diffuseSPH[7] * (3.0 * z * z - 1.0) +\n diffuseSPH[8] * (x*x - y*y)\n );\n if (length(shaderUniforms.hdrHSV) > 0.0) {\n return hsv_apply3(result, shaderUniforms.hdrHSV);\n }\n return max(result, vec3f(0.0));\n }\n fn fetchEnvMap(roughness: f32, R: vec3f) -> vec3f {\n let dir = R;\n let maxLevels = shaderUniforms.prefilterMiplevel.x;\n let lod = min(maxLevels, roughness * shaderUniforms.prefilterMiplevel.y);\n var envLight = textureSampleLevel(prefilterMap, prefilterSampler, dir, lod).rgb;\n if (length(shaderUniforms.hdrHSV) > 0.0) {\n envLight = hsv_apply3(envLight, shaderUniforms.hdrHSV);\n }\n return envLight;\n }\n fn getIBLEnvMap(N: vec3f, V: vec3f, roughness: f32, frontNormal: vec3f, materialDiffuse: vec3f) -> vec3f {\n let smoothness = 1.0 - roughness;\n let R = mix(N, reflect(-V, N), smoothness * (sqrt(smoothness) + roughness));\n let factor = clamp(1.0 + dot(R, frontNormal), 0.0, 1.0);\n let prefilteredEnvColor = fetchEnvMap(roughness, uniforms.environmentTransform * R) * factor * factor;\n return prefilteredEnvColor;\n }\n#else\n fn getIBLEnvMap(normal: vec3f, eyeVector: vec3f, roughness: f32, frontNormal: vec3f, materialDiffuse: vec3f) -> vec3f {\n return shaderUniforms.ambientColor * BRDF_Lambert(materialDiffuse);\n }\n#endif\nfn computeBRDF(spec: vec3f, roughness: f32, NoV: f32, f90: f32) -> vec3f {\n let rgba = textureSample(brdfLUT, brdfLUTSampler, vec2f(NoV, roughness)) * vec4f(255.0, 65280.0, 255.0, 65280.0);\n let b = (rgba[3] + rgba[2]);\n let a = (rgba[1] + rgba[0]);\n return (spec * a + b * f90) / 65535.0;\n}\nfn computeIBLSpecular(\n normal: vec3f,\n eyeVector: vec3f,\n NoV: f32,\n roughness: f32,\n specular: vec3f,\n frontNormal: vec3f,\n f90: f32,\n materialDiffuse: vec3f\n) -> vec3f {\n return getIBLEnvMap(normal, eyeVector, roughness, frontNormal, materialDiffuse) * computeBRDF(specular, roughness, NoV, f90);\n}\nfn computeSpecularAO(ao: f32, NoV: f32) -> f32 {\n let d = NoV + ao;\n return clamp((d * d) - 1.0 + ao, 0.0, 1.0);\n}\nfn initMaterial(vertexOutput: VertexOutput) -> MaterialUniforms {\n var materialUniforms: MaterialUniforms;\n#ifdef HAS_MAP\n var uv = computeTexCoord(vertexOutput.vTexCoord, vertexOutput);\n#endif\n#ifdef HAS_UV_FLIP\n uv.y = 1.0 - uv.y;\n#endif\n#if HAS_BUMP_MAP && HAS_TANGENT\n uv = bumpUV(uv, normalize(vertexOutput.vTangentViewPos - vertexOutput.vTangentFragPos));\n#endif\n materialUniforms.albedo = uniforms.baseColorIntensity * uniforms.baseColorFactor.rgb;\n materialUniforms.alpha = uniforms.baseColorFactor.a * vertexOutput.vOpacity;\n#if HAS_PATTERN\n var linesofar = vertexOutput.vLinesofar;\n let uvSize = vertexOutput.vTexInfo.zw;\n#ifdef HAS_PATTERN_GAP\n let myGap = vertexOutput.vLinePatternGap;\n#else\n let myGap = uniforms.linePatternGap;\n#endif\n#ifdef HAS_PATTERN_ANIM\n let myAnimSpeed = vertexOutput.vLinePatternAnimSpeed;\n#else\n let myAnimSpeed = uniforms.linePatternAnimSpeed;\n#endif\n let patternWidth = ceil(uvSize.x * vertexOutput.vPatternHeight / uvSize.y);\n let plusGapWidth = patternWidth * (1.0 + myGap);\n let animSpeed = myAnimSpeed / uniforms.animSpeedScale;\n linesofar += (uniforms.currentTime * -animSpeed * 0.2) % plusGapWidth;\n let patternx = (linesofar / plusGapWidth) % 1.0;\n let patterny = (uniforms.flipY * vertexOutput.vNormalY) % 1.0;\n uv = computeUV(vec2(patternx * (1.0 + myGap) * uniforms.uvScale[0], patterny * uniforms.uvScale[1]));\n let patternColor = textureSample(linePatternFile, linePatternFileSampler, uv);\n let inGap = clamp(sign(1.0 / (1.0 + myGap) - patternx) + 0.000001, 0.0, 1.0);\n let patternColor = mix(uniforms.linePatternGapColor, patternColor, inGap);\n#ifdef IS_SQUARE_TUBE\n let v = clamp(sign(abs(vertexOutput.vNormalY) - 0.999999), 0.0, 1.0);\n let patternColor = mix(patternColor, vec4(1.0), v);\n#endif\n materialUniforms.albedo *= patternColor.rgb;\n materialUniforms.alpha *= patternColor.a;\n#endif\n#if HAS_ALBEDO_MAP\n let baseColor = textureSample(baseColorTexture, baseColorTextureSampler, uv);\n materialUniforms.albedo *= sRGBToLinear(baseColor.rgb);\n materialUniforms.alpha *= baseColor.a;\n#endif\n#if HAS_SKIN_MAP\n let skinColorValue = textureSample(skinTexture, skinTextureSampler, uv);\n materialUniforms.skinColor = skinColorValue;\n#endif\n#if HAS_COLOR0\n materialUniforms.albedo *= vertexOutput.vColor0.rgb;\n#if COLOR0_SIZE == 4\n materialUniforms.alpha *= vertexOutput.vColor0.a;\n#endif\n#endif\n#if HAS_COLOR\n materialUniforms.albedo *= vertexOutput.vColor.rgb;\n materialUniforms.alpha *= vertexOutput.vColor.a;\n#elif IS_LINE_EXTRUSION\n materialUniforms.albedo *= uniforms.lineColor.rgb;\n materialUniforms.alpha *= uniforms.lineColor.a;\n#else\n materialUniforms.albedo *= uniforms.polygonFill.rgb;\n materialUniforms.alpha *= uniforms.polygonFill.a;\n#endif\n#if HAS_INSTANCE_COLOR\n materialUniforms.albedo *= vertexOutput.vInstanceColor.rgb;\n materialUniforms.alpha *= vertexOutput.vInstanceColor.a;\n#endif\n#if HAS_METALLICROUGHNESS_MAP\n let mrSample = textureSample(metallicRoughnessTexture, metallicRoughnessTextureSampler, uv).gb;\n materialUniforms.roughnessMetalness = mrSample * vec2(uniforms.roughnessFactor, uniforms.metallicFactor);\n#else\n materialUniforms.roughnessMetalness = vec2(uniforms.roughnessFactor, uniforms.metallicFactor);\n#endif\n materialUniforms.emit = uniforms.emissiveFactor;\n#if HAS_EMISSIVE_MAP\n if (uniforms.emitMultiplicative == 1.0) {\n materialUniforms.emit *= sRGBToLinear(textureSample(emissiveTexture, emissiveTextureSampler, uv).rgb);\n } else {\n materialUniforms.emit += sRGBToLinear(textureSample(emissiveTexture, emissiveTextureSampler, uv).rgb);\n }\n#endif\n materialUniforms.emit *= uniforms.emitColorFactor;\n#if HAS_AO_MAP\n let aoTexCoord = computeTexCoord(vertexOutput.vTexCoord1, vertexOutput);\n materialUniforms.ao = textureSample(occlusionTexture, occlusionTextureSampler, aoTexCoord).r;\n#else\n materialUniforms.ao = 1.0;\n#endif\n materialUniforms.ao *= uniforms.occlusionFactor;\n#if HAS_NORMAL_MAP && HAS_TANGENT\n var nmap = textureSample(normalTexture, normalTextureSampler, uv).xyz * 2.0 - 1.0;\n nmap.y = select(nmap.y, -namp.y, uniforms.normalMapFlipY == 1.0);\n materialUniforms.normal = nmap;\n#else\n materialUniforms.normal = normalize(vertexOutput.vModelNormal);\n#endif\n#if HAS_TERRAIN_NORMAL && HAS_TANGENT\n var nmap = convertTerrainHeightToNormalMap(uv);\n nmap.y = select(nmap.y, -namp.y, uniforms.normalMapFlipY == 1.0);\n materialUniforms.normal = nmap;\n#endif\n#if SHADING_MODEL_SPECULAR_GLOSSINESS\n materialUniforms.albedo *= uniforms.diffuseFactor.rgb;\n materialUniforms.alpha *= uniforms.diffuseFactor.a;\n#if HAS_DIFFUSE_MAP\n let diffuse = textureSample(diffuseTexture, diffuseTextureSampler, uv);\n materialUniforms.albedo *= sRGBToLinear(diffuse.rgb);\n materialUniforms.alpha *= diffuse.a;\n#endif\n materialUniforms.specularColor = uniforms.specularFactor;\n materialUniforms.glossiness = uniforms.glossinessFactor;\n#if HAS_SPECULARGLOSSINESS_MAP\n let specularGlossiness = textureSample(specularGlossinessTexture, specularGlossinessTextureSampler, uv);\n materialUniforms.specularColor *= sRGBToLinear(specularGlossiness.rgb);\n materialUniforms.glossiness *= specularGlossiness.a;\n#endif\n#endif\n return materialUniforms;\n}\nfn HDR_ACES(x: vec3f) -> vec3f {\n const a = 2.51;\n const b = 0.03;\n const c = 2.43;\n const d = 0.59;\n const e = 0.14;\n return (x * (a * x + b)) / (x * (c * x + d) + e);\n}\nfn tonemap(color: vec3f) -> vec3f {\n let tonemapped = HDR_ACES(color);\n return pow(tonemapped, vec3f(1.0/2.2));\n}\nfn normalFiltering(roughness: f32, worldNormal: vec3f) -> f32 {\n let du = dpdx(worldNormal);\n let dv = dpdy(worldNormal);\n let variance = uniforms.specularAAVariance * (dot(du, du) + dot(dv, dv));\n let kernelRoughness = min(2.0 * variance, uniforms.specularAAThreshold);\n let squareRoughness = saturate(roughness * roughness + kernelRoughness);\n return sqrt(squareRoughness);\n}\n#if HAS_SSR\n fn ssrViewToScreen(projection: mat4x4f, viewVertex: vec3f) -> vec3f {\n let projected = projection * vec4f(viewVertex, 1.0);\n return vec3f(0.5 + 0.5 * projected.xy / projected.w, projected.w);\n }\n fn fetchColorLod(level: f32, uv: vec2f) -> vec3f {\n return textureSampleLevel(TextureReflected, TextureReflectedSampler, uv, level).rgb;\n }\n fn linearizeDepth(depth: f32) -> f32 {\n let projection = uniforms.projMatrix;\n let z = depth * 2.0 - 1.0; return -projection[3].z / (z + projection[2].z);\n }\n fn fetchDepth(uv: vec2f) -> f32 {\n let depth = decodeDepth(textureSample(TextureDepth, TextureDepthSampler, uv));\n return depth;\n }\n fn interleavedGradientNoise(fragCoord: vec2f, frameMod: f32) -> f32 {\n let magic = vec3f(0.06711056, 0.00583715, 52.9829189);\n return fract(magic.z * fract(dot(fragCoord.xy + frameMod * vec2f(47.0, 17.0) * 0.695, magic.xy))) * 0.5;\n }\n fn importanceSampling(\n frameMod: f32,\n tangentX: vec3f,\n tangentY: vec3f,\n tangentZ: vec3f,\n eyeVector: vec3f,\n rough4: f32\n ) -> vec3f {\n var E: vec2f;\n E.x = interleavedGradientNoise(fragCoord.yx, frameMod);\n E.y = fract(E.x * 52.9829189);\n E.y = mix(E.y, 1.0, 0.7);\n let phi = 2.0 * 3.14159 * E.x;\n let cosTheta = pow(max(E.y, 0.000001), rough4 / (2.0 - rough4));\n let sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n var h = vec3f(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);\n h = h.x * tangentX + h.y * tangentY + h.z * tangentZ;\n return normalize((2.0 * dot(eyeVector, h)) * h - eyeVector);\n }\n fn getStepOffset(frameMod: f32) -> f32 {\n return (interleavedGradientNoise(fragCoord.xy, frameMod) - 0.5);\n }\n fn computeRayDirUV(rayOriginUV: vec3f, rayLen: f32, rayDirView: vec3f) -> vec3f {\n let rayDirUV = ssrViewToScreen(uniforms.projMatrix, vViewVertex.xyz + rayDirView * rayLen);\n rayDirUV.z = 1.0 / rayDirUV.z;\n rayDirUV -= rayOriginUV;\n let scaleMaxX = min(1.0, 0.99 * (1.0 - rayOriginUV.x) / max(1e-5, rayDirUV.x));\n let scaleMaxY = min(1.0, 0.99 * (1.0 - rayOriginUV.y) / max(1e-5, rayDirUV.y));\n let scaleMinX = min(1.0, 0.99 * rayOriginUV.x / max(1e-5, -rayDirUV.x));\n let scaleMinY = min(1.0, 0.99 * rayOriginUV.y / max(1e-5, -rayDirUV.y));\n return rayDirUV * min(scaleMaxX, scaleMaxY) * min(scaleMinX, scaleMinY);\n }\n fn binarySearch(rayOriginUV: vec3f, rayDirUV: vec3f, startSteps: ptr<function, f32>, endSteps: ptr<function, f32>) -> f32 {\n let steps = (*startSteps + *endSteps) * 0.5;\n let sampleUV = rayOriginUV + rayDirUV * steps;\n let z = fetchDepth(sampleUV.xy);\n let depth = linearizeDepth(z);\n let sampleDepth = -1.0 / sampleUV.z;\n *startSteps = select(steps, *startSteps, depth > sampleDepth);\n *endSteps = select(*endSteps, steps, depth > sampleDepth);\n return steps;\n }\n fn rayTrace(\n rayOriginUV: vec3f,\n rayLen: f32,\n depthTolerance: f32,\n rayDirView: vec3f,\n roughness: f32,\n frameMod: f32\n ) -> vec4f {\n let checkSteps = 20;\n let invNumSteps = 1.0 / f32(checkSteps);\n depthTolerance *= invNumSteps;\n let rayDirUV = computeRayDirUV(rayOriginUV, rayLen, rayDirView);\n let sampleTime = invNumSteps;\n var diffSampleW = vec3f(0.0, sampleTime, 1.0);\n var sampleUV: vec3f;\n var hit = false;\n var hitDepth = 1.0;\n var steps: f32;\n for (var i = 0; i < checkSteps; i++) {\n sampleUV = rayOriginUV + rayDirUV * diffSampleW.y;\n let z = fetchDepth(sampleUV.xy);\n let depth = linearizeDepth(z);\n let sampleDepth = -1.0 / sampleUV.z;\n let validDepth = clamp(sign(0.999 - z), 0.0, 1.0);\n var depthDiff = validDepth * (sampleDepth - depth);\n depthDiff *= clamp(sign(abs(depthDiff) - rayLen * invNumSteps * invNumSteps), 0.0, 1.0);\n hit = abs(depthDiff + depthTolerance) < depthTolerance;\n let timeLerp = clamp(diffSampleW.x / (diffSampleW.x - depthDiff), 0.0, 1.0);\n let hitTime = select(1.0, (diffSampleW.y + timeLerp * invNumSteps - invNumSteps), hit);\n diffSampleW.z = min(diffSampleW.z, hitTime);\n diffSampleW.x = depthDiff;\n if (hit) {\n var startSteps = diffSampleW.y - invNumSteps;\n var endSteps = diffSampleW.y;\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n steps = binarySearch(rayOriginUV, rayDirUV, &startSteps, &endSteps);\n hitDepth = steps;\n break;\n }\n diffSampleW.y += invNumSteps;\n }\n return vec4f(rayOriginUV + rayDirUV * hitDepth, 1.0 - hitDepth);\n }\n fn fetchColorInRay(\n resRay: vec4f,\n maskSsr: f32,\n specularEnvironment: vec3f,\n specularColor: vec3f,\n roughness: f32\n ) -> vec4f {\n let AB = mix(uniforms.outputFovInfo[0], uniforms.outputFovInfo[1], resRay.x);\n resRay.xyz = vec3f(mix(AB.xy, AB.zw, resRay.y), 1.0) * -1.0 / resRay.z;\n resRay.xyz = (uniforms.reprojViewProjMatrix * vec4f(resRay.xyz, 1.0)).xyw;\n resRay.xy /= resRay.z;\n let maskEdge = clamp(6.0 - 6.0 * max(abs(resRay.x), abs(resRay.y)), 0.0, 1.0);\n resRay.xy = 0.5 + 0.5 * resRay.xy;\n let fetchColor = specularColor * fetchColorLod(roughness * (1.0 - resRay.w), resRay.xy);\n return vec4f(mix(specularEnvironment, fetchColor, maskSsr * maskEdge), 1.0);\n }\n fn ssr(\n specularEnvironment: vec3f,\n specularColor: vec3f,\n roughness: f32,\n normal: vec3f,\n eyeVector: vec3f\n ) -> vec3f {\n let taaSS = 0.0;\n var result = vec4f(0.0);\n var rough4 = roughness * roughness;\n rough4 = rough4 * rough4;\n let upVector = select(vec3f(1.0, 0.0, 0.0), vec3f(0.0, 0.0, 1.0), abs(normal.z) < 0.999);\n let tangentX = normalize(cross(upVector, normal));\n let tangentY = cross(normal, tangentX);\n var maskSsr = shaderUniforms.ssrFactor * clamp(-4.0 * dot(eyeVector, normal) + 3.8, 0.0, 1.0);\n maskSsr *= clamp(4.7 - roughness * 5.0, 0.0, 1.0);\n let rayOriginUV = ssrViewToScreen(shaderUniforms.projMatrix, vViewVertex.xyz);\n rayOriginUV.z = 1.0 / rayOriginUV.z;\n let rayDirView = importanceSampling(taaSS, tangentX, tangentY, normal, eyeVector, rough4);\n let rayLen = mix(shaderUniforms.cameraNearFar.y + vViewVertex.z, -vViewVertex.z - shaderUniforms.cameraNearFar.x, rayDirView.z * 0.5 + 0.5);\n let depthTolerance = 0.5 * rayLen;\n var resRay: vec4f;\n if (dot(rayDirView, normal) > 0.001 && maskSsr > 0.0) {\n resRay = rayTrace(rayOriginUV, rayLen, depthTolerance, rayDirView, roughness, taaSS);\n if (resRay.w > 0.0) {\n result += fetchColorInRay(resRay, maskSsr, specularEnvironment, specularColor, roughness);\n }\n }\n return select(specularEnvironment, result.rgb / result.w, result.w > 0.0);\n }\n#endif\nfn sRGBTransferOETF(value: vec4f) -> vec4f {\n let isLow: vec3<bool> = value.rgb <= vec3f(0.0031308);\n let highPart: vec3f = pow(value.rgb, vec3f(0.41666)) * 1.055 - vec3f(0.055);\n let lowPart: vec3f = value.rgb * 12.92;\n let rgb: vec3f = select(highPart, lowPart, isLow);\n return vec4f(rgb, value.a);\n}\nfn linearToOutputTexel(value: vec4f) -> vec4f {\n return sRGBTransferOETF(value);\n}\n@fragment\nfn main(vertexOutput: VertexOutput) -> @location(0) vec4f {\n materialUniforms = initMaterial(vertexOutput);\n var glFragColor: vec4f;\n let eyeVector = normalize(shaderUniforms.cameraPosition - vertexOutput.vModelVertex);\n #if HAS_DOUBLE_SIDE\n let frontNormal = select(-normalize(vertexOutput.vModelNormal), normalize(vertexOutput.vModelNormal), gl_FrontFacing);\n #else\n let frontNormal = normalize(vertexOutput.vModelNormal);\n #endif\n let f0 = 0.08 * uniforms.specularF0;\n let metal = getMaterialMetalness();\n var materialDiffuse = getMaterialAlbedo();\n #if SHADING_MODEL_SPECULAR_GLOSSINESS\n let materialSpecular = materialUniforms.specularColor;\n #else\n let materialSpecular = mix(vec3f(f0), materialDiffuse, metal);\n #endif\n materialDiffuse *= 1.0 - metal;\n let materialF90 = clamp(50.0 * materialSpecular.g, 0.0, 1.0);\n var materialRoughness = getMaterialRoughness();\n if (uniforms.specularAAVariance > 0.0) {\n materialRoughness = normalFiltering(materialRoughness, frontNormal);\n }\n let materialEmit = getMaterialEmitColor();\n var materialNormal = getMaterialNormalMap();\n #if HAS_TANGENT\n #if HAS_NORMAL_MAP || HAS_TERRAIN_NORMAL\n materialNormal = transformNormal(uniforms.normalMapFactor, materialNormal, vertexOutput.vModelTangent.xyz, vertexOutput.vModelBiTangent, frontNormal);\n #endif\n #endif\n var diffuse = vec3f(0.0);\n var specular = vec3f(0.0);\n #if HAS_IBL_LIGHTING\n diffuse = materialDiffuse * computeDiffuseSPH(materialNormal) * 0.5;\n #else\n diffuse = materialDiffuse * shaderUniforms.ambientColor;\n #endif\n let NoV = dot(materialNormal, eyeVector);\n specular = computeIBLSpecular(materialNormal, eyeVector, NoV, materialRoughness, materialSpecular, frontNormal, materialF90, materialDiffuse);\n var specularAO = 1.0;\n let materialAO = getMaterialOcclusion();\n diffuse *= shaderUniforms.environmentExposure * materialAO;\n #if HAS_IBL_LIGHTING\n specularAO = computeSpecularAO(materialAO, NoV);\n #endif\n #if HAS_SSR\n var ssrfrontNormal = normalize(select(-vertexOutput.vViewNormal, vertexOutput.vViewNormal, gl_FrontFacing));\n var viewNormal = ssrfrontNormal;\n #if HAS_TANGENT\n #if HAS_NORMAL_MAP || HAS_TERRAIN_NORMAL\n var ssrTangent = select(-vertexOutput.vViewTangent, vertexOutput.vViewTangent, gl_FrontFacing);\n ssrTangent.xyz = normalize(ssrTangent.xyz);\n let ssrBinormal = normalize(cross(ssrfrontNormal, ssrTangent.xyz)) * ssrTangent.w;\n viewNormal = transformNormal(uniforms.normalMapFactor, materialNormal, ssrTangent.xyz, ssrBinormal, ssrfrontNormal);\n #endif\n #endif\n specular = ssr(specular, materialSpecular * specularAO, materialRoughness, viewNormal, -normalize(vertexOutput.vViewVertex.xyz));\n #endif\n specular *= shaderUniforms.environmentExposure * specularAO;\n let modelNormal = vertexOutput.vModelNormal;\n let lightDir = -shaderUniforms.light0_viewDirection;\n let dotNL = saturate(dot(lightDir, materialNormal));\n let lambertResult = computeLambert(materialNormal, eyeVector, dotNL, max(0.045, materialRoughness), materialDiffuse, materialSpecular, shaderUniforms.light0_diffuse.rgb, lightDir, materialF90);\n var ambientDiffuse = lambertResult.diffuse;\n var ambientSpecular = lambertResult.specular;\n #if HAS_SHADOWING && !HAS_BLOOM\n let shadowCoeff = shadow_computeShadow();\n ambientDiffuse = shadow_blend(ambientDiffuse, shadowCoeff).rgb;\n ambientSpecular = shadow_blend(ambientSpecular, shadowCoeff).rgb;\n #endif\n diffuse += ambientDiffuse;\n specular += ambientSpecular;\n diffuse += materialEmit;\n var frag = specular + diffuse;\n if (uniforms.outputSRGB == 1.0) {\n frag = linearTosRGB(frag);\n }\n #if HAS_SKIN_MAP\n let skinColor = getMaterialSkinColor();\n frag.rgb = frag.rgb * (1.0 - skinColor.a) + skinColor.rgb * skinColor.a;\n #if HAS_SHADOWING && !HAS_BLOOM\n frag.rgb = shadow_blend(frag.rgb, shadowCoeff).rgb;\n #endif\n #endif\n var alpha = getMaterialAlpha();\n if (alpha < uniforms.alphaTest) {\n discard;\n }\n #if ALPHA_MODE\n #if ALPHA_MODE == 1\n if (alpha < uniforms.alphaCutoff) {\n discard;\n } else {\n alpha = 1.0;\n }\n #else\n alpha = 1.0;\n #endif\n #endif\n glFragColor = vec4f(frag * alpha, alpha);\n #ifdef HAS_VERTEX_COLOR\n glFragColor *= vertexColor_get(vertexOutput);\n #endif\n #ifdef HAS_EXCAVATE_ANALYSIS\n glFragColor = excavateColor(glFragColor);\n #endif\n #ifdef HAS_SNOW\n glFragColor.rgb = snow(glFragColor, getMaterialNormalMap(), 1.0);\n #endif\n if (uniforms.contrast != 1.0) {\n glFragColor = contrastMatrix(uniforms.contrast) * glFragColor;\n }\n if (length(uniforms.hsv) > 0.0) {\n glFragColor = hsv_apply4(glFragColor, uniforms.hsv);\n }\n #ifdef OUTPUT_NORMAL\n glFragColor = vec4f(frontNormal, 1.0);\n #endif\n #if HAS_HIGHLIGHT_OPACITY || HAS_HIGHLIGHT_COLOR\n glFragColor = highlight_blendColor(glFragColor, vertexOutput);\n #endif\n #ifdef HAS_LAYER_OPACITY\n glFragColor *= shaderUniforms.layerOpacity;\n #endif\n #ifdef HAS_MASK_EXTENT\n glFragColor = setMask(glFragColor);\n #endif\n return glFragColor;\n}";
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//http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/
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class StandardShader extends MeshShader {
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@@ -18407,8 +18488,8 @@ const frag0Wgsl = /*wgsl*/`
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@group(0) @binding($b) var<uniform> pickingUniforms: PickingUniforms;
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struct VertexOutput {
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-
@location($i) vPickingId: f32,
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@location($i) vFbo_picking_visible: f32,
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+
@location($i) vPickingId: f32,
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};
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@fragment
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@@ -18473,8 +18554,8 @@ const frag1Wgsl = /*wgsl*/`
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const frag2 = `
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precision highp float;
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-
varying float vPickingId;
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varying float vFbo_picking_visible;
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+
varying float vPickingId;
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${unpackFun}
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@@ -18491,8 +18572,8 @@ const frag2Wgsl = /*wgsl*/`
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${unpackFunWgsl}
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struct VertexOutput {
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18494
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-
@location($i) vPickingId: f32,
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@location($i) vFbo_picking_visible: f32,
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+
@location($i) vPickingId: f32,
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};
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@fragment
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@@ -19744,7 +19825,7 @@ class GraphicsDevice {
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const context = storage.getContext('webgpu');
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context.configure({
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device,
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-
format: '
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+
format: 'rgba8unorm',
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usage: GPUTextureUsage.COPY_DST,
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alphaMode: alphaModes[index]
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|
});
|
|
@@ -19813,6 +19894,10 @@ class GraphicsDevice {
|
|
|
19813
19894
|
this._defaultFramebuffer.destroy();
|
|
19814
19895
|
delete this._defaultFramebuffer;
|
|
19815
19896
|
}
|
|
19897
|
+
if (this.dynamicBufferPool) {
|
|
19898
|
+
this.dynamicBufferPool.destroy();
|
|
19899
|
+
delete this.dynamicBufferPool;
|
|
19900
|
+
}
|
|
19816
19901
|
for (const p in this._readTargets) {
|
|
19817
19902
|
const buffer = this._readTargets[p];
|
|
19818
19903
|
if (buffer) {
|
|
@@ -22386,9 +22471,13 @@ class ShadowProcess {
|
|
|
22386
22471
|
}
|
|
22387
22472
|
}
|
|
22388
22473
|
|
|
22389
|
-
var fillVert = "
|
|
22474
|
+
var fillVert = "#define SHADER_NAME BACK_FILL\nattribute vec3 aPosition;\nuniform mat4 projViewModelMatrix;\nuniform mat4 modelMatrix;\n#ifdef HAS_PATTERN\nattribute vec2 aTexCoord;\nuniform vec2 uvScale;\nuniform vec2 uvOffset;\nvarying vec2 vTexCoord;\n#endif\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_vert>\n#endif\nvoid main() {\n \n#ifdef HAS_PATTERN\nvTexCoord = aTexCoord * uvScale + uvOffset;\n#endif\nvec3 c = vec3(aPosition);\n gl_Position = projViewModelMatrix * vec4(c, 1.);\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nshadow_computeShadowPars(vec4(c, 1.));\n#endif\n}";
|
|
22475
|
+
|
|
22476
|
+
var fillFrag = "#define SHADER_NAME BACK_FILL\nprecision mediump float;\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\n#include <vsm_shadow_frag>\n#endif\n#ifdef HAS_PATTERN\nuniform sampler2D polygonPatternFile;\nvarying vec2 vTexCoord;\n#endif\nuniform vec4 polygonFill;\nuniform float polygonOpacity;\nvoid main() {\n \n#ifdef HAS_PATTERN\nvec4 c = texture2D(polygonPatternFile, vTexCoord);\n#else\nvec4 c = polygonFill;\n#endif\ngl_FragColor = c * polygonOpacity;\n#if defined(HAS_SHADOWING) && !defined(HAS_BLOOM)\nfloat d = shadow_computeShadow();\n gl_FragColor.rgb = shadow_blend(gl_FragColor.rgb, d);\n#endif\n}";
|
|
22390
22477
|
|
|
22391
|
-
var
|
|
22478
|
+
var fillWgslVert = "#include <vsm_shadow_vert>\nstruct VertexInput {\n @location($i) aPosition: vec3f,\n#ifdef HAS_PATTERN\n @location($i) aTexCoord: vec2f,\n#endif\n};\nstruct VertexOutput {\n @builtin(position) Position: vec4f,\n#ifdef HAS_PATTERN\n @location($o) vTexCoord: vec2f,\n#endif\n};\nstruct BackFillUniforms {\n projViewModelMatrix: mat4x4f,\n modelMatrix: mat4x4f,\n#ifdef HAS_PATTERN\n uvScale: vec2f,\n uvOffset: vec2f,\n#endif\n};\n@group(0) @binding($b) var<uniform> uniforms: BackFillUniforms;\n@vertex\nfn main(vertexInput: VertexInput) -> VertexOutput {\n var vertexOutput: VertexOutput;\n#ifdef HAS_PATTERN\n vertexOutput.vTexCoord = vertexInput.aTexCoord * uniforms.uvScale + uniforms.uvOffset;\n#endif\n let position = vec3f(vertexInput.aPosition);\n vertexOutput.Position = uniforms.projViewModelMatrix * vec4f(position, 1.0);\n#if HAS_SHADOWING && !HAS_BLOOM\n shadow_computeShadowPars(uniforms.modelMatrix * vec4f(position, 1.0));\n#endif\n return vertexOutput;\n}";
|
|
22479
|
+
|
|
22480
|
+
var fillWgslFrag = "#if HAS_SHADOWING && !HAS_BLOOM\n #include <vsm_shadow_frag>\n#endif\nstruct VertexOutput {\n @builtin(position) Position: vec4f,\n#ifdef HAS_PATTERN\n @location($i) vTexCoord: vec2f,\n#endif\n};\nstruct BackFillUniforms {\n polygonFill: vec4f,\n polygonOpacity: f32,\n};\n@group(0) @binding($b) var<uniform> uniforms: BackFillUniforms;\n#ifdef HAS_PATTERN\n@group(0) @binding($b) var polygonPatternFile: texture_2d<f32>;\n@group(0) @binding($b) var polygonPatternFileSampler: sampler;\n#endif\n@fragment\nfn main(vertexOutput: VertexOutput) -> @location(0) vec4f {\n#ifdef HAS_PATTERN\n let color = textureSample(polygonPatternFile, polygonPatternFileSampler, vertexOutput.vTexCoord);\n#else\n let color = uniforms.polygonFill;\n#endif\n var fragColor: vec4f = color * uniforms.polygonOpacity;\n#if HAS_SHADOWING && !HAS_BLOOM\n let shadowCoeff = shadow_computeShadow();\n fragColor = vec4(shadow_blend(fragColor.rgb, shadowCoeff), fragColor.a);\n#endif\n return fragColor;\n}";
|
|
22392
22481
|
|
|
22393
22482
|
const DEFAULT_TEX_OFFSET$1 = [0, 0];
|
|
22394
22483
|
const COORD0$1 = new maptalks.Coordinate(0, 0);
|
|
@@ -22719,8 +22808,8 @@ class GroundPainter {
|
|
|
22719
22808
|
name: 'ground-fill',
|
|
22720
22809
|
vert: fillVert,
|
|
22721
22810
|
frag: fillFrag,
|
|
22722
|
-
|
|
22723
|
-
|
|
22811
|
+
wgslVert: fillWgslVert,
|
|
22812
|
+
wgslFrag: fillWgslFrag,
|
|
22724
22813
|
uniforms: fillUniforms,
|
|
22725
22814
|
extraCommandProps,
|
|
22726
22815
|
defines: {}
|
|
@@ -22794,7 +22883,7 @@ class GroundPainter {
|
|
|
22794
22883
|
}
|
|
22795
22884
|
_createGround() {
|
|
22796
22885
|
const planeGeo = new Plane();
|
|
22797
|
-
planeGeo.data.aTexCoord = new
|
|
22886
|
+
planeGeo.data.aTexCoord = new Float32Array([
|
|
22798
22887
|
0, 0,
|
|
22799
22888
|
1, 0,
|
|
22800
22889
|
0, 1,
|
|
@@ -24115,6 +24204,12 @@ class PostProcess {
|
|
|
24115
24204
|
} else {
|
|
24116
24205
|
delete shaderDefines['HAS_OUTLINE_TEX'];
|
|
24117
24206
|
}
|
|
24207
|
+
const useMultiSample = this._layer.options.antialias === true;
|
|
24208
|
+
if (useMultiSample) {
|
|
24209
|
+
shaderDefines['HAS_MULTISAMPLED'] = 1;
|
|
24210
|
+
} else {
|
|
24211
|
+
delete shaderDefines['HAS_MULTISAMPLED'];
|
|
24212
|
+
}
|
|
24118
24213
|
// if (noAaSource) {
|
|
24119
24214
|
// shaderDefines['HAS_NOAA_TEX'] = 1;
|
|
24120
24215
|
// } else {
|
|
@@ -24650,7 +24745,11 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24650
24745
|
|
|
24651
24746
|
onAdd() {
|
|
24652
24747
|
super.onAdd();
|
|
24653
|
-
this.
|
|
24748
|
+
const map = this.getMap();
|
|
24749
|
+
const mapRenderer = map.getRenderer();
|
|
24750
|
+
if (mapRenderer.ready) {
|
|
24751
|
+
this.prepareCanvas();
|
|
24752
|
+
}
|
|
24654
24753
|
}
|
|
24655
24754
|
|
|
24656
24755
|
updateSceneConfig() {
|
|
@@ -24690,6 +24789,7 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24690
24789
|
|
|
24691
24790
|
prepareCanvas() {
|
|
24692
24791
|
super.prepareCanvas();
|
|
24792
|
+
this.resizeCanvas();
|
|
24693
24793
|
this.forEachRenderer(renderer => {
|
|
24694
24794
|
renderer.prepareCanvas();
|
|
24695
24795
|
});
|
|
@@ -24721,7 +24821,7 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24721
24821
|
this._renderInMode('default', null, methodName, args, true);
|
|
24722
24822
|
return;
|
|
24723
24823
|
}
|
|
24724
|
-
const fGL = this.reglGL;
|
|
24824
|
+
// const fGL = this.reglGL;
|
|
24725
24825
|
|
|
24726
24826
|
const sceneConfig = this.layer._getSceneConfig();
|
|
24727
24827
|
const config = sceneConfig && sceneConfig.postProcess;
|
|
@@ -24732,7 +24832,7 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24732
24832
|
drawContext.jitter = NO_JITTER;
|
|
24733
24833
|
const groundConfig = this.layer.getGroundConfig();
|
|
24734
24834
|
drawContext.hasSSRGround = !!(ssrMode && groundConfig && groundConfig.enable && groundConfig.symbol && groundConfig.symbol.ssr);
|
|
24735
|
-
fGL.resetDrawCalls();
|
|
24835
|
+
// fGL.resetDrawCalls();
|
|
24736
24836
|
// this._renderInMode(enableTAA ? 'fxaaBeforeTaa' : 'fxaa', this._targetFBO, methodName, args);
|
|
24737
24837
|
this._renderInMode('default', this._targetFBO, methodName, args, true);
|
|
24738
24838
|
// this._fxaaDrawCount = fGL.getDrawCalls();
|
|
@@ -24798,14 +24898,14 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24798
24898
|
}
|
|
24799
24899
|
|
|
24800
24900
|
// noAa的绘制放在bloom后,避免noAa的数据覆盖了bloom效果
|
|
24801
|
-
fGL.resetDrawCalls();
|
|
24901
|
+
// fGL.resetDrawCalls();
|
|
24802
24902
|
// this._renderInMode('noAa', this._noAaFBO, methodName, args);
|
|
24803
24903
|
// this._noaaDrawCount = fGL.getDrawCalls();
|
|
24804
24904
|
|
|
24805
24905
|
// fGL.resetDrawCalls();
|
|
24806
24906
|
// this._renderInMode('point', this._pointFBO, methodName, args, true);
|
|
24807
24907
|
this._weatherPainter.renderScene(drawContext);
|
|
24808
|
-
this._pointDrawCount = fGL.getDrawCalls();
|
|
24908
|
+
// this._pointDrawCount = fGL.getDrawCalls();
|
|
24809
24909
|
|
|
24810
24910
|
// return tex;
|
|
24811
24911
|
}
|
|
@@ -24881,12 +24981,16 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
24881
24981
|
const { width, height } = this.canvas;
|
|
24882
24982
|
let fbo = this._outlineFBO;
|
|
24883
24983
|
if (!fbo) {
|
|
24984
|
+
const isWebGPU = this.device && this.device.wgpu;
|
|
24985
|
+
const format = isWebGPU ? 'rgba' : 'rgba4';
|
|
24986
|
+
const isAntialias = this.layer.options.antialias;
|
|
24987
|
+
const sampleCount = isAntialias ? 4 : 1;
|
|
24884
24988
|
const outlineTex = this.regl.texture({
|
|
24885
24989
|
width: width,
|
|
24886
24990
|
height: height,
|
|
24887
|
-
format
|
|
24991
|
+
format,
|
|
24888
24992
|
// needed by webgpu
|
|
24889
|
-
sampleCount
|
|
24993
|
+
sampleCount
|
|
24890
24994
|
});
|
|
24891
24995
|
fbo = this._outlineFBO = this.regl.framebuffer({
|
|
24892
24996
|
width: width,
|
|
@@ -25141,48 +25245,23 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25141
25245
|
}
|
|
25142
25246
|
|
|
25143
25247
|
_clearFramebuffers() {
|
|
25144
|
-
const
|
|
25248
|
+
const device = this.device;
|
|
25145
25249
|
if (this._targetFBO) {
|
|
25146
|
-
|
|
25250
|
+
device.clear({
|
|
25147
25251
|
color: EMPTY_COLOR$1,
|
|
25148
25252
|
depth: 1,
|
|
25149
25253
|
stencil: 0,
|
|
25150
25254
|
framebuffer: this._targetFBO
|
|
25151
25255
|
});
|
|
25152
|
-
// regl.clear({
|
|
25153
|
-
// color: EMPTY_COLOR,
|
|
25154
|
-
// framebuffer: this._noAaFBO
|
|
25155
|
-
// });
|
|
25156
|
-
// regl.clear({
|
|
25157
|
-
// color: EMPTY_COLOR,
|
|
25158
|
-
// framebuffer: this._pointFBO
|
|
25159
|
-
// });
|
|
25160
|
-
// if (this._taaFBO && this._taaDrawCount) {
|
|
25161
|
-
// regl.clear({
|
|
25162
|
-
// color: EMPTY_COLOR,
|
|
25163
|
-
// framebuffer: this._taaFBO
|
|
25164
|
-
// });
|
|
25165
|
-
// }
|
|
25166
|
-
// if (this._fxaaFBO && this._fxaaAfterTaaDrawCount) {
|
|
25167
|
-
// regl.clear({
|
|
25168
|
-
// color: EMPTY_COLOR,
|
|
25169
|
-
// framebuffer: this._fxaaFBO
|
|
25170
|
-
// });
|
|
25171
|
-
// }
|
|
25172
25256
|
}
|
|
25173
25257
|
if (this._outlineFBO) {
|
|
25174
|
-
|
|
25258
|
+
device.clear({
|
|
25175
25259
|
color: EMPTY_COLOR$1,
|
|
25176
25260
|
depth: 1,
|
|
25177
25261
|
stencil: 0,
|
|
25178
25262
|
framebuffer: this._outlineFBO
|
|
25179
25263
|
});
|
|
25180
25264
|
}
|
|
25181
|
-
// regl.clear({
|
|
25182
|
-
// color: EMPTY_COLOR,
|
|
25183
|
-
// depth: 1,
|
|
25184
|
-
// stencil: 0
|
|
25185
|
-
// });
|
|
25186
25265
|
}
|
|
25187
25266
|
|
|
25188
25267
|
resizeCanvas() {
|
|
@@ -25257,6 +25336,10 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25257
25336
|
|
|
25258
25337
|
onRemove() {
|
|
25259
25338
|
//regl framebuffer for picking created by children layers
|
|
25339
|
+
if (!this.canvas) {
|
|
25340
|
+
super.onRemove();
|
|
25341
|
+
return;
|
|
25342
|
+
}
|
|
25260
25343
|
const pickingFBO = this.canvas.pickingFBO;
|
|
25261
25344
|
if (pickingFBO && pickingFBO.destroy && !pickingFBO['___disposed']) {
|
|
25262
25345
|
pickingFBO['___disposed'] = true;
|
|
@@ -25752,14 +25835,14 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25752
25835
|
const sceneConfig = this.layer._getSceneConfig();
|
|
25753
25836
|
const config = sceneConfig && sceneConfig.postProcess;
|
|
25754
25837
|
if (!this._targetFBO) {
|
|
25755
|
-
const
|
|
25838
|
+
const device = this.device;
|
|
25756
25839
|
let depthTex = this._depthTex;
|
|
25757
25840
|
if (!depthTex || !depthTex['_texture'] || depthTex['_texture'].refCount <= 0) {
|
|
25758
25841
|
depthTex = null;
|
|
25759
25842
|
}
|
|
25760
25843
|
const fboInfo = this.createFBOInfo(config, depthTex);
|
|
25761
25844
|
this._depthTex = fboInfo.depth || fboInfo.depthStencil;
|
|
25762
|
-
this._targetFBO =
|
|
25845
|
+
this._targetFBO = device.framebuffer(fboInfo);
|
|
25763
25846
|
// const noAaInfo = this.createFBOInfo(config, this._depthTex);
|
|
25764
25847
|
// this._noAaFBO = regl.framebuffer(noAaInfo);
|
|
25765
25848
|
// const pointInfo = this.createFBOInfo(config, this._depthTex);
|
|
@@ -25775,8 +25858,10 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25775
25858
|
width = width || this.canvas.width, height = height || this.canvas.height;
|
|
25776
25859
|
const regl = this.device;
|
|
25777
25860
|
const useMultiSamples = this._isUseMultiSample();
|
|
25861
|
+
const isAntialias = this.layer.options.antialias;
|
|
25778
25862
|
let color;
|
|
25779
25863
|
if (!forceTexture && useMultiSamples) {
|
|
25864
|
+
// rgba8 是webgl中的格式,regl支持,对应的还有rgba4
|
|
25780
25865
|
color = regl.renderbuffer({
|
|
25781
25866
|
width,
|
|
25782
25867
|
height,
|
|
@@ -25784,6 +25869,7 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25784
25869
|
format: 'rgba8'
|
|
25785
25870
|
});
|
|
25786
25871
|
} else {
|
|
25872
|
+
const sampleCount = isAntialias ? 4 : 1;
|
|
25787
25873
|
const type = 'uint8';//colorType || regl.hasExtension('OES_texture_half_float') ? 'float16' : 'float';
|
|
25788
25874
|
color = regl.texture({
|
|
25789
25875
|
min: 'nearest',
|
|
@@ -25792,7 +25878,7 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25792
25878
|
width,
|
|
25793
25879
|
height,
|
|
25794
25880
|
// needed by webgpu
|
|
25795
|
-
sampleCount
|
|
25881
|
+
sampleCount
|
|
25796
25882
|
});
|
|
25797
25883
|
}
|
|
25798
25884
|
const fboInfo = {
|
|
@@ -25826,6 +25912,8 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25826
25912
|
} else {
|
|
25827
25913
|
//depth(stencil) buffer 是可以共享的
|
|
25828
25914
|
if (enableDepthTex) {
|
|
25915
|
+
const isAntialias = this.layer.options.antialias;
|
|
25916
|
+
const sampleCount = isAntialias ? 4 : 1;
|
|
25829
25917
|
const depthStencilTexture = depthTex || regl.texture({
|
|
25830
25918
|
min: 'nearest',
|
|
25831
25919
|
mag: 'nearest',
|
|
@@ -25833,7 +25921,9 @@ class GroupGLLayerRenderer extends canvasCompatible(LayerAbstractRenderer$3) {
|
|
|
25833
25921
|
type: 'depth stencil',
|
|
25834
25922
|
width,
|
|
25835
25923
|
height,
|
|
25836
|
-
format: 'depth stencil'
|
|
25924
|
+
format: 'depth stencil',
|
|
25925
|
+
// needed by webgpu
|
|
25926
|
+
sampleCount
|
|
25837
25927
|
});
|
|
25838
25928
|
fboInfo.depthStencil = depthStencilTexture;
|
|
25839
25929
|
} else {
|
|
@@ -27185,7 +27275,7 @@ class TerrainLitPainter extends TerrainPainter {
|
|
|
27185
27275
|
|
|
27186
27276
|
createTerrainMesh(tileInfo, terrainImage) {
|
|
27187
27277
|
const { mesh: terrainGeo, image: heightTexture } = terrainImage;
|
|
27188
|
-
const { positions, texcoords, triangles, leftSkirtIndex, rightSkirtIndex, bottomSkirtIndex, numVerticesWithoutSkirts } = terrainGeo;
|
|
27278
|
+
const { positions, texcoords, triangles, leftSkirtIndex, rightSkirtIndex, bottomSkirtIndex, numVerticesWithoutSkirts, tangents } = terrainGeo;
|
|
27189
27279
|
const normals = new Int8Array(positions.length);
|
|
27190
27280
|
for (let i = 2; i < normals.length; i += 3) {
|
|
27191
27281
|
if (i < numVerticesWithoutSkirts * 3) {
|
|
@@ -27205,15 +27295,12 @@ class TerrainLitPainter extends TerrainPainter {
|
|
|
27205
27295
|
aPosition: positions,
|
|
27206
27296
|
aTexCoord: texcoords,
|
|
27207
27297
|
aNormal: normals
|
|
27208
|
-
},
|
|
27209
|
-
triangles,
|
|
27210
|
-
0);
|
|
27211
|
-
|
|
27298
|
+
}, triangles, 0);
|
|
27212
27299
|
// 共用端点时,法线值会出现错误,造成视觉上不连续,所以需要唯一化
|
|
27213
27300
|
// 唯一化后,三角形数量不变,但端点数组大概会膨胀5倍以上
|
|
27214
27301
|
// geo.buildUniqueVertex();
|
|
27215
27302
|
// geo.createNormal();
|
|
27216
|
-
geo.createTangent();
|
|
27303
|
+
geo.createTangent('aTangent', tangents);
|
|
27217
27304
|
delete geo.data.aNormal;
|
|
27218
27305
|
|
|
27219
27306
|
geo.generateBuffers(this.graphics);
|
|
@@ -27294,7 +27381,7 @@ class TerrainLitPainter extends TerrainPainter {
|
|
|
27294
27381
|
extend(uniforms, {
|
|
27295
27382
|
viewMatrix: map.viewMatrix,
|
|
27296
27383
|
projMatrix: map.projMatrix,
|
|
27297
|
-
projViewMatrix
|
|
27384
|
+
projViewMatrix: map.projViewMatrix,
|
|
27298
27385
|
outSize: [canvas.width, canvas.height],
|
|
27299
27386
|
polygonFill: [1, 1, 1, 1],
|
|
27300
27387
|
terrainHeightMapResolution: [tileSize, tileSize],
|
|
@@ -30387,6 +30474,7 @@ class RayCaster {
|
|
|
30387
30474
|
|
|
30388
30475
|
_testMesh(mesh, ray, map, positions, altitudes, indices, dim, matrix, count) {
|
|
30389
30476
|
const coordinates = [];
|
|
30477
|
+
const glRes = map.getGLRes();
|
|
30390
30478
|
for (let j = 0; j < indices.length; j += 3) {
|
|
30391
30479
|
if (j > mesh.properties.skirtOffset) {
|
|
30392
30480
|
break;
|
|
@@ -30394,22 +30482,41 @@ class RayCaster {
|
|
|
30394
30482
|
const a = indices[j];
|
|
30395
30483
|
const b = indices[j + 1];
|
|
30396
30484
|
const c = indices[j + 2];
|
|
30397
|
-
const
|
|
30398
|
-
|
|
30399
|
-
|
|
30400
|
-
|
|
30401
|
-
|
|
30402
|
-
|
|
30485
|
+
const aindex = a * dim, bindex = b * dim, cindex = c * dim;
|
|
30486
|
+
//高频操作,尽可能的减少function(vec3.set) call,
|
|
30487
|
+
pA_VEC[0] = positions[aindex];
|
|
30488
|
+
pA_VEC[1] = positions[aindex + 1];
|
|
30489
|
+
pA_VEC[2] = positions[aindex + 2];
|
|
30490
|
+
|
|
30491
|
+
pB_VEC[0] = positions[bindex];
|
|
30492
|
+
pB_VEC[1] = positions[bindex + 1];
|
|
30493
|
+
pB_VEC[2] = positions[bindex + 2];
|
|
30494
|
+
|
|
30495
|
+
pC_VEC[0] = positions[cindex];
|
|
30496
|
+
pC_VEC[1] = positions[cindex + 1];
|
|
30497
|
+
pC_VEC[2] = positions[cindex + 2];
|
|
30498
|
+
|
|
30499
|
+
|
|
30500
|
+
const pA = this._toWorldPosition(POS_A, map, pA_VEC, altitudes[a] / 100, matrix);
|
|
30501
|
+
const pB = this._toWorldPosition(POS_B, map, pB_VEC, altitudes[b] / 100, matrix);
|
|
30502
|
+
const pC = this._toWorldPosition(POS_C, map, pC_VEC, altitudes[c] / 100, matrix);
|
|
30503
|
+
|
|
30504
|
+
// const positionsA = vec3.set(pA_VEC, positions[a * dim], positions[a * dim + 1], positions[a * dim + 2]);
|
|
30505
|
+
// const pA = this._toWorldPosition(POS_A, map, positionsA, altitudes[a] / 100, matrix);
|
|
30506
|
+
// const positionsB = vec3.set(pB_VEC, positions[b * dim], positions[b * dim + 1], positions[b * dim + 2]);
|
|
30507
|
+
// const pB = this._toWorldPosition(POS_B, map, positionsB, altitudes[b] / 100, matrix);
|
|
30508
|
+
// const positionsC = vec3.set(pC_VEC, positions[c * dim], positions[c * dim + 1], positions[c * dim + 2]);
|
|
30509
|
+
// const pC = this._toWorldPosition(POS_C, map, positionsC, altitudes[c] / 100, matrix);
|
|
30403
30510
|
|
|
30404
30511
|
const triangle = vec3.set(TRIANGLE, pA, pB, pC);
|
|
30405
30512
|
const vAB = vec3.sub(TEMP_VEC_AB, pA, pB);
|
|
30406
30513
|
const vAC = vec3.sub(TEMP_VEC_AC, pA, pC);
|
|
30407
30514
|
const intersectPoint = this._testIntersection(INTERSECT_POINT, triangle, ray);
|
|
30408
30515
|
if (intersectPoint) {
|
|
30409
|
-
const altitude = map.pointAtResToAltitude(intersectPoint[2],
|
|
30516
|
+
const altitude = map.pointAtResToAltitude(intersectPoint[2], glRes);
|
|
30410
30517
|
TEMP_POINT$1.x = intersectPoint[0];
|
|
30411
30518
|
TEMP_POINT$1.y = intersectPoint[1];
|
|
30412
|
-
const coord = map.pointAtResToCoordinate(TEMP_POINT$1,
|
|
30519
|
+
const coord = map.pointAtResToCoordinate(TEMP_POINT$1, glRes);
|
|
30413
30520
|
coord.z = altitude;
|
|
30414
30521
|
coordinates.push({
|
|
30415
30522
|
coordinate: coord,
|
|
@@ -31667,20 +31774,20 @@ class MapGLRenderer extends renderer.MapAbstractRenderer {
|
|
|
31667
31774
|
// createCanvas, createContext, getContextInstance, clearLayerCanvasContext 和 clearCanvas 方法都应该动态注入
|
|
31668
31775
|
|
|
31669
31776
|
clearCanvas() {
|
|
31670
|
-
if (!this.
|
|
31777
|
+
if (!this.device) {
|
|
31671
31778
|
return;
|
|
31672
31779
|
}
|
|
31673
31780
|
// depth and stencil will be cleared in clearLayerCanvasContext
|
|
31674
|
-
this.
|
|
31781
|
+
this.device.clear({
|
|
31675
31782
|
color: [0, 0, 0, 0]
|
|
31676
31783
|
});
|
|
31677
31784
|
}
|
|
31678
31785
|
|
|
31679
31786
|
clearLayerCanvasContext(layer) {
|
|
31680
|
-
if (!this.
|
|
31787
|
+
if (!this.device) {
|
|
31681
31788
|
return;
|
|
31682
31789
|
}
|
|
31683
|
-
this.
|
|
31790
|
+
this.device.clear({
|
|
31684
31791
|
depth: 1,
|
|
31685
31792
|
stencil: 0
|
|
31686
31793
|
});
|
|
@@ -31786,7 +31893,7 @@ function initGPUDevice() {
|
|
|
31786
31893
|
return { gpuDevice, gpuAdapter };
|
|
31787
31894
|
});
|
|
31788
31895
|
}
|
|
31789
|
-
class MapGPURenderer extends
|
|
31896
|
+
class MapGPURenderer extends MapGLRenderer {
|
|
31790
31897
|
drawLayers(layers, framestamp) {
|
|
31791
31898
|
const updated = super.drawLayers(layers, framestamp);
|
|
31792
31899
|
if (updated) {
|
|
@@ -31794,35 +31901,8 @@ class MapGPURenderer extends renderer.MapAbstractRenderer {
|
|
|
31794
31901
|
}
|
|
31795
31902
|
return updated;
|
|
31796
31903
|
}
|
|
31797
|
-
clearCanvas() {
|
|
31798
|
-
if (!this.device) {
|
|
31799
|
-
return;
|
|
31800
|
-
}
|
|
31801
|
-
// depth and stencil will be cleared in clearLayerCanvasContext
|
|
31802
|
-
this.device.clear({
|
|
31803
|
-
color: [0, 0, 0, 0]
|
|
31804
|
-
});
|
|
31805
|
-
}
|
|
31806
|
-
clearLayerCanvasContext(layer) {
|
|
31807
|
-
if (!this.device) {
|
|
31808
|
-
return;
|
|
31809
|
-
}
|
|
31810
|
-
// const renderer = layer.getRenderer();
|
|
31811
|
-
this.device.clear({
|
|
31812
|
-
depth: 1,
|
|
31813
|
-
stencil: 0
|
|
31814
|
-
});
|
|
31815
|
-
// renderer.clearContext();
|
|
31816
|
-
}
|
|
31817
|
-
isWebGL() {
|
|
31818
|
-
return false;
|
|
31819
|
-
}
|
|
31820
|
-
isWebGPU() {
|
|
31821
|
-
return true;
|
|
31822
|
-
}
|
|
31823
31904
|
createContext() {
|
|
31824
|
-
return
|
|
31825
|
-
const { gpuDevice, gpuAdapter } = yield initGPUDevice();
|
|
31905
|
+
return initGPUDevice().then(({ gpuDevice, gpuAdapter }) => {
|
|
31826
31906
|
const context = this.canvas.getContext('webgpu');
|
|
31827
31907
|
this.device = new GraphicsDevice(gpuDevice, context, gpuAdapter);
|
|
31828
31908
|
this.context = {
|
|
@@ -31843,6 +31923,12 @@ class MapGPURenderer extends renderer.MapAbstractRenderer {
|
|
|
31843
31923
|
};
|
|
31844
31924
|
});
|
|
31845
31925
|
}
|
|
31926
|
+
isWebGL() {
|
|
31927
|
+
return false;
|
|
31928
|
+
}
|
|
31929
|
+
isWebGPU() {
|
|
31930
|
+
return true;
|
|
31931
|
+
}
|
|
31846
31932
|
}
|
|
31847
31933
|
Map$1.registerRenderer('gpu', MapGPURenderer);
|
|
31848
31934
|
|
|
@@ -33472,7 +33558,10 @@ class Measure3DTool extends maptalks.DrawTool {
|
|
|
33472
33558
|
|
|
33473
33559
|
_addHelperLayer() {
|
|
33474
33560
|
const id = maptalks.INTERNAL_LAYER_PREFIX + 'drawtool';
|
|
33475
|
-
this._map.getLayer(id)
|
|
33561
|
+
const drawtoolLayer = this._map.getLayer(id);
|
|
33562
|
+
if (drawtoolLayer) {
|
|
33563
|
+
drawtoolLayer.hide();
|
|
33564
|
+
}
|
|
33476
33565
|
}
|
|
33477
33566
|
|
|
33478
33567
|
_afterEnable() {
|
|
@@ -33888,12 +33977,20 @@ class Height3DTool extends Measure3DTool {
|
|
|
33888
33977
|
|
|
33889
33978
|
const e = "${"; const code$1 = `function(t){
|
|
33890
33979
|
/*!
|
|
33891
|
-
* @maptalks/gltf-loader v0.
|
|
33980
|
+
* @maptalks/gltf-loader v0.117.0
|
|
33892
33981
|
* LICENSE : UNLICENSED
|
|
33893
33982
|
* (c) 2016-2025 maptalks.org
|
|
33894
33983
|
*/
|
|
33895
33984
|
var e,r,n="undefined"!=typeof Float32Array?Float32Array:Array;function i(){var t=new n(3);return n!=Float32Array&&(t[0]=0,t[1]=0,t[2]=0),t}function s(t,e,r){var i=new n(3);return i[0]=t,i[1]=e,i[2]=r,i}function a(){var t=new n(4);return n!=Float32Array&&(t[0]=0,t[1]=0,t[2]=0),t[3]=1,t}Math.hypot||(Math.hypot=function(){for(var t=0,e=arguments.length;e--;)t+=arguments[e]*arguments[e];return Math.sqrt(t)}),i(),e=new n(4),n!=Float32Array&&(e[0]=0,e[1]=0,e[2]=0,e[3]=0),i(),s(1,0,0),s(0,1,0),a(),a(),r=new n(9),n!=Float32Array&&(r[1]=0,r[2]=0,r[3]=0,r[5]=0,r[6]=0,r[7]=0),r[0]=1,r[4]=1,r[8]=1;let o=0;!function(t){t[0]=0,t[1]=0,t[2]=0,t[3]=1}([]),"undefined"!=typeof TextDecoder&&new TextDecoder("utf-8");const h={get:function(t,e={},r){e||(e={});const n=new AbortController,i=n.signal,s=function(t){for(let e=1;e<arguments.length;e++){const r=arguments[e];for(const e in r)t[e]=r[e]}return t}({},e);s.signal=i,s.method||(s.method="GET"),s.referrerPolicy=s.referrerPolicy||"origin","undefined"==typeof window||s.referrer||(s.referrer=window.location.href),r&&(t=r(t));const a=fetch(t,s).then((t=>{const r=this._parseResponse(t,e.responseType);return r.message?r:r.then((r=>"arraybuffer"===e.responseType?{data:r,cacheControl:t.headers.get("Cache-Control"),expires:t.headers.get("Expires"),contentType:t.headers.get("Content-Type")}:r)).catch((t=>{if(!t.code||t.code!==DOMException.ABORT_ERR)throw t}))})).catch((t=>{if(!t.code||t.code!==DOMException.ABORT_ERR)throw t}));return a.xhr=n,a},_parseResponse:(t,e)=>200!==t.status?{status:t.status,statusText:t.statusText,message:\`incorrect http request with status code(${e}t.status}): ${e}t.statusText}\`}:"arraybuffer"===e?t.arrayBuffer():"json"===e?t.json():t.text(),getArrayBuffer:(t,e={},r)=>(e||(e={}),e.responseType="arraybuffer",h.get(t,e,r)),getJSON:function(t,e={},r){return e&&e.jsonp?h.jsonp(t):((e=e||{}).responseType="json",h.get(t,e,r))},jsonp:function(t){const e="_maptalks_jsonp_"+o++;t.match(/\\?/)?t+="&callback="+e:t+="?callback="+e;let r=document.createElement("script");return r.type="text/javascript",r.src=t,new Promise((t=>{window[e]=function(n){document.getElementsByTagName("head")[0].removeChild(r),r=null,delete window[e],t(n)},document.getElementsByTagName("head")[0].appendChild(r)}))}};if("undefined"!=typeof TextDecoder&&new TextDecoder("utf-8"),"undefined"!=typeof OffscreenCanvas){let t;try{t=new OffscreenCanvas(2,2).getContext("2d")}catch(n){}}"undefined"!=typeof document&&document.createElement("canvas"),
|
|
33896
|
-
/** @license zlib.js 2012 - imaya [ https://github.com/imaya/zlib.js ] The MIT License */function(){function t(t){throw t}var e=void 0,r=!0,n=this;function i(t,r){var i,s=t.split("."),a=n;!(s[0]in a)&&a.execScript&&a.execScript("var "+s[0]);for(;s.length&&(i=s.shift());)s.length||r===e?a=a[i]?a[i]:a[i]={}:a[i]=r}var s="undefined"!=typeof Uint8Array&&"undefined"!=typeof Uint16Array&&"undefined"!=typeof Uint32Array&&"undefined"!=typeof DataView;function a(e,r){this.index="number"==typeof r?r:0,this.i=0,this.buffer=e instanceof(s?Uint8Array:Array)?e:new(s?Uint8Array:Array)(32768),2*this.buffer.length<=this.index&&t(Error("invalid index")),this.buffer.length<=this.index&&this.f()}a.prototype.f=function(){var t,e=this.buffer,r=e.length,n=new(s?Uint8Array:Array)(r<<1);if(s)n.set(e);else for(t=0;t<r;++t)n[t]=e[t];return this.buffer=n},a.prototype.d=function(t,e,r){var n,i=this.buffer,s=this.index,a=this.i,o=i[s];if(r&&1<e&&(t=8<e?(u[255&t]<<24|u[t>>>8&255]<<16|u[t>>>16&255]<<8|u[t>>>24&255])>>32-e:u[t]>>8-e),8>e+a)o=o<<e|t,a+=e;else for(n=0;n<e;++n)o=o<<1|t>>e-n-1&1,8==++a&&(a=0,i[s++]=u[o],o=0,s===i.length&&(i=this.f()));i[s]=o,this.buffer=i,this.i=a,this.index=s},a.prototype.finish=function(){var t,e=this.buffer,r=this.index;return 0<this.i&&(e[r]<<=8-this.i,e[r]=u[e[r]],r++),s?t=e.subarray(0,r):(e.length=r,t=e),t};var o,h=new(s?Uint8Array:Array)(256);for(o=0;256>o;++o){for(var c=l=o,f=7,l=l>>>1;l;l>>>=1)c<<=1,c|=1&l,--f;h[o]=(c<<f&255)>>>0}var u=h;function g(t){this.buffer=new(s?Uint16Array:Array)(2*t),this.length=0}function d(t){var e,r,n,i,a,o,h,c,f,l,u=t.length,g=0,d=Number.POSITIVE_INFINITY;for(c=0;c<u;++c)t[c]>g&&(g=t[c]),t[c]<d&&(d=t[c]);for(e=1<<g,r=new(s?Uint32Array:Array)(e),n=1,i=0,a=2;n<=g;){for(c=0;c<u;++c)if(t[c]===n){for(o=0,h=i,f=0;f<n;++f)o=o<<1|1&h,h>>=1;for(l=n<<16|c,f=o;f<e;f+=a)r[f]=l;++i}++n,i<<=1,a<<=1}return[r,g,d]}function p(t,e){this.h=m,this.w=0,this.input=s&&t instanceof Array?new Uint8Array(t):t,this.b=0,e&&(e.lazy&&(this.w=e.lazy),"number"==typeof e.compressionType&&(this.h=e.compressionType),e.outputBuffer&&(this.a=s&&e.outputBuffer instanceof Array?new Uint8Array(e.outputBuffer):e.outputBuffer),"number"==typeof e.outputIndex&&(this.b=e.outputIndex)),this.a||(this.a=new(s?Uint8Array:Array)(32768))}g.prototype.getParent=function(t){return 2*((t-2)/4|0)},g.prototype.push=function(t,e){var r,n,i,s=this.buffer;for(r=this.length,s[this.length++]=e,s[this.length++]=t;0<r&&(n=this.getParent(r),s[r]>s[n]);)i=s[r],s[r]=s[n],s[n]=i,i=s[r+1],s[r+1]=s[n+1],s[n+1]=i,r=n;return this.length},g.prototype.pop=function(){var t,e,r,n,i,s=this.buffer;for(e=s[0],t=s[1],this.length-=2,s[0]=s[this.length],s[1]=s[this.length+1],i=0;!((n=2*i+2)>=this.length)&&(n+2<this.length&&s[n+2]>s[n]&&(n+=2),s[n]>s[i]);)r=s[i],s[i]=s[n],s[n]=r,r=s[i+1],s[i+1]=s[n+1],s[n+1]=r,i=n;return{index:t,value:e,length:this.length}};var y,m=2,b={NONE:0,r:1,k:m,N:3},w=[];for(y=0;288>y;y++)switch(r){case 143>=y:w.push([y+48,8]);break;case 255>=y:w.push([y-144+400,9]);break;case 279>=y:w.push([y-256+0,7]);break;case 287>=y:w.push([y-280+192,8]);break;default:t("invalid literal: "+y)}function A(t,e){this.length=t,this.G=e}p.prototype.j=function(){var n,i,o,h,c=this.input;switch(this.h){case 0:for(o=0,h=c.length;o<h;){var f,l,u,g=i=s?c.subarray(o,o+65535):c.slice(o,o+65535),d=(o+=i.length)===h,p=e,y=e,b=this.a,A=this.b;if(s){for(b=new Uint8Array(this.a.buffer);b.length<=A+g.length+5;)b=new Uint8Array(b.length<<1);b.set(this.a)}if(f=d?1:0,b[A++]=0|f,u=65536+~(l=g.length)&65535,b[A++]=255&l,b[A++]=l>>>8&255,b[A++]=255&u,b[A++]=u>>>8&255,s)b.set(g,A),A+=g.length,b=b.subarray(0,A);else{for(p=0,y=g.length;p<y;++p)b[A++]=g[p];b.length=A}this.b=A,this.a=b}break;case 1:var v=new a(s?new Uint8Array(this.a.buffer):this.a,this.b);v.d(1,1,r),v.d(1,2,r);var 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6===e:return[260,e-6,0];case 7===e:return[261,e-7,0];case 8===e:return[262,e-8,0];case 9===e:return[263,e-9,0];case 10===e:return[264,e-10,0];case 12>=e:return[265,e-11,1];case 14>=e:return[266,e-13,1];case 16>=e:return[267,e-15,1];case 18>=e:return[268,e-17,1];case 22>=e:return[269,e-19,2];case 26>=e:return[270,e-23,2];case 30>=e:return[271,e-27,2];case 34>=e:return[272,e-31,2];case 42>=e:return[273,e-35,3];case 50>=e:return[274,e-43,3];case 58>=e:return[275,e-51,3];case 66>=e:return[276,e-59,3];case 82>=e:return[277,e-67,4];case 98>=e:return[278,e-83,4];case 114>=e:return[279,e-99,4];case 130>=e:return[280,e-115,4];case 162>=e:return[281,e-131,5];case 194>=e:return[282,e-163,5];case 226>=e:return[283,e-195,5];case 257>=e:return[284,e-227,5];case 258===e:return[285,e-258,0];default:t("invalid length: "+e)}}var n,i,s=[];for(n=3;258>=n;n++)i=e(n),s[n]=i[2]<<24|i[1]<<16|i[0];return s}(),k=s?new Uint32Array(v):v;function E(n,i){function a(e,n){var 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i,a,o,h,c,f=new(s?Uint16Array:Array)(r),l=new(s?Uint8Array:Array)(r),u=new(s?Uint8Array:Array)(e),g=Array(r),d=Array(r),p=Array(r),y=(1<<r)-e,m=1<<r-1;for(f[r-1]=e,a=0;a<r;++a)y<m?l[a]=0:(l[a]=1,y-=m),y<<=1,f[r-2-a]=(f[r-1-a]/2|0)+e;for(f[0]=l[0],g[0]=Array(f[0]),d[0]=Array(f[0]),a=1;a<r;++a)f[a]>2*f[a-1]+l[a]&&(f[a]=2*f[a-1]+l[a]),g[a]=Array(f[a]),d[a]=Array(f[a]);for(i=0;i<e;++i)u[i]=r;for(o=0;o<f[r-1];++o)g[r-1][o]=t[o],d[r-1][o]=o;for(i=0;i<r;++i)p[i]=0;for(1===l[r-1]&&(--u[0],++p[r-1]),a=r-2;0<=a;--a){for(h=i=0,c=p[a+1],o=0;o<f[a];o++)(h=g[a+1][c]+g[a+1][c+1])>t[i]?(g[a][o]=h,d[a][o]=e,c+=2):(g[a][o]=t[i],d[a][o]=i,++i);p[a]=0,1===l[a]&&n(a)}return u}(n,n.length,e),a=0,o=r.length;a<o;++a)f[r[a].index]=i[a];return f}function U(t){var 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Uint16Array(P):P,q=[0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13],L=s?new Uint8Array(q):q,H=new(s?Uint8Array:Array)(288);for(B=0,z=H.length;B<z;++B)H[B]=143>=B?8:255>=B?9:279>=B?7:8;var Y,W,V=d(H),Z=new(s?Uint8Array:Array)(30);for(Y=0,W=Z.length;Y<W;++Y)Z[Y]=5;var G=d(Z);function $(e,r){for(var n,i=e.g,s=e.e,a=e.input,o=e.c,h=a.length;s<r;)o>=h&&t(Error("input buffer is broken")),i|=a[o++]<<s,s+=8;return n=i&(1<<r)-1,e.g=i>>>r,e.e=s-r,e.c=o,n}function J(e,r){for(var n,i,s=e.g,a=e.e,o=e.input,h=e.c,c=o.length,f=r[0],l=r[1];a<l&&!(h>=c);)s|=o[h++]<<a,a+=8;return(i=(n=f[s&(1<<l)-1])>>>16)>a&&t(Error("invalid code length: "+i)),e.g=s>>i,e.e=a-i,e.c=h,65535&n}function K(t){if("string"==typeof t){var e,r,n=t.split("");for(e=0,r=n.length;e<r;e++)n[e]=(255&n[e].charCodeAt(0))>>>0;t=n}for(var i,s=1,a=0,o=t.length,h=0;0<o;){o-=i=1024<o?1024:o;do{a+=s+=t[h++]}while(--i);s%=65521,a%=65521}return(a<<16|s)>>>0}function X(e,r){var n,i;if(this.input=e,this.c=0,!r&&(r={})||(r.index&&(this.c=r.index),r.verify&&(this.M=r.verify)),n=e[this.c++],i=e[this.c++],(15&n)===Q)this.method=Q;else t(Error("unsupported compression method"));0!=((n<<8)+i)%31&&t(Error("invalid fcheck flag:"+((n<<8)+i)%31)),32&i&&t(Error("fdict flag is not supported")),this.A=new M(e,{index:this.c,bufferSize:r.bufferSize,bufferType:r.bufferType,resize:r.resize})}M.prototype.o=function(t,e){var r=this.a,n=this.b;this.u=t;for(var i,s,a,o,h=r.length-258;256!==(i=J(this,t));)if(256>i)n>=h&&(this.b=n,r=this.f(),n=this.b),r[n++]=i;else for(o=N[s=i-257],0<R[s]&&(o+=$(this,R[s])),i=J(this,e),a=j[i],0<L[i]&&(a+=$(this,L[i])),n>=h&&(this.b=n,r=this.f(),n=this.b);o--;)r[n]=r[n++-a];for(;8<=this.e;)this.e-=8,this.c--;this.b=n},M.prototype.I=function(t,e){var r=this.a,n=this.b;this.u=t;for(var i,s,a,o,h=r.length;256!==(i=J(this,t));)if(256>i)n>=h&&(h=(r=this.f()).length),r[n++]=i;else 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tt(t,e).j()})),i("Zlib.Deflate.prototype.compress",tt.prototype.j),rt("Zlib.Deflate.CompressionType",{NONE:et.NONE,FIXED:et.r,DYNAMIC:et.k})}.call(self);var c="undefined"!=typeof Float32Array?Float32Array:Array;Math.hypot||(Math.hypot=function(){for(var t=0,e=arguments.length;e--;)t+=arguments[e]*arguments[e];return Math.sqrt(t)});var f,l=function(t,e,r){return t[0]=e[0]-r[0],t[1]=e[1]-r[1],t[2]=e[2]-r[2],t};function u(t,e,r){return t[0]=e,t[1]=r,t}f=new c(3),c!=Float32Array&&(f[0]=0,f[1]=0,f[2]=0),function(){var t=function(){var t=new c(2);return c!=Float32Array&&(t[0]=0,t[1]=0),t}()}();class g{constructor(t=257){this.gridSize=t;const e=t-1;if(e&e-1)throw new Error(\`Expected grid size to be 2^n+1, got ${e}t}.\`);this.numTriangles=e*e*2-2,this.numParentTriangles=this.numTriangles-e*e,this.indices=new Uint32Array(this.gridSize*this.gridSize),this.coords=new Uint16Array(4*this.numTriangles);for(let t=0;t<this.numTriangles;t++){let 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o(a,h,c,f,l,u){const g=a+c>>1,d=h+f>>1;Math.abs(a-l)+Math.abs(h-u)>1&&n[d*e+g]>t?(o(l,u,a,h,g,d),o(c,f,l,u,g,d)):(r[h*e+a]=r[h*e+a]||++i,r[f*e+c]=r[f*e+c]||++i,r[u*e+l]=r[u*e+l]||++i,s++)}r.fill(0),o(0,0,a,a,a,0),o(a,a,0,0,0,a);const h=new Uint16Array(2*i),c=new Uint32Array(3*s);let f=0;function l(i,s,a,o,u,g){const d=i+a>>1,p=s+o>>1;if(Math.abs(i-u)+Math.abs(s-g)>1&&n[p*e+d]>t)l(u,g,i,s,d,p),l(a,o,u,g,d,p);else{const t=r[s*e+i]-1,n=r[o*e+a]-1,l=r[g*e+u]-1;h[2*t]=i,h[2*t+1]=s,h[2*n]=a,h[2*n+1]=o,h[2*l]=u,h[2*l+1]=g,c[f++]=t,c[f++]=n,c[f++]=l}}return l(0,0,a,a,a,0),l(a,a,0,0,0,a),{vertices:h,triangles:c}}getMeshWithSkirts(t=0,e){const{gridSize:r,indices:n}=this.martini,{errors:i}=this;let s=0,a=0;const o=r-1;let h,c,f=0;const l=[],u=[],g=[],d=[];function p(e,y,m,b,w,A){const v=e+m>>1,k=y+b>>1;Math.abs(e-w)+Math.abs(y-A)>1&&i[k*r+v]>t?(p(w,A,e,y,v,k),p(m,b,w,A,v,k)):(h=y*r+e,c=b*r+m,f=A*r+w,0===n[h]&&(0===e?l.push(s):e===o&&u.push(s),0===y?g.push(s):y===o&&d.push(s),n[h]=++s),0===n[c]&&(0===m?l.push(s):m===o&&u.push(s),0===b?g.push(s):b===o&&d.push(s),n[c]=++s),0===n[f]&&(0===w?l.push(s):w===o&&u.push(s),0===A?g.push(s):A===o&&d.push(s),n[f]=++s),a++)}let y;n.fill(0),p(0,0,o,o,o,0),p(o,o,0,0,0,o),y=e?2*(s+3*l.length-2+3*u.length-2+3*g.length-2+3*d.length-2):2*(s+l.length+u.length+g.length+d.length);const m=3*(a+2*(l.length-1)+2*(u.length-1)+2*(g.length-1)+2*(d.length-1)),b=new Uint16Array(y),w=new Uint32Array(m);let A=0;function v(e,s,a,o,h,c){const f=e+a>>1,l=s+o>>1;if(Math.abs(e-h)+Math.abs(s-c)>1&&i[l*r+f]>t)v(h,c,e,s,f,l),v(a,o,h,c,f,l);else{const t=n[s*r+e]-1,i=n[o*r+a]-1,f=n[c*r+h]-1;b[2*t]=e,b[2*t+1]=s,b[2*i]=a,b[2*i+1]=o,b[2*f]=h,b[2*f+1]=c,w[A++]=t,w[A++]=i,w[A++]=f}}v(0,0,o,o,o,0),v(o,o,0,0,0,o),l.sort(((t,e)=>b[2*t+1]-b[2*e+1])),u.sort(((t,e)=>b[2*e+1]-b[2*t+1])),g.sort(((t,e)=>b[2*e]-b[2*t])),d.sort(((t,e)=>b[2*t]-b[2*e]));let k,E,x,T,U=2*s,M=0;function I(t){M=t.length;for(let r=0;r<M-1;r++)k=t[r],E=t[r+1],x=U/2,T=(U+(e?6:2))/2,b[U++]=2*k,b[U++]=2*k+1,e&&(b[U++]=2*k,b[U++]=2*k+1,b[U++]=2*E,b[U++]=2*E+1),e?(w[A++]=x+1,w[A++]=x,w[A++]=x+2,w[A++]=x,w[A++]=T,w[A++]=x+2):(w[A++]=k,w[A++]=x,w[A++]=E,w[A++]=x,w[A++]=T,w[A++]=E);b[U++]=2*t[M-1],b[U++]=2*t[M-1]+1}I(l);const S=U;I(u);const D=U;I(g);const B=U;I(d);return{vertices:b,triangles:w,numVerticesWithoutSkirts:s,numTrianglesWithoutSkirts:a,leftSkirtIndex:S,rightSkirtIndex:D,bottomSkirtIndex:B,topSkirtIndex:U}}}const p={};let y;const m={width:100,height:10};let b,w=!1;try{const t=new OffscreenCanvas(1,1);t.getContext("2d").fillText("hello",0,0),w=!0}catch(t){w=!1}function A(){if(!y){const{width:t,height:e}=m;w?y=new OffscreenCanvas(t,e):(y=document.createElement("canvas"),y.width=t,y.height=e)}return y}class v{constructor(t,e={}){if(!Array.isArray(t))return void console.error("colors is not array");if(t.length<2)return void console.error("colors.length should >1");this.colors=t;let r=1/0,n=-1/0;for(let e=0,i=t.length;e<i;e++){const i=t[e][0];r=Math.min(i,r),n=Math.max(i,n)}this.min=r,this.max=n,this.valueOffset=this.max-this.min,this.options=Object.assign({},m,e),this._initImgData()}getImageData(){return this.imgData}_initImgData(){const t=A(),{width:e,height:r}=this.options;t.width=e,t.height=r;const n=t.getContext("2d");n.clearRect(0,0,t.width,t.height);const i=n.createLinearGradient(0,0,t.width,0),{colors:s,valueOffset:a}=this;for(let t=0,e=s.length;t<e;t++){const[e,r]=s[t],n=(e-this.min)/a;i.addColorStop(n,r)}n.fillStyle=i,n.fillRect(0,0,t.width,t.height),this.imgData=n.getImageData(0,0,t.width,t.height)}getColor(t){t=Math.max(this.min,t);const e=((t=Math.min(t,this.max))-this.min)/this.valueOffset;let r=Math.round(e*this.imgData.width);r=Math.min(r,this.imgData.width-1);const n=4*r;return[this.imgData.data[n],this.imgData.data[n+1],this.imgData.data[n+2],this.imgData.data[n+3]]}}let k=null,E=null;const x=[0,0,0],T=[256,256];function U(){try{k||(k=new OffscreenCanvas(1,1))}catch(t){console.error(t)}}const M={},I={},S={width:64,height:64,elementsPerHeight:3,heightOffset:-1e3,exaggeration:1,heightScale:.001,elementMultiplier:256,stride:4,skirtHeight:.002,skirtOffset:.01},D={cesium_request_token:{Accept:"application/json,*/*;q=0.01","Accept-Encoding":"gzip, deflate, br"},tianditu:{"Accept-Encoding":"gzip, deflate, br"},cesium:{"Accept-Encoding":"gzip, deflate, br",Accept:"application/vnd.quantized-mesh,application/octet-stream;q=0.9,*/*;q=0.01"},mapbox:{Accept:"image/webp,*/*"}};D["cesium-ion"]=D.cesium;const B=32767;let z=null,F=null;function _(t,e){const r=function(t){if(t.length<1e3)return null;const e=new 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33985
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+
/** @license zlib.js 2012 - imaya [ https://github.com/imaya/zlib.js ] The MIT License */function(){function t(t){throw t}var e=void 0,r=!0,n=this;function i(t,r){var i,s=t.split("."),a=n;!(s[0]in a)&&a.execScript&&a.execScript("var "+s[0]);for(;s.length&&(i=s.shift());)s.length||r===e?a=a[i]?a[i]:a[i]={}:a[i]=r}var s="undefined"!=typeof Uint8Array&&"undefined"!=typeof Uint16Array&&"undefined"!=typeof Uint32Array&&"undefined"!=typeof DataView;function a(e,r){this.index="number"==typeof r?r:0,this.i=0,this.buffer=e instanceof(s?Uint8Array:Array)?e:new(s?Uint8Array:Array)(32768),2*this.buffer.length<=this.index&&t(Error("invalid index")),this.buffer.length<=this.index&&this.f()}a.prototype.f=function(){var t,e=this.buffer,r=e.length,n=new(s?Uint8Array:Array)(r<<1);if(s)n.set(e);else for(t=0;t<r;++t)n[t]=e[t];return this.buffer=n},a.prototype.d=function(t,e,r){var 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6===e:return[260,e-6,0];case 7===e:return[261,e-7,0];case 8===e:return[262,e-8,0];case 9===e:return[263,e-9,0];case 10===e:return[264,e-10,0];case 12>=e:return[265,e-11,1];case 14>=e:return[266,e-13,1];case 16>=e:return[267,e-15,1];case 18>=e:return[268,e-17,1];case 22>=e:return[269,e-19,2];case 26>=e:return[270,e-23,2];case 30>=e:return[271,e-27,2];case 34>=e:return[272,e-31,2];case 42>=e:return[273,e-35,3];case 50>=e:return[274,e-43,3];case 58>=e:return[275,e-51,3];case 66>=e:return[276,e-59,3];case 82>=e:return[277,e-67,4];case 98>=e:return[278,e-83,4];case 114>=e:return[279,e-99,4];case 130>=e:return[280,e-115,4];case 162>=e:return[281,e-131,5];case 194>=e:return[282,e-163,5];case 226>=e:return[283,e-195,5];case 257>=e:return[284,e-227,5];case 258===e:return[285,e-258,0];default:t("invalid length: "+e)}}var n,i,s=[];for(n=3;258>=n;n++)i=e(n),s[n]=i[2]<<24|i[1]<<16|i[0];return s}(),k=s?new Uint32Array(v):v;function E(n,i){function a(e,n){var i,s,a,o,h=e.G,c=[],f=0;switch(i=k[e.length],c[f++]=65535&i,c[f++]=i>>16&255,c[f++]=i>>24,r){case 1===h:s=[0,h-1,0];break;case 2===h:s=[1,h-2,0];break;case 3===h:s=[2,h-3,0];break;case 4===h:s=[3,h-4,0];break;case 6>=h:s=[4,h-5,1];break;case 8>=h:s=[5,h-7,1];break;case 12>=h:s=[6,h-9,2];break;case 16>=h:s=[7,h-13,2];break;case 24>=h:s=[8,h-17,3];break;case 32>=h:s=[9,h-25,3];break;case 48>=h:s=[10,h-33,4];break;case 64>=h:s=[11,h-49,4];break;case 96>=h:s=[12,h-65,5];break;case 128>=h:s=[13,h-97,5];break;case 192>=h:s=[14,h-129,6];break;case 256>=h:s=[15,h-193,6];break;case 384>=h:s=[16,h-257,7];break;case 512>=h:s=[17,h-385,7];break;case 768>=h:s=[18,h-513,8];break;case 1024>=h:s=[19,h-769,8];break;case 1536>=h:s=[20,h-1025,9];break;case 2048>=h:s=[21,h-1537,9];break;case 3072>=h:s=[22,h-2049,10];break;case 4096>=h:s=[23,h-3073,10];break;case 6144>=h:s=[24,h-4097,11];break;case 8192>=h:s=[25,h-6145,11];break;case 12288>=h:s=[26,h-8193,12];break;case 16384>=h:s=[27,h-12289,12];break;case 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i,a,o,h,c,f=new(s?Uint16Array:Array)(r),l=new(s?Uint8Array:Array)(r),u=new(s?Uint8Array:Array)(e),g=Array(r),d=Array(r),p=Array(r),y=(1<<r)-e,m=1<<r-1;for(f[r-1]=e,a=0;a<r;++a)y<m?l[a]=0:(l[a]=1,y-=m),y<<=1,f[r-2-a]=(f[r-1-a]/2|0)+e;for(f[0]=l[0],g[0]=Array(f[0]),d[0]=Array(f[0]),a=1;a<r;++a)f[a]>2*f[a-1]+l[a]&&(f[a]=2*f[a-1]+l[a]),g[a]=Array(f[a]),d[a]=Array(f[a]);for(i=0;i<e;++i)u[i]=r;for(o=0;o<f[r-1];++o)g[r-1][o]=t[o],d[r-1][o]=o;for(i=0;i<r;++i)p[i]=0;for(1===l[r-1]&&(--u[0],++p[r-1]),a=r-2;0<=a;--a){for(h=i=0,c=p[a+1],o=0;o<f[a];o++)(h=g[a+1][c]+g[a+1][c+1])>t[i]?(g[a][o]=h,d[a][o]=e,c+=2):(g[a][o]=t[i],d[a][o]=i,++i);p[a]=0,1===l[a]&&n(a)}return u}(n,n.length,e),a=0,o=r.length;a<o;++a)f[r[a].index]=i[a];return f}function U(t){var e,r,n,i,a=new(s?Uint16Array:Array)(t.length),o=[],h=[],c=0;for(e=0,r=t.length;e<r;e++)o[t[e]]=1+(0|o[t[e]]);for(e=1,r=16;e<=r;e++)h[e]=c,c+=0|o[e],c<<=1;for(e=0,r=t.length;e<r;e++)for(c=h[t[e]],h[t[e]]+=1,n=a[e]=0,i=t[e];n<i;n++)a[e]=a[e]<<1|1&c,c>>>=1;return a}function M(e,r){switch(this.l=[],this.m=32768,this.e=this.g=this.c=this.q=0,this.input=s?new Uint8Array(e):e,this.s=!1,this.n=S,this.B=!1,!r&&(r={})||(r.index&&(this.c=r.index),r.bufferSize&&(this.m=r.bufferSize),r.bufferType&&(this.n=r.bufferType),r.resize&&(this.B=r.resize)),this.n){case I:this.b=32768,this.a=new(s?Uint8Array:Array)(32768+this.m+258);break;case S:this.b=0,this.a=new(s?Uint8Array:Array)(this.m),this.f=this.J,this.t=this.H,this.o=this.I;break;default:t(Error("invalid inflate mode"))}}var I=0,S=1,D={D:I,C:S};M.prototype.p=function(){for(;!this.s;){var n=$(this,3);switch(1&n&&(this.s=r),n>>>=1){case 0:var 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tt(t,e).j()})),i("Zlib.Deflate.prototype.compress",tt.prototype.j),rt("Zlib.Deflate.CompressionType",{NONE:et.NONE,FIXED:et.r,DYNAMIC:et.k})}.call(self);var c="undefined"!=typeof Float32Array?Float32Array:Array;Math.hypot||(Math.hypot=function(){for(var t=0,e=arguments.length;e--;)t+=arguments[e]*arguments[e];return Math.sqrt(t)});var f,l=function(t,e,r){return t[0]=e[0]-r[0],t[1]=e[1]-r[1],t[2]=e[2]-r[2],t};function u(t,e,r){return t[0]=e,t[1]=r,t}f=new c(3),c!=Float32Array&&(f[0]=0,f[1]=0,f[2]=0),function(){var t=function(){var t=new c(2);return c!=Float32Array&&(t[0]=0,t[1]=0),t}()}();class g{constructor(t=257){this.gridSize=t;const e=t-1;if(e&e-1)throw new Error(\`Expected grid size to be 2^n+1, got ${e}t}.\`);this.numTriangles=e*e*2-2,this.numParentTriangles=this.numTriangles-e*e,this.indices=new Uint32Array(this.gridSize*this.gridSize),this.coords=new Uint16Array(4*this.numTriangles);for(let t=0;t<this.numTriangles;t++){let r=t+2,n=0,i=0,s=0,a=0,o=0,h=0;for(1&r?s=a=o=e:n=i=h=e;(r>>=1)>1;){const t=n+s>>1,e=i+a>>1;1&r?(s=n,a=i,n=o,i=h):(n=s,i=a,s=o,a=h),o=t,h=e}const c=4*t;this.coords[c+0]=n,this.coords[c+1]=i,this.coords[c+2]=s,this.coords[c+3]=a}}createTile(t){return new d(t,this)}}class d{constructor(t,e){const r=e.gridSize;if(t.length!==r*r)throw new Error(\`Expected terrain data of length ${e}r*r} (${e}r} x ${e}r}), got ${e}t.length}.\`);this.terrain=t,this.martini=e,this.errors=new Float32Array(t.length),this.update()}update(){const{numTriangles:t,numParentTriangles:e,coords:r,gridSize:n}=this.martini,{terrain:i,errors:s}=this;for(let a=t-1;a>=0;a--){const t=4*a,o=r[t+0],h=r[t+1],c=r[t+2],f=r[t+3],l=o+c>>1,u=h+f>>1,g=l+u-h,d=u+o-l,p=(i[h*n+o]+i[f*n+c])/2,y=u*n+l,m=Math.abs(p-i[y]);if(s[y]=Math.max(s[y],m),a<e){const t=(h+d>>1)*n+(o+g>>1),e=(f+d>>1)*n+(c+g>>1);s[y]=Math.max(s[y],s[t],s[e])}}}getMesh(t=0){const{gridSize:e,indices:r}=this.martini,{errors:n}=this;let i=0,s=0;const a=e-1;function o(a,h,c,f,l,u){const g=a+c>>1,d=h+f>>1;Math.abs(a-l)+Math.abs(h-u)>1&&n[d*e+g]>t?(o(l,u,a,h,g,d),o(c,f,l,u,g,d)):(r[h*e+a]=r[h*e+a]||++i,r[f*e+c]=r[f*e+c]||++i,r[u*e+l]=r[u*e+l]||++i,s++)}r.fill(0),o(0,0,a,a,a,0),o(a,a,0,0,0,a);const h=new Uint16Array(2*i),c=new Uint32Array(3*s);let f=0;function l(i,s,a,o,u,g){const d=i+a>>1,p=s+o>>1;if(Math.abs(i-u)+Math.abs(s-g)>1&&n[p*e+d]>t)l(u,g,i,s,d,p),l(a,o,u,g,d,p);else{const t=r[s*e+i]-1,n=r[o*e+a]-1,l=r[g*e+u]-1;h[2*t]=i,h[2*t+1]=s,h[2*n]=a,h[2*n+1]=o,h[2*l]=u,h[2*l+1]=g,c[f++]=t,c[f++]=n,c[f++]=l}}return l(0,0,a,a,a,0),l(a,a,0,0,0,a),{vertices:h,triangles:c}}getMeshWithSkirts(t=0,e){const{gridSize:r,indices:n}=this.martini,{errors:i}=this;let s=0,a=0;const o=r-1;let h,c,f=0;const l=[],u=[],g=[],d=[];function p(e,y,m,b,w,A){const v=e+m>>1,k=y+b>>1;Math.abs(e-w)+Math.abs(y-A)>1&&i[k*r+v]>t?(p(w,A,e,y,v,k),p(m,b,w,A,v,k)):(h=y*r+e,c=b*r+m,f=A*r+w,0===n[h]&&(0===e?l.push(s):e===o&&u.push(s),0===y?g.push(s):y===o&&d.push(s),n[h]=++s),0===n[c]&&(0===m?l.push(s):m===o&&u.push(s),0===b?g.push(s):b===o&&d.push(s),n[c]=++s),0===n[f]&&(0===w?l.push(s):w===o&&u.push(s),0===A?g.push(s):A===o&&d.push(s),n[f]=++s),a++)}let y;n.fill(0),p(0,0,o,o,o,0),p(o,o,0,0,0,o),y=e?2*(s+3*l.length-2+3*u.length-2+3*g.length-2+3*d.length-2):2*(s+l.length+u.length+g.length+d.length);const m=3*(a+2*(l.length-1)+2*(u.length-1)+2*(g.length-1)+2*(d.length-1)),b=new Uint16Array(y),w=new Uint32Array(m);let A=0;function v(e,s,a,o,h,c){const f=e+a>>1,l=s+o>>1;if(Math.abs(e-h)+Math.abs(s-c)>1&&i[l*r+f]>t)v(h,c,e,s,f,l),v(a,o,h,c,f,l);else{const t=n[s*r+e]-1,i=n[o*r+a]-1,f=n[c*r+h]-1;b[2*t]=e,b[2*t+1]=s,b[2*i]=a,b[2*i+1]=o,b[2*f]=h,b[2*f+1]=c,w[A++]=t,w[A++]=i,w[A++]=f}}v(0,0,o,o,o,0),v(o,o,0,0,0,o),l.sort(((t,e)=>b[2*t+1]-b[2*e+1])),u.sort(((t,e)=>b[2*e+1]-b[2*t+1])),g.sort(((t,e)=>b[2*e]-b[2*t])),d.sort(((t,e)=>b[2*t]-b[2*e]));let k,E,x,T,U=2*s,M=0;function I(t){M=t.length;for(let r=0;r<M-1;r++)k=t[r],E=t[r+1],x=U/2,T=(U+(e?6:2))/2,b[U++]=2*k,b[U++]=2*k+1,e&&(b[U++]=2*k,b[U++]=2*k+1,b[U++]=2*E,b[U++]=2*E+1),e?(w[A++]=x+1,w[A++]=x,w[A++]=x+2,w[A++]=x,w[A++]=T,w[A++]=x+2):(w[A++]=k,w[A++]=x,w[A++]=E,w[A++]=x,w[A++]=T,w[A++]=E);b[U++]=2*t[M-1],b[U++]=2*t[M-1]+1}I(l);const S=U;I(u);const D=U;I(g);const F=U;I(d);return{vertices:b,triangles:w,numVerticesWithoutSkirts:s,numTrianglesWithoutSkirts:a,leftSkirtIndex:S,rightSkirtIndex:D,bottomSkirtIndex:F,topSkirtIndex:U}}}const p={};let y;const m={width:100,height:10};let b=!1;try{const t=new OffscreenCanvas(1,1);t.getContext("2d").fillText("hello",0,0),b=!0}catch(t){b=!1}function w(){if(!y){const{width:t,height:e}=m;b?y=new OffscreenCanvas(t,e):(y=document.createElement("canvas"),y.width=t,y.height=e)}return y}class A{constructor(t,e={}){if(!Array.isArray(t))return void console.error("colors is not array");if(t.length<2)return void console.error("colors.length should >1");this.colors=t;let r=1/0,n=-1/0;for(let e=0,i=t.length;e<i;e++){const i=t[e][0];r=Math.min(i,r),n=Math.max(i,n)}this.min=r,this.max=n,this.valueOffset=this.max-this.min,this.options=Object.assign({},m,e),this._initImgData()}getImageData(){return this.imgData}_initImgData(){const t=w(),{width:e,height:r}=this.options;t.width=e,t.height=r;const n=t.getContext("2d");n.clearRect(0,0,t.width,t.height);const i=n.createLinearGradient(0,0,t.width,0),{colors:s,valueOffset:a}=this;for(let t=0,e=s.length;t<e;t++){const[e,r]=s[t],n=(e-this.min)/a;i.addColorStop(n,r)}n.fillStyle=i,n.fillRect(0,0,t.width,t.height),this.imgData=n.getImageData(0,0,t.width,t.height)}getColor(t){t=Math.max(this.min,t);const e=((t=Math.min(t,this.max))-this.min)/this.valueOffset;let r=Math.round(e*this.imgData.width);r=Math.min(r,this.imgData.width-1);const n=4*r;return[this.imgData.data[n],this.imgData.data[n+1],this.imgData.data[n+2],this.imgData.data[n+3]]}}var v="undefined"!=typeof Float32Array?Float32Array:Array;function k(t,e){return t[0]=e[0],t[1]=e[1],t[2]=e[2],t}function E(t,e,r,n){return t[0]=e,t[1]=r,t[2]=n,t}function x(t,e,r){return t[0]=e[0]+r[0],t[1]=e[1]+r[1],t[2]=e[2]+r[2],t}function T(t,e){return t[0]*e[0]+t[1]*e[1]+t[2]*e[2]}var U=function(t,e,r){return t[0]=e[0]-r[0],t[1]=e[1]-r[1],t[2]=e[2]-r[2],t};
|
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33986
|
+
/*!
|
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33987
|
+
* Contains code from THREE.JS
|
|
33988
|
+
* https://github.com/mrdoob/three.js/
|
|
33989
|
+
* License MIT
|
|
33990
|
+
*
|
|
33991
|
+
* Generate tangents per vertex.
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33992
|
+
*/
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33993
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+
function M(t,e,r,n,i){const s=t.length/3,a=new Array(4*s),o=[],h=[];for(let t=0;t<s;t++)o[t]=[0,0,0],h[t]=[0,0,0];const c=[0,0,0],f=[0,0,0],l=[0,0,0],u=[0,0],g=[0,0],d=[0,0],p=[0,0,0],y=[0,0,0];function m(e,n,i){I(c,t,3*e),I(f,t,3*n),I(l,t,3*i),S(u,r,2*e),S(g,r,2*n),S(d,r,2*i);const s=f[0]-c[0],a=l[0]-c[0],m=f[1]-c[1],b=l[1]-c[1],w=f[2]-c[2],A=l[2]-c[2],v=g[0]-u[0],k=d[0]-u[0],T=g[1]-u[1],U=d[1]-u[1],M=1/(v*U-k*T);E(p,(U*s-T*a)*M,(U*m-T*b)*M,(U*w-T*A)*M),E(y,(v*a-k*s)*M,(v*b-k*m)*M,(v*A-k*w)*M),x(o[e],o[e],p),x(o[n],o[n],p),x(o[i],o[i],p),x(h[e],h[e],y),x(h[n],h[n],y),x(h[i],h[i],y)}for(let t=0,e=n.length;t<e;t+=3)m(n[t+0],n[t+1],n[t+2]);const b=[],w=[],A=[],v=[];let M,D,F;function B(t){I(A,e,3*t),k(v,A),D=o[t],k(b,D),U(b,b,function(t,e,r){return t[0]=e[0]*r,t[1]=e[1]*r,t[2]=e[2]*r,t}(A,A,T(A,D))),function(t,e){var r=e[0],n=e[1],i=e[2],s=r*r+n*n+i*i;s>0&&(s=1/Math.sqrt(s),t[0]=e[0]*s,t[1]=e[1]*s,t[2]=e[2]*s)}(b,b),function(t,e,r){var n=e[0],i=e[1],s=e[2],a=r[0],o=r[1],h=r[2];t[0]=i*h-s*o,t[1]=s*a-n*h,t[2]=n*o-i*a}(w,v,D),F=T(w,h[t]),M=F<0?-1:1,a[4*t]=b[0],a[4*t+1]=b[1],a[4*t+2]=b[2],a[4*t+3]=M}for(let t=0,e=n.length;t<e;t+=3)B(n[t+0]),B(n[t+1]),B(n[t+2]);return a}function I(t,e,r){return t[0]=e[r],t[1]=e[r+1],t[2]=e[r+2],t}function S(t,e,r){return t[0]=e[r],t[1]=e[r+1],t}function D(t){return"number"==typeof t&&!isNaN(t)}let F;!function(){var t=function(){var t=new v(3);return v!=Float32Array&&(t[0]=0,t[1]=0,t[2]=0),t}()}();let B=null,z=null;const N=[0,0,0],_=[256,256];function C(){try{B||(B=new OffscreenCanvas(1,1))}catch(t){console.error(t)}}const O={},R={},P={width:64,height:64,elementsPerHeight:3,heightOffset:-1e3,exaggeration:1,heightScale:.001,elementMultiplier:256,stride:4,skirtHeight:.002,skirtOffset:.01},j={cesium_request_token:{Accept:"application/json,*/*;q=0.01","Accept-Encoding":"gzip, deflate, br"},tianditu:{"Accept-Encoding":"gzip, deflate, br"},cesium:{"Accept-Encoding":"gzip, deflate, br",Accept:"application/vnd.quantized-mesh,application/octet-stream;q=0.9,*/*;q=0.01"},mapbox:{Accept:"image/webp,*/*"}};j["cesium-ion"]=j.cesium;const q=32767;let L=null,H=null;function Y(t,e){const r=function(t){if(t.length<1e3)return null;const e=new Zlib.Inflate(t);return e?e.decompress():null}(new Uint8Array(t));if(!r)throw new Error((n=new Uint8Array(t),W.decode(n)));var n;const i=function(t){const e=t,r=P.width,n=P.height,i=new Uint8Array(r*n*P.stride);let s,a,o,h,c;for(let t=0;t<n;t++)for(let f=0;f<r;f++){h=parseInt(149*t/(n-1)),c=parseInt(149*f/(r-1)),a=2*(150*h+c),s=e[a]+256*e[a+1],(s>1e4||s<-2e3)&&(s=0),o=4*(t*r+f);const l=(s+1e3)/P.heightScale,u=P.elementMultiplier;i[o]=l/(u*u),i[o+1]=(l-i[o]*u*u)/u,i[o+2]=l-i[o]*u*u-i[o+1]*u,i[o+3]=255}return i}(r),s=function(t,e){const r=e,n=e,i=r+1,s=n+1,a=P.elementsPerHeight,o=P.heightOffset,h=P.heightScale,c=P.elementMultiplier,f=P.skirtHeight,l=new Float32Array(i*s);let u=0,g=1/0,d=-1/0;for(let e=0;e<i;e++){const i=e>=n?n-1:e;for(let 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l=s.getUint32(e,!0);e+=Uint32Array.BYTES_PER_ELEMENT;const u=c>65536?new Uint32Array(t,e,3*l):new Uint16Array(t,e,3*l);let g=0;const d=u.length;for(let t=0;t<d;++t){const e=u[t];u[t]=g-e,0===e&&++g}const p={minimumHeight:a,maximumHeight:o,quantizedVertices:f,indices:u}.quantizedVertices,y=p.length/3,m=p.subarray(0,y),b=p.subarray(y,2*y),w=p.subarray(2*y,3*y),A=Z;for(let t=0;t<y;++t){const e=m[t],r=b[t],n=e/q,i=r/q,s=(v=a,k=o,(1-(E=w[t]/q))*v+E*k);A[3*t]=n,A[3*t+1]=1-i,A[3*t+2]=s}var v,k,E;return{positions:A,radius:h,min:a,max:o,indices:u}}const $=[],J=[],K=[],X=[],Q=[];class tt{constructor(t,e,r,n,i){this.p0=[],this.p1=[],this.p2=[],this.normal=[],this.min=[],this.max=[],this.set(t,e,r,n,i)}set(t,e,r,n,i){this.radius=i;let s=3*e,a=3*e+1,o=3*e+2;this.p0[0]=t[s]*i,this.p0[1]=t[a]*i,this.p0[2]=t[o],s=3*r,a=3*r+1,o=3*r+2,this.p1[0]=t[s]*i,this.p1[1]=t[a]*i,this.p1[2]=t[o],s=3*n,a=3*n+1,o=3*n+2,this.p2[0]=t[s]*i,this.p2[1]=t[a]*i,this.p2[2]=t[o],this.min[0]=Math.min(this.p0[0],this.p1[0],this.p2[0]),this.min[1]=Math.min(this.p0[1],this.p1[1],this.p2[1]),this.max[0]=Math.max(this.p0[0],this.p1[0],this.p2[0]),this.max[1]=Math.max(this.p0[1],this.p1[1],this.p2[1]);const h=l($,this.p1,this.p0),c=l(J,this.p2,this.p1);this.normal=function(t,e){var r=e[0],n=e[1],i=e[2],s=r*r+n*n+i*i;return s>0&&(s=1/Math.sqrt(s)),t[0]=e[0]*s,t[1]=e[1]*s,t[2]=e[2]*s,t}(this.normal,function(t,e,r){var n=e[0],i=e[1],s=e[2],a=r[0],o=r[1],h=r[2];return t[0]=i*h-s*o,t[1]=s*a-n*h,t[2]=n*o-i*a,t}(this.normal,h,c))}contains(t,e){if(t<this.min[0]||t>this.max[0]||e<this.min[1]||e>this.max[1])return!1;u(K,this.p0[0],this.p0[1]),u(X,this.p1[0],this.p1[1]),u(Q,this.p2[0],this.p2[1]);const r=it(K[0],K[1],X[0],X[1],Q[0],Q[1]);return it(t,e,K[0],K[1],Q[0],Q[1])+it(t,e,K[0],K[1],X[0],X[1])+it(t,e,X[0],X[1],Q[0],Q[1])-r<=1e-4}getHeight(t,e){const r=this.normal;return this.p0[2]-((t-this.p0[0])*r[0]+(e-this.p0[1])*r[1])/r[2]}}let et=null;function rt(t,e,r){if(et&&et.contains(e,r))return et.getHeight(e,r);for(let n=0;n<t.length;n++)if(t[n].contains(e,r))return et=t[n],t[n].getHeight(e,r);return 0}const nt=[];function it(t,e,r,n,i,s){return.5*Math.abs(t*n+r*s+i*e-t*s-r*e-i*n)}function st(t,e,r,n,i,s){"cesium-ion"===r&&(e.Authorization="Bearer "+L),function(t,e,r){const n={method:"GET",referrer:r,headers:e},i=h.getArrayBuffer(t,n),s=i.xhr;return R[t]=s,i.then((e=>(delete R[t],e)))}(t,e,origin).then((t=>{if(!t||t.message)s(t?{empty:!0,originalError:t}:{error:{canceled:!0}});else{const e=t.data;let a=null;if("tianditu"===r){const t=Y(e,n);ot(i,t,n,null,!0,s)}else if("cesium-ion"===r||"cesium"===r){a=G(e);const t=function(t,e){const{positions:r,min:n,max:i,indices:s,radius:a}=t,o=[];let h=0;for(let t=0;t<s.length;t+=3){let e=nt[h];e?e.set(r,s[t],s[t+1],s[t+2],2*a):e=nt[h]=new tt(r,s[t],s[t+1],s[t+2],2*a),h++,o.push(e)}const c=new Float32Array(e*e);h=0;for(let t=0;t<e;t++)for(let r=0;r<e;r++)c[h++]=rt(o,r/e*a*2,t/e*a*2);return{data:c,min:n,max:i,width:e,height:e}}(a,n);ot(i,t,n,null,!0,s)}else"mapbox"===r&&(a=function(t){const e=new self.Blob([new Uint8Array(t)]);return self.createImageBitmap(e)}(e),a.then((t=>{const e=ct(ht(t),n);ot(i,e,n,t,!0,s)})))}})).catch((e=>{delete R[t],s({empty:!0,originalError:e})}))}function at(t,e){const r=Math.floor(10*(t+1e4)),n=r>>16,i=r>>8&255,s=255&r;return e?(e[0]=n,e[1]=i,e[2]=s,e):[n,i,s]}function ot(t,e,r,n,i,s){const a=function(t,e,r){let n=p[r];n||(n=p[r]=new g(r));const i=n.createTile(e).getMeshWithSkirts(t,!0),{triangles:s,vertices:a,leftSkirtIndex:o,rightSkirtIndex:h,bottomSkirtIndex:c,topSkirtIndex:f}=i;let{numVerticesWithoutSkirts:l,numTrianglesWithoutSkirts:u}=i;l||(l=a.length/2,u=s.length/3);const d=a.length/2,y=new Float32Array(3*d),m=new Float32Array(2*d);let b=1/0,w=-1/0;const A=r-1;for(let t=0;t<d;t++){const n=a[2*t],i=a[2*t+1];if(t>=l){const e=n/2*3;let r,i=.001;(t-(t<o/2?l:t<h/2?o/2:t<c/2?h/2:c/2))%3==0?(r=Math.min(0,b),i=0):r=y[e+2],y[3*t]=y[e],y[3*t+1]=y[e+1],y[3*t+2]=r,m[2*t]=y[e]/A+i,m[2*t+1]=-y[e+1]/A+i}else{const s=e[i*r+n];y[3*t]=1*n,y[3*t+1]=1*-i,y[3*t+2]=s,m[2*t]=n/A,m[2*t+1]=i/A,s<b&&(b=s),s>w&&(w=s)}}return{positions:y,texcoords:m,triangles:s,leftSkirtIndex:o,rightSkirtIndex:h,bottomSkirtIndex:c,topSkirtIndex:f,numTrianglesWithoutSkirts:u,numVerticesWithoutSkirts:l,minHeight:Math.min(0,b),maxHeight:w,terrainWidth:r}}(t/6,e.data,r),o=[a.positions.buffer,a.texcoords.buffer,a.triangles.buffer];n||(n=function(t){if(C(),!B)return;const{width:e,height:r,data:n}=t;if(e&&r&&n)try{let t=B.getContext("2d",{willReadFrequently:!0});const i=t.createImageData(e,r);for(let t=0,e=n.length;t<e;t++){const e=n[t],[r,s,a]=at(e,N),o=4*t;i.data[o]=r,i.data[o+1]=s,i.data[o+2]=a,i.data[o+3]=255}return B.width=e,B.height=r,t=B.getContext("2d",{willReadFrequently:!0}),ft(t),t.putImageData(i,0,0),B.transferToImageBitmap()}catch(t){console.log(t)}}(e)),n&&o.push(n);const h={mesh:a};h.image=n,h.data=e,o.push(e.data.buffer),s(h,o)}function ht(t){const{width:e,height:r}=t;return B||(B=new OffscreenCanvas(1,1),z=B.getContext("2d",{willReadFrequently:!0})),B.width=e,B.height=r,z.drawImage(t,0,0,e,r),z.getImageData(0,0,e,r)}function ct(t,e){const{data:r,width:n}=t;let i=1/0,s=-1/0;const a=new Float32Array(e*e),o=Math.round(n/e);for(let t=0;t<e;t++)for(let h=0;h<e;h++){const c=t+h*e;let f=0,l=0;const u=t,g=h;for(let t=0;t<o;t++)for(let e=0;e<o;e++){let i=u*o+t,s=g*o+e;s>n-1&&(s=n-1),i>n-1&&(i=n-1);const a=i+s*n,h=r[4*a],c=r[4*a+1],d=r[4*a+2];0===r[4*a+3]?l+=1:f+=.1*(256*h*256+256*c+d)-1e4}f/=o*o-l||1,f>s&&(s=f),f<i&&(i=f),a[c]=f}return{data:a,width:e,height:e,min:i,max:s}}function ft(t){const e=t.canvas,{width:r,height:n}=e;t.clearRect(0,0,r,n)}function lt(t,e,r){if(!e||!Array.isArray(e)||e.length<2)return;if(!t||!t.image)return null;let{width:n,height:i}=t.image;(r=r||_)[0]===n&&r[1]===i||(n=r[0],i=r[1]),[n,i]=_;try{if(C(),!B)return;const r=B;r.width=n,r.height=i;const s=r.getContext("2d",{willReadFrequently:!0});ft(s),s.drawImage(t.image,0,0,n,i);const a=s.getImageData(0,0,n,i);!function(t,e){const r=JSON.stringify(e);O[r]||(O[r]=new A(e));const n=O[r],i=t.data;for(let t=0,e=i.length;t<e;t+=4){const e=i[t],r=i[t+1],s=i[t+2];let a=0;0!==i[t+3]&&(a=.1*(256*e*256+256*r+s)-1e4,a=Math.max(a,0));const[o,h,c]=n.getColor(a);i[t]=o,i[t+1]=h,i[t+2]=c,i[t+3]=255}}(a,e),s.putImageData(a,0,0);const o=r.transferToImageBitmap();s.save(),s.scale(1,-1),s.drawImage(o,0,-i,n,i),s.restore();const h=r.transferToImageBitmap();return o.close(),h}catch(t){console.error(t)}}t.initialize=function(){},t.onmessage=function(t,e){const r=t.data;if("addLayer"===r.command||"removeLayer"===r.command)F=t.workerId,self.postMessage({type:"<response>",actorId:r.actorId,workerId:F,params:"ok",callback:t.callback});else if("fetchTerrain"===r.command){const t=(r.params||{}).colors,n=(r.params||{}).tileSize;!function(t,e){const{url:r,origin:n,type:i,accessToken:s,terrainWidth:a,error:o,tileImage:h}=t;if(h&&h.close){const t=ct(ht(h),a);return void ot(o,t,a,h,0,e)}const c=t.headers||j[i];if("tianditu"===i)st(r,c,i,a,o,e);else if("cesium-ion"===i){const h=t.cesiumIonTokenURL+s;L?st(r,c,i,a,o,e):(H||(H=fetch(h,{responseType:"json",method:"GET",referrer:n,headers:{Accept:"application/json,*/*;q=0.01","Accept-Encoding":"gzip, deflate, br"}}).then((t=>t.json())).then((t=>{L=t.accessToken,H=null}))),H.then((()=>{st(r,c,i,a,o,e)})))}else("cesium"===i||"mapbox"===i)&&st(r,c,i,a,o,e)}(r.params,((r,i)=>{i=i||[];const s=lt(r,t,n);s&&(r.colorsTexture=s,i.push(s));const a=function(t){if(!t)return;const{positions:e,texcoords:r,triangles:n,leftSkirtIndex:i,rightSkirtIndex:s,bottomSkirtIndex:a,numVerticesWithoutSkirts:o}=t;if(!e||!r||!n)return;if(!(D(i)&&D(s)&&D(a)&&D(o)))return;const h=new Int8Array(e.length);for(let t=2;t<h.length;t+=3)t<3*o?h[t]=1:t<i/2*3?h[t-2]=-1:t<s/2*3?h[t-2]=1:h[t-1]=t<a/2*3?-1:1;const c=M(e,h,r,n);return new Float32Array(c)}(r.mesh);a&&r.mesh&&(r.mesh.tangents=a,i.push(a.buffer)),e(r.error,r,i)}))}else"abortTerrain"===r.command&&(n=r.params.url,R[n]&&(R[n].abort(),delete R[n]));var n}}`;
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const code = `function(t){var n,r="undefined"!=typeof Float32Array?Float32Array:Array;function o(t,n,r){return t[0]=n[0]*r,t[1]=n[1]*r,t[2]=n[2]*r,t}function e(t,n,r,o){return t[0]=n[0]+r[0]*o,t[1]=n[1]+r[1]*o,t[2]=n[2]+r[2]*o,t}function a(t,n){var r=n[0],o=n[1],e=n[2],a=r*r+o*o+e*e;return a>0&&(a=1/Math.sqrt(a)),t[0]=n[0]*a,t[1]=n[1]*a,t[2]=n[2]*a,t}
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/*!
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@@ -33909,5 +34006,5 @@ maptalks.registerWorkerAdapter('maplight', code);
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export { Area3DTool, BoxInsideClipper as BoxInsideClipMask, BoxOutsideClipper as BoxOutsideClipMask, canvasCompatible as CanvasCompatible, ClipInsideMask, ClipOutsideMask, ColorMask, context as ContextUtil, Distance3DTool, ElevateMask, FlatInsideMask$1 as FlatInsideMask, FlatInsideMask as FlatOutsideMask, GroundPainter, GroupGLLayer, HeatmapProcess, Height3DTool, highlight as HighlightUtil, ImageMask, MapGLRenderer, MapGPURenderer, MaskLayerMixin, MaskRendererMixin, Measure3DTool, RayCaster, VideoMask, Color$1 as color, earcut$1 as earcut, index as reshader, transcoders };
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typeof console !== 'undefined' && console.log('@maptalks/gpu v0.
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typeof console !== 'undefined' && console.log('@maptalks/gpu v0.117.0');
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//# sourceMappingURL=maptalksgpu.es.js.map
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