@onerjs/gui 8.23.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/FrameGraph/guiTask.d.ts +34 -0
- package/2D/FrameGraph/guiTask.js +62 -0
- package/2D/FrameGraph/guiTask.js.map +1 -0
- package/2D/FrameGraph/renderGraphGUIBlock.d.ts +43 -0
- package/2D/FrameGraph/renderGraphGUIBlock.js +66 -0
- package/2D/FrameGraph/renderGraphGUIBlock.js.map +1 -0
- package/2D/adtInstrumentation.d.ts +52 -0
- package/2D/adtInstrumentation.js +107 -0
- package/2D/adtInstrumentation.js.map +1 -0
- package/2D/advancedDynamicTexture.d.ts +548 -0
- package/2D/advancedDynamicTexture.js +1522 -0
- package/2D/advancedDynamicTexture.js.map +1 -0
- package/2D/controls/button.d.ts +109 -0
- package/2D/controls/button.js +246 -0
- package/2D/controls/button.js.map +1 -0
- package/2D/controls/checkbox.d.ts +53 -0
- package/2D/controls/checkbox.js +164 -0
- package/2D/controls/checkbox.js.map +1 -0
- package/2D/controls/colorpicker.d.ts +101 -0
- package/2D/controls/colorpicker.js +1396 -0
- package/2D/controls/colorpicker.js.map +1 -0
- package/2D/controls/container.d.ts +179 -0
- package/2D/controls/container.js +616 -0
- package/2D/controls/container.js.map +1 -0
- package/2D/controls/control.d.ts +943 -0
- package/2D/controls/control.js +2460 -0
- package/2D/controls/control.js.map +1 -0
- package/2D/controls/displayGrid.d.ts +53 -0
- package/2D/controls/displayGrid.js +202 -0
- package/2D/controls/displayGrid.js.map +1 -0
- package/2D/controls/ellipse.d.ts +25 -0
- package/2D/controls/ellipse.js +93 -0
- package/2D/controls/ellipse.js.map +1 -0
- package/2D/controls/focusableButton.d.ts +17 -0
- package/2D/controls/focusableButton.js +25 -0
- package/2D/controls/focusableButton.js.map +1 -0
- package/2D/controls/focusableControl.d.ts +43 -0
- package/2D/controls/focusableControl.js +2 -0
- package/2D/controls/focusableControl.js.map +1 -0
- package/2D/controls/gradient/BaseGradient.d.ts +69 -0
- package/2D/controls/gradient/BaseGradient.js +84 -0
- package/2D/controls/gradient/BaseGradient.js.map +1 -0
- package/2D/controls/gradient/LinearGradient.d.ts +45 -0
- package/2D/controls/gradient/LinearGradient.js +73 -0
- package/2D/controls/gradient/LinearGradient.js.map +1 -0
- package/2D/controls/gradient/RadialGradient.d.ts +53 -0
- package/2D/controls/gradient/RadialGradient.js +89 -0
- package/2D/controls/gradient/RadialGradient.js.map +1 -0
- package/2D/controls/grid.d.ts +151 -0
- package/2D/controls/grid.js +528 -0
- package/2D/controls/grid.js.map +1 -0
- package/2D/controls/image.d.ts +228 -0
- package/2D/controls/image.js +915 -0
- package/2D/controls/image.js.map +1 -0
- package/2D/controls/index.d.ts +34 -0
- package/2D/controls/index.js +35 -0
- package/2D/controls/index.js.map +1 -0
- package/2D/controls/inputPassword.d.ts +9 -0
- package/2D/controls/inputPassword.js +22 -0
- package/2D/controls/inputPassword.js.map +1 -0
- package/2D/controls/inputText.d.ts +197 -0
- package/2D/controls/inputText.js +1035 -0
- package/2D/controls/inputText.js.map +1 -0
- package/2D/controls/inputTextArea.d.ts +142 -0
- package/2D/controls/inputTextArea.js +1025 -0
- package/2D/controls/inputTextArea.js.map +1 -0
- package/2D/controls/line.d.ts +73 -0
- package/2D/controls/line.js +227 -0
- package/2D/controls/line.js.map +1 -0
- package/2D/controls/multiLine.d.ts +75 -0
- package/2D/controls/multiLine.js +237 -0
- package/2D/controls/multiLine.js.map +1 -0
- package/2D/controls/radioButton.d.ts +49 -0
- package/2D/controls/radioButton.js +185 -0
- package/2D/controls/radioButton.js.map +1 -0
- package/2D/controls/rectangle.d.ts +43 -0
- package/2D/controls/rectangle.js +204 -0
- package/2D/controls/rectangle.js.map +1 -0
- package/2D/controls/scrollViewers/scrollViewer.d.ts +178 -0
- package/2D/controls/scrollViewers/scrollViewer.js +587 -0
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -0
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +51 -0
- package/2D/controls/scrollViewers/scrollViewerWindow.js +254 -0
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -0
- package/2D/controls/selector.d.ts +237 -0
- package/2D/controls/selector.js +579 -0
- package/2D/controls/selector.js.map +1 -0
- package/2D/controls/sliders/baseSlider.d.ts +80 -0
- package/2D/controls/sliders/baseSlider.js +299 -0
- package/2D/controls/sliders/baseSlider.js.map +1 -0
- package/2D/controls/sliders/imageBasedSlider.d.ts +47 -0
- package/2D/controls/sliders/imageBasedSlider.js +168 -0
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -0
- package/2D/controls/sliders/imageScrollBar.d.ts +67 -0
- package/2D/controls/sliders/imageScrollBar.js +248 -0
- package/2D/controls/sliders/imageScrollBar.js.map +1 -0
- package/2D/controls/sliders/scrollBar.d.ts +50 -0
- package/2D/controls/sliders/scrollBar.js +175 -0
- package/2D/controls/sliders/scrollBar.js.map +1 -0
- package/2D/controls/sliders/slider.d.ts +46 -0
- package/2D/controls/sliders/slider.js +281 -0
- package/2D/controls/sliders/slider.js.map +1 -0
- package/2D/controls/stackPanel.d.ts +64 -0
- package/2D/controls/stackPanel.js +244 -0
- package/2D/controls/stackPanel.js.map +1 -0
- package/2D/controls/statics.d.ts +6 -0
- package/2D/controls/statics.js +50 -0
- package/2D/controls/statics.js.map +1 -0
- package/2D/controls/textBlock.d.ts +219 -0
- package/2D/controls/textBlock.js +670 -0
- package/2D/controls/textBlock.js.map +1 -0
- package/2D/controls/textWrapper.d.ts +13 -0
- package/2D/controls/textWrapper.js +88 -0
- package/2D/controls/textWrapper.js.map +1 -0
- package/2D/controls/toggleButton.d.ts +93 -0
- package/2D/controls/toggleButton.js +229 -0
- package/2D/controls/toggleButton.js.map +1 -0
- package/2D/controls/virtualKeyboard.d.ts +102 -0
- package/2D/controls/virtualKeyboard.js +275 -0
- package/2D/controls/virtualKeyboard.js.map +1 -0
- package/2D/index.d.ts +11 -0
- package/2D/index.js +13 -0
- package/2D/index.js.map +1 -0
- package/2D/math2D.d.ts +136 -0
- package/2D/math2D.js +235 -0
- package/2D/math2D.js.map +1 -0
- package/2D/measure.d.ts +77 -0
- package/2D/measure.js +138 -0
- package/2D/measure.js.map +1 -0
- package/2D/multiLinePoint.d.ts +47 -0
- package/2D/multiLinePoint.js +110 -0
- package/2D/multiLinePoint.js.map +1 -0
- package/2D/style.d.ts +46 -0
- package/2D/style.js +80 -0
- package/2D/style.js.map +1 -0
- package/2D/valueAndUnit.d.ts +89 -0
- package/2D/valueAndUnit.js +194 -0
- package/2D/valueAndUnit.js.map +1 -0
- package/2D/xmlLoader.d.ts +60 -0
- package/2D/xmlLoader.js +348 -0
- package/2D/xmlLoader.js.map +1 -0
- package/3D/behaviors/defaultBehavior.d.ts +73 -0
- package/3D/behaviors/defaultBehavior.js +103 -0
- package/3D/behaviors/defaultBehavior.js.map +1 -0
- package/3D/controls/MRTK3/touchHolographicButton.d.ts +220 -0
- package/3D/controls/MRTK3/touchHolographicButton.js +868 -0
- package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -0
- package/3D/controls/abstractButton3D.d.ts +15 -0
- package/3D/controls/abstractButton3D.js +22 -0
- package/3D/controls/abstractButton3D.js.map +1 -0
- package/3D/controls/button3D.d.ts +51 -0
- package/3D/controls/button3D.js +98 -0
- package/3D/controls/button3D.js.map +1 -0
- package/3D/controls/container3D.d.ts +72 -0
- package/3D/controls/container3D.js +126 -0
- package/3D/controls/container3D.js.map +1 -0
- package/3D/controls/contentDisplay3D.d.ts +42 -0
- package/3D/controls/contentDisplay3D.js +81 -0
- package/3D/controls/contentDisplay3D.js.map +1 -0
- package/3D/controls/control3D.d.ts +183 -0
- package/3D/controls/control3D.js +401 -0
- package/3D/controls/control3D.js.map +1 -0
- package/3D/controls/cylinderPanel.d.ts +17 -0
- package/3D/controls/cylinderPanel.js +57 -0
- package/3D/controls/cylinderPanel.js.map +1 -0
- package/3D/controls/handMenu.d.ts +28 -0
- package/3D/controls/handMenu.js +39 -0
- package/3D/controls/handMenu.js.map +1 -0
- package/3D/controls/holographicBackplate.d.ts +49 -0
- package/3D/controls/holographicBackplate.js +104 -0
- package/3D/controls/holographicBackplate.js.map +1 -0
- package/3D/controls/holographicButton.d.ts +84 -0
- package/3D/controls/holographicButton.js +300 -0
- package/3D/controls/holographicButton.js.map +1 -0
- package/3D/controls/holographicSlate.d.ts +134 -0
- package/3D/controls/holographicSlate.js +413 -0
- package/3D/controls/holographicSlate.js.map +1 -0
- package/3D/controls/index.d.ts +22 -0
- package/3D/controls/index.js +24 -0
- package/3D/controls/index.js.map +1 -0
- package/3D/controls/meshButton3D.d.ts +21 -0
- package/3D/controls/meshButton3D.js +58 -0
- package/3D/controls/meshButton3D.js.map +1 -0
- package/3D/controls/nearMenu.d.ts +44 -0
- package/3D/controls/nearMenu.js +103 -0
- package/3D/controls/nearMenu.js.map +1 -0
- package/3D/controls/planePanel.d.ts +9 -0
- package/3D/controls/planePanel.js +30 -0
- package/3D/controls/planePanel.js.map +1 -0
- package/3D/controls/scatterPanel.d.ts +18 -0
- package/3D/controls/scatterPanel.js +98 -0
- package/3D/controls/scatterPanel.js.map +1 -0
- package/3D/controls/slider3D.d.ts +95 -0
- package/3D/controls/slider3D.js +256 -0
- package/3D/controls/slider3D.js.map +1 -0
- package/3D/controls/spherePanel.d.ts +17 -0
- package/3D/controls/spherePanel.js +58 -0
- package/3D/controls/spherePanel.js.map +1 -0
- package/3D/controls/stackPanel3D.d.ts +22 -0
- package/3D/controls/stackPanel3D.js +95 -0
- package/3D/controls/stackPanel3D.js.map +1 -0
- package/3D/controls/touchButton3D.d.ts +77 -0
- package/3D/controls/touchButton3D.js +205 -0
- package/3D/controls/touchButton3D.js.map +1 -0
- package/3D/controls/touchHolographicButton.d.ts +110 -0
- package/3D/controls/touchHolographicButton.js +400 -0
- package/3D/controls/touchHolographicButton.js.map +1 -0
- package/3D/controls/touchHolographicMenu.d.ts +61 -0
- package/3D/controls/touchHolographicMenu.js +139 -0
- package/3D/controls/touchHolographicMenu.js.map +1 -0
- package/3D/controls/touchMeshButton3D.d.ts +21 -0
- package/3D/controls/touchMeshButton3D.js +58 -0
- package/3D/controls/touchMeshButton3D.js.map +1 -0
- package/3D/controls/volumeBasedPanel.d.ts +53 -0
- package/3D/controls/volumeBasedPanel.js +158 -0
- package/3D/controls/volumeBasedPanel.js.map +1 -0
- package/3D/gizmos/gizmoHandle.d.ts +108 -0
- package/3D/gizmos/gizmoHandle.js +175 -0
- package/3D/gizmos/gizmoHandle.js.map +1 -0
- package/3D/gizmos/index.d.ts +2 -0
- package/3D/gizmos/index.js +3 -0
- package/3D/gizmos/index.js.map +1 -0
- package/3D/gizmos/slateGizmo.d.ts +57 -0
- package/3D/gizmos/slateGizmo.js +353 -0
- package/3D/gizmos/slateGizmo.js.map +1 -0
- package/3D/gui3DManager.d.ts +94 -0
- package/3D/gui3DManager.js +233 -0
- package/3D/gui3DManager.js.map +1 -0
- package/3D/index.d.ts +5 -0
- package/3D/index.js +7 -0
- package/3D/index.js.map +1 -0
- package/3D/materials/fluent/fluentMaterial.d.ts +91 -0
- package/3D/materials/fluent/fluentMaterial.js +286 -0
- package/3D/materials/fluent/fluentMaterial.js.map +1 -0
- package/3D/materials/fluent/index.d.ts +1 -0
- package/3D/materials/fluent/index.js +2 -0
- package/3D/materials/fluent/index.js.map +1 -0
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js +41 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -0
- package/3D/materials/fluent/shaders/fluent.vertex.js +40 -0
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +466 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
- package/3D/materials/fluentBackplate/index.d.ts +1 -0
- package/3D/materials/fluentBackplate/index.js +2 -0
- package/3D/materials/fluentBackplate/index.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +60 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +127 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js +536 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
- package/3D/materials/fluentButton/index.d.ts +1 -0
- package/3D/materials/fluentButton/index.js +2 -0
- package/3D/materials/fluentButton/index.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +57 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +162 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
- package/3D/materials/fluentMaterial.d.ts +4 -0
- package/3D/materials/fluentMaterial.js +5 -0
- package/3D/materials/fluentMaterial.js.map +1 -0
- package/3D/materials/handle/handleMaterial.d.ts +68 -0
- package/3D/materials/handle/handleMaterial.js +114 -0
- package/3D/materials/handle/handleMaterial.js.map +1 -0
- package/3D/materials/handle/index.d.ts +1 -0
- package/3D/materials/handle/index.js +2 -0
- package/3D/materials/handle/index.js.map +1 -0
- package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.fragment.js +11 -0
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
- package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.vertex.js +11 -0
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
- package/3D/materials/index.d.ts +5 -0
- package/3D/materials/index.js +7 -0
- package/3D/materials/index.js.map +1 -0
- package/3D/materials/mrdl/index.d.ts +3 -0
- package/3D/materials/mrdl/index.js +4 -0
- package/3D/materials/mrdl/index.js.map +1 -0
- package/3D/materials/mrdl/mrdlBackglowMaterial.d.ts +87 -0
- package/3D/materials/mrdl/mrdlBackglowMaterial.js +302 -0
- package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +433 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.d.ts +186 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js +532 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.d.ts +56 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js +230 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +337 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +855 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +337 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +855 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +25 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +12 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +88 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +96 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +48 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +158 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +27 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +13 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +236 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +137 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +236 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +137 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
- package/3D/vector3WithInfo.d.ts +16 -0
- package/3D/vector3WithInfo.js +18 -0
- package/3D/vector3WithInfo.js.map +1 -0
- package/index.d.ts +2 -0
- package/index.js +4 -0
- package/index.js.map +1 -0
- package/legacy/legacy.d.ts +1 -0
- package/legacy/legacy.js +17 -0
- package/legacy/legacy.js.map +1 -0
- package/license.md +71 -0
- package/package.json +47 -0
- package/readme.md +31 -0
|
@@ -0,0 +1,137 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
const name = "mrdlSliderBarVertexShader";
|
|
4
|
+
const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;
|
|
5
|
+
#ifdef TANGENT
|
|
6
|
+
attribute vec3 tangent;
|
|
7
|
+
#else
|
|
8
|
+
const vec3 tangent=vec3(0.);
|
|
9
|
+
#endif
|
|
10
|
+
uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B12(
|
|
11
|
+
vec3 Pos_Object,
|
|
12
|
+
out vec3 Pos_World)
|
|
13
|
+
{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}
|
|
14
|
+
void Object_To_World_Normal_B32(
|
|
15
|
+
vec3 Nrm_Object,
|
|
16
|
+
out vec3 Nrm_World)
|
|
17
|
+
{Nrm_World=(vec4(Nrm_Object,0.0)).xyz;}
|
|
18
|
+
void Blob_Vertex_B23(
|
|
19
|
+
vec3 Position,
|
|
20
|
+
vec3 Normal,
|
|
21
|
+
vec3 Tangent,
|
|
22
|
+
vec3 Bitangent,
|
|
23
|
+
vec3 Blob_Position,
|
|
24
|
+
float Intensity,
|
|
25
|
+
float Blob_Near_Size,
|
|
26
|
+
float Blob_Far_Size,
|
|
27
|
+
float Blob_Near_Distance,
|
|
28
|
+
float Blob_Far_Distance,
|
|
29
|
+
float Blob_Fade_Length,
|
|
30
|
+
float Blob_Pulse,
|
|
31
|
+
float Blob_Fade,
|
|
32
|
+
out vec4 Blob_Info)
|
|
33
|
+
{vec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
|
|
34
|
+
void Blob_Vertex_B24(
|
|
35
|
+
vec3 Position,
|
|
36
|
+
vec3 Normal,
|
|
37
|
+
vec3 Tangent,
|
|
38
|
+
vec3 Bitangent,
|
|
39
|
+
vec3 Blob_Position,
|
|
40
|
+
float Intensity,
|
|
41
|
+
float Blob_Near_Size,
|
|
42
|
+
float Blob_Far_Size,
|
|
43
|
+
float Blob_Near_Distance,
|
|
44
|
+
float Blob_Far_Distance,
|
|
45
|
+
float Blob_Fade_Length,
|
|
46
|
+
float Blob_Pulse,
|
|
47
|
+
float Blob_Fade,
|
|
48
|
+
out vec4 Blob_Info)
|
|
49
|
+
{vec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
|
|
50
|
+
void Move_Verts_B130(
|
|
51
|
+
float Anisotropy,
|
|
52
|
+
vec3 P,
|
|
53
|
+
float Radius,
|
|
54
|
+
float Bevel,
|
|
55
|
+
vec3 Normal_Object,
|
|
56
|
+
float ScaleZ,
|
|
57
|
+
float Stretch,
|
|
58
|
+
out vec3 New_P,
|
|
59
|
+
out vec2 New_UV,
|
|
60
|
+
out float Radial_Gradient,
|
|
61
|
+
out vec3 Radial_Dir,
|
|
62
|
+
out vec3 New_Normal)
|
|
63
|
+
{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;float deltad=(length(delta)*2.0);float f=(Bevel+(Radius-Bevel)*Stretch)/Radius;float innerd=clamp(deltad*2.0,0.0,1.0);float outerd=clamp(deltad*2.0-1.0,0.0,1.0);float bevelAngle=outerd*3.14159*0.5;float sinb=sin(bevelAngle);float cosb=cos(bevelAngle);float beveld=(1.0-f)*innerd+f*sinb;float br=outerd;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);float dir=P.z<0.0001 ? 1.0 : -1.0;New_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);New_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);Radial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);Radial_Dir=vec3(delta*r2,0.0);vec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);New_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;}
|
|
64
|
+
void Object_To_World_Dir_B60(
|
|
65
|
+
vec3 Dir_Object,
|
|
66
|
+
out vec3 Normal_World,
|
|
67
|
+
out vec3 Normal_World_N,
|
|
68
|
+
out float Normal_Length)
|
|
69
|
+
{Normal_World=(world*vec4(Dir_Object,0.0)).xyz;Normal_Length=length(Normal_World);Normal_World_N=Normal_World/Normal_Length;}
|
|
70
|
+
void To_XYZ_B78(
|
|
71
|
+
vec3 Vec3,
|
|
72
|
+
out float X,
|
|
73
|
+
out float Y,
|
|
74
|
+
out float Z)
|
|
75
|
+
{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}
|
|
76
|
+
void Conditional_Float_B93(
|
|
77
|
+
bool Which,
|
|
78
|
+
float If_True,
|
|
79
|
+
float If_False,
|
|
80
|
+
out float Result)
|
|
81
|
+
{Result=Which ? If_True : If_False;}
|
|
82
|
+
void Object_To_World_Dir_B28(
|
|
83
|
+
vec3 Dir_Object,
|
|
84
|
+
out vec3 Binormal_World,
|
|
85
|
+
out vec3 Binormal_World_N,
|
|
86
|
+
out float Binormal_Length)
|
|
87
|
+
{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}
|
|
88
|
+
void Pick_Radius_B69(
|
|
89
|
+
float Radius,
|
|
90
|
+
float Radius_Top_Left,
|
|
91
|
+
float Radius_Top_Right,
|
|
92
|
+
float Radius_Bottom_Left,
|
|
93
|
+
float Radius_Bottom_Right,
|
|
94
|
+
vec3 Position,
|
|
95
|
+
out float Result)
|
|
96
|
+
{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}
|
|
97
|
+
void Conditional_Float_B36(
|
|
98
|
+
bool Which,
|
|
99
|
+
float If_True,
|
|
100
|
+
float If_False,
|
|
101
|
+
out float Result)
|
|
102
|
+
{Result=Which ? If_True : If_False;}
|
|
103
|
+
void Greater_Than_B37(
|
|
104
|
+
float Left,
|
|
105
|
+
float Right,
|
|
106
|
+
out bool Not_Greater_Than,
|
|
107
|
+
out bool Greater_Than)
|
|
108
|
+
{Greater_Than=Left>Right;Not_Greater_Than=!Greater_Than;}
|
|
109
|
+
void Remap_Range_B105(
|
|
110
|
+
float In_Min,
|
|
111
|
+
float In_Max,
|
|
112
|
+
float Out_Min,
|
|
113
|
+
float Out_Max,
|
|
114
|
+
float In,
|
|
115
|
+
out float Out)
|
|
116
|
+
{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}
|
|
117
|
+
void main()
|
|
118
|
+
{vec2 XY_Q85;XY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);vec3 Tangent_World_Q27;vec3 Tangent_World_N_Q27;float Tangent_Length_Q27;Tangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q27=length(Tangent_World_Q27);Tangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;vec3 Normal_World_Q60;vec3 Normal_World_N_Q60;float Normal_Length_Q60;Object_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);float X_Q78;float Y_Q78;float Z_Q78;To_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);vec3 Nrm_World_Q26;Nrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);vec3 Binormal_World_Q28;vec3 Binormal_World_N_Q28;float Binormal_Length_Q28;Object_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);float Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;float Result_Q69;Pick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);float Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;bool Not_Greater_Than_Q37;bool Greater_Than_Q37;Greater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);vec4 Linear_Q101;Linear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);Linear_Q101.a=_Left_Color_.a;vec4 Linear_Q102;Linear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);Linear_Q102.a=_Right_Color_.a;vec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;vec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);float Result_Q36;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);float Result_Q94;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);vec3 New_P_Q130;vec2 New_UV_Q130;float Radial_Gradient_Q130;vec3 Radial_Dir_Q130;vec3 New_Normal_Q130;Move_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);float X_Q98;float Y_Q98;X_Q98=New_UV_Q130.x;Y_Q98=New_UV_Q130.y;vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);vec3 Nrm_World_Q32;Object_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);vec4 Blob_Info_Q23;
|
|
119
|
+
#if BLOB_ENABLE
|
|
120
|
+
Blob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);
|
|
121
|
+
#else
|
|
122
|
+
Blob_Info_Q23=vec4(0,0,0,0);
|
|
123
|
+
#endif
|
|
124
|
+
vec4 Blob_Info_Q24;
|
|
125
|
+
#if BLOB_ENABLE_2
|
|
126
|
+
Blob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);
|
|
127
|
+
#else
|
|
128
|
+
Blob_Info_Q24=vec4(0,0,0,0);
|
|
129
|
+
#endif
|
|
130
|
+
float Out_Q105;Remap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);float X_Q86;float Y_Q86;float Z_Q86;To_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);vec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);float Minus_F_Q87=-Z_Q86;float R_Q99;float G_Q99;float B_Q99;float A_Q99;R_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;float ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);float Result_Q93;Conditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);vec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);vec3 Position=Pos_World_Q12;vec3 Normal=Nrm_World_Q32;vec2 UV=XY_Q85;vec3 Tangent=Tangent_World_N_Q27;vec3 Binormal=Difference_Q61;vec4 Color=Out_Color_Q34;vec4 Extra1=Vec4_Q89;vec4 Extra2=Blob_Info_Q23;vec4 Extra3=Blob_Info_Q24;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
|
|
131
|
+
// Sideeffect
|
|
132
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
133
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
134
|
+
}
|
|
135
|
+
/** @internal */
|
|
136
|
+
export const mrdlSliderBarVertexShader = { name, shader };
|
|
137
|
+
//# sourceMappingURL=mrdlSliderBar.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"mrdlSliderBar.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;68BA8H87B,CAAC;AAC98B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderBarVertexShader\";\nconst shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;\n#ifdef TANGENT\nattribute vec3 tangent;\n#else\nconst vec3 tangent=vec3(0.);\n#endif\nuniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B12(\nvec3 Pos_Object,\nout vec3 Pos_World)\n{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}\nvoid Object_To_World_Normal_B32(\nvec3 Nrm_Object,\nout vec3 Nrm_World)\n{Nrm_World=(vec4(Nrm_Object,0.0)).xyz;}\nvoid Blob_Vertex_B23(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{vec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}\nvoid Blob_Vertex_B24(\nvec3 Position,\nvec3 Normal,\nvec3 Tangent,\nvec3 Bitangent,\nvec3 Blob_Position,\nfloat Intensity,\nfloat Blob_Near_Size,\nfloat Blob_Far_Size,\nfloat Blob_Near_Distance,\nfloat Blob_Far_Distance,\nfloat Blob_Fade_Length,\nfloat Blob_Pulse,\nfloat Blob_Fade,\nout vec4 Blob_Info)\n{vec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}\nvoid Move_Verts_B130(\nfloat Anisotropy,\nvec3 P,\nfloat Radius,\nfloat Bevel,\nvec3 Normal_Object,\nfloat ScaleZ,\nfloat Stretch,\nout vec3 New_P,\nout vec2 New_UV,\nout float Radial_Gradient,\nout vec3 Radial_Dir,\nout vec3 New_Normal)\n{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;float deltad=(length(delta)*2.0);float f=(Bevel+(Radius-Bevel)*Stretch)/Radius;float innerd=clamp(deltad*2.0,0.0,1.0);float outerd=clamp(deltad*2.0-1.0,0.0,1.0);float bevelAngle=outerd*3.14159*0.5;float sinb=sin(bevelAngle);float cosb=cos(bevelAngle);float beveld=(1.0-f)*innerd+f*sinb;float br=outerd;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);float dir=P.z<0.0001 ? 1.0 : -1.0;New_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);New_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);Radial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);Radial_Dir=vec3(delta*r2,0.0);vec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);New_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;}\nvoid Object_To_World_Dir_B60(\nvec3 Dir_Object,\nout vec3 Normal_World,\nout vec3 Normal_World_N,\nout float Normal_Length)\n{Normal_World=(world*vec4(Dir_Object,0.0)).xyz;Normal_Length=length(Normal_World);Normal_World_N=Normal_World/Normal_Length;}\nvoid To_XYZ_B78(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}\nvoid Conditional_Float_B93(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid Object_To_World_Dir_B28(\nvec3 Dir_Object,\nout vec3 Binormal_World,\nout vec3 Binormal_World_N,\nout float Binormal_Length)\n{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}\nvoid Pick_Radius_B69(\nfloat Radius,\nfloat Radius_Top_Left,\nfloat Radius_Top_Right,\nfloat Radius_Bottom_Left,\nfloat Radius_Bottom_Right,\nvec3 Position,\nout float Result)\n{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}\nvoid Conditional_Float_B36(\nbool Which,\nfloat If_True,\nfloat If_False,\nout float Result)\n{Result=Which ? If_True : If_False;}\nvoid Greater_Than_B37(\nfloat Left,\nfloat Right,\nout bool Not_Greater_Than,\nout bool Greater_Than)\n{Greater_Than=Left>Right;Not_Greater_Than=!Greater_Than;}\nvoid Remap_Range_B105(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}\nvoid main()\n{vec2 XY_Q85;XY_Q85=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);vec3 Tangent_World_Q27;vec3 Tangent_World_N_Q27;float Tangent_Length_Q27;Tangent_World_Q27=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q27=length(Tangent_World_Q27);Tangent_World_N_Q27=Tangent_World_Q27/Tangent_Length_Q27;vec3 Normal_World_Q60;vec3 Normal_World_N_Q60;float Normal_Length_Q60;Object_To_World_Dir_B60(vec3(0,0,1),Normal_World_Q60,Normal_World_N_Q60,Normal_Length_Q60);float X_Q78;float Y_Q78;float Z_Q78;To_XYZ_B78(position,X_Q78,Y_Q78,Z_Q78);vec3 Nrm_World_Q26;Nrm_World_Q26=normalize((world*vec4(normal,0.0)).xyz);vec3 Binormal_World_Q28;vec3 Binormal_World_N_Q28;float Binormal_Length_Q28;Object_To_World_Dir_B28(vec3(0,1,0),Binormal_World_Q28,Binormal_World_N_Q28,Binormal_Length_Q28);float Anisotropy_Q29=Tangent_Length_Q27/Binormal_Length_Q28;float Result_Q69;Pick_Radius_B69(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q69);float Anisotropy_Q53=Binormal_Length_Q28/Normal_Length_Q60;bool Not_Greater_Than_Q37;bool Greater_Than_Q37;Greater_Than_B37(Z_Q78,0.0,Not_Greater_Than_Q37,Greater_Than_Q37);vec4 Linear_Q101;Linear_Q101.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);Linear_Q101.a=_Left_Color_.a;vec4 Linear_Q102;Linear_Q102.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);Linear_Q102.a=_Right_Color_.a;vec3 Difference_Q61=vec3(0,0,0)-Normal_World_N_Q60;vec4 Out_Color_Q34=vec4(X_Q78,Y_Q78,Z_Q78,1);float Result_Q36;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_,_Bevel_Front_,Result_Q36);float Result_Q94;Conditional_Float_B36(Greater_Than_Q37,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q94);vec3 New_P_Q130;vec2 New_UV_Q130;float Radial_Gradient_Q130;vec3 Radial_Dir_Q130;vec3 New_Normal_Q130;Move_Verts_B130(Anisotropy_Q29,position,Result_Q69,Result_Q36,normal,Anisotropy_Q53,Result_Q94,New_P_Q130,New_UV_Q130,Radial_Gradient_Q130,Radial_Dir_Q130,New_Normal_Q130);float X_Q98;float Y_Q98;X_Q98=New_UV_Q130.x;Y_Q98=New_UV_Q130.y;vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q130,Pos_World_Q12);vec3 Nrm_World_Q32;Object_To_World_Normal_B32(New_Normal_Q130,Nrm_World_Q32);vec4 Blob_Info_Q23;\n#if BLOB_ENABLE\nBlob_Vertex_B23(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q23);\n#else\nBlob_Info_Q23=vec4(0,0,0,0);\n#endif\nvec4 Blob_Info_Q24;\n#if BLOB_ENABLE_2\nBlob_Vertex_B24(Pos_World_Q12,Nrm_World_Q26,Tangent_World_N_Q27,Binormal_World_N_Q28,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q24);\n#else\nBlob_Info_Q24=vec4(0,0,0,0);\n#endif\nfloat Out_Q105;Remap_Range_B105(0.0,1.0,0.0,1.0,X_Q98,Out_Q105);float X_Q86;float Y_Q86;float Z_Q86;To_XYZ_B78(Nrm_World_Q32,X_Q86,Y_Q86,Z_Q86);vec4 Color_At_T_Q97=mix(Linear_Q101,Linear_Q102,Out_Q105);float Minus_F_Q87=-Z_Q86;float R_Q99;float G_Q99;float B_Q99;float A_Q99;R_Q99=Color_At_T_Q97.r; G_Q99=Color_At_T_Q97.g; B_Q99=Color_At_T_Q97.b; A_Q99=Color_At_T_Q97.a;float ClampF_Q88=clamp(0.0,Minus_F_Q87,1.0);float Result_Q93;Conditional_Float_B93(_Decal_Front_Only_,ClampF_Q88,1.0,Result_Q93);vec4 Vec4_Q89=vec4(Result_Q93,Radial_Gradient_Q130,G_Q99,B_Q99);vec3 Position=Pos_World_Q12;vec3 Normal=Nrm_World_Q32;vec2 UV=XY_Q85;vec3 Tangent=Tangent_World_N_Q27;vec3 Binormal=Difference_Q61;vec4 Color=Out_Color_Q34;vec4 Extra1=Vec4_Q89;vec4 Extra2=Blob_Info_Q23;vec4 Extra3=Blob_Info_Q24;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const mrdlSliderBarVertexShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,236 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
const name = "mrdlSliderThumbPixelShader";
|
|
4
|
+
const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform vec4 Global_Left_Index_Middle_Position;uniform vec4 Global_Right_Index_Middle_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Blob_Fragment_B180(
|
|
5
|
+
sampler2D Blob_Texture,
|
|
6
|
+
vec4 Blob_Info1,
|
|
7
|
+
vec4 Blob_Info2,
|
|
8
|
+
out vec4 Blob_Color)
|
|
9
|
+
{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);}
|
|
10
|
+
void FastLinearTosRGB_B192(
|
|
11
|
+
vec4 Linear,
|
|
12
|
+
out vec4 sRGB)
|
|
13
|
+
{sRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));sRGB.a=Linear.a;}
|
|
14
|
+
void Scale_RGB_B209(
|
|
15
|
+
vec4 Color,
|
|
16
|
+
float Scalar,
|
|
17
|
+
out vec4 Result)
|
|
18
|
+
{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}
|
|
19
|
+
void Fragment_Main_B271(
|
|
20
|
+
float Sun_Intensity,
|
|
21
|
+
float Sun_Theta,
|
|
22
|
+
float Sun_Phi,
|
|
23
|
+
vec3 Normal,
|
|
24
|
+
vec4 Albedo,
|
|
25
|
+
float Fresnel_Reflect,
|
|
26
|
+
float Shininess,
|
|
27
|
+
vec3 Incident,
|
|
28
|
+
vec4 Horizon_Color,
|
|
29
|
+
vec4 Sky_Color,
|
|
30
|
+
vec4 Ground_Color,
|
|
31
|
+
float Indirect_Diffuse,
|
|
32
|
+
float Specular,
|
|
33
|
+
float Horizon_Power,
|
|
34
|
+
float Reflection,
|
|
35
|
+
vec4 Reflection_Sample,
|
|
36
|
+
vec4 Indirect_Sample,
|
|
37
|
+
float Sharpness,
|
|
38
|
+
float SSS,
|
|
39
|
+
float Subsurface,
|
|
40
|
+
vec4 Translucence,
|
|
41
|
+
vec4 Rim_Light,
|
|
42
|
+
vec4 Iridescence,
|
|
43
|
+
out vec4 Result)
|
|
44
|
+
{float theta=Sun_Theta*2.0*3.14159;float phi=Sun_Phi*3.14159;vec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));float NdotL=max(dot(lightDir,Normal),0.0);vec3 R=reflect(Incident,Normal);float RdotL=max(0.0,dot(R,lightDir));float specular=pow(RdotL,Shininess);specular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);vec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);Result=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;}
|
|
45
|
+
void Bulge_B229(
|
|
46
|
+
bool Enabled,
|
|
47
|
+
vec3 Normal,
|
|
48
|
+
vec3 Tangent,
|
|
49
|
+
float Bulge_Height,
|
|
50
|
+
vec4 UV,
|
|
51
|
+
float Bulge_Radius,
|
|
52
|
+
vec3 ButtonN,
|
|
53
|
+
out vec3 New_Normal)
|
|
54
|
+
{vec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));vec3 B=(cross(Normal,Tangent));float k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;k=sin(k*3.14159*0.5);k*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));New_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;New_Normal=Enabled ? New_Normal : Normal;}
|
|
55
|
+
void SSS_B227(
|
|
56
|
+
vec3 ButtonN,
|
|
57
|
+
vec3 Normal,
|
|
58
|
+
vec3 Incident,
|
|
59
|
+
out float Result)
|
|
60
|
+
{float NdotI=abs(dot(Normal,Incident));float BdotI=abs(dot(ButtonN,Incident));Result=(abs(NdotI-BdotI)); }
|
|
61
|
+
void FingerOcclusion_B217(
|
|
62
|
+
float Width,
|
|
63
|
+
float DistToCenter,
|
|
64
|
+
float Fuzz,
|
|
65
|
+
float Min_Fuzz,
|
|
66
|
+
vec3 Position,
|
|
67
|
+
vec3 Forward,
|
|
68
|
+
vec3 Nearest,
|
|
69
|
+
float Fade_Out,
|
|
70
|
+
out float NotInShadow)
|
|
71
|
+
{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}
|
|
72
|
+
void FingerOcclusion_B218(
|
|
73
|
+
float Width,
|
|
74
|
+
float DistToCenter,
|
|
75
|
+
float Fuzz,
|
|
76
|
+
float Min_Fuzz,
|
|
77
|
+
vec3 Position,
|
|
78
|
+
vec3 Forward,
|
|
79
|
+
vec3 Nearest,
|
|
80
|
+
float Fade_Out,
|
|
81
|
+
out float NotInShadow)
|
|
82
|
+
{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}
|
|
83
|
+
void Scale_Color_B241(
|
|
84
|
+
vec4 Color,
|
|
85
|
+
float Scalar,
|
|
86
|
+
out vec4 Result)
|
|
87
|
+
{Result=Scalar*Color;}
|
|
88
|
+
void From_HSV_B223(
|
|
89
|
+
float Hue,
|
|
90
|
+
float Saturation,
|
|
91
|
+
float Value,
|
|
92
|
+
float Alpha,
|
|
93
|
+
out vec4 Color)
|
|
94
|
+
{vec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);vec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);Color.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);Color.a=Alpha;}
|
|
95
|
+
void Fast_Fresnel_B272(
|
|
96
|
+
float Front_Reflect,
|
|
97
|
+
float Edge_Reflect,
|
|
98
|
+
float Power,
|
|
99
|
+
vec3 Normal,
|
|
100
|
+
vec3 Incident,
|
|
101
|
+
out float Transmit,
|
|
102
|
+
out float Reflect)
|
|
103
|
+
{float d=max(-dot(Incident,Normal),0.0);Reflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);Transmit=1.0-Reflect;}
|
|
104
|
+
void Mapped_Environment_B201(
|
|
105
|
+
sampler2D Reflected_Environment,
|
|
106
|
+
sampler2D Indirect_Environment,
|
|
107
|
+
vec3 Dir,
|
|
108
|
+
out vec4 Reflected_Color,
|
|
109
|
+
out vec4 Indirect_Diffuse)
|
|
110
|
+
{Reflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));Indirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));}
|
|
111
|
+
vec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)
|
|
112
|
+
{float k=pow(abs(D.y),exponent);vec4 C;if (D.y>0.0) {C=mix(H,S,k);} else {C=mix(H,G,k); }
|
|
113
|
+
return C;}
|
|
114
|
+
void Sky_Environment_B200(
|
|
115
|
+
vec3 Normal,
|
|
116
|
+
vec3 Reflected,
|
|
117
|
+
vec4 Sky_Color,
|
|
118
|
+
vec4 Horizon_Color,
|
|
119
|
+
vec4 Ground_Color,
|
|
120
|
+
float Horizon_Power,
|
|
121
|
+
out vec4 Reflected_Color,
|
|
122
|
+
out vec4 Indirect_Color)
|
|
123
|
+
{Reflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);Indirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);}
|
|
124
|
+
void Min_Segment_Distance_B215(
|
|
125
|
+
vec3 P0,
|
|
126
|
+
vec3 P1,
|
|
127
|
+
vec3 Q0,
|
|
128
|
+
vec3 Q1,
|
|
129
|
+
out vec3 NearP,
|
|
130
|
+
out vec3 NearQ,
|
|
131
|
+
out float Distance)
|
|
132
|
+
{vec3 u=P1-P0;vec3 v=Q1-Q0;vec3 w=P0-Q0;float a=dot(u,u);float b=dot(u,v);float c=dot(v,v);float d=dot(u,w);float e=dot(v,w);float D=a*c-b*b;float sD=D;float tD=D;float sc,sN,tc,tN;if (D<0.00001) {sN=0.0;sD=1.0;tN=e;tD=c;} else {sN=(b*e-c*d);tN=(a*e-b*d);if (sN<0.0) {sN=0.0;tN=e;tD=c;} else if (sN>sD) {sN=sD;tN=e+b;tD=c;}}
|
|
133
|
+
if (tN<0.0) {tN=0.0;if (-d<0.0) {sN=0.0;} else if (-d>a) {sN=sD;} else {sN=-d;sD=a;}} else if (tN>tD) {tN=tD;if ((-d+b)<0.0) {sN=0.0;} else if ((-d+b)>a) {sN=sD;} else {sN=(-d+b);sD=a;}}
|
|
134
|
+
sc=abs(sN)<0.000001 ? 0.0 : sN/sD;tc=abs(tN)<0.000001 ? 0.0 : tN/tD;NearP=P0+sc*u;NearQ=Q0+tc*v;Distance=distance(NearP,NearQ);}
|
|
135
|
+
void To_XYZ_B224(
|
|
136
|
+
vec3 Vec3,
|
|
137
|
+
out float X,
|
|
138
|
+
out float Y,
|
|
139
|
+
out float Z)
|
|
140
|
+
{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}
|
|
141
|
+
void Finger_Positions_B214(
|
|
142
|
+
vec3 Left_Index_Pos,
|
|
143
|
+
vec3 Right_Index_Pos,
|
|
144
|
+
vec3 Left_Index_Middle_Pos,
|
|
145
|
+
vec3 Right_Index_Middle_Pos,
|
|
146
|
+
out vec3 Left_Index,
|
|
147
|
+
out vec3 Right_Index,
|
|
148
|
+
out vec3 Left_Index_Middle,
|
|
149
|
+
out vec3 Right_Index_Middle)
|
|
150
|
+
{Left_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);Right_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);Left_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);Right_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);}
|
|
151
|
+
void VaryHSV_B258(
|
|
152
|
+
vec3 HSV_In,
|
|
153
|
+
float Hue_Shift,
|
|
154
|
+
float Saturation_Shift,
|
|
155
|
+
float Value_Shift,
|
|
156
|
+
out vec3 HSV_Out)
|
|
157
|
+
{HSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));}
|
|
158
|
+
void Remap_Range_B264(
|
|
159
|
+
float In_Min,
|
|
160
|
+
float In_Max,
|
|
161
|
+
float Out_Min,
|
|
162
|
+
float Out_Max,
|
|
163
|
+
float In,
|
|
164
|
+
out float Out)
|
|
165
|
+
{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}
|
|
166
|
+
void To_HSV_B225(
|
|
167
|
+
vec4 Color,
|
|
168
|
+
out float Hue,
|
|
169
|
+
out float Saturation,
|
|
170
|
+
out float Value,
|
|
171
|
+
out float Alpha,
|
|
172
|
+
out vec3 HSV)
|
|
173
|
+
{vec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);vec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);vec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);float d=q.x-min(q.w,q.y);float e=1.0e-10;Hue=abs(q.z+(q.w-q.y)/(6.0*d+e));Saturation=d/(q.x+e);Value=q.x;Alpha=Color.a;HSV=vec3(Hue,Saturation,Value);}
|
|
174
|
+
void Code_B260(
|
|
175
|
+
float X,
|
|
176
|
+
out float Result)
|
|
177
|
+
{Result=(acos(X)/3.14159-0.5)*2.0;}
|
|
178
|
+
void Rim_Light_B282(
|
|
179
|
+
vec3 Front,
|
|
180
|
+
vec3 Normal,
|
|
181
|
+
vec3 Incident,
|
|
182
|
+
float Rim_Intensity,
|
|
183
|
+
sampler2D Texture,
|
|
184
|
+
out vec4 Result)
|
|
185
|
+
{vec3 R=reflect(Incident,Normal);float RdotF=dot(R,Front);float RdotL=sqrt(1.0-RdotF*RdotF);vec2 UV=vec2(R.y*0.5+0.5,0.5);vec4 Color=texture(Texture,UV);Result=Color;}
|
|
186
|
+
void main()
|
|
187
|
+
{vec4 Blob_Color_Q180;
|
|
188
|
+
#if BLOB_ENABLE
|
|
189
|
+
Blob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);
|
|
190
|
+
#else
|
|
191
|
+
Blob_Color_Q180=vec4(0,0,0,0);
|
|
192
|
+
#endif
|
|
193
|
+
vec3 Incident_Q189=normalize(vPosition-cameraPosition);vec3 Normalized_Q188=normalize(vNormal);vec3 Normalized_Q221=normalize(vTangent);vec4 Color_Q233;
|
|
194
|
+
#if DECAL_ENABLE
|
|
195
|
+
Color_Q233=texture(_Decal_,vUV);
|
|
196
|
+
#else
|
|
197
|
+
Color_Q233=vec4(0,0,0,0);
|
|
198
|
+
#endif
|
|
199
|
+
float X_Q240;float Y_Q240;float Z_Q240;float W_Q240;X_Q240=vExtra1.x;Y_Q240=vExtra1.y;Z_Q240=vExtra1.z;W_Q240=vExtra1.w;vec4 Linear_Q193;Linear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);Linear_Q193.a=_Sky_Color_.a;vec4 Linear_Q194;Linear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);Linear_Q194.a=_Horizon_Color_.a;vec4 Linear_Q195;Linear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);Linear_Q195.a=_Ground_Color_.a;vec3 Left_Index_Q214;vec3 Right_Index_Q214;vec3 Left_Index_Middle_Q214;vec3 Right_Index_Middle_Q214;Finger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);vec4 Linear_Q196;Linear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);Linear_Q196.a=_Albedo_.a;vec3 Normalized_Q257=normalize(vBinormal);vec3 Incident_Q220=normalize(vPosition-cameraPosition);vec3 New_Normal_Q229;Bulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);float Result_Q227;SSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);vec4 Result_Q241;Scale_Color_B241(Color_Q233,X_Q240,Result_Q241);float Transmit_Q272;float Reflect_Q272;Fast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);float Product_Q275=Y_Q240*Y_Q240;vec3 NearP_Q215;vec3 NearQ_Q215;float Distance_Q215;Min_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);vec3 NearP_Q213;vec3 NearQ_Q213;float Distance_Q213;Min_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);vec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);vec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);vec4 Result_Q282;Rim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);float Dot_Q222=dot(Incident_Q220, Normalized_Q221);float MaxAB_Q273=max(Reflect_Q272,Product_Q275);float NotInShadow_Q217;
|
|
200
|
+
#if OCCLUSION_ENABLED
|
|
201
|
+
FingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);
|
|
202
|
+
#else
|
|
203
|
+
NotInShadow_Q217=1.0;
|
|
204
|
+
#endif
|
|
205
|
+
float NotInShadow_Q218;
|
|
206
|
+
#if OCCLUSION_ENABLED
|
|
207
|
+
FingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);
|
|
208
|
+
#else
|
|
209
|
+
NotInShadow_Q218=1.0;
|
|
210
|
+
#endif
|
|
211
|
+
vec4 Reflected_Color_Q201;vec4 Indirect_Diffuse_Q201;
|
|
212
|
+
#if ENV_ENABLE
|
|
213
|
+
Mapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);
|
|
214
|
+
#else
|
|
215
|
+
Reflected_Color_Q201=vec4(0,0,0,1);Indirect_Diffuse_Q201=vec4(0,0,0,1);
|
|
216
|
+
#endif
|
|
217
|
+
vec4 Reflected_Color_Q200;vec4 Indirect_Color_Q200;
|
|
218
|
+
#if SKY_ENABLED
|
|
219
|
+
Sky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);
|
|
220
|
+
#else
|
|
221
|
+
Reflected_Color_Q200=vec4(0,0,0,1);Indirect_Color_Q200=vec4(0,0,0,1);
|
|
222
|
+
#endif
|
|
223
|
+
float Hue_Q225;float Saturation_Q225;float Value_Q225;float Alpha_Q225;vec3 HSV_Q225;To_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);float Hue_Q277;float Saturation_Q277;float Value_Q277;float Alpha_Q277;vec3 HSV_Q277;To_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);float Result_Q260;Code_B260(Dot_Q222,Result_Q260);float AbsA_Q226=abs(Result_Q260);float MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);vec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;vec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;vec3 HSV_Out_Q276;VaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);float Out_Q264;Remap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);float Product_Q256;Product_Q256=AbsA_Q226*_Hue_Shift_;float X_Q278;float Y_Q278;float Z_Q278;To_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);vec2 Vec2_Q262=vec2(Out_Q264,0.5);vec3 HSV_Out_Q258;VaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);vec4 Color_Q279;From_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);vec4 Color_Q261;
|
|
224
|
+
#if IRIDESCENCE_ENABLED
|
|
225
|
+
Color_Q261=texture(_Iridescence_Texture_,Vec2_Q262);
|
|
226
|
+
#else
|
|
227
|
+
Color_Q261=vec4(0,0,0,0);
|
|
228
|
+
#endif
|
|
229
|
+
float X_Q224;float Y_Q224;float Z_Q224;To_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);vec4 Result_Q281=_Rim_Intensity_*Color_Q279;vec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;vec4 Color_Q223;From_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);vec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;vec4 Result_Q271;Fragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);vec4 Result_Q209;Scale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);vec4 sRGB_Q192;FastLinearTosRGB_B192(Result_Q209,sRGB_Q192);vec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;vec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;vec4 Out_Color=Result_Q190;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;
|
|
230
|
+
// Sideeffect
|
|
231
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
232
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
233
|
+
}
|
|
234
|
+
/** @internal */
|
|
235
|
+
export const mrdlSliderThumbPixelShader = { name, shader };
|
|
236
|
+
//# sourceMappingURL=mrdlSliderThumb.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"mrdlSliderThumb.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;q+BAiOs9B,CAAC;AACt+B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"mrdlSliderThumbPixelShader\";\nconst shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform vec4 Global_Left_Index_Middle_Position;uniform vec4 Global_Right_Index_Middle_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Blob_Fragment_B180(\nsampler2D Blob_Texture,\nvec4 Blob_Info1,\nvec4 Blob_Info2,\nout vec4 Blob_Color)\n{float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);}\nvoid FastLinearTosRGB_B192(\nvec4 Linear,\nout vec4 sRGB)\n{sRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));sRGB.a=Linear.a;}\nvoid Scale_RGB_B209(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=vec4(Scalar,Scalar,Scalar,1)*Color;}\nvoid Fragment_Main_B271(\nfloat Sun_Intensity,\nfloat Sun_Theta,\nfloat Sun_Phi,\nvec3 Normal,\nvec4 Albedo,\nfloat Fresnel_Reflect,\nfloat Shininess,\nvec3 Incident,\nvec4 Horizon_Color,\nvec4 Sky_Color,\nvec4 Ground_Color,\nfloat Indirect_Diffuse,\nfloat Specular,\nfloat Horizon_Power,\nfloat Reflection,\nvec4 Reflection_Sample,\nvec4 Indirect_Sample,\nfloat Sharpness,\nfloat SSS,\nfloat Subsurface,\nvec4 Translucence,\nvec4 Rim_Light,\nvec4 Iridescence,\nout vec4 Result)\n{float theta=Sun_Theta*2.0*3.14159;float phi=Sun_Phi*3.14159;vec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));float NdotL=max(dot(lightDir,Normal),0.0);vec3 R=reflect(Incident,Normal);float RdotL=max(0.0,dot(R,lightDir));float specular=pow(RdotL,Shininess);specular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);vec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);Result=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;}\nvoid Bulge_B229(\nbool Enabled,\nvec3 Normal,\nvec3 Tangent,\nfloat Bulge_Height,\nvec4 UV,\nfloat Bulge_Radius,\nvec3 ButtonN,\nout vec3 New_Normal)\n{vec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));vec3 B=(cross(Normal,Tangent));float k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;k=sin(k*3.14159*0.5);k*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));New_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;New_Normal=Enabled ? New_Normal : Normal;}\nvoid SSS_B227(\nvec3 ButtonN,\nvec3 Normal,\nvec3 Incident,\nout float Result)\n{float NdotI=abs(dot(Normal,Incident));float BdotI=abs(dot(ButtonN,Incident));Result=(abs(NdotI-BdotI)); }\nvoid FingerOcclusion_B217(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}\nvoid FingerOcclusion_B218(\nfloat Width,\nfloat DistToCenter,\nfloat Fuzz,\nfloat Min_Fuzz,\nvec3 Position,\nvec3 Forward,\nvec3 Nearest,\nfloat Fade_Out,\nout float NotInShadow)\n{float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);}\nvoid Scale_Color_B241(\nvec4 Color,\nfloat Scalar,\nout vec4 Result)\n{Result=Scalar*Color;}\nvoid From_HSV_B223(\nfloat Hue,\nfloat Saturation,\nfloat Value,\nfloat Alpha,\nout vec4 Color)\n{vec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);vec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);Color.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);Color.a=Alpha;}\nvoid Fast_Fresnel_B272(\nfloat Front_Reflect,\nfloat Edge_Reflect,\nfloat Power,\nvec3 Normal,\nvec3 Incident,\nout float Transmit,\nout float Reflect)\n{float d=max(-dot(Incident,Normal),0.0);Reflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(1.0-d,Power);Transmit=1.0-Reflect;}\nvoid Mapped_Environment_B201(\nsampler2D Reflected_Environment,\nsampler2D Indirect_Environment,\nvec3 Dir,\nout vec4 Reflected_Color,\nout vec4 Indirect_Diffuse)\n{Reflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));Indirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));}\nvec4 SampleEnv_Bid200(vec3 D,vec4 S,vec4 H,vec4 G,float exponent)\n{float k=pow(abs(D.y),exponent);vec4 C;if (D.y>0.0) {C=mix(H,S,k);} else {C=mix(H,G,k); }\nreturn C;}\nvoid Sky_Environment_B200(\nvec3 Normal,\nvec3 Reflected,\nvec4 Sky_Color,\nvec4 Horizon_Color,\nvec4 Ground_Color,\nfloat Horizon_Power,\nout vec4 Reflected_Color,\nout vec4 Indirect_Color)\n{Reflected_Color=SampleEnv_Bid200(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);Indirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);}\nvoid Min_Segment_Distance_B215(\nvec3 P0,\nvec3 P1,\nvec3 Q0,\nvec3 Q1,\nout vec3 NearP,\nout vec3 NearQ,\nout float Distance)\n{vec3 u=P1-P0;vec3 v=Q1-Q0;vec3 w=P0-Q0;float a=dot(u,u);float b=dot(u,v);float c=dot(v,v);float d=dot(u,w);float e=dot(v,w);float D=a*c-b*b;float sD=D;float tD=D;float sc,sN,tc,tN;if (D<0.00001) {sN=0.0;sD=1.0;tN=e;tD=c;} else {sN=(b*e-c*d);tN=(a*e-b*d);if (sN<0.0) {sN=0.0;tN=e;tD=c;} else if (sN>sD) {sN=sD;tN=e+b;tD=c;}}\nif (tN<0.0) {tN=0.0;if (-d<0.0) {sN=0.0;} else if (-d>a) {sN=sD;} else {sN=-d;sD=a;}} else if (tN>tD) {tN=tD;if ((-d+b)<0.0) {sN=0.0;} else if ((-d+b)>a) {sN=sD;} else {sN=(-d+b);sD=a;}}\nsc=abs(sN)<0.000001 ? 0.0 : sN/sD;tc=abs(tN)<0.000001 ? 0.0 : tN/tD;NearP=P0+sc*u;NearQ=Q0+tc*v;Distance=distance(NearP,NearQ);}\nvoid To_XYZ_B224(\nvec3 Vec3,\nout float X,\nout float Y,\nout float Z)\n{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}\nvoid Finger_Positions_B214(\nvec3 Left_Index_Pos,\nvec3 Right_Index_Pos,\nvec3 Left_Index_Middle_Pos,\nvec3 Right_Index_Middle_Pos,\nout vec3 Left_Index,\nout vec3 Right_Index,\nout vec3 Left_Index_Middle,\nout vec3 Right_Index_Middle)\n{Left_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);Right_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);Left_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);Right_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);}\nvoid VaryHSV_B258(\nvec3 HSV_In,\nfloat Hue_Shift,\nfloat Saturation_Shift,\nfloat Value_Shift,\nout vec3 HSV_Out)\n{HSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));}\nvoid Remap_Range_B264(\nfloat In_Min,\nfloat In_Max,\nfloat Out_Min,\nfloat Out_Max,\nfloat In,\nout float Out)\n{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}\nvoid To_HSV_B225(\nvec4 Color,\nout float Hue,\nout float Saturation,\nout float Value,\nout float Alpha,\nout vec3 HSV)\n{vec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);vec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);vec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);float d=q.x-min(q.w,q.y);float e=1.0e-10;Hue=abs(q.z+(q.w-q.y)/(6.0*d+e));Saturation=d/(q.x+e);Value=q.x;Alpha=Color.a;HSV=vec3(Hue,Saturation,Value);}\nvoid Code_B260(\nfloat X,\nout float Result)\n{Result=(acos(X)/3.14159-0.5)*2.0;}\nvoid Rim_Light_B282(\nvec3 Front,\nvec3 Normal,\nvec3 Incident,\nfloat Rim_Intensity,\nsampler2D Texture,\nout vec4 Result)\n{vec3 R=reflect(Incident,Normal);float RdotF=dot(R,Front);float RdotL=sqrt(1.0-RdotF*RdotF);vec2 UV=vec2(R.y*0.5+0.5,0.5);vec4 Color=texture(Texture,UV);Result=Color;}\nvoid main()\n{vec4 Blob_Color_Q180;\n#if BLOB_ENABLE\nBlob_Fragment_B180(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q180);\n#else\nBlob_Color_Q180=vec4(0,0,0,0);\n#endif\nvec3 Incident_Q189=normalize(vPosition-cameraPosition);vec3 Normalized_Q188=normalize(vNormal);vec3 Normalized_Q221=normalize(vTangent);vec4 Color_Q233;\n#if DECAL_ENABLE\nColor_Q233=texture(_Decal_,vUV);\n#else\nColor_Q233=vec4(0,0,0,0);\n#endif\nfloat X_Q240;float Y_Q240;float Z_Q240;float W_Q240;X_Q240=vExtra1.x;Y_Q240=vExtra1.y;Z_Q240=vExtra1.z;W_Q240=vExtra1.w;vec4 Linear_Q193;Linear_Q193.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);Linear_Q193.a=_Sky_Color_.a;vec4 Linear_Q194;Linear_Q194.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);Linear_Q194.a=_Horizon_Color_.a;vec4 Linear_Q195;Linear_Q195.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);Linear_Q195.a=_Ground_Color_.a;vec3 Left_Index_Q214;vec3 Right_Index_Q214;vec3 Left_Index_Middle_Q214;vec3 Right_Index_Middle_Q214;Finger_Positions_B214(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q214,Right_Index_Q214,Left_Index_Middle_Q214,Right_Index_Middle_Q214);vec4 Linear_Q196;Linear_Q196.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);Linear_Q196.a=_Albedo_.a;vec3 Normalized_Q257=normalize(vBinormal);vec3 Incident_Q220=normalize(vPosition-cameraPosition);vec3 New_Normal_Q229;Bulge_B229(_Bulge_Enabled_,Normalized_Q188,Normalized_Q221,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q229);float Result_Q227;SSS_B227(vBinormal,New_Normal_Q229,Incident_Q189,Result_Q227);vec4 Result_Q241;Scale_Color_B241(Color_Q233,X_Q240,Result_Q241);float Transmit_Q272;float Reflect_Q272;Fast_Fresnel_B272(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q229,Incident_Q189,Transmit_Q272,Reflect_Q272);float Product_Q275=Y_Q240*Y_Q240;vec3 NearP_Q215;vec3 NearQ_Q215;float Distance_Q215;Min_Segment_Distance_B215(Left_Index_Q214,Left_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q215,NearQ_Q215,Distance_Q215);vec3 NearP_Q213;vec3 NearQ_Q213;float Distance_Q213;Min_Segment_Distance_B215(Right_Index_Q214,Right_Index_Middle_Q214,vPosition,cameraPosition,NearP_Q213,NearQ_Q213,Distance_Q213);vec3 Reflected_Q197=reflect(Incident_Q189,New_Normal_Q229);vec4 Product_Q253=Linear_Q196*vec4(1,1,1,1);vec4 Result_Q282;Rim_Light_B282(Normalized_Q257,Normalized_Q188,Incident_Q220,_Rim_Intensity_,_Rim_Texture_,Result_Q282);float Dot_Q222=dot(Incident_Q220, Normalized_Q221);float MaxAB_Q273=max(Reflect_Q272,Product_Q275);float NotInShadow_Q217;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B217(_Width_,Distance_Q215,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q215,_Clip_Fade_,NotInShadow_Q217);\n#else\nNotInShadow_Q217=1.0;\n#endif\nfloat NotInShadow_Q218;\n#if OCCLUSION_ENABLED\nFingerOcclusion_B218(_Width_,Distance_Q213,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q213,_Clip_Fade_,NotInShadow_Q218);\n#else\nNotInShadow_Q218=1.0;\n#endif\nvec4 Reflected_Color_Q201;vec4 Indirect_Diffuse_Q201;\n#if ENV_ENABLE\nMapped_Environment_B201(_Reflection_Map_,_Indirect_Environment_,Reflected_Q197,Reflected_Color_Q201,Indirect_Diffuse_Q201);\n#else\nReflected_Color_Q201=vec4(0,0,0,1);Indirect_Diffuse_Q201=vec4(0,0,0,1);\n#endif\nvec4 Reflected_Color_Q200;vec4 Indirect_Color_Q200;\n#if SKY_ENABLED\nSky_Environment_B200(New_Normal_Q229,Reflected_Q197,Linear_Q193,Linear_Q194,Linear_Q195,_Horizon_Power_,Reflected_Color_Q200,Indirect_Color_Q200);\n#else\nReflected_Color_Q200=vec4(0,0,0,1);Indirect_Color_Q200=vec4(0,0,0,1);\n#endif\nfloat Hue_Q225;float Saturation_Q225;float Value_Q225;float Alpha_Q225;vec3 HSV_Q225;To_HSV_B225(Product_Q253,Hue_Q225,Saturation_Q225,Value_Q225,Alpha_Q225,HSV_Q225);float Hue_Q277;float Saturation_Q277;float Value_Q277;float Alpha_Q277;vec3 HSV_Q277;To_HSV_B225(Result_Q282,Hue_Q277,Saturation_Q277,Value_Q277,Alpha_Q277,HSV_Q277);float Result_Q260;Code_B260(Dot_Q222,Result_Q260);float AbsA_Q226=abs(Result_Q260);float MinAB_Q208=min(NotInShadow_Q217,NotInShadow_Q218);vec4 Sum_Q198=Reflected_Color_Q201+Reflected_Color_Q200;vec4 Sum_Q199=Indirect_Diffuse_Q201+Indirect_Color_Q200;vec3 HSV_Out_Q276;VaryHSV_B258(HSV_Q277,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q276);float Out_Q264;Remap_Range_B264(-1.0,1.0,0.0,1.0,Result_Q260,Out_Q264);float Product_Q256;Product_Q256=AbsA_Q226*_Hue_Shift_;float X_Q278;float Y_Q278;float Z_Q278;To_XYZ_B224(HSV_Out_Q276,X_Q278,Y_Q278,Z_Q278);vec2 Vec2_Q262=vec2(Out_Q264,0.5);vec3 HSV_Out_Q258;VaryHSV_B258(HSV_Q225,Product_Q256,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q258);vec4 Color_Q279;From_HSV_B223(X_Q278,Y_Q278,Z_Q278,0.0,Color_Q279);vec4 Color_Q261;\n#if IRIDESCENCE_ENABLED\nColor_Q261=texture(_Iridescence_Texture_,Vec2_Q262);\n#else\nColor_Q261=vec4(0,0,0,0);\n#endif\nfloat X_Q224;float Y_Q224;float Z_Q224;To_XYZ_B224(HSV_Out_Q258,X_Q224,Y_Q224,Z_Q224);vec4 Result_Q281=_Rim_Intensity_*Color_Q279;vec4 Result_Q263=_Iridescence_Intensity_*Color_Q261;vec4 Color_Q223;From_HSV_B223(X_Q224,Y_Q224,Z_Q224,0.0,Color_Q223);vec4 Result_Q234=Result_Q241+(1.0-Result_Q241.a)*Color_Q223;vec4 Result_Q271;Fragment_Main_B271(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q229,Result_Q234,MaxAB_Q273,_Shininess_,Incident_Q189,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q198,Sum_Q199,_Sharpness_,Result_Q227,_Subsurface_,vec4(0,0,0,0),Result_Q281,Result_Q263,Result_Q271);vec4 Result_Q209;Scale_RGB_B209(Result_Q271,MinAB_Q208,Result_Q209);vec4 sRGB_Q192;FastLinearTosRGB_B192(Result_Q209,sRGB_Q192);vec4 Result_Q181=Blob_Color_Q180+(1.0-Blob_Color_Q180.a)*sRGB_Q192;vec4 Result_Q190=Result_Q181; Result_Q190.a=1.0;vec4 Out_Color=Result_Q190;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const mrdlSliderThumbPixelShader = { name, shader };\n"]}
|
|
@@ -0,0 +1,137 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
|
+
const name = "mrdlSliderThumbVertexShader";
|
|
4
|
+
const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;
|
|
5
|
+
#ifdef TANGENT
|
|
6
|
+
attribute vec3 tangent;
|
|
7
|
+
#else
|
|
8
|
+
const vec3 tangent=vec3(0.);
|
|
9
|
+
#endif
|
|
10
|
+
uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;uniform bool Use_Global_Left_Index;uniform bool Use_Global_Right_Index;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B162(
|
|
11
|
+
vec3 Pos_Object,
|
|
12
|
+
out vec3 Pos_World)
|
|
13
|
+
{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}
|
|
14
|
+
void Object_To_World_Normal_B182(
|
|
15
|
+
vec3 Nrm_Object,
|
|
16
|
+
out vec3 Nrm_World)
|
|
17
|
+
{Nrm_World=(vec4(Nrm_Object,0.0)).xyz;}
|
|
18
|
+
void Blob_Vertex_B173(
|
|
19
|
+
vec3 Position,
|
|
20
|
+
vec3 Normal,
|
|
21
|
+
vec3 Tangent,
|
|
22
|
+
vec3 Bitangent,
|
|
23
|
+
vec3 Blob_Position,
|
|
24
|
+
float Intensity,
|
|
25
|
+
float Blob_Near_Size,
|
|
26
|
+
float Blob_Far_Size,
|
|
27
|
+
float Blob_Near_Distance,
|
|
28
|
+
float Blob_Far_Distance,
|
|
29
|
+
float Blob_Fade_Length,
|
|
30
|
+
float Blob_Pulse,
|
|
31
|
+
float Blob_Fade,
|
|
32
|
+
out vec4 Blob_Info)
|
|
33
|
+
{vec3 blob= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
|
|
34
|
+
void Blob_Vertex_B174(
|
|
35
|
+
vec3 Position,
|
|
36
|
+
vec3 Normal,
|
|
37
|
+
vec3 Tangent,
|
|
38
|
+
vec3 Bitangent,
|
|
39
|
+
vec3 Blob_Position,
|
|
40
|
+
float Intensity,
|
|
41
|
+
float Blob_Near_Size,
|
|
42
|
+
float Blob_Far_Size,
|
|
43
|
+
float Blob_Near_Distance,
|
|
44
|
+
float Blob_Far_Distance,
|
|
45
|
+
float Blob_Fade_Length,
|
|
46
|
+
float Blob_Pulse,
|
|
47
|
+
float Blob_Fade,
|
|
48
|
+
out vec4 Blob_Info)
|
|
49
|
+
{vec3 blob= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Blob_Position);vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
|
|
50
|
+
void Move_Verts_B280(
|
|
51
|
+
float Anisotropy,
|
|
52
|
+
vec3 P,
|
|
53
|
+
float Radius,
|
|
54
|
+
float Bevel,
|
|
55
|
+
vec3 Normal_Object,
|
|
56
|
+
float ScaleZ,
|
|
57
|
+
float Stretch,
|
|
58
|
+
out vec3 New_P,
|
|
59
|
+
out vec2 New_UV,
|
|
60
|
+
out float Radial_Gradient,
|
|
61
|
+
out vec3 Radial_Dir,
|
|
62
|
+
out vec3 New_Normal)
|
|
63
|
+
{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;float deltad=(length(delta)*2.0);float f=(Bevel+(Radius-Bevel)*Stretch)/Radius;float innerd=clamp(deltad*2.0,0.0,1.0);float outerd=clamp(deltad*2.0-1.0,0.0,1.0);float bevelAngle=outerd*3.14159*0.5;float sinb=sin(bevelAngle);float cosb=cos(bevelAngle);float beveld=(1.0-f)*innerd+f*sinb;float br=outerd;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);float dir=P.z<0.0001 ? 1.0 : -1.0;New_UV=center+r2*((0.5-center)+normalize(delta+vec2(0.0,0.000001))*beveld*0.5);New_P=vec3(New_UV-0.5,P.z+dir*(1.0-cosb)*Bevel*ScaleZ);Radial_Gradient=clamp((deltad-0.5)*2.0,0.0,1.0);Radial_Dir=vec3(delta*r2,0.0);vec3 beveledNormal=cosb*Normal_Object+sinb*vec3(delta.x,delta.y,0.0);New_Normal=Normal_Object.z==0.0 ? Normal_Object : beveledNormal;}
|
|
64
|
+
void Object_To_World_Dir_B210(
|
|
65
|
+
vec3 Dir_Object,
|
|
66
|
+
out vec3 Normal_World,
|
|
67
|
+
out vec3 Normal_World_N,
|
|
68
|
+
out float Normal_Length)
|
|
69
|
+
{Normal_World=(world*vec4(Dir_Object,0.0)).xyz;Normal_Length=length(Normal_World);Normal_World_N=Normal_World/Normal_Length;}
|
|
70
|
+
void To_XYZ_B228(
|
|
71
|
+
vec3 Vec3,
|
|
72
|
+
out float X,
|
|
73
|
+
out float Y,
|
|
74
|
+
out float Z)
|
|
75
|
+
{X=Vec3.x;Y=Vec3.y;Z=Vec3.z;}
|
|
76
|
+
void Conditional_Float_B243(
|
|
77
|
+
bool Which,
|
|
78
|
+
float If_True,
|
|
79
|
+
float If_False,
|
|
80
|
+
out float Result)
|
|
81
|
+
{Result=Which ? If_True : If_False;}
|
|
82
|
+
void Object_To_World_Dir_B178(
|
|
83
|
+
vec3 Dir_Object,
|
|
84
|
+
out vec3 Binormal_World,
|
|
85
|
+
out vec3 Binormal_World_N,
|
|
86
|
+
out float Binormal_Length)
|
|
87
|
+
{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}
|
|
88
|
+
void Pick_Radius_B219(
|
|
89
|
+
float Radius,
|
|
90
|
+
float Radius_Top_Left,
|
|
91
|
+
float Radius_Top_Right,
|
|
92
|
+
float Radius_Bottom_Left,
|
|
93
|
+
float Radius_Bottom_Right,
|
|
94
|
+
vec3 Position,
|
|
95
|
+
out float Result)
|
|
96
|
+
{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}
|
|
97
|
+
void Conditional_Float_B186(
|
|
98
|
+
bool Which,
|
|
99
|
+
float If_True,
|
|
100
|
+
float If_False,
|
|
101
|
+
out float Result)
|
|
102
|
+
{Result=Which ? If_True : If_False;}
|
|
103
|
+
void Greater_Than_B187(
|
|
104
|
+
float Left,
|
|
105
|
+
float Right,
|
|
106
|
+
out bool Not_Greater_Than,
|
|
107
|
+
out bool Greater_Than)
|
|
108
|
+
{Greater_Than=Left>Right;Not_Greater_Than=!Greater_Than;}
|
|
109
|
+
void Remap_Range_B255(
|
|
110
|
+
float In_Min,
|
|
111
|
+
float In_Max,
|
|
112
|
+
float Out_Min,
|
|
113
|
+
float Out_Max,
|
|
114
|
+
float In,
|
|
115
|
+
out float Out)
|
|
116
|
+
{Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));}
|
|
117
|
+
void main()
|
|
118
|
+
{vec2 XY_Q235;XY_Q235=(uv-vec2(0.5,0.5))*_Decal_Scale_XY_+vec2(0.5,0.5);vec3 Tangent_World_Q177;vec3 Tangent_World_N_Q177;float Tangent_Length_Q177;Tangent_World_Q177=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q177=length(Tangent_World_Q177);Tangent_World_N_Q177=Tangent_World_Q177/Tangent_Length_Q177;vec3 Normal_World_Q210;vec3 Normal_World_N_Q210;float Normal_Length_Q210;Object_To_World_Dir_B210(vec3(0,0,1),Normal_World_Q210,Normal_World_N_Q210,Normal_Length_Q210);float X_Q228;float Y_Q228;float Z_Q228;To_XYZ_B228(position,X_Q228,Y_Q228,Z_Q228);vec3 Nrm_World_Q176;Nrm_World_Q176=normalize((world*vec4(normal,0.0)).xyz);vec3 Binormal_World_Q178;vec3 Binormal_World_N_Q178;float Binormal_Length_Q178;Object_To_World_Dir_B178(vec3(0,1,0),Binormal_World_Q178,Binormal_World_N_Q178,Binormal_Length_Q178);float Anisotropy_Q179=Tangent_Length_Q177/Binormal_Length_Q178;float Result_Q219;Pick_Radius_B219(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q219);float Anisotropy_Q203=Binormal_Length_Q178/Normal_Length_Q210;bool Not_Greater_Than_Q187;bool Greater_Than_Q187;Greater_Than_B187(Z_Q228,0.0,Not_Greater_Than_Q187,Greater_Than_Q187);vec4 Linear_Q251;Linear_Q251.rgb=clamp(_Left_Color_.rgb*_Left_Color_.rgb,0.0,1.0);Linear_Q251.a=_Left_Color_.a;vec4 Linear_Q252;Linear_Q252.rgb=clamp(_Right_Color_.rgb*_Right_Color_.rgb,0.0,1.0);Linear_Q252.a=_Right_Color_.a;vec3 Difference_Q211=vec3(0,0,0)-Normal_World_N_Q210;vec4 Out_Color_Q184=vec4(X_Q228,Y_Q228,Z_Q228,1);float Result_Q186;Conditional_Float_B186(Greater_Than_Q187,_Bevel_Back_,_Bevel_Front_,Result_Q186);float Result_Q244;Conditional_Float_B186(Greater_Than_Q187,_Bevel_Back_Stretch_,_Bevel_Front_Stretch_,Result_Q244);vec3 New_P_Q280;vec2 New_UV_Q280;float Radial_Gradient_Q280;vec3 Radial_Dir_Q280;vec3 New_Normal_Q280;Move_Verts_B280(Anisotropy_Q179,position,Result_Q219,Result_Q186,normal,Anisotropy_Q203,Result_Q244,New_P_Q280,New_UV_Q280,Radial_Gradient_Q280,Radial_Dir_Q280,New_Normal_Q280);float X_Q248;float Y_Q248;X_Q248=New_UV_Q280.x;Y_Q248=New_UV_Q280.y;vec3 Pos_World_Q162;Object_To_World_Pos_B162(New_P_Q280,Pos_World_Q162);vec3 Nrm_World_Q182;Object_To_World_Normal_B182(New_Normal_Q280,Nrm_World_Q182);vec4 Blob_Info_Q173;
|
|
119
|
+
#if BLOB_ENABLE
|
|
120
|
+
Blob_Vertex_B173(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q173);
|
|
121
|
+
#else
|
|
122
|
+
Blob_Info_Q173=vec4(0,0,0,0);
|
|
123
|
+
#endif
|
|
124
|
+
vec4 Blob_Info_Q174;
|
|
125
|
+
#if BLOB_ENABLE_2
|
|
126
|
+
Blob_Vertex_B174(Pos_World_Q162,Nrm_World_Q176,Tangent_World_N_Q177,Binormal_World_N_Q178,_Blob_Position_2_,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q174);
|
|
127
|
+
#else
|
|
128
|
+
Blob_Info_Q174=vec4(0,0,0,0);
|
|
129
|
+
#endif
|
|
130
|
+
float Out_Q255;Remap_Range_B255(0.0,1.0,0.0,1.0,X_Q248,Out_Q255);float X_Q236;float Y_Q236;float Z_Q236;To_XYZ_B228(Nrm_World_Q182,X_Q236,Y_Q236,Z_Q236);vec4 Color_At_T_Q247=mix(Linear_Q251,Linear_Q252,Out_Q255);float Minus_F_Q237=-Z_Q236;float R_Q249;float G_Q249;float B_Q249;float A_Q249;R_Q249=Color_At_T_Q247.r; G_Q249=Color_At_T_Q247.g; B_Q249=Color_At_T_Q247.b; A_Q249=Color_At_T_Q247.a;float ClampF_Q238=clamp(0.0,Minus_F_Q237,1.0);float Result_Q243;Conditional_Float_B243(_Decal_Front_Only_,ClampF_Q238,1.0,Result_Q243);vec4 Vec4_Q239=vec4(Result_Q243,Radial_Gradient_Q280,G_Q249,B_Q249);vec3 Position=Pos_World_Q162;vec3 Normal=Nrm_World_Q182;vec2 UV=XY_Q235;vec3 Tangent=Tangent_World_N_Q177;vec3 Binormal=Difference_Q211;vec4 Color=Out_Color_Q184;vec4 Extra1=Vec4_Q239;vec4 Extra2=Blob_Info_Q173;vec4 Extra3=Blob_Info_Q174;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
|
|
131
|
+
// Sideeffect
|
|
132
|
+
if (!ShaderStore.ShadersStore[name]) {
|
|
133
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
134
|
+
}
|
|
135
|
+
/** @internal */
|
|
136
|
+
export const mrdlSliderThumbVertexShader = { name, shader };
|
|
137
|
+
//# sourceMappingURL=mrdlSliderThumb.vertex.js.map
|