@spawnite/engine 0.1.0-beta.15

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Files changed (2563) hide show
  1. package/LICENSE.md +169 -0
  2. package/README.md +92 -0
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Ia(){let e=null,t=!1,n=null,r=null;function i(t,a){r=e.requestAnimationFrame(i),n(t,a)}return{start:function(){t!==!0&&n!==null&&e!==null&&(r=e.requestAnimationFrame(i),t=!0)},stop:function(){e!==null&&e.cancelAnimationFrame(r),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function La(e){let t=new WeakMap;function n(t,n){let r=t.array,i=t.usage,a=r.byteLength,o=e.createBuffer();e.bindBuffer(n,o),e.bufferData(n,r,i),t.onUploadCallback();let s;if(r instanceof Float32Array)s=e.FLOAT;else if(typeof Float16Array<`u`&&r instanceof Float16Array)s=e.HALF_FLOAT;else if(r instanceof Uint16Array)s=t.isFloat16BufferAttribute?e.HALF_FLOAT:e.UNSIGNED_SHORT;else if(r instanceof Int16Array)s=e.SHORT;else if(r instanceof Uint32Array)s=e.UNSIGNED_INT;else if(r instanceof Int32Array)s=e.INT;else if(r instanceof Int8Array)s=e.BYTE;else if(r instanceof Uint8Array)s=e.UNSIGNED_BYTE;else if(r instanceof Uint8ClampedArray)s=e.UNSIGNED_BYTE;else throw Error(`THREE.WebGLAttributes: 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a=t.get(e);if(a===void 0)t.set(e,n(e,i));else if(a.version<e.version){if(a.size!==e.array.byteLength)throw Error(`THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. 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2
+ if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;
3
+ #endif`,alphahash_pars_fragment:`#ifdef USE_ALPHAHASH
4
+ const float ALPHA_HASH_SCALE = 0.05;
5
+ float hash2D( vec2 value ) {
6
+ return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );
7
+ }
8
+ float hash3D( vec3 value ) {
9
+ return hash2D( vec2( hash2D( value.xy ), value.z ) );
10
+ }
11
+ float getAlphaHashThreshold( vec3 position ) {
12
+ float maxDeriv = max(
13
+ length( dFdx( position.xyz ) ),
14
+ length( dFdy( position.xyz ) )
15
+ );
16
+ float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );
17
+ vec2 pixScales = vec2(
18
+ exp2( floor( log2( pixScale ) ) ),
19
+ exp2( ceil( log2( pixScale ) ) )
20
+ );
21
+ vec2 alpha = vec2(
22
+ hash3D( floor( pixScales.x * position.xyz ) ),
23
+ hash3D( floor( pixScales.y * position.xyz ) )
24
+ );
25
+ float lerpFactor = fract( log2( pixScale ) );
26
+ float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;
27
+ float a = min( lerpFactor, 1.0 - lerpFactor );
28
+ vec3 cases = vec3(
29
+ x * x / ( 2.0 * a * ( 1.0 - a ) ),
30
+ ( x - 0.5 * a ) / ( 1.0 - a ),
31
+ 1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
32
+ );
33
+ float threshold = ( x < ( 1.0 - a ) )
34
+ ? ( ( x < a ) ? cases.x : cases.y )
35
+ : cases.z;
36
+ return clamp( threshold , 1.0e-6, 1.0 );
37
+ }
38
+ #endif`,alphamap_fragment:`#ifdef USE_ALPHAMAP
39
+ diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
40
+ #endif`,alphamap_pars_fragment:`#ifdef USE_ALPHAMAP
41
+ uniform sampler2D alphaMap;
42
+ #endif`,alphatest_fragment:`#ifdef USE_ALPHATEST
43
+ #ifdef ALPHA_TO_COVERAGE
44
+ diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );
45
+ if ( diffuseColor.a == 0.0 ) discard;
46
+ #else
47
+ if ( diffuseColor.a < alphaTest ) discard;
48
+ #endif
49
+ #endif`,alphatest_pars_fragment:`#ifdef USE_ALPHATEST
50
+ uniform float alphaTest;
51
+ #endif`,aomap_fragment:`#ifdef USE_AOMAP
52
+ float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
53
+ reflectedLight.indirectDiffuse *= ambientOcclusion;
54
+ #if defined( USE_CLEARCOAT )
55
+ clearcoatSpecularIndirect *= ambientOcclusion;
56
+ #endif
57
+ #if defined( USE_SHEEN )
58
+ sheenSpecularIndirect *= ambientOcclusion;
59
+ #endif
60
+ #if defined( USE_ENVMAP ) && defined( STANDARD )
61
+ float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
62
+ reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
63
+ #endif
64
+ #endif`,aomap_pars_fragment:`#ifdef USE_AOMAP
65
+ uniform sampler2D aoMap;
66
+ uniform float aoMapIntensity;
67
+ #endif`,batching_pars_vertex:`#ifdef USE_BATCHING
68
+ #if ! defined( GL_ANGLE_multi_draw )
69
+ #define gl_DrawID _gl_DrawID
70
+ uniform int _gl_DrawID;
71
+ #endif
72
+ uniform highp sampler2D batchingTexture;
73
+ uniform highp usampler2D batchingIdTexture;
74
+ mat4 getBatchingMatrix( const in float i ) {
75
+ int size = textureSize( batchingTexture, 0 ).x;
76
+ int j = int( i ) * 4;
77
+ int x = j % size;
78
+ int y = j / size;
79
+ vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
80
+ vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
81
+ vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
82
+ vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
83
+ return mat4( v1, v2, v3, v4 );
84
+ }
85
+ float getIndirectIndex( const in int i ) {
86
+ int size = textureSize( batchingIdTexture, 0 ).x;
87
+ int x = i % size;
88
+ int y = i / size;
89
+ return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );
90
+ }
91
+ #endif
92
+ #ifdef USE_BATCHING_COLOR
93
+ uniform sampler2D batchingColorTexture;
94
+ vec4 getBatchingColor( const in float i ) {
95
+ int size = textureSize( batchingColorTexture, 0 ).x;
96
+ int j = int( i );
97
+ int x = j % size;
98
+ int y = j / size;
99
+ return texelFetch( batchingColorTexture, ivec2( x, y ), 0 );
100
+ }
101
+ #endif`,batching_vertex:`#ifdef USE_BATCHING
102
+ mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
103
+ #endif`,begin_vertex:`vec3 transformed = vec3( position );
104
+ #ifdef USE_ALPHAHASH
105
+ vPosition = vec3( position );
106
+ #endif`,beginnormal_vertex:`vec3 objectNormal = vec3( normal );
107
+ #ifdef USE_TANGENT
108
+ vec3 objectTangent = vec3( tangent.xyz );
109
+ #endif`,bsdfs:`float G_BlinnPhong_Implicit( ) {
110
+ return 0.25;
111
+ }
112
+ float D_BlinnPhong( const in float shininess, const in float dotNH ) {
113
+ return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
114
+ }
115
+ vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {
116
+ vec3 halfDir = normalize( lightDir + viewDir );
117
+ float dotNH = saturate( dot( normal, halfDir ) );
118
+ float dotVH = saturate( dot( viewDir, halfDir ) );
119
+ vec3 F = F_Schlick( specularColor, 1.0, dotVH );
120
+ float G = G_BlinnPhong_Implicit( );
121
+ float D = D_BlinnPhong( shininess, dotNH );
122
+ return F * ( G * D );
123
+ } // validated`,iridescence_fragment:`#ifdef USE_IRIDESCENCE
124
+ const mat3 XYZ_TO_REC709 = mat3(
125
+ 3.2404542, -0.9692660, 0.0556434,
126
+ -1.5371385, 1.8760108, -0.2040259,
127
+ -0.4985314, 0.0415560, 1.0572252
128
+ );
129
+ vec3 Fresnel0ToIor( vec3 fresnel0 ) {
130
+ vec3 sqrtF0 = sqrt( fresnel0 );
131
+ return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );
132
+ }
133
+ vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {
134
+ return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );
135
+ }
136
+ float IorToFresnel0( float transmittedIor, float incidentIor ) {
137
+ return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));
138
+ }
139
+ vec3 evalSensitivity( float OPD, vec3 shift ) {
140
+ float phase = 2.0 * PI * OPD * 1.0e-9;
141
+ vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
142
+ vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
143
+ vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
144
+ vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );
145
+ xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );
146
+ xyz /= 1.0685e-7;
147
+ vec3 rgb = XYZ_TO_REC709 * xyz;
148
+ return rgb;
149
+ }
150
+ vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {
151
+ vec3 I;
152
+ float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
153
+ float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );
154
+ float cosTheta2Sq = 1.0 - sinTheta2Sq;
155
+ if ( cosTheta2Sq < 0.0 ) {
156
+ return vec3( 1.0 );
157
+ }
158
+ float cosTheta2 = sqrt( cosTheta2Sq );
159
+ float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
160
+ float R12 = F_Schlick( R0, 1.0, cosTheta1 );
161
+ float T121 = 1.0 - R12;
162
+ float phi12 = 0.0;
163
+ if ( iridescenceIOR < outsideIOR ) phi12 = PI;
164
+ float phi21 = PI - phi12;
165
+ vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );
166
+ vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );
167
+ vec3 phi23 = vec3( 0.0 );
168
+ if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;
169
+ if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;
170
+ if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;
171
+ float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;
172
+ vec3 phi = vec3( phi21 ) + phi23;
173
+ vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );
174
+ vec3 r123 = sqrt( R123 );
175
+ vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );
176
+ vec3 C0 = R12 + Rs;
177
+ I = C0;
178
+ vec3 Cm = Rs - T121;
179
+ for ( int m = 1; m <= 2; ++ m ) {
180
+ Cm *= r123;
181
+ vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );
182
+ I += Cm * Sm;
183
+ }
184
+ return max( I, vec3( 0.0 ) );
185
+ }
186
+ #endif`,bumpmap_pars_fragment:`#ifdef USE_BUMPMAP
187
+ uniform sampler2D bumpMap;
188
+ uniform float bumpScale;
189
+ vec2 dHdxy_fwd() {
190
+ vec2 dSTdx = dFdx( vBumpMapUv );
191
+ vec2 dSTdy = dFdy( vBumpMapUv );
192
+ float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
193
+ float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
194
+ float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
195
+ return vec2( dBx, dBy );
196
+ }
197
+ vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
198
+ vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );
199
+ vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );
200
+ vec3 vN = surf_norm;
201
+ vec3 R1 = cross( vSigmaY, vN );
202
+ vec3 R2 = cross( vN, vSigmaX );
203
+ float fDet = dot( vSigmaX, R1 ) * faceDirection;
204
+ vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
205
+ return normalize( abs( fDet ) * surf_norm - vGrad );
206
+ }
207
+ #endif`,clipping_planes_fragment:`#if NUM_CLIPPING_PLANES > 0
208
+ vec4 plane;
209
+ #ifdef ALPHA_TO_COVERAGE
210
+ float distanceToPlane, distanceGradient;
211
+ float clipOpacity = 1.0;
212
+ #pragma unroll_loop_start
213
+ for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
214
+ plane = clippingPlanes[ i ];
215
+ distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
216
+ distanceGradient = fwidth( distanceToPlane ) / 2.0;
217
+ clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
218
+ if ( clipOpacity == 0.0 ) discard;
219
+ }
220
+ #pragma unroll_loop_end
221
+ #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
222
+ float unionClipOpacity = 1.0;
223
+ #pragma unroll_loop_start
224
+ for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
225
+ plane = clippingPlanes[ i ];
226
+ distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
227
+ distanceGradient = fwidth( distanceToPlane ) / 2.0;
228
+ unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
229
+ }
230
+ #pragma unroll_loop_end
231
+ clipOpacity *= 1.0 - unionClipOpacity;
232
+ #endif
233
+ diffuseColor.a *= clipOpacity;
234
+ if ( diffuseColor.a == 0.0 ) discard;
235
+ #else
236
+ #pragma unroll_loop_start
237
+ for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
238
+ plane = clippingPlanes[ i ];
239
+ if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
240
+ }
241
+ #pragma unroll_loop_end
242
+ #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
243
+ bool clipped = true;
244
+ #pragma unroll_loop_start
245
+ for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
246
+ plane = clippingPlanes[ i ];
247
+ clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
248
+ }
249
+ #pragma unroll_loop_end
250
+ if ( clipped ) discard;
251
+ #endif
252
+ #endif
253
+ #endif`,clipping_planes_pars_fragment:`#if NUM_CLIPPING_PLANES > 0
254
+ varying vec3 vClipPosition;
255
+ uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
256
+ #endif`,clipping_planes_pars_vertex:`#if NUM_CLIPPING_PLANES > 0
257
+ varying vec3 vClipPosition;
258
+ #endif`,clipping_planes_vertex:`#if NUM_CLIPPING_PLANES > 0
259
+ vClipPosition = - mvPosition.xyz;
260
+ #endif`,color_fragment:`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
261
+ diffuseColor *= vColor;
262
+ #endif`,color_pars_fragment:`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
263
+ varying vec4 vColor;
264
+ #endif`,color_pars_vertex:`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
265
+ varying vec4 vColor;
266
+ #endif`,color_vertex:`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
267
+ vColor = vec4( 1.0 );
268
+ #endif
269
+ #ifdef USE_COLOR_ALPHA
270
+ vColor *= color;
271
+ #elif defined( USE_COLOR )
272
+ vColor.rgb *= color;
273
+ #endif
274
+ #ifdef USE_INSTANCING_COLOR
275
+ vColor.rgb *= instanceColor.rgb;
276
+ #endif
277
+ #ifdef USE_BATCHING_COLOR
278
+ vColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );
279
+ #endif`,common:`#define PI 3.141592653589793
280
+ #define PI2 6.283185307179586
281
+ #define PI_HALF 1.5707963267948966
282
+ #define RECIPROCAL_PI 0.3183098861837907
283
+ #define RECIPROCAL_PI2 0.15915494309189535
284
+ #define EPSILON 1e-6
285
+ #ifndef saturate
286
+ #define saturate( a ) clamp( a, 0.0, 1.0 )
287
+ #endif
288
+ #define whiteComplement( a ) ( 1.0 - saturate( a ) )
289
+ float pow2( const in float x ) { return x*x; }
290
+ vec3 pow2( const in vec3 x ) { return x*x; }
291
+ float pow3( const in float x ) { return x*x*x; }
292
+ float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
293
+ float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }
294
+ float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }
295
+ highp float rand( const in vec2 uv ) {
296
+ const highp float a = 12.9898, b = 78.233, c = 43758.5453;
297
+ highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
298
+ return fract( sin( sn ) * c );
299
+ }
300
+ #ifdef HIGH_PRECISION
301
+ float precisionSafeLength( vec3 v ) { return length( v ); }
302
+ #else
303
+ float precisionSafeLength( vec3 v ) {
304
+ float maxComponent = max3( abs( v ) );
305
+ return length( v / maxComponent ) * maxComponent;
306
+ }
307
+ #endif
308
+ struct IncidentLight {
309
+ vec3 color;
310
+ vec3 direction;
311
+ bool visible;
312
+ };
313
+ struct ReflectedLight {
314
+ vec3 directDiffuse;
315
+ vec3 directSpecular;
316
+ vec3 indirectDiffuse;
317
+ vec3 indirectSpecular;
318
+ };
319
+ #ifdef USE_ALPHAHASH
320
+ varying vec3 vPosition;
321
+ #endif
322
+ vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
323
+ return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
324
+ }
325
+ #define inverseTransformDirection transformDirectionByInverseViewMatrix
326
+ vec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {
327
+ return normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );
328
+ }
329
+ vec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {
330
+ return normalize( ( vec4( dir, 0.0 ) * viewMatrix ).xyz );
331
+ }
332
+ bool isPerspectiveMatrix( mat4 m ) {
333
+ return m[ 2 ][ 3 ] == - 1.0;
334
+ }
335
+ vec2 equirectUv( in vec3 dir ) {
336
+ float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;
337
+ float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
338
+ return vec2( u, v );
339
+ }
340
+ vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
341
+ return RECIPROCAL_PI * diffuseColor;
342
+ }
343
+ vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
344
+ float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
345
+ return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
346
+ }
347
+ float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
348
+ float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
349
+ return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
350
+ } // validated`,cube_uv_reflection_fragment:`#ifdef ENVMAP_TYPE_CUBE_UV
351
+ #define cubeUV_minMipLevel 4.0
352
+ #define cubeUV_minTileSize 16.0
353
+ float getFace( vec3 direction ) {
354
+ vec3 absDirection = abs( direction );
355
+ float face = - 1.0;
356
+ if ( absDirection.x > absDirection.z ) {
357
+ if ( absDirection.x > absDirection.y )
358
+ face = direction.x > 0.0 ? 0.0 : 3.0;
359
+ else
360
+ face = direction.y > 0.0 ? 1.0 : 4.0;
361
+ } else {
362
+ if ( absDirection.z > absDirection.y )
363
+ face = direction.z > 0.0 ? 2.0 : 5.0;
364
+ else
365
+ face = direction.y > 0.0 ? 1.0 : 4.0;
366
+ }
367
+ return face;
368
+ }
369
+ vec2 getUV( vec3 direction, float face ) {
370
+ vec2 uv;
371
+ if ( face == 0.0 ) {
372
+ uv = vec2( direction.z, direction.y ) / abs( direction.x );
373
+ } else if ( face == 1.0 ) {
374
+ uv = vec2( - direction.x, - direction.z ) / abs( direction.y );
375
+ } else if ( face == 2.0 ) {
376
+ uv = vec2( - direction.x, direction.y ) / abs( direction.z );
377
+ } else if ( face == 3.0 ) {
378
+ uv = vec2( - direction.z, direction.y ) / abs( direction.x );
379
+ } else if ( face == 4.0 ) {
380
+ uv = vec2( - direction.x, direction.z ) / abs( direction.y );
381
+ } else {
382
+ uv = vec2( direction.x, direction.y ) / abs( direction.z );
383
+ }
384
+ return 0.5 * ( uv + 1.0 );
385
+ }
386
+ vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {
387
+ float face = getFace( direction );
388
+ float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );
389
+ mipInt = max( mipInt, cubeUV_minMipLevel );
390
+ float faceSize = exp2( mipInt );
391
+ highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;
392
+ if ( face > 2.0 ) {
393
+ uv.y += faceSize;
394
+ face -= 3.0;
395
+ }
396
+ uv.x += face * faceSize;
397
+ uv.x += filterInt * 3.0 * cubeUV_minTileSize;
398
+ uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );
399
+ uv.x *= CUBEUV_TEXEL_WIDTH;
400
+ uv.y *= CUBEUV_TEXEL_HEIGHT;
401
+ #ifdef texture2DGradEXT
402
+ return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;
403
+ #else
404
+ return texture2D( envMap, uv ).rgb;
405
+ #endif
406
+ }
407
+ #define cubeUV_r0 1.0
408
+ #define cubeUV_m0 - 2.0
409
+ #define cubeUV_r1 0.8
410
+ #define cubeUV_m1 - 1.0
411
+ #define cubeUV_r4 0.4
412
+ #define cubeUV_m4 2.0
413
+ #define cubeUV_r5 0.305
414
+ #define cubeUV_m5 3.0
415
+ #define cubeUV_r6 0.21
416
+ #define cubeUV_m6 4.0
417
+ float roughnessToMip( float roughness ) {
418
+ float mip = 0.0;
419
+ if ( roughness >= cubeUV_r1 ) {
420
+ mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;
421
+ } else if ( roughness >= cubeUV_r4 ) {
422
+ mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;
423
+ } else if ( roughness >= cubeUV_r5 ) {
424
+ mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;
425
+ } else if ( roughness >= cubeUV_r6 ) {
426
+ mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;
427
+ } else {
428
+ mip = - 2.0 * log2( 1.16 * roughness ); }
429
+ return mip;
430
+ }
431
+ vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
432
+ float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
433
+ float mipF = fract( mip );
434
+ float mipInt = floor( mip );
435
+ vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );
436
+ if ( mipF == 0.0 ) {
437
+ return vec4( color0, 1.0 );
438
+ } else {
439
+ vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
440
+ return vec4( mix( color0, color1, mipF ), 1.0 );
441
+ }
442
+ }
443
+ #endif`,defaultnormal_vertex:`vec3 transformedNormal = objectNormal;
444
+ #ifdef USE_TANGENT
445
+ vec3 transformedTangent = objectTangent;
446
+ #endif
447
+ #ifdef USE_BATCHING
448
+ mat3 bm = mat3( batchingMatrix );
449
+ transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );
450
+ transformedNormal = bm * transformedNormal;
451
+ #ifdef USE_TANGENT
452
+ transformedTangent = bm * transformedTangent;
453
+ #endif
454
+ #endif
455
+ #ifdef USE_INSTANCING
456
+ mat3 im = mat3( instanceMatrix );
457
+ transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );
458
+ transformedNormal = im * transformedNormal;
459
+ #ifdef USE_TANGENT
460
+ transformedTangent = im * transformedTangent;
461
+ #endif
462
+ #endif
463
+ transformedNormal = normalMatrix * transformedNormal;
464
+ #ifdef FLIP_SIDED
465
+ transformedNormal = - transformedNormal;
466
+ #endif
467
+ #ifdef USE_TANGENT
468
+ transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;
469
+ #endif`,displacementmap_pars_vertex:`#ifdef USE_DISPLACEMENTMAP
470
+ uniform sampler2D displacementMap;
471
+ uniform float displacementScale;
472
+ uniform float displacementBias;
473
+ #endif`,displacementmap_vertex:`#ifdef USE_DISPLACEMENTMAP
474
+ transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
475
+ #endif`,emissivemap_fragment:`#ifdef USE_EMISSIVEMAP
476
+ vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
477
+ #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
478
+ emissiveColor = sRGBTransferEOTF( emissiveColor );
479
+ #endif
480
+ totalEmissiveRadiance *= emissiveColor.rgb;
481
+ #endif`,emissivemap_pars_fragment:`#ifdef USE_EMISSIVEMAP
482
+ uniform sampler2D emissiveMap;
483
+ #endif`,colorspace_fragment:`gl_FragColor = linearToOutputTexel( gl_FragColor );`,colorspace_pars_fragment:`vec4 LinearTransferOETF( in vec4 value ) {
484
+ return value;
485
+ }
486
+ vec4 sRGBTransferEOTF( in vec4 value ) {
487
+ return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
488
+ }
489
+ vec4 sRGBTransferOETF( in vec4 value ) {
490
+ return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
491
+ }`,envmap_fragment:`#ifdef USE_ENVMAP
492
+ #ifdef ENV_WORLDPOS
493
+ vec3 cameraToFrag;
494
+ if ( isOrthographic ) {
495
+ cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
496
+ } else {
497
+ cameraToFrag = normalize( vWorldPosition - cameraPosition );
498
+ }
499
+ vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );
500
+ #ifdef ENVMAP_MODE_REFLECTION
501
+ vec3 reflectVec = reflect( cameraToFrag, worldNormal );
502
+ #else
503
+ vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
504
+ #endif
505
+ #else
506
+ vec3 reflectVec = vReflect;
507
+ #endif
508
+ #ifdef ENVMAP_TYPE_CUBE
509
+ vec4 envColor = textureCube( envMap, envMapRotation * reflectVec );
510
+ #ifdef ENVMAP_BLENDING_MULTIPLY
511
+ outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
512
+ #elif defined( ENVMAP_BLENDING_MIX )
513
+ outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
514
+ #elif defined( ENVMAP_BLENDING_ADD )
515
+ outgoingLight += envColor.xyz * specularStrength * reflectivity;
516
+ #endif
517
+ #endif
518
+ #endif`,envmap_common_pars_fragment:`#ifdef USE_ENVMAP
519
+ uniform float envMapIntensity;
520
+ uniform mat3 envMapRotation;
521
+ #ifdef ENVMAP_TYPE_CUBE
522
+ uniform samplerCube envMap;
523
+ #else
524
+ uniform sampler2D envMap;
525
+ #endif
526
+ #endif`,envmap_pars_fragment:`#ifdef USE_ENVMAP
527
+ uniform float reflectivity;
528
+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
529
+ #define ENV_WORLDPOS
530
+ #endif
531
+ #ifdef ENV_WORLDPOS
532
+ varying vec3 vWorldPosition;
533
+ uniform float refractionRatio;
534
+ #else
535
+ varying vec3 vReflect;
536
+ #endif
537
+ #endif`,envmap_pars_vertex:`#ifdef USE_ENVMAP
538
+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
539
+ #define ENV_WORLDPOS
540
+ #endif
541
+ #ifdef ENV_WORLDPOS
542
+
543
+ varying vec3 vWorldPosition;
544
+ #else
545
+ varying vec3 vReflect;
546
+ uniform float refractionRatio;
547
+ #endif
548
+ #endif`,envmap_physical_pars_fragment:`#ifdef USE_ENVMAP
549
+ vec3 getIBLIrradiance( const in vec3 normal ) {
550
+ #ifdef ENVMAP_TYPE_CUBE_UV
551
+ vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );
552
+ vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );
553
+ return PI * envMapColor.rgb * envMapIntensity;
554
+ #else
555
+ return vec3( 0.0 );
556
+ #endif
557
+ }
558
+ vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
559
+ #ifdef ENVMAP_TYPE_CUBE_UV
560
+ vec3 reflectVec = reflect( - viewDir, normal );
561
+ reflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );
562
+ reflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );
563
+ vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );
564
+ return envMapColor.rgb * envMapIntensity;
565
+ #else
566
+ return vec3( 0.0 );
567
+ #endif
568
+ }
569
+ #ifdef USE_RETROREFLECTION
570
+ vec3 getIBLRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
571
+ #ifdef ENVMAP_TYPE_CUBE_UV
572
+ vec3 retroVec = normalize( mix( viewDir, normal, pow4( roughness ) ) );
573
+ retroVec = transformDirectionByInverseViewMatrix( retroVec, viewMatrix );
574
+ vec4 envMapColor = textureCubeUV( envMap, envMapRotation * retroVec, roughness );
575
+ return envMapColor.rgb * envMapIntensity;
576
+ #else
577
+ return vec3( 0.0 );
578
+ #endif
579
+ }
580
+ #endif
581
+ #ifdef USE_ANISOTROPY
582
+ vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {
583
+ #ifdef ENVMAP_TYPE_CUBE_UV
584
+ vec3 bentNormal = cross( bitangent, viewDir );
585
+ bentNormal = normalize( cross( bentNormal, bitangent ) );
586
+ bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );
587
+ return getIBLRadiance( viewDir, bentNormal, roughness );
588
+ #else
589
+ return vec3( 0.0 );
590
+ #endif
591
+ }
592
+ #ifdef USE_RETROREFLECTION
593
+ vec3 getIBLAnisotropyRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {
594
+ #ifdef ENVMAP_TYPE_CUBE_UV
595
+ vec3 bentNormal = cross( bitangent, viewDir );
596
+ bentNormal = normalize( cross( bentNormal, bitangent ) );
597
+ bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );
598
+ return getIBLRetroRadiance( viewDir, bentNormal, roughness );
599
+ #else
600
+ return vec3( 0.0 );
601
+ #endif
602
+ }
603
+ #endif
604
+ #endif
605
+ #endif`,envmap_vertex:`#ifdef USE_ENVMAP
606
+ #ifdef ENV_WORLDPOS
607
+ vWorldPosition = worldPosition.xyz;
608
+ #else
609
+ vec3 cameraToVertex;
610
+ if ( isOrthographic ) {
611
+ cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
612
+ } else {
613
+ cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
614
+ }
615
+ vec3 worldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );
616
+ #ifdef ENVMAP_MODE_REFLECTION
617
+ vReflect = reflect( cameraToVertex, worldNormal );
618
+ #else
619
+ vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
620
+ #endif
621
+ #endif
622
+ #endif`,fog_vertex:`#ifdef USE_FOG
623
+ vFogDepth = - mvPosition.z;
624
+ #endif`,fog_pars_vertex:`#ifdef USE_FOG
625
+ varying float vFogDepth;
626
+ #endif`,fog_fragment:`#ifdef USE_FOG
627
+ #ifdef FOG_EXP2
628
+ float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
629
+ #else
630
+ float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
631
+ #endif
632
+ gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
633
+ #endif`,fog_pars_fragment:`#ifdef USE_FOG
634
+ uniform vec3 fogColor;
635
+ varying float vFogDepth;
636
+ #ifdef FOG_EXP2
637
+ uniform float fogDensity;
638
+ #else
639
+ uniform float fogNear;
640
+ uniform float fogFar;
641
+ #endif
642
+ #endif`,gradientmap_pars_fragment:`#ifdef USE_GRADIENTMAP
643
+ uniform sampler2D gradientMap;
644
+ #endif
645
+ vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
646
+ float dotNL = dot( normal, lightDirection );
647
+ vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
648
+ #ifdef USE_GRADIENTMAP
649
+ return vec3( texture2D( gradientMap, coord ).r );
650
+ #else
651
+ vec2 fw = fwidth( coord ) * 0.5;
652
+ return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );
653
+ #endif
654
+ }`,lightmap_pars_fragment:`#ifdef USE_LIGHTMAP
655
+ uniform sampler2D lightMap;
656
+ uniform float lightMapIntensity;
657
+ #endif`,lights_lambert_fragment:`LambertMaterial material;
658
+ material.diffuseColor = diffuseColor.rgb;
659
+ material.specularStrength = specularStrength;`,lights_lambert_pars_fragment:`varying vec3 vViewPosition;
660
+ struct LambertMaterial {
661
+ vec3 diffuseColor;
662
+ float specularStrength;
663
+ };
664
+ void RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
665
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
666
+ vec3 irradiance = dotNL * directLight.color;
667
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
668
+ }
669
+ void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
670
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
671
+ }
672
+ #define RE_Direct RE_Direct_Lambert
673
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`,lights_pars_begin:`uniform bool receiveShadow;
674
+ uniform vec3 ambientLightColor;
675
+ #if defined( USE_LIGHT_PROBES )
676
+ uniform vec3 lightProbe[ 9 ];
677
+ #endif
678
+ vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
679
+ float x = normal.x, y = normal.y, z = normal.z;
680
+ vec3 result = shCoefficients[ 0 ] * 0.886227;
681
+ result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
682
+ result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
683
+ result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
684
+ result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
685
+ result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
686
+ result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
687
+ result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
688
+ result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
689
+ return result;
690
+ }
691
+ vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {
692
+ vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );
693
+ vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );
694
+ return irradiance;
695
+ }
696
+ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
697
+ vec3 irradiance = ambientLightColor;
698
+ return irradiance;
699
+ }
700
+ float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
701
+ float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
702
+ if ( cutoffDistance > 0.0 ) {
703
+ distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
704
+ }
705
+ return distanceFalloff;
706
+ }
707
+ float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {
708
+ return smoothstep( coneCosine, penumbraCosine, angleCosine );
709
+ }
710
+ #if NUM_SUN_LIGHTS > 0
711
+ struct SunLight {
712
+ vec3 direction;
713
+ vec3 color;
714
+ };
715
+ uniform SunLight sunLights[ NUM_SUN_LIGHTS ];
716
+ void getSunLightInfo( const in SunLight sunLight, out IncidentLight light ) {
717
+ light.color = sunLight.color;
718
+ light.direction = sunLight.direction;
719
+ light.visible = true;
720
+ }
721
+ #endif
722
+ #if NUM_DIR_LIGHTS > 0
723
+ struct DirectionalLight {
724
+ vec3 direction;
725
+ vec3 color;
726
+ };
727
+ uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
728
+ void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {
729
+ light.color = directionalLight.color;
730
+ light.direction = directionalLight.direction;
731
+ light.visible = true;
732
+ }
733
+ #endif
734
+ #if NUM_POINT_LIGHTS > 0
735
+ struct PointLight {
736
+ vec3 position;
737
+ vec3 color;
738
+ float distance;
739
+ float decay;
740
+ };
741
+ uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
742
+ void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {
743
+ vec3 lVector = pointLight.position - geometryPosition;
744
+ light.direction = normalize( lVector );
745
+ float lightDistance = length( lVector );
746
+ light.color = pointLight.color;
747
+ light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
748
+ light.visible = ( light.color != vec3( 0.0 ) );
749
+ }
750
+ #endif
751
+ #if NUM_SPOT_LIGHTS > 0
752
+ struct SpotLight {
753
+ vec3 position;
754
+ vec3 direction;
755
+ vec3 color;
756
+ float distance;
757
+ float decay;
758
+ float coneCos;
759
+ float penumbraCos;
760
+ };
761
+ uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
762
+ void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {
763
+ vec3 lVector = spotLight.position - geometryPosition;
764
+ light.direction = normalize( lVector );
765
+ float angleCos = dot( light.direction, spotLight.direction );
766
+ float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );
767
+ if ( spotAttenuation > 0.0 ) {
768
+ float lightDistance = length( lVector );
769
+ light.color = spotLight.color * spotAttenuation;
770
+ light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );
771
+ light.visible = ( light.color != vec3( 0.0 ) );
772
+ } else {
773
+ light.color = vec3( 0.0 );
774
+ light.visible = false;
775
+ }
776
+ }
777
+ #endif
778
+ #if NUM_RECT_AREA_LIGHTS > 0
779
+ struct RectAreaLight {
780
+ vec3 color;
781
+ vec3 position;
782
+ vec3 halfWidth;
783
+ vec3 halfHeight;
784
+ };
785
+ uniform sampler2D ltc_1; uniform sampler2D ltc_2;
786
+ uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];
787
+ #endif
788
+ #if NUM_HEMI_LIGHTS > 0
789
+ struct HemisphereLight {
790
+ vec3 direction;
791
+ vec3 skyColor;
792
+ vec3 groundColor;
793
+ };
794
+ uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];
795
+ vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {
796
+ float dotNL = dot( normal, hemiLight.direction );
797
+ float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
798
+ vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
799
+ return irradiance;
800
+ }
801
+ #endif
802
+ #include <lightprobes_pars_fragment>`,lights_toon_fragment:`ToonMaterial material;
803
+ material.diffuseColor = diffuseColor.rgb;`,lights_toon_pars_fragment:`varying vec3 vViewPosition;
804
+ struct ToonMaterial {
805
+ vec3 diffuseColor;
806
+ };
807
+ void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
808
+ vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
809
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
810
+ }
811
+ void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
812
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
813
+ }
814
+ #define RE_Direct RE_Direct_Toon
815
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,lights_phong_fragment:`BlinnPhongMaterial material;
816
+ material.diffuseColor = diffuseColor.rgb;
817
+ material.specularColor = specular;
818
+ material.specularShininess = shininess;
819
+ material.specularStrength = specularStrength;`,lights_phong_pars_fragment:`varying vec3 vViewPosition;
820
+ struct BlinnPhongMaterial {
821
+ vec3 diffuseColor;
822
+ vec3 specularColor;
823
+ float specularShininess;
824
+ float specularStrength;
825
+ };
826
+ void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
827
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
828
+ vec3 irradiance = dotNL * directLight.color;
829
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
830
+ reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;
831
+ }
832
+ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
833
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
834
+ }
835
+ #define RE_Direct RE_Direct_BlinnPhong
836
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong`,lights_physical_fragment:`PhysicalMaterial material;
837
+ material.diffuseColor = diffuseColor.rgb;
838
+ material.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );
839
+ material.metalness = metalnessFactor;
840
+ vec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );
841
+ float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );
842
+ material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;
843
+ material.roughness = min( material.roughness, 1.0 );
844
+ #ifdef IOR
845
+ material.ior = ior;
846
+ #ifdef USE_SPECULAR
847
+ float specularIntensityFactor = specularIntensity;
848
+ vec3 specularColorFactor = specularColor;
849
+ #ifdef USE_SPECULAR_COLORMAP
850
+ specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;
851
+ #endif
852
+ #ifdef USE_SPECULAR_INTENSITYMAP
853
+ specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;
854
+ #endif
855
+ material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );
856
+ #else
857
+ float specularIntensityFactor = 1.0;
858
+ vec3 specularColorFactor = vec3( 1.0 );
859
+ material.specularF90 = 1.0;
860
+ #endif
861
+ material.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;
862
+ material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );
863
+ #else
864
+ material.specularColor = vec3( 0.04 );
865
+ material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );
866
+ material.specularF90 = 1.0;
867
+ #endif
868
+ #ifdef USE_CLEARCOAT
869
+ material.clearcoat = clearcoat;
870
+ material.clearcoatRoughness = clearcoatRoughness;
871
+ material.clearcoatF0 = vec3( 0.04 );
872
+ material.clearcoatF90 = 1.0;
873
+ #ifdef USE_CLEARCOATMAP
874
+ material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;
875
+ #endif
876
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
877
+ material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;
878
+ #endif
879
+ material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );
880
+ material.clearcoatRoughness += geometryRoughness;
881
+ material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );
882
+ #endif
883
+ #ifdef USE_DISPERSION
884
+ material.dispersion = dispersion;
885
+ #endif
886
+ #ifdef USE_RETROREFLECTION
887
+ material.retroreflectivity = retroreflectivity;
888
+ #endif
889
+ #ifdef USE_IRIDESCENCE
890
+ material.iridescence = iridescence;
891
+ material.iridescenceIOR = iridescenceIOR;
892
+ #ifdef USE_IRIDESCENCEMAP
893
+ material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;
894
+ #endif
895
+ #ifdef USE_IRIDESCENCE_THICKNESSMAP
896
+ material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;
897
+ #else
898
+ material.iridescenceThickness = iridescenceThicknessMaximum;
899
+ #endif
900
+ #endif
901
+ #ifdef USE_SHEEN
902
+ material.sheenColor = sheenColor;
903
+ #ifdef USE_SHEEN_COLORMAP
904
+ material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;
905
+ #endif
906
+ material.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );
907
+ #ifdef USE_SHEEN_ROUGHNESSMAP
908
+ material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;
909
+ #endif
910
+ #endif
911
+ #ifdef USE_ANISOTROPY
912
+ #ifdef USE_ANISOTROPYMAP
913
+ mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );
914
+ vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;
915
+ vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;
916
+ #else
917
+ vec2 anisotropyV = anisotropyVector;
918
+ #endif
919
+ material.anisotropy = length( anisotropyV );
920
+ if( material.anisotropy == 0.0 ) {
921
+ anisotropyV = vec2( 1.0, 0.0 );
922
+ } else {
923
+ anisotropyV /= material.anisotropy;
924
+ material.anisotropy = saturate( material.anisotropy );
925
+ }
926
+ material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );
927
+ material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;
928
+ material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;
929
+ #endif`,lights_physical_pars_fragment:`uniform sampler2D dfgLUT;
930
+ struct PhysicalMaterial {
931
+ vec3 diffuseColor;
932
+ vec3 diffuseContribution;
933
+ vec3 specularColor;
934
+ vec3 specularColorBlended;
935
+ float roughness;
936
+ float metalness;
937
+ float specularF90;
938
+ float dispersion;
939
+ vec2 dfg;
940
+ vec3 multiScatteringCompensation;
941
+ #ifdef USE_RETROREFLECTION
942
+ float retroreflectivity;
943
+ #endif
944
+ #ifdef USE_CLEARCOAT
945
+ float clearcoat;
946
+ float clearcoatRoughness;
947
+ vec3 clearcoatF0;
948
+ float clearcoatF90;
949
+ #endif
950
+ #ifdef USE_IRIDESCENCE
951
+ float iridescence;
952
+ float iridescenceIOR;
953
+ float iridescenceThickness;
954
+ vec3 iridescenceFresnel;
955
+ vec3 iridescenceF0Dielectric;
956
+ vec3 iridescenceF0Metallic;
957
+ #endif
958
+ #ifdef USE_SHEEN
959
+ vec3 sheenColor;
960
+ float sheenRoughness;
961
+ #endif
962
+ #ifdef IOR
963
+ float ior;
964
+ #endif
965
+ #ifdef USE_TRANSMISSION
966
+ float transmission;
967
+ float transmissionAlpha;
968
+ float thickness;
969
+ float attenuationDistance;
970
+ vec3 attenuationColor;
971
+ #endif
972
+ #ifdef USE_ANISOTROPY
973
+ float anisotropy;
974
+ float alphaT;
975
+ vec3 anisotropyT;
976
+ vec3 anisotropyB;
977
+ #endif
978
+ };
979
+ vec3 clearcoatSpecularDirect = vec3( 0.0 );
980
+ vec3 clearcoatSpecularIndirect = vec3( 0.0 );
981
+ vec3 sheenSpecularDirect = vec3( 0.0 );
982
+ vec3 sheenSpecularIndirect = vec3(0.0 );
983
+ vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
984
+ float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
985
+ float x2 = x * x;
986
+ float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
987
+ return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
988
+ }
989
+ float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
990
+ float a2 = pow2( alpha );
991
+ float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
992
+ float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
993
+ return 0.5 / max( gv + gl, EPSILON );
994
+ }
995
+ float D_GGX( const in float alpha, const in float dotNH ) {
996
+ float a2 = pow2( alpha );
997
+ float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
998
+ return RECIPROCAL_PI * a2 / pow2( denom );
999
+ }
1000
+ #ifdef USE_ANISOTROPY
1001
+ float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
1002
+ float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
1003
+ float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
1004
+ return 0.5 / max( gv + gl, EPSILON );
1005
+ }
1006
+ float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
1007
+ float a2 = alphaT * alphaB;
1008
+ highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
1009
+ highp float v2 = dot( v, v );
1010
+ float w2 = a2 / v2;
1011
+ return RECIPROCAL_PI * a2 * pow2 ( w2 );
1012
+ }
1013
+ #endif
1014
+ #ifdef USE_CLEARCOAT
1015
+ vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
1016
+ vec3 f0 = material.clearcoatF0;
1017
+ float f90 = material.clearcoatF90;
1018
+ float roughness = material.clearcoatRoughness;
1019
+ float alpha = pow2( roughness );
1020
+ vec3 halfDir = normalize( lightDir + viewDir );
1021
+ float dotNL = saturate( dot( normal, lightDir ) );
1022
+ float dotNV = saturate( dot( normal, viewDir ) );
1023
+ float dotNH = saturate( dot( normal, halfDir ) );
1024
+ float dotVH = saturate( dot( viewDir, halfDir ) );
1025
+ vec3 F = F_Schlick( f0, f90, dotVH );
1026
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
1027
+ float D = D_GGX( alpha, dotNH );
1028
+ return F * ( V * D );
1029
+ }
1030
+ #endif
1031
+ vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
1032
+ vec3 f0 = material.specularColorBlended;
1033
+ float f90 = material.specularF90;
1034
+ float roughness = material.roughness;
1035
+ float alpha = pow2( roughness );
1036
+ vec3 halfDir = normalize( lightDir + viewDir );
1037
+ float dotNL = saturate( dot( normal, lightDir ) );
1038
+ float dotNV = saturate( dot( normal, viewDir ) );
1039
+ float dotNH = saturate( dot( normal, halfDir ) );
1040
+ float dotVH = saturate( dot( viewDir, halfDir ) );
1041
+ vec3 F = F_Schlick( f0, f90, dotVH );
1042
+ #ifdef USE_IRIDESCENCE
1043
+ F = mix( F, material.iridescenceFresnel, material.iridescence );
1044
+ #endif
1045
+ #ifdef USE_ANISOTROPY
1046
+ float dotTL = dot( material.anisotropyT, lightDir );
1047
+ float dotTV = dot( material.anisotropyT, viewDir );
1048
+ float dotTH = dot( material.anisotropyT, halfDir );
1049
+ float dotBL = dot( material.anisotropyB, lightDir );
1050
+ float dotBV = dot( material.anisotropyB, viewDir );
1051
+ float dotBH = dot( material.anisotropyB, halfDir );
1052
+ float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
1053
+ float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
1054
+ #else
1055
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
1056
+ float D = D_GGX( alpha, dotNH );
1057
+ #endif
1058
+ return F * ( V * D );
1059
+ }
1060
+ vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
1061
+ const float LUT_SIZE = 64.0;
1062
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
1063
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
1064
+ float dotNV = saturate( dot( N, V ) );
1065
+ vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
1066
+ uv = uv * LUT_SCALE + LUT_BIAS;
1067
+ return uv;
1068
+ }
1069
+ float LTC_ClippedSphereFormFactor( const in vec3 f ) {
1070
+ float l = length( f );
1071
+ return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
1072
+ }
1073
+ vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
1074
+ float x = dot( v1, v2 );
1075
+ float y = abs( x );
1076
+ float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
1077
+ float b = 3.4175940 + ( 4.1616724 + y ) * y;
1078
+ float v = a / b;
1079
+ float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
1080
+ return cross( v1, v2 ) * theta_sintheta;
1081
+ }
1082
+ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
1083
+ vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
1084
+ vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
1085
+ vec3 lightNormal = cross( v1, v2 );
1086
+ if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
1087
+ vec3 T1, T2;
1088
+ T1 = normalize( V - N * dot( V, N ) );
1089
+ T2 = - cross( N, T1 );
1090
+ mat3 mat = mInv * transpose( mat3( T1, T2, N ) );
1091
+ vec3 coords[ 4 ];
1092
+ coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
1093
+ coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
1094
+ coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
1095
+ coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
1096
+ coords[ 0 ] = normalize( coords[ 0 ] );
1097
+ coords[ 1 ] = normalize( coords[ 1 ] );
1098
+ coords[ 2 ] = normalize( coords[ 2 ] );
1099
+ coords[ 3 ] = normalize( coords[ 3 ] );
1100
+ vec3 vectorFormFactor = vec3( 0.0 );
1101
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
1102
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
1103
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
1104
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
1105
+ float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
1106
+ return vec3( result );
1107
+ }
1108
+ #if defined( USE_SHEEN )
1109
+ float D_Charlie( float roughness, float dotNH ) {
1110
+ float alpha = pow2( roughness );
1111
+ float invAlpha = 1.0 / alpha;
1112
+ float cos2h = dotNH * dotNH;
1113
+ float sin2h = max( 1.0 - cos2h, 0.0078125 );
1114
+ return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
1115
+ }
1116
+ float V_Neubelt( float dotNV, float dotNL ) {
1117
+ return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
1118
+ }
1119
+ vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
1120
+ vec3 halfDir = normalize( lightDir + viewDir );
1121
+ float dotNL = saturate( dot( normal, lightDir ) );
1122
+ float dotNV = saturate( dot( normal, viewDir ) );
1123
+ float dotNH = saturate( dot( normal, halfDir ) );
1124
+ float D = D_Charlie( sheenRoughness, dotNH );
1125
+ float V = V_Neubelt( dotNV, dotNL );
1126
+ return sheenColor * ( D * V );
1127
+ }
1128
+ #endif
1129
+ float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
1130
+ float dotNV = saturate( dot( normal, viewDir ) );
1131
+ float r2 = roughness * roughness;
1132
+ float rInv = 1.0 / ( roughness + 0.1 );
1133
+ float a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;
1134
+ float b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;
1135
+ float DG = exp( a * dotNV + b );
1136
+ return saturate( DG );
1137
+ }
1138
+ vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
1139
+ float dotNV = saturate( dot( normal, viewDir ) );
1140
+ vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;
1141
+ return specularColor * fab.x + specularF90 * fab.y;
1142
+ }
1143
+ #ifdef USE_IRIDESCENCE
1144
+ void computeMultiscatteringIridescence( const in vec2 fab, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, inout vec3 singleScatter, inout vec3 multiScatter ) {
1145
+ #else
1146
+ void computeMultiscattering( const in vec2 fab, const in vec3 specularColor, const in float specularF90, inout vec3 singleScatter, inout vec3 multiScatter ) {
1147
+ #endif
1148
+ #ifdef USE_IRIDESCENCE
1149
+ vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
1150
+ #else
1151
+ vec3 Fr = specularColor;
1152
+ #endif
1153
+ vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
1154
+ float Ess = fab.x + fab.y;
1155
+ float Ems = 1.0 - Ess;
1156
+ vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
1157
+ singleScatter += FssEss;
1158
+ multiScatter += Fms * Ems;
1159
+ }
1160
+ #if NUM_RECT_AREA_LIGHTS > 0
1161
+ void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
1162
+ vec3 normal = geometryNormal;
1163
+ vec3 viewDir = geometryViewDir;
1164
+ vec3 position = geometryPosition;
1165
+ vec3 lightPos = rectAreaLight.position;
1166
+ vec3 halfWidth = rectAreaLight.halfWidth;
1167
+ vec3 halfHeight = rectAreaLight.halfHeight;
1168
+ vec3 lightColor = rectAreaLight.color;
1169
+ float roughness = material.roughness;
1170
+ vec3 rectCoords[ 4 ];
1171
+ rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
1172
+ rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
1173
+ rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
1174
+ vec2 uv = LTC_Uv( normal, viewDir, roughness );
1175
+ vec4 t1 = texture2D( ltc_1, uv );
1176
+ vec4 t2 = texture2D( ltc_2, uv );
1177
+ mat3 mInv = mat3(
1178
+ vec3( t1.x, 0, t1.y ),
1179
+ vec3( 0, 1, 0 ),
1180
+ vec3( t1.z, 0, t1.w )
1181
+ );
1182
+ vec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );
1183
+ reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
1184
+ reflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
1185
+ #ifdef USE_CLEARCOAT
1186
+ vec3 Ncc = geometryClearcoatNormal;
1187
+ vec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );
1188
+ vec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );
1189
+ vec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );
1190
+ mat3 mInvClearcoat = mat3(
1191
+ vec3( t1Clearcoat.x, 0, t1Clearcoat.y ),
1192
+ vec3( 0, 1, 0 ),
1193
+ vec3( t1Clearcoat.z, 0, t1Clearcoat.w )
1194
+ );
1195
+ vec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;
1196
+ clearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );
1197
+ #endif
1198
+ }
1199
+ #endif
1200
+ void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
1201
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
1202
+ vec3 irradiance = dotNL * directLight.color;
1203
+ #ifdef USE_CLEARCOAT
1204
+ float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );
1205
+ vec3 ccIrradiance = dotNLcc * directLight.color;
1206
+ clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );
1207
+ #endif
1208
+ #ifdef USE_SHEEN
1209
+
1210
+ sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );
1211
+
1212
+ float sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
1213
+ float sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );
1214
+
1215
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );
1216
+
1217
+ irradiance *= sheenEnergyComp;
1218
+
1219
+ #endif
1220
+ vec3 specularBRDF = BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );
1221
+ #ifdef USE_RETROREFLECTION
1222
+ vec3 retroViewDir = reflect( - geometryViewDir, geometryNormal );
1223
+ vec3 retroSpecularBRDF = BRDF_GGX( directLight.direction, retroViewDir, geometryNormal, material );
1224
+ specularBRDF = mix( specularBRDF, retroSpecularBRDF, saturate( material.retroreflectivity ) );
1225
+ #endif
1226
+ reflectedLight.directSpecular += irradiance * specularBRDF * material.multiScatteringCompensation;
1227
+ vec3 halfDir = normalize( directLight.direction + geometryViewDir );
1228
+ float dotVH = saturate( dot( geometryViewDir, halfDir ) );
1229
+ vec3 F = F_Schlick( material.specularColor, material.specularF90, dotVH );
1230
+ #ifdef USE_RETROREFLECTION
1231
+ vec3 retroHalfDir = normalize( directLight.direction + retroViewDir );
1232
+ float dotRetroVH = saturate( dot( retroViewDir, retroHalfDir ) );
1233
+ vec3 retroF = F_Schlick( material.specularColor, material.specularF90, dotRetroVH );
1234
+ F = mix( F, retroF, saturate( material.retroreflectivity ) );
1235
+ #endif
1236
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - F );
1237
+ }
1238
+ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
1239
+ vec3 singleScattering = vec3( 0.0 );
1240
+ vec3 multiScattering = vec3( 0.0 );
1241
+ #ifdef USE_IRIDESCENCE
1242
+ computeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScattering, multiScattering );
1243
+ #else
1244
+ computeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScattering, multiScattering );
1245
+ #endif
1246
+ vec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - singleScattering - multiScattering );
1247
+ #ifdef USE_SHEEN
1248
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
1249
+ sheenSpecularIndirect += irradiance * material.sheenColor * sheenAlbedo * RECIPROCAL_PI;
1250
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
1251
+ diffuse *= sheenEnergyComp;
1252
+ #endif
1253
+ reflectedLight.indirectDiffuse += diffuse;
1254
+ }
1255
+ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
1256
+ #ifdef USE_CLEARCOAT
1257
+ clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
1258
+ #endif
1259
+ #ifdef USE_SHEEN
1260
+ sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;
1261
+ #endif
1262
+ vec3 singleScatteringDielectric = vec3( 0.0 );
1263
+ vec3 multiScatteringDielectric = vec3( 0.0 );
1264
+ vec3 singleScatteringMetallic = vec3( 0.0 );
1265
+ vec3 multiScatteringMetallic = vec3( 0.0 );
1266
+ #ifdef USE_IRIDESCENCE
1267
+ computeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScatteringDielectric, multiScatteringDielectric );
1268
+ computeMultiscatteringIridescence( material.dfg, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceF0Metallic, singleScatteringMetallic, multiScatteringMetallic );
1269
+ #else
1270
+ computeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScatteringDielectric, multiScatteringDielectric );
1271
+ computeMultiscattering( material.dfg, material.diffuseColor, material.specularF90, singleScatteringMetallic, multiScatteringMetallic );
1272
+ #endif
1273
+ vec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );
1274
+ vec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );
1275
+ vec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;
1276
+ vec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );
1277
+ vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
1278
+ vec3 indirectSpecular = radiance * singleScattering;
1279
+ indirectSpecular += multiScattering * cosineWeightedIrradiance;
1280
+ vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;
1281
+ #ifdef USE_SHEEN
1282
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
1283
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
1284
+ indirectSpecular *= sheenEnergyComp;
1285
+ indirectDiffuse *= sheenEnergyComp;
1286
+ #endif
1287
+ reflectedLight.indirectSpecular += indirectSpecular;
1288
+ reflectedLight.indirectDiffuse += indirectDiffuse;
1289
+ }
1290
+ #define RE_Direct RE_Direct_Physical
1291
+ #define RE_Direct_RectArea RE_Direct_RectArea_Physical
1292
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
1293
+ #define RE_IndirectSpecular RE_IndirectSpecular_Physical
1294
+ float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
1295
+ return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
1296
+ }`,lights_fragment_begin:`
1297
+ vec3 geometryPosition = - vViewPosition;
1298
+ vec3 geometryNormal = normal;
1299
+ vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
1300
+ vec3 geometryClearcoatNormal = vec3( 0.0 );
1301
+ #ifdef USE_CLEARCOAT
1302
+ geometryClearcoatNormal = clearcoatNormal;
1303
+ #endif
1304
+ #ifdef USE_IRIDESCENCE
1305
+ float dotNVi = saturate( dot( normal, geometryViewDir ) );
1306
+ if ( material.iridescenceThickness == 0.0 ) {
1307
+ material.iridescence = 0.0;
1308
+ } else {
1309
+ material.iridescence = saturate( material.iridescence );
1310
+ }
1311
+ if ( material.iridescence > 0.0 ) {
1312
+ vec3 iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
1313
+ vec3 iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );
1314
+ material.iridescenceFresnel = mix( iridescenceFresnelDielectric, iridescenceFresnelMetallic, material.metalness );
1315
+ material.iridescenceF0Dielectric = Schlick_to_F0( iridescenceFresnelDielectric, 1.0, dotNVi );
1316
+ material.iridescenceF0Metallic = Schlick_to_F0( iridescenceFresnelMetallic, 1.0, dotNVi );
1317
+ }
1318
+ #endif
1319
+ #ifdef STANDARD
1320
+ float dotNVms = saturate( dot( geometryNormal, geometryViewDir ) );
1321
+ material.dfg = texture2D( dfgLUT, vec2( material.roughness, dotNVms ) ).rg;
1322
+ #if ( NUM_SUN_LIGHTS > 0 || NUM_DIR_LIGHTS > 0 || NUM_POINT_LIGHTS > 0 || NUM_SPOT_LIGHTS > 0 )
1323
+ float EssMs = material.dfg.x + material.dfg.y;
1324
+ material.multiScatteringCompensation = 1.0 + material.specularColorBlended * ( 1.0 / EssMs - 1.0 );
1325
+ #endif
1326
+ #endif
1327
+ IncidentLight directLight;
1328
+ #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
1329
+ PointLight pointLight;
1330
+ #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
1331
+ PointLightShadow pointLightShadow;
1332
+ #endif
1333
+ #pragma unroll_loop_start
1334
+ for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
1335
+ pointLight = pointLights[ i ];
1336
+ getPointLightInfo( pointLight, geometryPosition, directLight );
1337
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
1338
+ pointLightShadow = pointLightShadows[ i ];
1339
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
1340
+ #endif
1341
+ RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1342
+ }
1343
+ #pragma unroll_loop_end
1344
+ #endif
1345
+ #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
1346
+ SpotLight spotLight;
1347
+ vec4 spotColor;
1348
+ vec3 spotLightCoord;
1349
+ bool inSpotLightMap;
1350
+ #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
1351
+ SpotLightShadow spotLightShadow;
1352
+ #endif
1353
+ #pragma unroll_loop_start
1354
+ for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
1355
+ spotLight = spotLights[ i ];
1356
+ getSpotLightInfo( spotLight, geometryPosition, directLight );
1357
+ #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
1358
+ #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
1359
+ #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
1360
+ #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
1361
+ #else
1362
+ #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
1363
+ #endif
1364
+ #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
1365
+ spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
1366
+ inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
1367
+ spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
1368
+ directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
1369
+ #endif
1370
+ #undef SPOT_LIGHT_MAP_INDEX
1371
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
1372
+ spotLightShadow = spotLightShadows[ i ];
1373
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
1374
+ #endif
1375
+ RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1376
+ }
1377
+ #pragma unroll_loop_end
1378
+ #endif
1379
+ #if ( NUM_SUN_LIGHTS > 0 ) && defined( RE_Direct )
1380
+ SunLight sunLight;
1381
+ #if defined( USE_SHADOWMAP ) && NUM_SUN_LIGHT_SHADOWS > 0
1382
+ SunLightShadow sunLightShadow;
1383
+ #endif
1384
+ #pragma unroll_loop_start
1385
+ for ( int i = 0; i < NUM_SUN_LIGHTS; i ++ ) {
1386
+ sunLight = sunLights[ i ];
1387
+ getSunLightInfo( sunLight, directLight );
1388
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SUN_LIGHT_SHADOWS )
1389
+ sunLightShadow = sunLightShadows[ i ];
1390
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getSunShadow( sunShadowMap[ i ], sunLightShadow, UNROLLED_LOOP_INDEX ) : 1.0;
1391
+ #endif
1392
+ RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1393
+ }
1394
+ #pragma unroll_loop_end
1395
+ #endif
1396
+ #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
1397
+ DirectionalLight directionalLight;
1398
+ #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
1399
+ DirectionalLightShadow directionalLightShadow;
1400
+ #endif
1401
+ #pragma unroll_loop_start
1402
+ for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
1403
+ directionalLight = directionalLights[ i ];
1404
+ getDirectionalLightInfo( directionalLight, directLight );
1405
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
1406
+ directionalLightShadow = directionalLightShadows[ i ];
1407
+ directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
1408
+ #endif
1409
+ RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1410
+ }
1411
+ #pragma unroll_loop_end
1412
+ #endif
1413
+ #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
1414
+ RectAreaLight rectAreaLight;
1415
+ #pragma unroll_loop_start
1416
+ for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
1417
+ rectAreaLight = rectAreaLights[ i ];
1418
+ RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1419
+ }
1420
+ #pragma unroll_loop_end
1421
+ #endif
1422
+ #if defined( RE_IndirectDiffuse )
1423
+ vec3 iblIrradiance = vec3( 0.0 );
1424
+ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
1425
+ #if defined( USE_LIGHT_PROBES )
1426
+ irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );
1427
+ #endif
1428
+ #if ( NUM_HEMI_LIGHTS > 0 )
1429
+ #pragma unroll_loop_start
1430
+ for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
1431
+ irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
1432
+ }
1433
+ #pragma unroll_loop_end
1434
+ #endif
1435
+ #ifdef USE_LIGHT_PROBES_GRID
1436
+ vec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;
1437
+ vec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );
1438
+ irradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );
1439
+ #endif
1440
+ #endif
1441
+ #if defined( RE_IndirectSpecular )
1442
+ vec3 radiance = vec3( 0.0 );
1443
+ vec3 clearcoatRadiance = vec3( 0.0 );
1444
+ #endif`,lights_fragment_maps:`#if defined( RE_IndirectDiffuse )
1445
+ #ifdef USE_LIGHTMAP
1446
+ vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
1447
+ vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
1448
+ irradiance += lightMapIrradiance;
1449
+ #endif
1450
+ #if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )
1451
+ #if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )
1452
+ iblIrradiance += getIBLIrradiance( geometryNormal );
1453
+ #endif
1454
+ #endif
1455
+ #endif
1456
+ #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
1457
+ #ifdef USE_ANISOTROPY
1458
+ vec3 iblRadiance = getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );
1459
+ #else
1460
+ vec3 iblRadiance = getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );
1461
+ #endif
1462
+ #ifdef USE_RETROREFLECTION
1463
+ #ifdef USE_ANISOTROPY
1464
+ vec3 retroIBLRadiance = getIBLAnisotropyRetroRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );
1465
+ #else
1466
+ vec3 retroIBLRadiance = getIBLRetroRadiance( geometryViewDir, geometryNormal, material.roughness );
1467
+ #endif
1468
+ iblRadiance = mix( iblRadiance, retroIBLRadiance, saturate( material.retroreflectivity ) );
1469
+ #endif
1470
+ radiance += iblRadiance;
1471
+ #ifdef USE_CLEARCOAT
1472
+ clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );
1473
+ #endif
1474
+ #endif`,lights_fragment_end:`#if defined( RE_IndirectDiffuse )
1475
+ #if defined( LAMBERT ) || defined( PHONG )
1476
+ irradiance += iblIrradiance;
1477
+ #endif
1478
+ RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1479
+ #endif
1480
+ #if defined( RE_IndirectSpecular )
1481
+ RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
1482
+ #endif`,lightprobes_pars_fragment:`#ifdef USE_LIGHT_PROBES_GRID
1483
+ uniform highp sampler3D probesSH;
1484
+ uniform vec3 probesMin;
1485
+ uniform vec3 probesMax;
1486
+ uniform vec3 probesResolution;
1487
+ vec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {
1488
+ vec3 res = probesResolution;
1489
+ vec3 gridRange = probesMax - probesMin;
1490
+ vec3 resMinusOne = res - 1.0;
1491
+ vec3 probeSpacing = gridRange / resMinusOne;
1492
+ vec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;
1493
+ vec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );
1494
+ uvw = uvw * resMinusOne / res + 0.5 / res;
1495
+ float nz = res.z;
1496
+ float paddedSlices = nz + 2.0;
1497
+ float atlasDepth = 7.0 * paddedSlices;
1498
+ float uvZBase = uvw.z * nz + 1.0;
1499
+ vec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );
1500
+ vec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );
1501
+ vec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );
1502
+ vec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );
1503
+ vec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );
1504
+ vec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );
1505
+ vec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );
1506
+ vec3 c0 = s0.xyz;
1507
+ vec3 c1 = vec3( s0.w, s1.xy );
1508
+ vec3 c2 = vec3( s1.zw, s2.x );
1509
+ vec3 c3 = s2.yzw;
1510
+ vec3 c4 = s3.xyz;
1511
+ vec3 c5 = vec3( s3.w, s4.xy );
1512
+ vec3 c6 = vec3( s4.zw, s5.x );
1513
+ vec3 c7 = s5.yzw;
1514
+ vec3 c8 = s6.xyz;
1515
+ float x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;
1516
+ vec3 result = c0 * 0.886227;
1517
+ result += c1 * 2.0 * 0.511664 * y;
1518
+ result += c2 * 2.0 * 0.511664 * z;
1519
+ result += c3 * 2.0 * 0.511664 * x;
1520
+ result += c4 * 2.0 * 0.429043 * x * y;
1521
+ result += c5 * 2.0 * 0.429043 * y * z;
1522
+ result += c6 * ( 0.743125 * z * z - 0.247708 );
1523
+ result += c7 * 2.0 * 0.429043 * x * z;
1524
+ result += c8 * 0.429043 * ( x * x - y * y );
1525
+ return max( result, vec3( 0.0 ) );
1526
+ }
1527
+ #endif`,logdepthbuf_fragment:`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
1528
+ gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
1529
+ #endif`,logdepthbuf_pars_fragment:`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
1530
+ uniform float logDepthBufFC;
1531
+ varying float vFragDepth;
1532
+ varying float vIsPerspective;
1533
+ #endif`,logdepthbuf_pars_vertex:`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
1534
+ varying float vFragDepth;
1535
+ varying float vIsPerspective;
1536
+ #endif`,logdepthbuf_vertex:`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
1537
+ vFragDepth = 1.0 + gl_Position.w;
1538
+ vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
1539
+ #endif`,map_fragment:`#ifdef USE_MAP
1540
+ vec4 sampledDiffuseColor = texture2D( map, vMapUv );
1541
+ #ifdef DECODE_VIDEO_TEXTURE
1542
+ sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
1543
+ #endif
1544
+ diffuseColor *= sampledDiffuseColor;
1545
+ #endif`,map_pars_fragment:`#ifdef USE_MAP
1546
+ uniform sampler2D map;
1547
+ #endif`,map_particle_fragment:`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
1548
+ #if defined( USE_POINTS_UV )
1549
+ vec2 uv = vUv;
1550
+ #else
1551
+ vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
1552
+ #endif
1553
+ #endif
1554
+ #ifdef USE_MAP
1555
+ diffuseColor *= texture2D( map, uv );
1556
+ #endif
1557
+ #ifdef USE_ALPHAMAP
1558
+ diffuseColor.a *= texture2D( alphaMap, uv ).g;
1559
+ #endif`,map_particle_pars_fragment:`#if defined( USE_POINTS_UV )
1560
+ varying vec2 vUv;
1561
+ #else
1562
+ #if defined( USE_MAP ) || defined( USE_ALPHAMAP )
1563
+ uniform mat3 uvTransform;
1564
+ #endif
1565
+ #endif
1566
+ #ifdef USE_MAP
1567
+ uniform sampler2D map;
1568
+ #endif
1569
+ #ifdef USE_ALPHAMAP
1570
+ uniform sampler2D alphaMap;
1571
+ #endif`,metalnessmap_fragment:`float metalnessFactor = metalness;
1572
+ #ifdef USE_METALNESSMAP
1573
+ vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
1574
+ metalnessFactor *= texelMetalness.b;
1575
+ #endif`,metalnessmap_pars_fragment:`#ifdef USE_METALNESSMAP
1576
+ uniform sampler2D metalnessMap;
1577
+ #endif`,morphinstance_vertex:`#ifdef USE_INSTANCING_MORPH
1578
+ float morphTargetInfluences[ MORPHTARGETS_COUNT ];
1579
+ float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;
1580
+ for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
1581
+ morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;
1582
+ }
1583
+ #endif`,morphcolor_vertex:`#if defined( USE_MORPHCOLORS )
1584
+ vColor *= morphTargetBaseInfluence;
1585
+ for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
1586
+ #if defined( USE_COLOR_ALPHA )
1587
+ if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];
1588
+ #elif defined( USE_COLOR )
1589
+ if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];
1590
+ #endif
1591
+ }
1592
+ #endif`,morphnormal_vertex:`#ifdef USE_MORPHNORMALS
1593
+ objectNormal *= morphTargetBaseInfluence;
1594
+ for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
1595
+ if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];
1596
+ }
1597
+ #endif`,morphtarget_pars_vertex:`#ifdef USE_MORPHTARGETS
1598
+ #ifndef USE_INSTANCING_MORPH
1599
+ uniform float morphTargetBaseInfluence;
1600
+ uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
1601
+ #endif
1602
+ uniform sampler2DArray morphTargetsTexture;
1603
+ uniform ivec2 morphTargetsTextureSize;
1604
+ vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {
1605
+ int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
1606
+ int y = texelIndex / morphTargetsTextureSize.x;
1607
+ int x = texelIndex - y * morphTargetsTextureSize.x;
1608
+ ivec3 morphUV = ivec3( x, y, morphTargetIndex );
1609
+ return texelFetch( morphTargetsTexture, morphUV, 0 );
1610
+ }
1611
+ #endif`,morphtarget_vertex:`#ifdef USE_MORPHTARGETS
1612
+ transformed *= morphTargetBaseInfluence;
1613
+ for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
1614
+ if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
1615
+ }
1616
+ #endif`,normal_fragment_begin:`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
1617
+ #ifdef FLAT_SHADED
1618
+ vec3 fdx = dFdx( vViewPosition );
1619
+ vec3 fdy = dFdy( vViewPosition );
1620
+ vec3 normal = normalize( cross( fdx, fdy ) );
1621
+ #else
1622
+ vec3 normal = normalize( vNormal );
1623
+ #ifdef DOUBLE_SIDED
1624
+ normal *= faceDirection;
1625
+ #endif
1626
+ #endif
1627
+ #if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )
1628
+ #ifdef USE_TANGENT
1629
+ mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
1630
+ #else
1631
+ mat3 tbn = getTangentFrame( - vViewPosition, normal,
1632
+ #if defined( USE_NORMALMAP )
1633
+ vNormalMapUv
1634
+ #elif defined( USE_CLEARCOAT_NORMALMAP )
1635
+ vClearcoatNormalMapUv
1636
+ #else
1637
+ vUv
1638
+ #endif
1639
+ );
1640
+ #endif
1641
+ #ifdef DOUBLE_SIDED
1642
+ tbn[0] *= faceDirection;
1643
+ tbn[1] *= faceDirection;
1644
+ #endif
1645
+ #endif
1646
+ #ifdef USE_CLEARCOAT_NORMALMAP
1647
+ #ifdef USE_TANGENT
1648
+ mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
1649
+ #else
1650
+ mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );
1651
+ #endif
1652
+ #ifdef DOUBLE_SIDED
1653
+ tbn2[0] *= faceDirection;
1654
+ tbn2[1] *= faceDirection;
1655
+ #endif
1656
+ #endif
1657
+ vec3 nonPerturbedNormal = normal;`,normal_fragment_maps:`#ifdef USE_NORMALMAP_OBJECTSPACE
1658
+ normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
1659
+ #ifdef FLIP_SIDED
1660
+ normal = - normal;
1661
+ #endif
1662
+ #ifdef DOUBLE_SIDED
1663
+ normal = normal * faceDirection;
1664
+ #endif
1665
+ normal = normalize( normalMatrix * normal );
1666
+ #elif defined( USE_NORMALMAP_TANGENTSPACE )
1667
+ vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
1668
+ #if defined( USE_PACKED_NORMALMAP )
1669
+ mapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );
1670
+ #endif
1671
+ mapN.xy *= normalScale;
1672
+ normal = normalize( tbn * mapN );
1673
+ #elif defined( USE_BUMPMAP )
1674
+ normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
1675
+ #endif`,normal_pars_fragment:`#ifndef FLAT_SHADED
1676
+ varying vec3 vNormal;
1677
+ #ifdef USE_TANGENT
1678
+ varying vec3 vTangent;
1679
+ varying vec3 vBitangent;
1680
+ #endif
1681
+ #endif`,normal_pars_vertex:`#ifndef FLAT_SHADED
1682
+ varying vec3 vNormal;
1683
+ #ifdef USE_TANGENT
1684
+ varying vec3 vTangent;
1685
+ varying vec3 vBitangent;
1686
+ #endif
1687
+ #endif`,normal_vertex:`#ifndef FLAT_SHADED
1688
+ vNormal = normalize( transformedNormal );
1689
+ #ifdef USE_TANGENT
1690
+ vTangent = normalize( transformedTangent );
1691
+ vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
1692
+ #ifdef FLIP_SIDED
1693
+ vBitangent = - vBitangent;
1694
+ #endif
1695
+ #endif
1696
+ #endif`,normalmap_pars_fragment:`#ifdef USE_NORMALMAP
1697
+ uniform sampler2D normalMap;
1698
+ uniform vec2 normalScale;
1699
+ #endif
1700
+ #ifdef USE_NORMALMAP_OBJECTSPACE
1701
+ uniform mat3 normalMatrix;
1702
+ #endif
1703
+ #if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )
1704
+ mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {
1705
+ vec3 q0 = dFdx( eye_pos.xyz );
1706
+ vec3 q1 = dFdy( eye_pos.xyz );
1707
+ vec2 st0 = dFdx( uv.st );
1708
+ vec2 st1 = dFdy( uv.st );
1709
+ vec3 N = surf_norm;
1710
+ vec3 q1perp = cross( q1, N );
1711
+ vec3 q0perp = cross( N, q0 );
1712
+ vec3 T = q1perp * st0.x + q0perp * st1.x;
1713
+ vec3 B = q1perp * st0.y + q0perp * st1.y;
1714
+ float det = max( dot( T, T ), dot( B, B ) );
1715
+ float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );
1716
+ return mat3( T * scale, B * scale, N );
1717
+ }
1718
+ #endif`,clearcoat_normal_fragment_begin:`#ifdef USE_CLEARCOAT
1719
+ vec3 clearcoatNormal = nonPerturbedNormal;
1720
+ #endif`,clearcoat_normal_fragment_maps:`#ifdef USE_CLEARCOAT_NORMALMAP
1721
+ vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
1722
+ clearcoatMapN.xy *= clearcoatNormalScale;
1723
+ clearcoatNormal = normalize( tbn2 * clearcoatMapN );
1724
+ #endif`,clearcoat_pars_fragment:`#ifdef USE_CLEARCOATMAP
1725
+ uniform sampler2D clearcoatMap;
1726
+ #endif
1727
+ #ifdef USE_CLEARCOAT_NORMALMAP
1728
+ uniform sampler2D clearcoatNormalMap;
1729
+ uniform vec2 clearcoatNormalScale;
1730
+ #endif
1731
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
1732
+ uniform sampler2D clearcoatRoughnessMap;
1733
+ #endif`,iridescence_pars_fragment:`#ifdef USE_IRIDESCENCEMAP
1734
+ uniform sampler2D iridescenceMap;
1735
+ #endif
1736
+ #ifdef USE_IRIDESCENCE_THICKNESSMAP
1737
+ uniform sampler2D iridescenceThicknessMap;
1738
+ #endif`,opaque_fragment:`#ifdef OPAQUE
1739
+ diffuseColor.a = 1.0;
1740
+ #endif
1741
+ #ifdef USE_TRANSMISSION
1742
+ diffuseColor.a *= material.transmissionAlpha;
1743
+ #endif
1744
+ gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,packing:`vec3 packNormalToRGB( const in vec3 normal ) {
1745
+ return normalize( normal ) * 0.5 + 0.5;
1746
+ }
1747
+ vec3 unpackRGBToNormal( const in vec3 rgb ) {
1748
+ return 2.0 * rgb.xyz - 1.0;
1749
+ }
1750
+ const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;
1751
+ const float Inv255 = 1. / 255.;
1752
+ const vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );
1753
+ const vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );
1754
+ const vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );
1755
+ const vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );
1756
+ vec4 packDepthToRGBA( const in float v ) {
1757
+ if( v <= 0.0 )
1758
+ return vec4( 0., 0., 0., 0. );
1759
+ if( v >= 1.0 )
1760
+ return vec4( 1., 1., 1., 1. );
1761
+ float vuf;
1762
+ float af = modf( v * PackFactors.a, vuf );
1763
+ float bf = modf( vuf * ShiftRight8, vuf );
1764
+ float gf = modf( vuf * ShiftRight8, vuf );
1765
+ return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );
1766
+ }
1767
+ vec3 packDepthToRGB( const in float v ) {
1768
+ if( v <= 0.0 )
1769
+ return vec3( 0., 0., 0. );
1770
+ if( v >= 1.0 )
1771
+ return vec3( 1., 1., 1. );
1772
+ float vuf;
1773
+ float bf = modf( v * PackFactors.b, vuf );
1774
+ float gf = modf( vuf * ShiftRight8, vuf );
1775
+ return vec3( vuf * Inv255, gf * PackUpscale, bf );
1776
+ }
1777
+ vec2 packDepthToRG( const in float v ) {
1778
+ if( v <= 0.0 )
1779
+ return vec2( 0., 0. );
1780
+ if( v >= 1.0 )
1781
+ return vec2( 1., 1. );
1782
+ float vuf;
1783
+ float gf = modf( v * 256., vuf );
1784
+ return vec2( vuf * Inv255, gf );
1785
+ }
1786
+ float unpackRGBAToDepth( const in vec4 v ) {
1787
+ return dot( v, UnpackFactors4 );
1788
+ }
1789
+ float unpackRGBToDepth( const in vec3 v ) {
1790
+ return dot( v, UnpackFactors3 );
1791
+ }
1792
+ float unpackRGToDepth( const in vec2 v ) {
1793
+ return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;
1794
+ }
1795
+ vec4 pack2HalfToRGBA( const in vec2 v ) {
1796
+ vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
1797
+ return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
1798
+ }
1799
+ vec2 unpackRGBATo2Half( const in vec4 v ) {
1800
+ return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
1801
+ }
1802
+ float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
1803
+ return ( viewZ + near ) / ( near - far );
1804
+ }
1805
+ float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
1806
+ #ifdef USE_REVERSED_DEPTH_BUFFER
1807
+
1808
+ return depth * ( far - near ) - far;
1809
+ #else
1810
+ return depth * ( near - far ) - near;
1811
+ #endif
1812
+ }
1813
+ float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
1814
+ return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
1815
+ }
1816
+ float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
1817
+
1818
+ #ifdef USE_REVERSED_DEPTH_BUFFER
1819
+ return ( near * far ) / ( ( near - far ) * depth - near );
1820
+ #else
1821
+ return ( near * far ) / ( ( far - near ) * depth - far );
1822
+ #endif
1823
+ }`,premultiplied_alpha_fragment:`#ifdef PREMULTIPLIED_ALPHA
1824
+ gl_FragColor.rgb *= gl_FragColor.a;
1825
+ #endif`,project_vertex:`vec4 mvPosition = vec4( transformed, 1.0 );
1826
+ #ifdef USE_BATCHING
1827
+ mvPosition = batchingMatrix * mvPosition;
1828
+ #endif
1829
+ #ifdef USE_INSTANCING
1830
+ mvPosition = instanceMatrix * mvPosition;
1831
+ #endif
1832
+ mvPosition = modelViewMatrix * mvPosition;
1833
+ gl_Position = projectionMatrix * mvPosition;`,dithering_fragment:`#ifdef DITHERING
1834
+ gl_FragColor.rgb = dithering( gl_FragColor.rgb );
1835
+ #endif`,dithering_pars_fragment:`#ifdef DITHERING
1836
+ vec3 dithering( vec3 color ) {
1837
+ float grid_position = rand( gl_FragCoord.xy );
1838
+ vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
1839
+ dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
1840
+ return color + dither_shift_RGB;
1841
+ }
1842
+ #endif`,roughnessmap_fragment:`float roughnessFactor = roughness;
1843
+ #ifdef USE_ROUGHNESSMAP
1844
+ vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
1845
+ roughnessFactor *= texelRoughness.g;
1846
+ #endif`,roughnessmap_pars_fragment:`#ifdef USE_ROUGHNESSMAP
1847
+ uniform sampler2D roughnessMap;
1848
+ #endif`,shadowmap_pars_fragment:`#if NUM_SPOT_LIGHT_COORDS > 0
1849
+ varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
1850
+ #endif
1851
+ #if NUM_SPOT_LIGHT_MAPS > 0
1852
+ uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];
1853
+ #endif
1854
+ #ifdef USE_SHADOWMAP
1855
+ #if NUM_SUN_LIGHT_SHADOWS > 0
1856
+ #define SUN_LIGHT_CASCADES 2
1857
+ #if defined( SHADOWMAP_TYPE_PCF )
1858
+ uniform sampler2DShadow sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];
1859
+ #else
1860
+ uniform sampler2D sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];
1861
+ #endif
1862
+ uniform mat4 sunShadowMatrix[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];
1863
+ uniform vec4 sunShadowCascade[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];
1864
+ varying vec4 vSunShadowWorldPosition;
1865
+ varying vec3 vSunShadowWorldNormal;
1866
+ struct SunLightShadow {
1867
+ float shadowIntensity;
1868
+ float shadowBias;
1869
+ float shadowNormalBias;
1870
+ float shadowRadius;
1871
+ vec2 shadowMapSize;
1872
+ };
1873
+ uniform SunLightShadow sunLightShadows[ NUM_SUN_LIGHT_SHADOWS ];
1874
+ #endif
1875
+ #if NUM_DIR_LIGHT_SHADOWS > 0
1876
+ #if defined( SHADOWMAP_TYPE_PCF )
1877
+ uniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
1878
+ #else
1879
+ uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
1880
+ #endif
1881
+ varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
1882
+ struct DirectionalLightShadow {
1883
+ float shadowIntensity;
1884
+ float shadowBias;
1885
+ float shadowNormalBias;
1886
+ float shadowRadius;
1887
+ vec2 shadowMapSize;
1888
+ };
1889
+ uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
1890
+ #endif
1891
+ #if NUM_SPOT_LIGHT_SHADOWS > 0
1892
+ #if defined( SHADOWMAP_TYPE_PCF )
1893
+ uniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
1894
+ #else
1895
+ uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
1896
+ #endif
1897
+ struct SpotLightShadow {
1898
+ float shadowIntensity;
1899
+ float shadowBias;
1900
+ float shadowNormalBias;
1901
+ float shadowRadius;
1902
+ vec2 shadowMapSize;
1903
+ };
1904
+ uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
1905
+ #endif
1906
+ #if NUM_POINT_LIGHT_SHADOWS > 0
1907
+ #if defined( SHADOWMAP_TYPE_PCF )
1908
+ uniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
1909
+ #elif defined( SHADOWMAP_TYPE_BASIC )
1910
+ uniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
1911
+ #endif
1912
+ varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
1913
+ struct PointLightShadow {
1914
+ float shadowIntensity;
1915
+ float shadowBias;
1916
+ float shadowNormalBias;
1917
+ float shadowRadius;
1918
+ vec2 shadowMapSize;
1919
+ float shadowCameraNear;
1920
+ float shadowCameraFar;
1921
+ };
1922
+ uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
1923
+ #endif
1924
+ #if defined( SHADOWMAP_TYPE_PCF )
1925
+ float interleavedGradientNoise( vec2 position ) {
1926
+ return fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );
1927
+ }
1928
+ vec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {
1929
+ const float goldenAngle = 2.399963229728653;
1930
+ float r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );
1931
+ float theta = float( sampleIndex ) * goldenAngle + phi;
1932
+ return vec2( cos( theta ), sin( theta ) ) * r;
1933
+ }
1934
+ #endif
1935
+ #if defined( SHADOWMAP_TYPE_PCF )
1936
+ float getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
1937
+ float shadow = 1.0;
1938
+ shadowCoord.xyz /= shadowCoord.w;
1939
+ shadowCoord.z += shadowBias;
1940
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
1941
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
1942
+ if ( frustumTest ) {
1943
+ vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
1944
+ float radius = shadowRadius * texelSize.x;
1945
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
1946
+ shadow = (
1947
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +
1948
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +
1949
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +
1950
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +
1951
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )
1952
+ ) * 0.2;
1953
+ }
1954
+ return mix( 1.0, shadow, shadowIntensity );
1955
+ }
1956
+ #elif defined( SHADOWMAP_TYPE_VSM )
1957
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
1958
+ float shadow = 1.0;
1959
+ shadowCoord.xyz /= shadowCoord.w;
1960
+ #ifdef USE_REVERSED_DEPTH_BUFFER
1961
+ shadowCoord.z -= shadowBias;
1962
+ #else
1963
+ shadowCoord.z += shadowBias;
1964
+ #endif
1965
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
1966
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
1967
+ if ( frustumTest ) {
1968
+ vec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;
1969
+ float mean = distribution.x;
1970
+ float variance = distribution.y * distribution.y;
1971
+ #ifdef USE_REVERSED_DEPTH_BUFFER
1972
+ float hard_shadow = step( mean, shadowCoord.z );
1973
+ #else
1974
+ float hard_shadow = step( shadowCoord.z, mean );
1975
+ #endif
1976
+
1977
+ if ( hard_shadow == 1.0 ) {
1978
+ shadow = 1.0;
1979
+ } else {
1980
+ variance = max( variance, 0.0000001 );
1981
+ float d = shadowCoord.z - mean;
1982
+ float p_max = variance / ( variance + d * d );
1983
+ p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );
1984
+ shadow = max( hard_shadow, p_max );
1985
+ }
1986
+ }
1987
+ return mix( 1.0, shadow, shadowIntensity );
1988
+ }
1989
+ #else
1990
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
1991
+ float shadow = 1.0;
1992
+ shadowCoord.xyz /= shadowCoord.w;
1993
+ #ifdef USE_REVERSED_DEPTH_BUFFER
1994
+ shadowCoord.z -= shadowBias;
1995
+ #else
1996
+ shadowCoord.z += shadowBias;
1997
+ #endif
1998
+ bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
1999
+ bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
2000
+ if ( frustumTest ) {
2001
+ float depth = texture2D( shadowMap, shadowCoord.xy ).r;
2002
+ #ifdef USE_REVERSED_DEPTH_BUFFER
2003
+ shadow = step( depth, shadowCoord.z );
2004
+ #else
2005
+ shadow = step( shadowCoord.z, depth );
2006
+ #endif
2007
+ }
2008
+ return mix( 1.0, shadow, shadowIntensity );
2009
+ }
2010
+ #endif
2011
+ #if NUM_SUN_LIGHT_SHADOWS > 0
2012
+ float getSunShadow(
2013
+ #if defined( SHADOWMAP_TYPE_PCF )
2014
+ sampler2DShadow shadowMap,
2015
+ #else
2016
+ sampler2D shadowMap,
2017
+ #endif
2018
+ SunLightShadow sunLightShadow,
2019
+ int shadowIndex
2020
+ ) {
2021
+ vec4 shadowWorldPosition = vec4( vSunShadowWorldPosition.xyz + vSunShadowWorldNormal * sunLightShadow.shadowNormalBias, 1.0 );
2022
+ float viewDepth = vSunShadowWorldPosition.w;
2023
+ int cascadeOffset = shadowIndex * SUN_LIGHT_CASCADES;
2024
+ float shadow = 1.0;
2025
+ for ( int i = SUN_LIGHT_CASCADES - 1; i >= 0; i -- ) {
2026
+ vec4 cascade = sunShadowCascade[ cascadeOffset + i ];
2027
+ if ( viewDepth >= cascade.x && viewDepth < cascade.y ) {
2028
+ float cascadeShadow = getShadow(
2029
+ shadowMap,
2030
+ sunLightShadow.shadowMapSize,
2031
+ sunLightShadow.shadowIntensity,
2032
+ sunLightShadow.shadowBias,
2033
+ sunLightShadow.shadowRadius,
2034
+ sunShadowMatrix[ cascadeOffset + i ] * shadowWorldPosition
2035
+ );
2036
+ shadow = mix( cascadeShadow, shadow, smoothstep( cascade.z, cascade.y, viewDepth ) );
2037
+ }
2038
+ }
2039
+ return shadow;
2040
+ }
2041
+ #endif
2042
+ #if NUM_POINT_LIGHT_SHADOWS > 0
2043
+ #if defined( SHADOWMAP_TYPE_PCF )
2044
+ float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
2045
+ float shadow = 1.0;
2046
+ vec3 lightToPosition = shadowCoord.xyz;
2047
+ vec3 bd3D = normalize( lightToPosition );
2048
+ vec3 absVec = abs( lightToPosition );
2049
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
2050
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
2051
+ #ifdef USE_REVERSED_DEPTH_BUFFER
2052
+ float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
2053
+ dp -= shadowBias;
2054
+ #else
2055
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
2056
+ dp += shadowBias;
2057
+ #endif
2058
+ float texelSize = shadowRadius / shadowMapSize.x;
2059
+ vec3 absDir = abs( bd3D );
2060
+ vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );
2061
+ tangent = normalize( cross( bd3D, tangent ) );
2062
+ vec3 bitangent = cross( bd3D, tangent );
2063
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
2064
+ vec2 sample0 = vogelDiskSample( 0, 5, phi );
2065
+ vec2 sample1 = vogelDiskSample( 1, 5, phi );
2066
+ vec2 sample2 = vogelDiskSample( 2, 5, phi );
2067
+ vec2 sample3 = vogelDiskSample( 3, 5, phi );
2068
+ vec2 sample4 = vogelDiskSample( 4, 5, phi );
2069
+ shadow = (
2070
+ texture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +
2071
+ texture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +
2072
+ texture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +
2073
+ texture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +
2074
+ texture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )
2075
+ ) * 0.2;
2076
+ }
2077
+ return mix( 1.0, shadow, shadowIntensity );
2078
+ }
2079
+ #elif defined( SHADOWMAP_TYPE_BASIC )
2080
+ float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
2081
+ float shadow = 1.0;
2082
+ vec3 lightToPosition = shadowCoord.xyz;
2083
+ vec3 absVec = abs( lightToPosition );
2084
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
2085
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
2086
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
2087
+ dp += shadowBias;
2088
+ vec3 bd3D = normalize( lightToPosition );
2089
+ float depth = textureCube( shadowMap, bd3D ).r;
2090
+ #ifdef USE_REVERSED_DEPTH_BUFFER
2091
+ depth = 1.0 - depth;
2092
+ #endif
2093
+ shadow = step( dp, depth );
2094
+ }
2095
+ return mix( 1.0, shadow, shadowIntensity );
2096
+ }
2097
+ #endif
2098
+ #endif
2099
+ #endif`,shadowmap_pars_vertex:`#if NUM_SPOT_LIGHT_COORDS > 0
2100
+ uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
2101
+ varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
2102
+ #endif
2103
+ #ifdef USE_SHADOWMAP
2104
+ #if NUM_SUN_LIGHT_SHADOWS > 0
2105
+ varying vec4 vSunShadowWorldPosition;
2106
+ varying vec3 vSunShadowWorldNormal;
2107
+ #endif
2108
+ #if NUM_DIR_LIGHT_SHADOWS > 0
2109
+ uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];
2110
+ varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
2111
+ struct DirectionalLightShadow {
2112
+ float shadowIntensity;
2113
+ float shadowBias;
2114
+ float shadowNormalBias;
2115
+ float shadowRadius;
2116
+ vec2 shadowMapSize;
2117
+ };
2118
+ uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
2119
+ #endif
2120
+ #if NUM_SPOT_LIGHT_SHADOWS > 0
2121
+ struct SpotLightShadow {
2122
+ float shadowIntensity;
2123
+ float shadowBias;
2124
+ float shadowNormalBias;
2125
+ float shadowRadius;
2126
+ vec2 shadowMapSize;
2127
+ };
2128
+ uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
2129
+ #endif
2130
+ #if NUM_POINT_LIGHT_SHADOWS > 0
2131
+ uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];
2132
+ varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
2133
+ struct PointLightShadow {
2134
+ float shadowIntensity;
2135
+ float shadowBias;
2136
+ float shadowNormalBias;
2137
+ float shadowRadius;
2138
+ vec2 shadowMapSize;
2139
+ float shadowCameraNear;
2140
+ float shadowCameraFar;
2141
+ };
2142
+ uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
2143
+ #endif
2144
+ #endif`,shadowmap_vertex:`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SUN_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
2145
+ #ifdef HAS_NORMAL
2146
+ vec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );
2147
+ #else
2148
+ vec3 shadowWorldNormal = vec3( 0.0 );
2149
+ #endif
2150
+ vec4 shadowWorldPosition;
2151
+ #endif
2152
+ #if defined( USE_SHADOWMAP )
2153
+ #if NUM_SUN_LIGHT_SHADOWS > 0
2154
+ vSunShadowWorldPosition = vec4( worldPosition.xyz, - mvPosition.z );
2155
+ vSunShadowWorldNormal = shadowWorldNormal;
2156
+ #endif
2157
+ #if NUM_DIR_LIGHT_SHADOWS > 0
2158
+ #pragma unroll_loop_start
2159
+ for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
2160
+ shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
2161
+ vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
2162
+ }
2163
+ #pragma unroll_loop_end
2164
+ #endif
2165
+ #if NUM_POINT_LIGHT_SHADOWS > 0
2166
+ #pragma unroll_loop_start
2167
+ for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
2168
+ shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
2169
+ vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
2170
+ }
2171
+ #pragma unroll_loop_end
2172
+ #endif
2173
+ #endif
2174
+ #if NUM_SPOT_LIGHT_COORDS > 0
2175
+ #pragma unroll_loop_start
2176
+ for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
2177
+ shadowWorldPosition = worldPosition;
2178
+ #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
2179
+ shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;
2180
+ #endif
2181
+ vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
2182
+ }
2183
+ #pragma unroll_loop_end
2184
+ #endif`,shadowmask_pars_fragment:`float getShadowMask() {
2185
+ float shadow = 1.0;
2186
+ #ifdef USE_SHADOWMAP
2187
+ #if NUM_SUN_LIGHT_SHADOWS > 0
2188
+ SunLightShadow sunLight;
2189
+ #pragma unroll_loop_start
2190
+ for ( int i = 0; i < NUM_SUN_LIGHT_SHADOWS; i ++ ) {
2191
+ sunLight = sunLightShadows[ i ];
2192
+ shadow *= receiveShadow ? getSunShadow( sunShadowMap[ i ], sunLight, UNROLLED_LOOP_INDEX ) : 1.0;
2193
+ }
2194
+ #pragma unroll_loop_end
2195
+ #endif
2196
+ #if NUM_DIR_LIGHT_SHADOWS > 0
2197
+ DirectionalLightShadow directionalLight;
2198
+ #pragma unroll_loop_start
2199
+ for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
2200
+ directionalLight = directionalLightShadows[ i ];
2201
+ shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
2202
+ }
2203
+ #pragma unroll_loop_end
2204
+ #endif
2205
+ #if NUM_SPOT_LIGHT_SHADOWS > 0
2206
+ SpotLightShadow spotLight;
2207
+ #pragma unroll_loop_start
2208
+ for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
2209
+ spotLight = spotLightShadows[ i ];
2210
+ shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
2211
+ }
2212
+ #pragma unroll_loop_end
2213
+ #endif
2214
+ #if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
2215
+ PointLightShadow pointLight;
2216
+ #pragma unroll_loop_start
2217
+ for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
2218
+ pointLight = pointLightShadows[ i ];
2219
+ shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
2220
+ }
2221
+ #pragma unroll_loop_end
2222
+ #endif
2223
+ #endif
2224
+ return shadow;
2225
+ }`,skinbase_vertex:`#ifdef USE_SKINNING
2226
+ mat4 boneMatX = getBoneMatrix( skinIndex.x );
2227
+ mat4 boneMatY = getBoneMatrix( skinIndex.y );
2228
+ mat4 boneMatZ = getBoneMatrix( skinIndex.z );
2229
+ mat4 boneMatW = getBoneMatrix( skinIndex.w );
2230
+ #endif`,skinning_pars_vertex:`#ifdef USE_SKINNING
2231
+ uniform mat4 bindMatrix;
2232
+ uniform mat4 bindMatrixInverse;
2233
+ uniform highp sampler2D boneTexture;
2234
+ mat4 getBoneMatrix( const in float i ) {
2235
+ int size = textureSize( boneTexture, 0 ).x;
2236
+ int j = int( i ) * 4;
2237
+ int x = j % size;
2238
+ int y = j / size;
2239
+ vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );
2240
+ vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );
2241
+ vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );
2242
+ vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );
2243
+ return mat4( v1, v2, v3, v4 );
2244
+ }
2245
+ #endif`,skinning_vertex:`#ifdef USE_SKINNING
2246
+ vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
2247
+ vec4 skinned = vec4( 0.0 );
2248
+ skinned += boneMatX * skinVertex * skinWeight.x;
2249
+ skinned += boneMatY * skinVertex * skinWeight.y;
2250
+ skinned += boneMatZ * skinVertex * skinWeight.z;
2251
+ skinned += boneMatW * skinVertex * skinWeight.w;
2252
+ transformed = ( bindMatrixInverse * skinned ).xyz;
2253
+ #endif`,skinnormal_vertex:`#ifdef USE_SKINNING
2254
+ mat4 skinMatrix = mat4( 0.0 );
2255
+ skinMatrix += skinWeight.x * boneMatX;
2256
+ skinMatrix += skinWeight.y * boneMatY;
2257
+ skinMatrix += skinWeight.z * boneMatZ;
2258
+ skinMatrix += skinWeight.w * boneMatW;
2259
+ skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
2260
+ objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
2261
+ #ifdef USE_TANGENT
2262
+ objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
2263
+ #endif
2264
+ #endif`,specularmap_fragment:`float specularStrength;
2265
+ #ifdef USE_SPECULARMAP
2266
+ vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
2267
+ specularStrength = texelSpecular.r;
2268
+ #else
2269
+ specularStrength = 1.0;
2270
+ #endif`,specularmap_pars_fragment:`#ifdef USE_SPECULARMAP
2271
+ uniform sampler2D specularMap;
2272
+ #endif`,tonemapping_fragment:`#if defined( TONE_MAPPING )
2273
+ gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
2274
+ #endif`,tonemapping_pars_fragment:`#ifndef saturate
2275
+ #define saturate( a ) clamp( a, 0.0, 1.0 )
2276
+ #endif
2277
+ uniform float toneMappingExposure;
2278
+ vec3 LinearToneMapping( vec3 color ) {
2279
+ return saturate( toneMappingExposure * color );
2280
+ }
2281
+ vec3 ReinhardToneMapping( vec3 color ) {
2282
+ color *= toneMappingExposure;
2283
+ return saturate( color / ( vec3( 1.0 ) + color ) );
2284
+ }
2285
+ vec3 CineonToneMapping( vec3 color ) {
2286
+ color *= toneMappingExposure;
2287
+ color = max( vec3( 0.0 ), color - 0.004 );
2288
+ return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
2289
+ }
2290
+ vec3 RRTAndODTFit( vec3 v ) {
2291
+ vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
2292
+ vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
2293
+ return a / b;
2294
+ }
2295
+ vec3 ACESFilmicToneMapping( vec3 color ) {
2296
+ const mat3 ACESInputMat = mat3(
2297
+ vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),
2298
+ vec3( 0.04823, 0.01566, 0.83777 )
2299
+ );
2300
+ const mat3 ACESOutputMat = mat3(
2301
+ vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),
2302
+ vec3( -0.07367, -0.00605, 1.07602 )
2303
+ );
2304
+ color *= toneMappingExposure / 0.6;
2305
+ color = ACESInputMat * color;
2306
+ color = RRTAndODTFit( color );
2307
+ color = ACESOutputMat * color;
2308
+ return saturate( color );
2309
+ }
2310
+ const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
2311
+ vec3( 1.6605, - 0.1246, - 0.0182 ),
2312
+ vec3( - 0.5876, 1.1329, - 0.1006 ),
2313
+ vec3( - 0.0728, - 0.0083, 1.1187 )
2314
+ );
2315
+ const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
2316
+ vec3( 0.6274, 0.0691, 0.0164 ),
2317
+ vec3( 0.3293, 0.9195, 0.0880 ),
2318
+ vec3( 0.0433, 0.0113, 0.8956 )
2319
+ );
2320
+ vec3 agxDefaultContrastApprox( vec3 x ) {
2321
+ vec3 x2 = x * x;
2322
+ vec3 x4 = x2 * x2;
2323
+ return + 15.5 * x4 * x2
2324
+ - 40.14 * x4 * x
2325
+ + 31.96 * x4
2326
+ - 6.868 * x2 * x
2327
+ + 0.4298 * x2
2328
+ + 0.1191 * x
2329
+ - 0.00232;
2330
+ }
2331
+ vec3 AgXToneMapping( vec3 color ) {
2332
+ const mat3 AgXInsetMatrix = mat3(
2333
+ vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),
2334
+ vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),
2335
+ vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )
2336
+ );
2337
+ const mat3 AgXOutsetMatrix = mat3(
2338
+ vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),
2339
+ vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),
2340
+ vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )
2341
+ );
2342
+ const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069;
2343
+ color *= toneMappingExposure;
2344
+ color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;
2345
+ color = AgXInsetMatrix * color;
2346
+ color = max( color, 1e-10 ); color = log2( color );
2347
+ color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
2348
+ color = clamp( color, 0.0, 1.0 );
2349
+ color = agxDefaultContrastApprox( color );
2350
+ color = AgXOutsetMatrix * color;
2351
+ color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
2352
+ color = LINEAR_REC2020_TO_LINEAR_SRGB * color;
2353
+ color = clamp( color, 0.0, 1.0 );
2354
+ return color;
2355
+ }
2356
+ vec3 NeutralToneMapping( vec3 color ) {
2357
+ const float StartCompression = 0.8 - 0.04;
2358
+ const float Desaturation = 0.15;
2359
+ color *= toneMappingExposure;
2360
+ float x = min( color.r, min( color.g, color.b ) );
2361
+ float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
2362
+ color -= offset;
2363
+ float peak = max( color.r, max( color.g, color.b ) );
2364
+ if ( peak < StartCompression ) return color;
2365
+ float d = 1. - StartCompression;
2366
+ float newPeak = 1. - d * d / ( peak + d - StartCompression );
2367
+ color *= newPeak / peak;
2368
+ float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );
2369
+ return mix( color, vec3( newPeak ), g );
2370
+ }
2371
+ vec3 CustomToneMapping( vec3 color ) { return color; }`,transmission_fragment:`#ifdef USE_TRANSMISSION
2372
+ material.transmission = transmission;
2373
+ material.transmissionAlpha = 1.0;
2374
+ material.thickness = thickness;
2375
+ material.attenuationDistance = attenuationDistance;
2376
+ material.attenuationColor = attenuationColor;
2377
+ #ifdef USE_TRANSMISSIONMAP
2378
+ material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;
2379
+ #endif
2380
+ #ifdef USE_THICKNESSMAP
2381
+ material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;
2382
+ #endif
2383
+ vec3 pos = vWorldPosition;
2384
+ vec3 v = normalize( cameraPosition - pos );
2385
+ vec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );
2386
+ vec4 transmitted = getIBLVolumeRefraction(
2387
+ n, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,
2388
+ pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,
2389
+ material.attenuationColor, material.attenuationDistance );
2390
+ material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );
2391
+ totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );
2392
+ #endif`,transmission_pars_fragment:`#ifdef USE_TRANSMISSION
2393
+ uniform float transmission;
2394
+ uniform float thickness;
2395
+ uniform float attenuationDistance;
2396
+ uniform vec3 attenuationColor;
2397
+ #ifdef USE_TRANSMISSIONMAP
2398
+ uniform sampler2D transmissionMap;
2399
+ #endif
2400
+ #ifdef USE_THICKNESSMAP
2401
+ uniform sampler2D thicknessMap;
2402
+ #endif
2403
+ uniform vec2 transmissionSamplerSize;
2404
+ uniform sampler2D transmissionSamplerMap;
2405
+ uniform mat4 modelMatrix;
2406
+ uniform mat4 projectionMatrix;
2407
+ varying vec3 vWorldPosition;
2408
+ float w0( float a ) {
2409
+ return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );
2410
+ }
2411
+ float w1( float a ) {
2412
+ return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );
2413
+ }
2414
+ float w2( float a ){
2415
+ return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );
2416
+ }
2417
+ float w3( float a ) {
2418
+ return ( 1.0 / 6.0 ) * ( a * a * a );
2419
+ }
2420
+ float g0( float a ) {
2421
+ return w0( a ) + w1( a );
2422
+ }
2423
+ float g1( float a ) {
2424
+ return w2( a ) + w3( a );
2425
+ }
2426
+ float h0( float a ) {
2427
+ return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );
2428
+ }
2429
+ float h1( float a ) {
2430
+ return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );
2431
+ }
2432
+ vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {
2433
+ uv = uv * texelSize.zw + 0.5;
2434
+ vec2 iuv = floor( uv );
2435
+ vec2 fuv = fract( uv );
2436
+ float g0x = g0( fuv.x );
2437
+ float g1x = g1( fuv.x );
2438
+ float h0x = h0( fuv.x );
2439
+ float h1x = h1( fuv.x );
2440
+ float h0y = h0( fuv.y );
2441
+ float h1y = h1( fuv.y );
2442
+ vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
2443
+ vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
2444
+ vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
2445
+ vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
2446
+ return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +
2447
+ g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );
2448
+ }
2449
+ vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {
2450
+ vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );
2451
+ vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );
2452
+ vec2 fLodSizeInv = 1.0 / fLodSize;
2453
+ vec2 cLodSizeInv = 1.0 / cLodSize;
2454
+ vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );
2455
+ vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );
2456
+ return mix( fSample, cSample, fract( lod ) );
2457
+ }
2458
+ vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
2459
+ vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
2460
+ vec3 modelScale;
2461
+ modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
2462
+ modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
2463
+ modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
2464
+ return normalize( refractionVector ) * thickness * modelScale;
2465
+ }
2466
+ float applyIorToRoughness( const in float roughness, const in float ior ) {
2467
+ return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
2468
+ }
2469
+ vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
2470
+ float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
2471
+ return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );
2472
+ }
2473
+ vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
2474
+ if ( isinf( attenuationDistance ) ) {
2475
+ return vec3( 1.0 );
2476
+ } else {
2477
+ vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
2478
+ vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;
2479
+ }
2480
+ }
2481
+ vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
2482
+ const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
2483
+ const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,
2484
+ const in vec3 attenuationColor, const in float attenuationDistance ) {
2485
+ vec4 transmittedLight;
2486
+ vec3 transmittance;
2487
+ #ifdef USE_DISPERSION
2488
+ float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;
2489
+ vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );
2490
+ for ( int i = 0; i < 3; i ++ ) {
2491
+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
2492
+ vec3 refractedRayExit = position + transmissionRay;
2493
+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
2494
+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
2495
+ refractionCoords += 1.0;
2496
+ refractionCoords /= 2.0;
2497
+ vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
2498
+ transmittedLight[ i ] = transmissionSample[ i ];
2499
+ transmittedLight.a += transmissionSample.a;
2500
+ transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];
2501
+ }
2502
+ transmittedLight.a /= 3.0;
2503
+ #else
2504
+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
2505
+ vec3 refractedRayExit = position + transmissionRay;
2506
+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
2507
+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
2508
+ refractionCoords += 1.0;
2509
+ refractionCoords /= 2.0;
2510
+ transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
2511
+ transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
2512
+ #endif
2513
+ vec3 attenuatedColor = transmittance * transmittedLight.rgb;
2514
+ vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
2515
+ float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
2516
+ return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );
2517
+ }
2518
+ #endif`,uv_pars_fragment:`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
2519
+ varying vec2 vUv;
2520
+ #endif
2521
+ #ifdef USE_MAP
2522
+ varying vec2 vMapUv;
2523
+ #endif
2524
+ #ifdef USE_ALPHAMAP
2525
+ varying vec2 vAlphaMapUv;
2526
+ #endif
2527
+ #ifdef USE_LIGHTMAP
2528
+ varying vec2 vLightMapUv;
2529
+ #endif
2530
+ #ifdef USE_AOMAP
2531
+ varying vec2 vAoMapUv;
2532
+ #endif
2533
+ #ifdef USE_BUMPMAP
2534
+ varying vec2 vBumpMapUv;
2535
+ #endif
2536
+ #ifdef USE_NORMALMAP
2537
+ varying vec2 vNormalMapUv;
2538
+ #endif
2539
+ #ifdef USE_EMISSIVEMAP
2540
+ varying vec2 vEmissiveMapUv;
2541
+ #endif
2542
+ #ifdef USE_METALNESSMAP
2543
+ varying vec2 vMetalnessMapUv;
2544
+ #endif
2545
+ #ifdef USE_ROUGHNESSMAP
2546
+ varying vec2 vRoughnessMapUv;
2547
+ #endif
2548
+ #ifdef USE_ANISOTROPYMAP
2549
+ varying vec2 vAnisotropyMapUv;
2550
+ #endif
2551
+ #ifdef USE_CLEARCOATMAP
2552
+ varying vec2 vClearcoatMapUv;
2553
+ #endif
2554
+ #ifdef USE_CLEARCOAT_NORMALMAP
2555
+ varying vec2 vClearcoatNormalMapUv;
2556
+ #endif
2557
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
2558
+ varying vec2 vClearcoatRoughnessMapUv;
2559
+ #endif
2560
+ #ifdef USE_IRIDESCENCEMAP
2561
+ varying vec2 vIridescenceMapUv;
2562
+ #endif
2563
+ #ifdef USE_IRIDESCENCE_THICKNESSMAP
2564
+ varying vec2 vIridescenceThicknessMapUv;
2565
+ #endif
2566
+ #ifdef USE_SHEEN_COLORMAP
2567
+ varying vec2 vSheenColorMapUv;
2568
+ #endif
2569
+ #ifdef USE_SHEEN_ROUGHNESSMAP
2570
+ varying vec2 vSheenRoughnessMapUv;
2571
+ #endif
2572
+ #ifdef USE_SPECULARMAP
2573
+ varying vec2 vSpecularMapUv;
2574
+ #endif
2575
+ #ifdef USE_SPECULAR_COLORMAP
2576
+ varying vec2 vSpecularColorMapUv;
2577
+ #endif
2578
+ #ifdef USE_SPECULAR_INTENSITYMAP
2579
+ varying vec2 vSpecularIntensityMapUv;
2580
+ #endif
2581
+ #ifdef USE_TRANSMISSIONMAP
2582
+ uniform mat3 transmissionMapTransform;
2583
+ varying vec2 vTransmissionMapUv;
2584
+ #endif
2585
+ #ifdef USE_THICKNESSMAP
2586
+ uniform mat3 thicknessMapTransform;
2587
+ varying vec2 vThicknessMapUv;
2588
+ #endif`,uv_pars_vertex:`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
2589
+ varying vec2 vUv;
2590
+ #endif
2591
+ #ifdef USE_MAP
2592
+ uniform mat3 mapTransform;
2593
+ varying vec2 vMapUv;
2594
+ #endif
2595
+ #ifdef USE_ALPHAMAP
2596
+ uniform mat3 alphaMapTransform;
2597
+ varying vec2 vAlphaMapUv;
2598
+ #endif
2599
+ #ifdef USE_LIGHTMAP
2600
+ uniform mat3 lightMapTransform;
2601
+ varying vec2 vLightMapUv;
2602
+ #endif
2603
+ #ifdef USE_AOMAP
2604
+ uniform mat3 aoMapTransform;
2605
+ varying vec2 vAoMapUv;
2606
+ #endif
2607
+ #ifdef USE_BUMPMAP
2608
+ uniform mat3 bumpMapTransform;
2609
+ varying vec2 vBumpMapUv;
2610
+ #endif
2611
+ #ifdef USE_NORMALMAP
2612
+ uniform mat3 normalMapTransform;
2613
+ varying vec2 vNormalMapUv;
2614
+ #endif
2615
+ #ifdef USE_DISPLACEMENTMAP
2616
+ uniform mat3 displacementMapTransform;
2617
+ varying vec2 vDisplacementMapUv;
2618
+ #endif
2619
+ #ifdef USE_EMISSIVEMAP
2620
+ uniform mat3 emissiveMapTransform;
2621
+ varying vec2 vEmissiveMapUv;
2622
+ #endif
2623
+ #ifdef USE_METALNESSMAP
2624
+ uniform mat3 metalnessMapTransform;
2625
+ varying vec2 vMetalnessMapUv;
2626
+ #endif
2627
+ #ifdef USE_ROUGHNESSMAP
2628
+ uniform mat3 roughnessMapTransform;
2629
+ varying vec2 vRoughnessMapUv;
2630
+ #endif
2631
+ #ifdef USE_ANISOTROPYMAP
2632
+ uniform mat3 anisotropyMapTransform;
2633
+ varying vec2 vAnisotropyMapUv;
2634
+ #endif
2635
+ #ifdef USE_CLEARCOATMAP
2636
+ uniform mat3 clearcoatMapTransform;
2637
+ varying vec2 vClearcoatMapUv;
2638
+ #endif
2639
+ #ifdef USE_CLEARCOAT_NORMALMAP
2640
+ uniform mat3 clearcoatNormalMapTransform;
2641
+ varying vec2 vClearcoatNormalMapUv;
2642
+ #endif
2643
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
2644
+ uniform mat3 clearcoatRoughnessMapTransform;
2645
+ varying vec2 vClearcoatRoughnessMapUv;
2646
+ #endif
2647
+ #ifdef USE_SHEEN_COLORMAP
2648
+ uniform mat3 sheenColorMapTransform;
2649
+ varying vec2 vSheenColorMapUv;
2650
+ #endif
2651
+ #ifdef USE_SHEEN_ROUGHNESSMAP
2652
+ uniform mat3 sheenRoughnessMapTransform;
2653
+ varying vec2 vSheenRoughnessMapUv;
2654
+ #endif
2655
+ #ifdef USE_IRIDESCENCEMAP
2656
+ uniform mat3 iridescenceMapTransform;
2657
+ varying vec2 vIridescenceMapUv;
2658
+ #endif
2659
+ #ifdef USE_IRIDESCENCE_THICKNESSMAP
2660
+ uniform mat3 iridescenceThicknessMapTransform;
2661
+ varying vec2 vIridescenceThicknessMapUv;
2662
+ #endif
2663
+ #ifdef USE_SPECULARMAP
2664
+ uniform mat3 specularMapTransform;
2665
+ varying vec2 vSpecularMapUv;
2666
+ #endif
2667
+ #ifdef USE_SPECULAR_COLORMAP
2668
+ uniform mat3 specularColorMapTransform;
2669
+ varying vec2 vSpecularColorMapUv;
2670
+ #endif
2671
+ #ifdef USE_SPECULAR_INTENSITYMAP
2672
+ uniform mat3 specularIntensityMapTransform;
2673
+ varying vec2 vSpecularIntensityMapUv;
2674
+ #endif
2675
+ #ifdef USE_TRANSMISSIONMAP
2676
+ uniform mat3 transmissionMapTransform;
2677
+ varying vec2 vTransmissionMapUv;
2678
+ #endif
2679
+ #ifdef USE_THICKNESSMAP
2680
+ uniform mat3 thicknessMapTransform;
2681
+ varying vec2 vThicknessMapUv;
2682
+ #endif`,uv_vertex:`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
2683
+ vUv = vec3( uv, 1 ).xy;
2684
+ #endif
2685
+ #ifdef USE_MAP
2686
+ vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
2687
+ #endif
2688
+ #ifdef USE_ALPHAMAP
2689
+ vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
2690
+ #endif
2691
+ #ifdef USE_LIGHTMAP
2692
+ vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;
2693
+ #endif
2694
+ #ifdef USE_AOMAP
2695
+ vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;
2696
+ #endif
2697
+ #ifdef USE_BUMPMAP
2698
+ vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;
2699
+ #endif
2700
+ #ifdef USE_NORMALMAP
2701
+ vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;
2702
+ #endif
2703
+ #ifdef USE_DISPLACEMENTMAP
2704
+ vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;
2705
+ #endif
2706
+ #ifdef USE_EMISSIVEMAP
2707
+ vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;
2708
+ #endif
2709
+ #ifdef USE_METALNESSMAP
2710
+ vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;
2711
+ #endif
2712
+ #ifdef USE_ROUGHNESSMAP
2713
+ vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;
2714
+ #endif
2715
+ #ifdef USE_ANISOTROPYMAP
2716
+ vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;
2717
+ #endif
2718
+ #ifdef USE_CLEARCOATMAP
2719
+ vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;
2720
+ #endif
2721
+ #ifdef USE_CLEARCOAT_NORMALMAP
2722
+ vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;
2723
+ #endif
2724
+ #ifdef USE_CLEARCOAT_ROUGHNESSMAP
2725
+ vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;
2726
+ #endif
2727
+ #ifdef USE_IRIDESCENCEMAP
2728
+ vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;
2729
+ #endif
2730
+ #ifdef USE_IRIDESCENCE_THICKNESSMAP
2731
+ vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;
2732
+ #endif
2733
+ #ifdef USE_SHEEN_COLORMAP
2734
+ vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;
2735
+ #endif
2736
+ #ifdef USE_SHEEN_ROUGHNESSMAP
2737
+ vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;
2738
+ #endif
2739
+ #ifdef USE_SPECULARMAP
2740
+ vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;
2741
+ #endif
2742
+ #ifdef USE_SPECULAR_COLORMAP
2743
+ vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;
2744
+ #endif
2745
+ #ifdef USE_SPECULAR_INTENSITYMAP
2746
+ vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;
2747
+ #endif
2748
+ #ifdef USE_TRANSMISSIONMAP
2749
+ vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;
2750
+ #endif
2751
+ #ifdef USE_THICKNESSMAP
2752
+ vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
2753
+ #endif`,worldpos_vertex:`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
2754
+ vec4 worldPosition = vec4( transformed, 1.0 );
2755
+ #ifdef USE_BATCHING
2756
+ worldPosition = batchingMatrix * worldPosition;
2757
+ #endif
2758
+ #ifdef USE_INSTANCING
2759
+ worldPosition = instanceMatrix * worldPosition;
2760
+ #endif
2761
+ worldPosition = modelMatrix * worldPosition;
2762
+ #endif`,background_vert:`varying vec2 vUv;
2763
+ uniform mat3 uvTransform;
2764
+ void main() {
2765
+ vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
2766
+ gl_Position = vec4( position.xy, 1.0, 1.0 );
2767
+ }`,background_frag:`uniform sampler2D t2D;
2768
+ uniform float backgroundIntensity;
2769
+ varying vec2 vUv;
2770
+ void main() {
2771
+ vec4 texColor = texture2D( t2D, vUv );
2772
+ #ifdef DECODE_VIDEO_TEXTURE
2773
+ texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
2774
+ #endif
2775
+ texColor.rgb *= backgroundIntensity;
2776
+ gl_FragColor = texColor;
2777
+ #include <tonemapping_fragment>
2778
+ #include <colorspace_fragment>
2779
+ }`,backgroundCube_vert:`varying vec3 vWorldDirection;
2780
+ #include <common>
2781
+ void main() {
2782
+ vWorldDirection = transformDirection( position, modelMatrix );
2783
+ #include <begin_vertex>
2784
+ #include <project_vertex>
2785
+ gl_Position.z = gl_Position.w;
2786
+ }`,backgroundCube_frag:`#ifdef ENVMAP_TYPE_CUBE
2787
+ uniform samplerCube envMap;
2788
+ #elif defined( ENVMAP_TYPE_CUBE_UV )
2789
+ uniform sampler2D envMap;
2790
+ #endif
2791
+ uniform float backgroundBlurriness;
2792
+ uniform float backgroundIntensity;
2793
+ uniform mat3 backgroundRotation;
2794
+ varying vec3 vWorldDirection;
2795
+ #include <cube_uv_reflection_fragment>
2796
+ void main() {
2797
+ #ifdef ENVMAP_TYPE_CUBE
2798
+ vec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );
2799
+ #elif defined( ENVMAP_TYPE_CUBE_UV )
2800
+ vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );
2801
+ #else
2802
+ vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );
2803
+ #endif
2804
+ texColor.rgb *= backgroundIntensity;
2805
+ gl_FragColor = texColor;
2806
+ #include <tonemapping_fragment>
2807
+ #include <colorspace_fragment>
2808
+ }`,cube_vert:`varying vec3 vWorldDirection;
2809
+ #include <common>
2810
+ void main() {
2811
+ vWorldDirection = transformDirection( position, modelMatrix );
2812
+ #include <begin_vertex>
2813
+ #include <project_vertex>
2814
+ gl_Position.z = gl_Position.w;
2815
+ }`,cube_frag:`uniform samplerCube tCube;
2816
+ uniform float tFlip;
2817
+ uniform float opacity;
2818
+ varying vec3 vWorldDirection;
2819
+ void main() {
2820
+ vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
2821
+ gl_FragColor = texColor;
2822
+ gl_FragColor.a *= opacity;
2823
+ #include <tonemapping_fragment>
2824
+ #include <colorspace_fragment>
2825
+ }`,depth_vert:`#include <common>
2826
+ #include <batching_pars_vertex>
2827
+ #include <uv_pars_vertex>
2828
+ #include <displacementmap_pars_vertex>
2829
+ #include <morphtarget_pars_vertex>
2830
+ #include <skinning_pars_vertex>
2831
+ #include <logdepthbuf_pars_vertex>
2832
+ #include <clipping_planes_pars_vertex>
2833
+ varying vec2 vHighPrecisionZW;
2834
+ void main() {
2835
+ #include <uv_vertex>
2836
+ #include <batching_vertex>
2837
+ #include <skinbase_vertex>
2838
+ #include <morphinstance_vertex>
2839
+ #ifdef USE_DISPLACEMENTMAP
2840
+ #include <beginnormal_vertex>
2841
+ #include <morphnormal_vertex>
2842
+ #include <skinnormal_vertex>
2843
+ #endif
2844
+ #include <begin_vertex>
2845
+ #include <morphtarget_vertex>
2846
+ #include <skinning_vertex>
2847
+ #include <displacementmap_vertex>
2848
+ #include <project_vertex>
2849
+ #include <logdepthbuf_vertex>
2850
+ #include <clipping_planes_vertex>
2851
+ vHighPrecisionZW = gl_Position.zw;
2852
+ }`,depth_frag:`#if DEPTH_PACKING == 3200
2853
+ uniform float opacity;
2854
+ #endif
2855
+ #include <common>
2856
+ #include <packing>
2857
+ #include <uv_pars_fragment>
2858
+ #include <map_pars_fragment>
2859
+ #include <alphamap_pars_fragment>
2860
+ #include <alphatest_pars_fragment>
2861
+ #include <alphahash_pars_fragment>
2862
+ #include <logdepthbuf_pars_fragment>
2863
+ #include <clipping_planes_pars_fragment>
2864
+ varying vec2 vHighPrecisionZW;
2865
+ void main() {
2866
+ vec4 diffuseColor = vec4( 1.0 );
2867
+ #include <clipping_planes_fragment>
2868
+ #if DEPTH_PACKING == 3200
2869
+ diffuseColor.a = opacity;
2870
+ #endif
2871
+ #include <map_fragment>
2872
+ #include <alphamap_fragment>
2873
+ #include <alphatest_fragment>
2874
+ #include <alphahash_fragment>
2875
+ #include <logdepthbuf_fragment>
2876
+ #ifdef USE_REVERSED_DEPTH_BUFFER
2877
+ float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];
2878
+ #else
2879
+ float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;
2880
+ #endif
2881
+ #if DEPTH_PACKING == 3200
2882
+ gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
2883
+ #elif DEPTH_PACKING == 3201
2884
+ gl_FragColor = packDepthToRGBA( fragCoordZ );
2885
+ #elif DEPTH_PACKING == 3202
2886
+ gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );
2887
+ #elif DEPTH_PACKING == 3203
2888
+ gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );
2889
+ #endif
2890
+ }`,distance_vert:`#define DISTANCE
2891
+ varying vec3 vWorldPosition;
2892
+ #include <common>
2893
+ #include <batching_pars_vertex>
2894
+ #include <uv_pars_vertex>
2895
+ #include <displacementmap_pars_vertex>
2896
+ #include <morphtarget_pars_vertex>
2897
+ #include <skinning_pars_vertex>
2898
+ #include <clipping_planes_pars_vertex>
2899
+ void main() {
2900
+ #include <uv_vertex>
2901
+ #include <batching_vertex>
2902
+ #include <skinbase_vertex>
2903
+ #include <morphinstance_vertex>
2904
+ #ifdef USE_DISPLACEMENTMAP
2905
+ #include <beginnormal_vertex>
2906
+ #include <morphnormal_vertex>
2907
+ #include <skinnormal_vertex>
2908
+ #endif
2909
+ #include <begin_vertex>
2910
+ #include <morphtarget_vertex>
2911
+ #include <skinning_vertex>
2912
+ #include <displacementmap_vertex>
2913
+ #include <project_vertex>
2914
+ #include <worldpos_vertex>
2915
+ #include <clipping_planes_vertex>
2916
+ vWorldPosition = worldPosition.xyz;
2917
+ }`,distance_frag:`#define DISTANCE
2918
+ uniform vec3 referencePosition;
2919
+ uniform float nearDistance;
2920
+ uniform float farDistance;
2921
+ varying vec3 vWorldPosition;
2922
+ #include <common>
2923
+ #include <uv_pars_fragment>
2924
+ #include <map_pars_fragment>
2925
+ #include <alphamap_pars_fragment>
2926
+ #include <alphatest_pars_fragment>
2927
+ #include <alphahash_pars_fragment>
2928
+ #include <clipping_planes_pars_fragment>
2929
+ void main() {
2930
+ vec4 diffuseColor = vec4( 1.0 );
2931
+ #include <clipping_planes_fragment>
2932
+ #include <map_fragment>
2933
+ #include <alphamap_fragment>
2934
+ #include <alphatest_fragment>
2935
+ #include <alphahash_fragment>
2936
+ float dist = length( vWorldPosition - referencePosition );
2937
+ dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
2938
+ dist = saturate( dist );
2939
+ gl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );
2940
+ }`,equirect_vert:`varying vec3 vWorldDirection;
2941
+ #include <common>
2942
+ void main() {
2943
+ vWorldDirection = transformDirection( position, modelMatrix );
2944
+ #include <begin_vertex>
2945
+ #include <project_vertex>
2946
+ }`,equirect_frag:`uniform sampler2D tEquirect;
2947
+ varying vec3 vWorldDirection;
2948
+ #include <common>
2949
+ void main() {
2950
+ vec3 direction = normalize( vWorldDirection );
2951
+ vec2 sampleUV = equirectUv( direction );
2952
+ gl_FragColor = texture2D( tEquirect, sampleUV );
2953
+ #include <tonemapping_fragment>
2954
+ #include <colorspace_fragment>
2955
+ }`,linedashed_vert:`uniform float scale;
2956
+ attribute float lineDistance;
2957
+ varying float vLineDistance;
2958
+ #include <common>
2959
+ #include <uv_pars_vertex>
2960
+ #include <color_pars_vertex>
2961
+ #include <fog_pars_vertex>
2962
+ #include <morphtarget_pars_vertex>
2963
+ #include <logdepthbuf_pars_vertex>
2964
+ #include <clipping_planes_pars_vertex>
2965
+ void main() {
2966
+ vLineDistance = scale * lineDistance;
2967
+ #include <uv_vertex>
2968
+ #include <color_vertex>
2969
+ #include <morphinstance_vertex>
2970
+ #include <morphcolor_vertex>
2971
+ #include <begin_vertex>
2972
+ #include <morphtarget_vertex>
2973
+ #include <project_vertex>
2974
+ #include <logdepthbuf_vertex>
2975
+ #include <clipping_planes_vertex>
2976
+ #include <fog_vertex>
2977
+ }`,linedashed_frag:`uniform vec3 diffuse;
2978
+ uniform float opacity;
2979
+ uniform float dashSize;
2980
+ uniform float totalSize;
2981
+ varying float vLineDistance;
2982
+ #include <common>
2983
+ #include <color_pars_fragment>
2984
+ #include <uv_pars_fragment>
2985
+ #include <map_pars_fragment>
2986
+ #include <fog_pars_fragment>
2987
+ #include <logdepthbuf_pars_fragment>
2988
+ #include <clipping_planes_pars_fragment>
2989
+ void main() {
2990
+ vec4 diffuseColor = vec4( diffuse, opacity );
2991
+ #include <clipping_planes_fragment>
2992
+ if ( mod( vLineDistance, totalSize ) > dashSize ) {
2993
+ discard;
2994
+ }
2995
+ vec3 outgoingLight = vec3( 0.0 );
2996
+ #include <logdepthbuf_fragment>
2997
+ #include <map_fragment>
2998
+ #include <color_fragment>
2999
+ outgoingLight = diffuseColor.rgb;
3000
+ #include <opaque_fragment>
3001
+ #include <tonemapping_fragment>
3002
+ #include <colorspace_fragment>
3003
+ #include <fog_fragment>
3004
+ #include <premultiplied_alpha_fragment>
3005
+ }`,meshbasic_vert:`#include <common>
3006
+ #include <batching_pars_vertex>
3007
+ #include <uv_pars_vertex>
3008
+ #include <envmap_pars_vertex>
3009
+ #include <color_pars_vertex>
3010
+ #include <fog_pars_vertex>
3011
+ #include <morphtarget_pars_vertex>
3012
+ #include <skinning_pars_vertex>
3013
+ #include <logdepthbuf_pars_vertex>
3014
+ #include <clipping_planes_pars_vertex>
3015
+ void main() {
3016
+ #include <uv_vertex>
3017
+ #include <color_vertex>
3018
+ #include <morphinstance_vertex>
3019
+ #include <morphcolor_vertex>
3020
+ #include <batching_vertex>
3021
+ #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
3022
+ #include <beginnormal_vertex>
3023
+ #include <morphnormal_vertex>
3024
+ #include <skinbase_vertex>
3025
+ #include <skinnormal_vertex>
3026
+ #include <defaultnormal_vertex>
3027
+ #endif
3028
+ #include <begin_vertex>
3029
+ #include <morphtarget_vertex>
3030
+ #include <skinning_vertex>
3031
+ #include <project_vertex>
3032
+ #include <logdepthbuf_vertex>
3033
+ #include <clipping_planes_vertex>
3034
+ #include <worldpos_vertex>
3035
+ #include <envmap_vertex>
3036
+ #include <fog_vertex>
3037
+ }`,meshbasic_frag:`uniform vec3 diffuse;
3038
+ uniform float opacity;
3039
+ #ifndef FLAT_SHADED
3040
+ varying vec3 vNormal;
3041
+ #endif
3042
+ #include <common>
3043
+ #include <dithering_pars_fragment>
3044
+ #include <color_pars_fragment>
3045
+ #include <uv_pars_fragment>
3046
+ #include <map_pars_fragment>
3047
+ #include <alphamap_pars_fragment>
3048
+ #include <alphatest_pars_fragment>
3049
+ #include <alphahash_pars_fragment>
3050
+ #include <aomap_pars_fragment>
3051
+ #include <lightmap_pars_fragment>
3052
+ #include <envmap_common_pars_fragment>
3053
+ #include <envmap_pars_fragment>
3054
+ #include <fog_pars_fragment>
3055
+ #include <specularmap_pars_fragment>
3056
+ #include <logdepthbuf_pars_fragment>
3057
+ #include <clipping_planes_pars_fragment>
3058
+ void main() {
3059
+ vec4 diffuseColor = vec4( diffuse, opacity );
3060
+ #include <clipping_planes_fragment>
3061
+ #include <logdepthbuf_fragment>
3062
+ #include <map_fragment>
3063
+ #include <color_fragment>
3064
+ #include <alphamap_fragment>
3065
+ #include <alphatest_fragment>
3066
+ #include <alphahash_fragment>
3067
+ #include <specularmap_fragment>
3068
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
3069
+ #ifdef USE_LIGHTMAP
3070
+ vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
3071
+ reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
3072
+ #else
3073
+ reflectedLight.indirectDiffuse += vec3( 1.0 );
3074
+ #endif
3075
+ #include <aomap_fragment>
3076
+ reflectedLight.indirectDiffuse *= diffuseColor.rgb;
3077
+ vec3 outgoingLight = reflectedLight.indirectDiffuse;
3078
+ #include <envmap_fragment>
3079
+ #include <opaque_fragment>
3080
+ #include <tonemapping_fragment>
3081
+ #include <colorspace_fragment>
3082
+ #include <fog_fragment>
3083
+ #include <premultiplied_alpha_fragment>
3084
+ #include <dithering_fragment>
3085
+ }`,meshlambert_vert:`#define LAMBERT
3086
+ varying vec3 vViewPosition;
3087
+ #include <common>
3088
+ #include <batching_pars_vertex>
3089
+ #include <uv_pars_vertex>
3090
+ #include <displacementmap_pars_vertex>
3091
+ #include <envmap_pars_vertex>
3092
+ #include <color_pars_vertex>
3093
+ #include <fog_pars_vertex>
3094
+ #include <normal_pars_vertex>
3095
+ #include <morphtarget_pars_vertex>
3096
+ #include <skinning_pars_vertex>
3097
+ #include <shadowmap_pars_vertex>
3098
+ #include <logdepthbuf_pars_vertex>
3099
+ #include <clipping_planes_pars_vertex>
3100
+ void main() {
3101
+ #include <uv_vertex>
3102
+ #include <color_vertex>
3103
+ #include <morphinstance_vertex>
3104
+ #include <morphcolor_vertex>
3105
+ #include <batching_vertex>
3106
+ #include <beginnormal_vertex>
3107
+ #include <morphnormal_vertex>
3108
+ #include <skinbase_vertex>
3109
+ #include <skinnormal_vertex>
3110
+ #include <defaultnormal_vertex>
3111
+ #include <normal_vertex>
3112
+ #include <begin_vertex>
3113
+ #include <morphtarget_vertex>
3114
+ #include <skinning_vertex>
3115
+ #include <displacementmap_vertex>
3116
+ #include <project_vertex>
3117
+ #include <logdepthbuf_vertex>
3118
+ #include <clipping_planes_vertex>
3119
+ vViewPosition = - mvPosition.xyz;
3120
+ #include <worldpos_vertex>
3121
+ #include <envmap_vertex>
3122
+ #include <shadowmap_vertex>
3123
+ #include <fog_vertex>
3124
+ }`,meshlambert_frag:`#define LAMBERT
3125
+ uniform vec3 diffuse;
3126
+ uniform vec3 emissive;
3127
+ uniform float opacity;
3128
+ #include <common>
3129
+ #include <dithering_pars_fragment>
3130
+ #include <color_pars_fragment>
3131
+ #include <uv_pars_fragment>
3132
+ #include <map_pars_fragment>
3133
+ #include <alphamap_pars_fragment>
3134
+ #include <alphatest_pars_fragment>
3135
+ #include <alphahash_pars_fragment>
3136
+ #include <aomap_pars_fragment>
3137
+ #include <lightmap_pars_fragment>
3138
+ #include <emissivemap_pars_fragment>
3139
+ #include <cube_uv_reflection_fragment>
3140
+ #include <envmap_common_pars_fragment>
3141
+ #include <envmap_pars_fragment>
3142
+ #include <envmap_physical_pars_fragment>
3143
+ #include <fog_pars_fragment>
3144
+ #include <bsdfs>
3145
+ #include <lights_pars_begin>
3146
+ #include <normal_pars_fragment>
3147
+ #include <lights_lambert_pars_fragment>
3148
+ #include <shadowmap_pars_fragment>
3149
+ #include <bumpmap_pars_fragment>
3150
+ #include <normalmap_pars_fragment>
3151
+ #include <specularmap_pars_fragment>
3152
+ #include <logdepthbuf_pars_fragment>
3153
+ #include <clipping_planes_pars_fragment>
3154
+ void main() {
3155
+ vec4 diffuseColor = vec4( diffuse, opacity );
3156
+ #include <clipping_planes_fragment>
3157
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
3158
+ vec3 totalEmissiveRadiance = emissive;
3159
+ #include <logdepthbuf_fragment>
3160
+ #include <map_fragment>
3161
+ #include <color_fragment>
3162
+ #include <alphamap_fragment>
3163
+ #include <alphatest_fragment>
3164
+ #include <alphahash_fragment>
3165
+ #include <specularmap_fragment>
3166
+ #include <normal_fragment_begin>
3167
+ #include <normal_fragment_maps>
3168
+ #include <emissivemap_fragment>
3169
+ #include <lights_lambert_fragment>
3170
+ #include <lights_fragment_begin>
3171
+ #include <lights_fragment_maps>
3172
+ #include <lights_fragment_end>
3173
+ #include <aomap_fragment>
3174
+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
3175
+ #include <envmap_fragment>
3176
+ #include <opaque_fragment>
3177
+ #include <tonemapping_fragment>
3178
+ #include <colorspace_fragment>
3179
+ #include <fog_fragment>
3180
+ #include <premultiplied_alpha_fragment>
3181
+ #include <dithering_fragment>
3182
+ }`,meshmatcap_vert:`#define MATCAP
3183
+ varying vec3 vViewPosition;
3184
+ #include <common>
3185
+ #include <batching_pars_vertex>
3186
+ #include <uv_pars_vertex>
3187
+ #include <color_pars_vertex>
3188
+ #include <displacementmap_pars_vertex>
3189
+ #include <fog_pars_vertex>
3190
+ #include <normal_pars_vertex>
3191
+ #include <morphtarget_pars_vertex>
3192
+ #include <skinning_pars_vertex>
3193
+ #include <logdepthbuf_pars_vertex>
3194
+ #include <clipping_planes_pars_vertex>
3195
+ void main() {
3196
+ #include <uv_vertex>
3197
+ #include <color_vertex>
3198
+ #include <morphinstance_vertex>
3199
+ #include <morphcolor_vertex>
3200
+ #include <batching_vertex>
3201
+ #include <beginnormal_vertex>
3202
+ #include <morphnormal_vertex>
3203
+ #include <skinbase_vertex>
3204
+ #include <skinnormal_vertex>
3205
+ #include <defaultnormal_vertex>
3206
+ #include <normal_vertex>
3207
+ #include <begin_vertex>
3208
+ #include <morphtarget_vertex>
3209
+ #include <skinning_vertex>
3210
+ #include <displacementmap_vertex>
3211
+ #include <project_vertex>
3212
+ #include <logdepthbuf_vertex>
3213
+ #include <clipping_planes_vertex>
3214
+ #include <fog_vertex>
3215
+ vViewPosition = - mvPosition.xyz;
3216
+ }`,meshmatcap_frag:`#define MATCAP
3217
+ uniform vec3 diffuse;
3218
+ uniform float opacity;
3219
+ uniform sampler2D matcap;
3220
+ varying vec3 vViewPosition;
3221
+ #include <common>
3222
+ #include <dithering_pars_fragment>
3223
+ #include <color_pars_fragment>
3224
+ #include <uv_pars_fragment>
3225
+ #include <map_pars_fragment>
3226
+ #include <alphamap_pars_fragment>
3227
+ #include <alphatest_pars_fragment>
3228
+ #include <alphahash_pars_fragment>
3229
+ #include <fog_pars_fragment>
3230
+ #include <normal_pars_fragment>
3231
+ #include <bumpmap_pars_fragment>
3232
+ #include <normalmap_pars_fragment>
3233
+ #include <logdepthbuf_pars_fragment>
3234
+ #include <clipping_planes_pars_fragment>
3235
+ void main() {
3236
+ vec4 diffuseColor = vec4( diffuse, opacity );
3237
+ #include <clipping_planes_fragment>
3238
+ #include <logdepthbuf_fragment>
3239
+ #include <map_fragment>
3240
+ #include <color_fragment>
3241
+ #include <alphamap_fragment>
3242
+ #include <alphatest_fragment>
3243
+ #include <alphahash_fragment>
3244
+ #include <normal_fragment_begin>
3245
+ #include <normal_fragment_maps>
3246
+ vec3 viewDir = normalize( vViewPosition );
3247
+ vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
3248
+ vec3 y = cross( viewDir, x );
3249
+ vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
3250
+ #ifdef USE_MATCAP
3251
+ vec4 matcapColor = texture2D( matcap, uv );
3252
+ #else
3253
+ vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
3254
+ #endif
3255
+ vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
3256
+ #include <opaque_fragment>
3257
+ #include <tonemapping_fragment>
3258
+ #include <colorspace_fragment>
3259
+ #include <fog_fragment>
3260
+ #include <premultiplied_alpha_fragment>
3261
+ #include <dithering_fragment>
3262
+ }`,meshnormal_vert:`#define NORMAL
3263
+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
3264
+ varying vec3 vViewPosition;
3265
+ #endif
3266
+ #include <common>
3267
+ #include <batching_pars_vertex>
3268
+ #include <uv_pars_vertex>
3269
+ #include <displacementmap_pars_vertex>
3270
+ #include <normal_pars_vertex>
3271
+ #include <morphtarget_pars_vertex>
3272
+ #include <skinning_pars_vertex>
3273
+ #include <logdepthbuf_pars_vertex>
3274
+ #include <clipping_planes_pars_vertex>
3275
+ void main() {
3276
+ #include <uv_vertex>
3277
+ #include <batching_vertex>
3278
+ #include <beginnormal_vertex>
3279
+ #include <morphinstance_vertex>
3280
+ #include <morphnormal_vertex>
3281
+ #include <skinbase_vertex>
3282
+ #include <skinnormal_vertex>
3283
+ #include <defaultnormal_vertex>
3284
+ #include <normal_vertex>
3285
+ #include <begin_vertex>
3286
+ #include <morphtarget_vertex>
3287
+ #include <skinning_vertex>
3288
+ #include <displacementmap_vertex>
3289
+ #include <project_vertex>
3290
+ #include <logdepthbuf_vertex>
3291
+ #include <clipping_planes_vertex>
3292
+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
3293
+ vViewPosition = - mvPosition.xyz;
3294
+ #endif
3295
+ }`,meshnormal_frag:`#define NORMAL
3296
+ uniform float opacity;
3297
+ #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
3298
+ varying vec3 vViewPosition;
3299
+ #endif
3300
+ #include <uv_pars_fragment>
3301
+ #include <normal_pars_fragment>
3302
+ #include <bumpmap_pars_fragment>
3303
+ #include <normalmap_pars_fragment>
3304
+ #include <logdepthbuf_pars_fragment>
3305
+ #include <clipping_planes_pars_fragment>
3306
+ void main() {
3307
+ vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );
3308
+ #include <clipping_planes_fragment>
3309
+ #include <logdepthbuf_fragment>
3310
+ #include <normal_fragment_begin>
3311
+ #include <normal_fragment_maps>
3312
+ gl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );
3313
+ #ifdef OPAQUE
3314
+ gl_FragColor.a = 1.0;
3315
+ #endif
3316
+ }`,meshphong_vert:`#define PHONG
3317
+ varying vec3 vViewPosition;
3318
+ #include <common>
3319
+ #include <batching_pars_vertex>
3320
+ #include <uv_pars_vertex>
3321
+ #include <displacementmap_pars_vertex>
3322
+ #include <envmap_pars_vertex>
3323
+ #include <color_pars_vertex>
3324
+ #include <fog_pars_vertex>
3325
+ #include <normal_pars_vertex>
3326
+ #include <morphtarget_pars_vertex>
3327
+ #include <skinning_pars_vertex>
3328
+ #include <shadowmap_pars_vertex>
3329
+ #include <logdepthbuf_pars_vertex>
3330
+ #include <clipping_planes_pars_vertex>
3331
+ void main() {
3332
+ #include <uv_vertex>
3333
+ #include <color_vertex>
3334
+ #include <morphcolor_vertex>
3335
+ #include <batching_vertex>
3336
+ #include <beginnormal_vertex>
3337
+ #include <morphinstance_vertex>
3338
+ #include <morphnormal_vertex>
3339
+ #include <skinbase_vertex>
3340
+ #include <skinnormal_vertex>
3341
+ #include <defaultnormal_vertex>
3342
+ #include <normal_vertex>
3343
+ #include <begin_vertex>
3344
+ #include <morphtarget_vertex>
3345
+ #include <skinning_vertex>
3346
+ #include <displacementmap_vertex>
3347
+ #include <project_vertex>
3348
+ #include <logdepthbuf_vertex>
3349
+ #include <clipping_planes_vertex>
3350
+ vViewPosition = - mvPosition.xyz;
3351
+ #include <worldpos_vertex>
3352
+ #include <envmap_vertex>
3353
+ #include <shadowmap_vertex>
3354
+ #include <fog_vertex>
3355
+ }`,meshphong_frag:`#define PHONG
3356
+ uniform vec3 diffuse;
3357
+ uniform vec3 emissive;
3358
+ uniform vec3 specular;
3359
+ uniform float shininess;
3360
+ uniform float opacity;
3361
+ #include <common>
3362
+ #include <dithering_pars_fragment>
3363
+ #include <color_pars_fragment>
3364
+ #include <uv_pars_fragment>
3365
+ #include <map_pars_fragment>
3366
+ #include <alphamap_pars_fragment>
3367
+ #include <alphatest_pars_fragment>
3368
+ #include <alphahash_pars_fragment>
3369
+ #include <aomap_pars_fragment>
3370
+ #include <lightmap_pars_fragment>
3371
+ #include <emissivemap_pars_fragment>
3372
+ #include <cube_uv_reflection_fragment>
3373
+ #include <envmap_common_pars_fragment>
3374
+ #include <envmap_pars_fragment>
3375
+ #include <envmap_physical_pars_fragment>
3376
+ #include <fog_pars_fragment>
3377
+ #include <bsdfs>
3378
+ #include <lights_pars_begin>
3379
+ #include <normal_pars_fragment>
3380
+ #include <lights_phong_pars_fragment>
3381
+ #include <shadowmap_pars_fragment>
3382
+ #include <bumpmap_pars_fragment>
3383
+ #include <normalmap_pars_fragment>
3384
+ #include <specularmap_pars_fragment>
3385
+ #include <logdepthbuf_pars_fragment>
3386
+ #include <clipping_planes_pars_fragment>
3387
+ void main() {
3388
+ vec4 diffuseColor = vec4( diffuse, opacity );
3389
+ #include <clipping_planes_fragment>
3390
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
3391
+ vec3 totalEmissiveRadiance = emissive;
3392
+ #include <logdepthbuf_fragment>
3393
+ #include <map_fragment>
3394
+ #include <color_fragment>
3395
+ #include <alphamap_fragment>
3396
+ #include <alphatest_fragment>
3397
+ #include <alphahash_fragment>
3398
+ #include <specularmap_fragment>
3399
+ #include <normal_fragment_begin>
3400
+ #include <normal_fragment_maps>
3401
+ #include <emissivemap_fragment>
3402
+ #include <lights_phong_fragment>
3403
+ #include <lights_fragment_begin>
3404
+ #include <lights_fragment_maps>
3405
+ #include <lights_fragment_end>
3406
+ #include <aomap_fragment>
3407
+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
3408
+ #include <envmap_fragment>
3409
+ #include <opaque_fragment>
3410
+ #include <tonemapping_fragment>
3411
+ #include <colorspace_fragment>
3412
+ #include <fog_fragment>
3413
+ #include <premultiplied_alpha_fragment>
3414
+ #include <dithering_fragment>
3415
+ }`,meshphysical_vert:`#define STANDARD
3416
+ varying vec3 vViewPosition;
3417
+ #ifdef USE_TRANSMISSION
3418
+ varying vec3 vWorldPosition;
3419
+ #endif
3420
+ #include <common>
3421
+ #include <batching_pars_vertex>
3422
+ #include <uv_pars_vertex>
3423
+ #include <displacementmap_pars_vertex>
3424
+ #include <color_pars_vertex>
3425
+ #include <fog_pars_vertex>
3426
+ #include <normal_pars_vertex>
3427
+ #include <morphtarget_pars_vertex>
3428
+ #include <skinning_pars_vertex>
3429
+ #include <shadowmap_pars_vertex>
3430
+ #include <logdepthbuf_pars_vertex>
3431
+ #include <clipping_planes_pars_vertex>
3432
+ void main() {
3433
+ #include <uv_vertex>
3434
+ #include <color_vertex>
3435
+ #include <morphinstance_vertex>
3436
+ #include <morphcolor_vertex>
3437
+ #include <batching_vertex>
3438
+ #include <beginnormal_vertex>
3439
+ #include <morphnormal_vertex>
3440
+ #include <skinbase_vertex>
3441
+ #include <skinnormal_vertex>
3442
+ #include <defaultnormal_vertex>
3443
+ #include <normal_vertex>
3444
+ #include <begin_vertex>
3445
+ #include <morphtarget_vertex>
3446
+ #include <skinning_vertex>
3447
+ #include <displacementmap_vertex>
3448
+ #include <project_vertex>
3449
+ #include <logdepthbuf_vertex>
3450
+ #include <clipping_planes_vertex>
3451
+ vViewPosition = - mvPosition.xyz;
3452
+ #include <worldpos_vertex>
3453
+ #include <shadowmap_vertex>
3454
+ #include <fog_vertex>
3455
+ #ifdef USE_TRANSMISSION
3456
+ vWorldPosition = worldPosition.xyz;
3457
+ #endif
3458
+ }`,meshphysical_frag:`#define STANDARD
3459
+ #ifdef PHYSICAL
3460
+ #define IOR
3461
+ #define USE_SPECULAR
3462
+ #endif
3463
+ uniform vec3 diffuse;
3464
+ uniform vec3 emissive;
3465
+ uniform float roughness;
3466
+ uniform float metalness;
3467
+ uniform float opacity;
3468
+ #ifdef IOR
3469
+ uniform float ior;
3470
+ #endif
3471
+ #ifdef USE_SPECULAR
3472
+ uniform float specularIntensity;
3473
+ uniform vec3 specularColor;
3474
+ #ifdef USE_SPECULAR_COLORMAP
3475
+ uniform sampler2D specularColorMap;
3476
+ #endif
3477
+ #ifdef USE_SPECULAR_INTENSITYMAP
3478
+ uniform sampler2D specularIntensityMap;
3479
+ #endif
3480
+ #endif
3481
+ #ifdef USE_CLEARCOAT
3482
+ uniform float clearcoat;
3483
+ uniform float clearcoatRoughness;
3484
+ #endif
3485
+ #ifdef USE_DISPERSION
3486
+ uniform float dispersion;
3487
+ #endif
3488
+ #ifdef USE_RETROREFLECTION
3489
+ uniform float retroreflectivity;
3490
+ #endif
3491
+ #ifdef USE_IRIDESCENCE
3492
+ uniform float iridescence;
3493
+ uniform float iridescenceIOR;
3494
+ uniform float iridescenceThicknessMinimum;
3495
+ uniform float iridescenceThicknessMaximum;
3496
+ #endif
3497
+ #ifdef USE_SHEEN
3498
+ uniform vec3 sheenColor;
3499
+ uniform float sheenRoughness;
3500
+ #ifdef USE_SHEEN_COLORMAP
3501
+ uniform sampler2D sheenColorMap;
3502
+ #endif
3503
+ #ifdef USE_SHEEN_ROUGHNESSMAP
3504
+ uniform sampler2D sheenRoughnessMap;
3505
+ #endif
3506
+ #endif
3507
+ #ifdef USE_ANISOTROPY
3508
+ uniform vec2 anisotropyVector;
3509
+ #ifdef USE_ANISOTROPYMAP
3510
+ uniform sampler2D anisotropyMap;
3511
+ #endif
3512
+ #endif
3513
+ varying vec3 vViewPosition;
3514
+ #include <common>
3515
+ #include <dithering_pars_fragment>
3516
+ #include <color_pars_fragment>
3517
+ #include <uv_pars_fragment>
3518
+ #include <map_pars_fragment>
3519
+ #include <alphamap_pars_fragment>
3520
+ #include <alphatest_pars_fragment>
3521
+ #include <alphahash_pars_fragment>
3522
+ #include <aomap_pars_fragment>
3523
+ #include <lightmap_pars_fragment>
3524
+ #include <emissivemap_pars_fragment>
3525
+ #include <iridescence_fragment>
3526
+ #include <cube_uv_reflection_fragment>
3527
+ #include <envmap_common_pars_fragment>
3528
+ #include <envmap_physical_pars_fragment>
3529
+ #include <fog_pars_fragment>
3530
+ #include <lights_pars_begin>
3531
+ #include <normal_pars_fragment>
3532
+ #include <lights_physical_pars_fragment>
3533
+ #include <transmission_pars_fragment>
3534
+ #include <shadowmap_pars_fragment>
3535
+ #include <bumpmap_pars_fragment>
3536
+ #include <normalmap_pars_fragment>
3537
+ #include <clearcoat_pars_fragment>
3538
+ #include <iridescence_pars_fragment>
3539
+ #include <roughnessmap_pars_fragment>
3540
+ #include <metalnessmap_pars_fragment>
3541
+ #include <logdepthbuf_pars_fragment>
3542
+ #include <clipping_planes_pars_fragment>
3543
+ void main() {
3544
+ vec4 diffuseColor = vec4( diffuse, opacity );
3545
+ #include <clipping_planes_fragment>
3546
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
3547
+ vec3 totalEmissiveRadiance = emissive;
3548
+ #include <logdepthbuf_fragment>
3549
+ #include <map_fragment>
3550
+ #include <color_fragment>
3551
+ #include <alphamap_fragment>
3552
+ #include <alphatest_fragment>
3553
+ #include <alphahash_fragment>
3554
+ #include <roughnessmap_fragment>
3555
+ #include <metalnessmap_fragment>
3556
+ #include <normal_fragment_begin>
3557
+ #include <normal_fragment_maps>
3558
+ #include <clearcoat_normal_fragment_begin>
3559
+ #include <clearcoat_normal_fragment_maps>
3560
+ #include <emissivemap_fragment>
3561
+ #include <lights_physical_fragment>
3562
+ #include <lights_fragment_begin>
3563
+ #include <lights_fragment_maps>
3564
+ #include <lights_fragment_end>
3565
+ #include <aomap_fragment>
3566
+ vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
3567
+ vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
3568
+ #include <transmission_fragment>
3569
+ vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
3570
+ #ifdef USE_SHEEN
3571
+
3572
+ outgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;
3573
+
3574
+ #endif
3575
+ #ifdef USE_CLEARCOAT
3576
+ float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );
3577
+ vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
3578
+ outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;
3579
+ #endif
3580
+ #include <opaque_fragment>
3581
+ #include <tonemapping_fragment>
3582
+ #include <colorspace_fragment>
3583
+ #include <fog_fragment>
3584
+ #include <premultiplied_alpha_fragment>
3585
+ #include <dithering_fragment>
3586
+ }`,meshtoon_vert:`#define TOON
3587
+ varying vec3 vViewPosition;
3588
+ #include <common>
3589
+ #include <batching_pars_vertex>
3590
+ #include <uv_pars_vertex>
3591
+ #include <displacementmap_pars_vertex>
3592
+ #include <color_pars_vertex>
3593
+ #include <fog_pars_vertex>
3594
+ #include <normal_pars_vertex>
3595
+ #include <morphtarget_pars_vertex>
3596
+ #include <skinning_pars_vertex>
3597
+ #include <shadowmap_pars_vertex>
3598
+ #include <logdepthbuf_pars_vertex>
3599
+ #include <clipping_planes_pars_vertex>
3600
+ void main() {
3601
+ #include <uv_vertex>
3602
+ #include <color_vertex>
3603
+ #include <morphinstance_vertex>
3604
+ #include <morphcolor_vertex>
3605
+ #include <batching_vertex>
3606
+ #include <beginnormal_vertex>
3607
+ #include <morphnormal_vertex>
3608
+ #include <skinbase_vertex>
3609
+ #include <skinnormal_vertex>
3610
+ #include <defaultnormal_vertex>
3611
+ #include <normal_vertex>
3612
+ #include <begin_vertex>
3613
+ #include <morphtarget_vertex>
3614
+ #include <skinning_vertex>
3615
+ #include <displacementmap_vertex>
3616
+ #include <project_vertex>
3617
+ #include <logdepthbuf_vertex>
3618
+ #include <clipping_planes_vertex>
3619
+ vViewPosition = - mvPosition.xyz;
3620
+ #include <worldpos_vertex>
3621
+ #include <shadowmap_vertex>
3622
+ #include <fog_vertex>
3623
+ }`,meshtoon_frag:`#define TOON
3624
+ uniform vec3 diffuse;
3625
+ uniform vec3 emissive;
3626
+ uniform float opacity;
3627
+ #include <common>
3628
+ #include <dithering_pars_fragment>
3629
+ #include <color_pars_fragment>
3630
+ #include <uv_pars_fragment>
3631
+ #include <map_pars_fragment>
3632
+ #include <alphamap_pars_fragment>
3633
+ #include <alphatest_pars_fragment>
3634
+ #include <alphahash_pars_fragment>
3635
+ #include <aomap_pars_fragment>
3636
+ #include <lightmap_pars_fragment>
3637
+ #include <emissivemap_pars_fragment>
3638
+ #include <gradientmap_pars_fragment>
3639
+ #include <fog_pars_fragment>
3640
+ #include <bsdfs>
3641
+ #include <lights_pars_begin>
3642
+ #include <normal_pars_fragment>
3643
+ #include <lights_toon_pars_fragment>
3644
+ #include <shadowmap_pars_fragment>
3645
+ #include <bumpmap_pars_fragment>
3646
+ #include <normalmap_pars_fragment>
3647
+ #include <logdepthbuf_pars_fragment>
3648
+ #include <clipping_planes_pars_fragment>
3649
+ void main() {
3650
+ vec4 diffuseColor = vec4( diffuse, opacity );
3651
+ #include <clipping_planes_fragment>
3652
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
3653
+ vec3 totalEmissiveRadiance = emissive;
3654
+ #include <logdepthbuf_fragment>
3655
+ #include <map_fragment>
3656
+ #include <color_fragment>
3657
+ #include <alphamap_fragment>
3658
+ #include <alphatest_fragment>
3659
+ #include <alphahash_fragment>
3660
+ #include <normal_fragment_begin>
3661
+ #include <normal_fragment_maps>
3662
+ #include <emissivemap_fragment>
3663
+ #include <lights_toon_fragment>
3664
+ #include <lights_fragment_begin>
3665
+ #include <lights_fragment_maps>
3666
+ #include <lights_fragment_end>
3667
+ #include <aomap_fragment>
3668
+ vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
3669
+ #include <opaque_fragment>
3670
+ #include <tonemapping_fragment>
3671
+ #include <colorspace_fragment>
3672
+ #include <fog_fragment>
3673
+ #include <premultiplied_alpha_fragment>
3674
+ #include <dithering_fragment>
3675
+ }`,points_vert:`uniform float size;
3676
+ uniform float scale;
3677
+ #include <common>
3678
+ #include <color_pars_vertex>
3679
+ #include <fog_pars_vertex>
3680
+ #include <morphtarget_pars_vertex>
3681
+ #include <logdepthbuf_pars_vertex>
3682
+ #include <clipping_planes_pars_vertex>
3683
+ #ifdef USE_POINTS_UV
3684
+ varying vec2 vUv;
3685
+ uniform mat3 uvTransform;
3686
+ #endif
3687
+ void main() {
3688
+ #ifdef USE_POINTS_UV
3689
+ vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
3690
+ #endif
3691
+ #include <color_vertex>
3692
+ #include <morphinstance_vertex>
3693
+ #include <morphcolor_vertex>
3694
+ #include <begin_vertex>
3695
+ #include <morphtarget_vertex>
3696
+ #include <project_vertex>
3697
+ gl_PointSize = size;
3698
+ #ifdef USE_SIZEATTENUATION
3699
+ bool isPerspective = isPerspectiveMatrix( projectionMatrix );
3700
+ if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );
3701
+ #endif
3702
+ #include <logdepthbuf_vertex>
3703
+ #include <clipping_planes_vertex>
3704
+ #include <worldpos_vertex>
3705
+ #include <fog_vertex>
3706
+ }`,points_frag:`uniform vec3 diffuse;
3707
+ uniform float opacity;
3708
+ #include <common>
3709
+ #include <color_pars_fragment>
3710
+ #include <map_particle_pars_fragment>
3711
+ #include <alphatest_pars_fragment>
3712
+ #include <alphahash_pars_fragment>
3713
+ #include <fog_pars_fragment>
3714
+ #include <logdepthbuf_pars_fragment>
3715
+ #include <clipping_planes_pars_fragment>
3716
+ void main() {
3717
+ vec4 diffuseColor = vec4( diffuse, opacity );
3718
+ #include <clipping_planes_fragment>
3719
+ vec3 outgoingLight = vec3( 0.0 );
3720
+ #include <logdepthbuf_fragment>
3721
+ #include <map_particle_fragment>
3722
+ #include <color_fragment>
3723
+ #include <alphatest_fragment>
3724
+ #include <alphahash_fragment>
3725
+ outgoingLight = diffuseColor.rgb;
3726
+ #include <opaque_fragment>
3727
+ #include <tonemapping_fragment>
3728
+ #include <colorspace_fragment>
3729
+ #include <fog_fragment>
3730
+ #include <premultiplied_alpha_fragment>
3731
+ }`,shadow_vert:`#include <common>
3732
+ #include <batching_pars_vertex>
3733
+ #include <fog_pars_vertex>
3734
+ #include <morphtarget_pars_vertex>
3735
+ #include <skinning_pars_vertex>
3736
+ #include <logdepthbuf_pars_vertex>
3737
+ #include <shadowmap_pars_vertex>
3738
+ void main() {
3739
+ #include <batching_vertex>
3740
+ #include <beginnormal_vertex>
3741
+ #include <morphinstance_vertex>
3742
+ #include <morphnormal_vertex>
3743
+ #include <skinbase_vertex>
3744
+ #include <skinnormal_vertex>
3745
+ #include <defaultnormal_vertex>
3746
+ #include <begin_vertex>
3747
+ #include <morphtarget_vertex>
3748
+ #include <skinning_vertex>
3749
+ #include <project_vertex>
3750
+ #include <logdepthbuf_vertex>
3751
+ #include <worldpos_vertex>
3752
+ #include <shadowmap_vertex>
3753
+ #include <fog_vertex>
3754
+ }`,shadow_frag:`uniform vec3 color;
3755
+ uniform float opacity;
3756
+ #include <common>
3757
+ #include <fog_pars_fragment>
3758
+ #include <bsdfs>
3759
+ #include <lights_pars_begin>
3760
+ #include <logdepthbuf_pars_fragment>
3761
+ #include <shadowmap_pars_fragment>
3762
+ #include <shadowmask_pars_fragment>
3763
+ void main() {
3764
+ #include <logdepthbuf_fragment>
3765
+ gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
3766
+ #include <tonemapping_fragment>
3767
+ #include <colorspace_fragment>
3768
+ #include <fog_fragment>
3769
+ #include <premultiplied_alpha_fragment>
3770
+ }`,sprite_vert:`uniform float rotation;
3771
+ uniform vec2 center;
3772
+ #include <common>
3773
+ #include <uv_pars_vertex>
3774
+ #include <fog_pars_vertex>
3775
+ #include <logdepthbuf_pars_vertex>
3776
+ #include <clipping_planes_pars_vertex>
3777
+ void main() {
3778
+ #include <uv_vertex>
3779
+ vec4 mvPosition = modelViewMatrix[ 3 ];
3780
+ vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );
3781
+ #ifndef USE_SIZEATTENUATION
3782
+ bool isPerspective = isPerspectiveMatrix( projectionMatrix );
3783
+ if ( isPerspective ) scale *= - mvPosition.z;
3784
+ #endif
3785
+ vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;
3786
+ vec2 rotatedPosition;
3787
+ rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;
3788
+ rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;
3789
+ mvPosition.xy += rotatedPosition;
3790
+ gl_Position = projectionMatrix * mvPosition;
3791
+ #include <logdepthbuf_vertex>
3792
+ #include <clipping_planes_vertex>
3793
+ #include <fog_vertex>
3794
+ }`,sprite_frag:`uniform vec3 diffuse;
3795
+ uniform float opacity;
3796
+ #include <common>
3797
+ #include <uv_pars_fragment>
3798
+ #include <map_pars_fragment>
3799
+ #include <alphamap_pars_fragment>
3800
+ #include <alphatest_pars_fragment>
3801
+ #include <alphahash_pars_fragment>
3802
+ #include <fog_pars_fragment>
3803
+ #include <logdepthbuf_pars_fragment>
3804
+ #include <clipping_planes_pars_fragment>
3805
+ void main() {
3806
+ vec4 diffuseColor = vec4( diffuse, opacity );
3807
+ #include <clipping_planes_fragment>
3808
+ vec3 outgoingLight = vec3( 0.0 );
3809
+ #include <logdepthbuf_fragment>
3810
+ #include <map_fragment>
3811
+ #include <alphamap_fragment>
3812
+ #include <alphatest_fragment>
3813
+ #include <alphahash_fragment>
3814
+ outgoingLight = diffuseColor.rgb;
3815
+ #include <opaque_fragment>
3816
+ #include <tonemapping_fragment>
3817
+ #include <colorspace_fragment>
3818
+ #include <fog_fragment>
3819
+ }`},Q={common:{diffuse:{value:new q(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new K},alphaMap:{value:null},alphaMapTransform:{value:new K},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new K}},envmap:{envMap:{value:null},envMapRotation:{value:new K},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98},dfgLUT:{value:null}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new K}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new K}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new K},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new K},normalScale:{value:new U(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new K},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new K}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new K}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new K}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new q(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},sunLights:{value:[],properties:{direction:{},color:{}}},sunLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},sunShadowMatrix:{value:[]},sunShadowCascade:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null},probesSH:{value:null},probesMin:{value:new G},probesMax:{value:new G},probesResolution:{value:new G}},points:{diffuse:{value:new q(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new K},alphaTest:{value:0},uvTransform:{value:new K}},sprite:{diffuse:{value:new q(16777215)},opacity:{value:1},center:{value:new U(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new K},alphaMap:{value:null},alphaMapTransform:{value:new K},alphaTest:{value:0}}},Ra={basic:{uniforms:$i([Q.common,Q.specularmap,Q.envmap,Q.aomap,Q.lightmap,Q.fog]),vertexShader:Z.meshbasic_vert,fragmentShader:Z.meshbasic_frag},lambert:{uniforms:$i([Q.common,Q.specularmap,Q.envmap,Q.aomap,Q.lightmap,Q.emissivemap,Q.bumpmap,Q.normalmap,Q.displacementmap,Q.fog,Q.lights,{emissive:{value:new q(0)},envMapIntensity:{value:1}}]),vertexShader:Z.meshlambert_vert,fragmentShader:Z.meshlambert_frag},phong:{uniforms:$i([Q.common,Q.specularmap,Q.envmap,Q.aomap,Q.lightmap,Q.emissivemap,Q.bumpmap,Q.normalmap,Q.displacementmap,Q.fog,Q.lights,{emissive:{value:new q(0)},specular:{value:new q(1118481)},shininess:{value:30},envMapIntensity:{value:1}}]),vertexShader:Z.meshphong_vert,fragmentShader:Z.meshphong_frag},standard:{uniforms:$i([Q.common,Q.envmap,Q.aomap,Q.lightmap,Q.emissivemap,Q.bumpmap,Q.normalmap,Q.displacementmap,Q.roughnessmap,Q.metalnessmap,Q.fog,Q.lights,{emissive:{value:new q(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Z.meshphysical_vert,fragmentShader:Z.meshphysical_frag},toon:{uniforms:$i([Q.common,Q.aomap,Q.lightmap,Q.emissivemap,Q.bumpmap,Q.normalmap,Q.displacementmap,Q.gradientmap,Q.fog,Q.lights,{emissive:{value:new 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K},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:Z.background_vert,fragmentShader:Z.background_frag},backgroundCube:{uniforms:{envMap:{value:null},backgroundBlurriness:{value:0},backgroundIntensity:{value:1},backgroundRotation:{value:new K}},vertexShader:Z.backgroundCube_vert,fragmentShader:Z.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Z.cube_vert,fragmentShader:Z.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Z.equirect_vert,fragmentShader:Z.equirect_frag},distance:{uniforms:$i([Q.common,Q.displacementmap,{referencePosition:{value:new G},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Z.distance_vert,fragmentShader:Z.distance_frag},shadow:{uniforms:$i([Q.lights,Q.fog,{color:{value:new 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E(){i.geometry=null,i.program=null,i.wireframe=!1}return{setup:s,reset:T,resetDefaultState:E,dispose:x,releaseStatesOfGeometry:S,releaseStatesOfObject:w,releaseStatesOfProgram:C,initAttributes:h,enableAttribute:g,disableUnusedAttributes:v}}function Wa(e,t,n){let r;function i(e){r=e}function a(t,i){e.drawArrays(r,t,i),n.update(i,r,1)}function o(t,i,a){a!==0&&(e.drawArraysInstanced(r,t,i,a),n.update(i,r,a))}function s(e,i,a){if(a===0)return;t.get(`WEBGL_multi_draw`).multiDrawArraysWEBGL(r,e,0,i,0,a);let o=0;for(let e=0;e<a;e++)o+=i[e];n.update(o,r,1)}this.setMode=i,this.render=a,this.renderInstances=o,this.renderMultiDraw=s}function Ga(e,t,n,r){let i;function a(){if(i!==void 0)return i;if(t.has(`EXT_texture_filter_anisotropic`)===!0){let n=t.get(`EXT_texture_filter_anisotropic`);i=e.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else i=0;return i}function o(t){return t===1023||r.convert(t)===e.getParameter(e.IMPLEMENTATION_COLOR_READ_FORMAT)}function s(n){let i=n===1016&&(t.has(`EXT_color_buffer_half_float`)||t.has(`EXT_color_buffer_float`));return!(n!==1009&&n!==1015&&!i&&r.convert(n)!==e.getParameter(e.IMPLEMENTATION_COLOR_READ_TYPE))}function c(t){if(t===`highp`){if(e.getShaderPrecisionFormat(e.VERTEX_SHADER,e.HIGH_FLOAT).precision>0&&e.getShaderPrecisionFormat(e.FRAGMENT_SHADER,e.HIGH_FLOAT).precision>0)return`highp`;t=`mediump`}return t===`mediump`&&e.getShaderPrecisionFormat(e.VERTEX_SHADER,e.MEDIUM_FLOAT).precision>0&&e.getShaderPrecisionFormat(e.FRAGMENT_SHADER,e.MEDIUM_FLOAT).precision>0?`mediump`:`lowp`}let l=n.precision===void 0?`highp`:n.precision,u=c(l);u!==l&&(X(`WebGLRenderer:`,l,`not supported, using`,u,`instead.`),l=u);let d=n.logarithmicDepthBuffer===!0,f=n.reversedDepthBuffer===!0&&t.has(`EXT_clip_control`);n.reversedDepthBuffer===!0&&f===!1&&X(`WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.`);let p=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS),m=e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS),h=e.getParameter(e.MAX_TEXTURE_SIZE),g=e.getParameter(e.MAX_CUBE_MAP_TEXTURE_SIZE),_=e.getParameter(e.MAX_VERTEX_ATTRIBS),v=e.getParameter(e.MAX_VERTEX_UNIFORM_VECTORS),y=e.getParameter(e.MAX_VARYING_VECTORS),b=e.getParameter(e.MAX_FRAGMENT_UNIFORM_VECTORS),x=e.getParameter(e.MAX_SAMPLES),S=e.getParameter(e.SAMPLES);return{isWebGL2:!0,getMaxAnisotropy:a,getMaxPrecision:c,textureFormatReadable:o,textureTypeReadable:s,precision:l,logarithmicDepthBuffer:d,reversedDepthBuffer:f,maxTextures:p,maxVertexTextures:m,maxTextureSize:h,maxCubemapSize:g,maxAttributes:_,maxVertexUniforms:v,maxVaryings:y,maxFragmentUniforms:b,maxSamples:x,samples:S}}function Ka(e){let t=this,n=null,r=0,i=!1,a=!1,o=new bn,s=new K,c={value:null,needsUpdate:!1};this.uniform=c,this.numPlanes=0,this.numIntersection=0,this.init=function(e,t){let n=e.length!==0||t||r!==0||i;return i=t,r=e.length,n},this.beginShadows=function(){a=!0,u(null)},this.endShadows=function(){a=!1},this.setGlobalState=function(e,t){n=u(e,t,0)},this.setState=function(t,o,s){let d=t.clippingPlanes,f=t.clipIntersection,p=t.clipShadows,m=e.get(t);if(!i||d===null||d.length===0||a&&!p)a?u(null):l();else{let e=a?0:r,t=e*4,i=m.clippingState||null;c.value=i,i=u(d,o,t,s);for(let e=0;e!==t;++e)i[e]=n[e];m.clippingState=i,this.numIntersection=f?this.numPlanes:0,this.numPlanes+=e}};function l(){c.value!==n&&(c.value=n,c.needsUpdate=r>0),t.numPlanes=r,t.numIntersection=0}function u(e,n,r,i){let a=e===null?0:e.length,l=null;if(a!==0){if(l=c.value,i!==!0||l===null){let t=r+a*4,i=n.matrixWorldInverse;s.getNormalMatrix(i),(l===null||l.length<t)&&(l=new Float32Array(t));for(let t=0,n=r;t!==a;++t,n+=4)o.copy(e[t]).applyMatrix4(i,s),o.normal.toArray(l,n),l[n+3]=o.constant}c.value=l,c.needsUpdate=!0}return t.numPlanes=a,t.numIntersection=0,l}}var qa=4,Ja=6,Ya=20,Xa=256,Za=new Me,Qa=new q,$a=null,eo=0,to=0,no=!1,ro=new G,io=new G,ao=class{constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._sizeLods=[],this._lodMeshes=[],this._backgroundBox=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._blurMaterial=null,this._ggxMaterial=null}fromScene(e,t=0,n=.1,r=100,i={}){let{size:a=256,position:o=ro}=i;$a=this._renderer.getRenderTarget(),eo=this._renderer.getActiveCubeFace(),to=this._renderer.getActiveMipmapLevel(),no=this._renderer.xr.enabled,this._renderer.xr.enabled=!1,this._setSize(a);let s=this._allocateTargets();return s.depthBuffer=!0,this._sceneToCubeUV(e,n,r,s,o),t>0&&this._blur(s,0,0,t),this._applyPMREM(s),this._cleanup(s),s}fromEquirectangular(e,t=null){return this._fromTexture(e,t)}fromCubemap(e,t=null){return this._fromTexture(e,t)}compileCubemapShader(){this._cubemapMaterial===null&&(this._cubemapMaterial=po(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){this._equirectMaterial===null&&(this._equirectMaterial=fo(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),this._cubemapMaterial!==null&&this._cubemapMaterial.dispose(),this._equirectMaterial!==null&&this._equirectMaterial.dispose(),this._backgroundBox!==null&&(this._backgroundBox.geometry.dispose(),this._backgroundBox.material.dispose())}_setSize(e){this._lodMax=Math.floor(Math.log2(e)),this._cubeSize=2**this._lodMax}_dispose(){this._blurMaterial!==null&&this._blurMaterial.dispose(),this._ggxMaterial!==null&&this._ggxMaterial.dispose(),this._pingPongRenderTarget!==null&&this._pingPongRenderTarget.dispose();for(let e=0;e<this._lodMeshes.length;e++)this._lodMeshes[e].geometry.dispose()}_cleanup(e){this._renderer.setRenderTarget($a,eo,to),this._renderer.xr.enabled=no,e.scissorTest=!1,co(e,0,0,e.width,e.height)}_fromTexture(e,t){e.mapping===301||e.mapping===302?this._setSize(e.image.length===0?16:e.image[0].width||e.image[0].image.width):this._setSize(e.image.width/4),$a=this._renderer.getRenderTarget(),eo=this._renderer.getActiveCubeFace(),to=this._renderer.getActiveMipmapLevel(),no=this._renderer.xr.enabled,this._renderer.xr.enabled=!1;let n=t||this._allocateTargets();return this._textureToCubeUV(e,n),this._applyPMREM(n),this._cleanup(n),n}_allocateTargets(){let e=3*Math.max(this._cubeSize,112),t=4*this._cubeSize,n={magFilter:it,minFilter:it,generateMipmaps:!1,type:Ze,format:ha,colorSpace:dt,depthBuffer:!1},r=so(e,t,n);if(this._pingPongRenderTarget===null||this._pingPongRenderTarget.width!==e||this._pingPongRenderTarget.height!==t){this._pingPongRenderTarget!==null&&this._dispose(),this._pingPongRenderTarget=so(e,t,n);let{_lodMax:r}=this;({lodMeshes:this._lodMeshes,sizeLods:this._sizeLods}=oo(r)),this._blurMaterial=uo(r,e,t),this._ggxMaterial=lo(r,e,t)}return r}_compileMaterial(e){let t=new yt(new Gt,e);this._renderer.compile(t,Za)}_sceneToCubeUV(e,t,n,r,i){let a=new sn(90,1,t,n),s=[1,-1,1,1,1,1],c=[1,1,1,-1,-1,-1],l=this._renderer,u=l.autoClear,d=l.toneMapping;l.getClearColor(Qa),l.toneMapping=0,l.autoClear=!1,l.state.buffers.depth.getReversed()&&(l.setRenderTarget(r),l.clearDepth(),l.setRenderTarget(null)),this._backgroundBox===null&&(this._backgroundBox=new yt(new xt,new o({name:`PMREM.Background`,side:1,depthWrite:!1,depthTest:!1})));let f=this._backgroundBox,p=f.material,m=!1,h=e.background;h?h.isColor&&(p.color.copy(h),e.background=null,m=!0):(p.color.copy(Qa),m=!0);for(let t=0;t<6;t++){let n=t%3;n===0?(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x+c[t],i.y,i.z)):n===1?(a.up.set(0,0,s[t]),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y+c[t],i.z)):(a.up.set(0,s[t],0),a.position.set(i.x,i.y,i.z),a.lookAt(i.x,i.y,i.z+c[t]));let o=this._cubeSize;co(r,n*o,t>2?o:0,o,o),l.setRenderTarget(r),m&&l.render(f,a),l.render(e,a)}l.toneMapping=d,l.autoClear=u,e.background=h}_textureToCubeUV(e,t){let n=this._renderer,r=e.mapping===301||e.mapping===302;r?(this._cubemapMaterial===null&&(this._cubemapMaterial=po()),this._cubemapMaterial.uniforms.flipEnvMap.value=e.isRenderTargetTexture===!1?-1:1):this._equirectMaterial===null&&(this._equirectMaterial=fo());let i=r?this._cubemapMaterial:this._equirectMaterial,a=this._lodMeshes[0];a.material=i;let o=i.uniforms;o.envMap.value=e;let s=this._cubeSize;co(t,0,0,3*s,2*s),n.setRenderTarget(t),n.render(a,Za)}_applyPMREM(e){let t=this._renderer,n=t.autoClear;t.autoClear=!1;let r=this._lodMeshes.length;for(let t=1;t<r;t++)this._applyGGXFilter(e,t-1,t);t.autoClear=n}_applyGGXFilter(e,t,n){let r=this._renderer,i=this._pingPongRenderTarget,a=this._ggxMaterial,o=this._lodMeshes[n];o.material=a;let s=a.uniforms,c=n/(this._lodMeshes.length-1),l=t/(this._lodMeshes.length-1),u=Math.sqrt(c*c-l*l)*(c*1.25),{_lodMax:d}=this,f=this._sizeLods[n],p=3*f*(n>d-qa?n-d+qa:0),m=4*(this._cubeSize-f);s.envMap.value=e.texture,s.roughness.value=u,s.mipInt.value=d-t,co(i,p,m,3*f,2*f),r.setRenderTarget(i),r.render(o,Za),s.envMap.value=i.texture,s.roughness.value=0,s.mipInt.value=d-n,co(e,p,m,3*f,2*f),r.setRenderTarget(e),r.render(o,Za)}_blur(e,t,n,r){let i=this._pingPongRenderTarget,a=Math.min(r,Math.PI)/Math.SQRT2;this._blurPass(e,i,t,n,a),this._blurPass(i,e,n,n,a)}_blurPass(e,t,n,r,i){let a=this._renderer,o=this._blurMaterial,s=this._lodMeshes[r];s.material=o;let c=o.uniforms;c.envMap.value=e.texture,c.sigma.value=i,c.mipInt.value=this._lodMax-n;let l=this._sizeLods[r];co(t,3*l*(r>this._lodMax-qa?r-this._lodMax+qa:0),4*(this._cubeSize-l),3*l,2*l),a.setRenderTarget(t),a.render(s,Za)}};function oo(e){let t=[],n=[],r=e,i=e-qa+1+Ja;for(let e=0;e<i;e++){let e=2**r;t.push(e);let i=1/(e-2),a=-i,o=1+i,s=[a,a,o,a,o,o,a,a,o,o,a,o],c=new Float32Array(108),l=new Float32Array(108);for(let e=0;e<6;e++){let t=e%3*2/3-1,n=e>2?0:-1,r=[t,n,0,t+2/3,n,0,t+2/3,n+1,0,t,n,0,t+2/3,n+1,0,t,n+1,0];c.set(r,18*e);for(let t=0;t<6;t++){let n=s[t*2]*2-1,r=s[t*2+1]*2-1;e===0?io.set(1,r,n):e===1?io.set(-n,1,-r):e===2?io.set(-n,r,1):e===3?io.set(-1,r,-n):e===4?io.set(-n,-1,r):io.set(n,r,-1),io.toArray(l,(e*6+t)*3)}}let u=new Gt;u.setAttribute(`position`,new h(c,3)),u.setAttribute(`outputDirection`,new h(l,3)),n.push(new yt(u,null)),r>qa&&r--}return{lodMeshes:n,sizeLods:t}}function so(e,t,n){let r=new Fe(e,t,n);return r.texture.mapping=306,r.texture.name=`PMREM.cubeUv`,r.scissorTest=!0,r}function co(e,t,n,r,i){e.viewport.set(t,n,r,i),e.scissor.set(t,n,r,i)}function lo(e,t,n){return new Ft({name:`PMREMGGXConvolution`,defines:{GGX_SAMPLES:Xa,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},roughness:{value:0},mipInt:{value:0}},vertexShader:mo(),fragmentShader:`
3820
+
3821
+ precision highp float;
3822
+ precision highp int;
3823
+
3824
+ varying vec3 vOutputDirection;
3825
+
3826
+ uniform sampler2D envMap;
3827
+ uniform float roughness;
3828
+ uniform float mipInt;
3829
+
3830
+ #define ENVMAP_TYPE_CUBE_UV
3831
+ #include <cube_uv_reflection_fragment>
3832
+
3833
+ #define PI 3.14159265359
3834
+
3835
+ // Van der Corput radical inverse
3836
+ float radicalInverse_VdC(uint bits) {
3837
+ bits = (bits << 16u) | (bits >> 16u);
3838
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
3839
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
3840
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
3841
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
3842
+ return float(bits) * 2.3283064365386963e-10; // / 0x100000000
3843
+ }
3844
+
3845
+ // Hammersley sequence
3846
+ vec2 hammersley(uint i, uint N) {
3847
+ return vec2(float(i) / float(N), radicalInverse_VdC(i));
3848
+ }
3849
+
3850
+ // GGX VNDF importance sampling (Eric Heitz 2018)
3851
+ // "Sampling the GGX Distribution of Visible Normals"
3852
+ // https://jcgt.org/published/0007/04/01/
3853
+ vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
3854
+ float alpha = roughness * roughness;
3855
+
3856
+ // Section 4.1: Orthonormal basis
3857
+ vec3 T1 = vec3(1.0, 0.0, 0.0);
3858
+ vec3 T2 = cross(V, T1);
3859
+
3860
+ // Section 4.2: Parameterization of projected area
3861
+ float r = sqrt(Xi.x);
3862
+ float phi = 2.0 * PI * Xi.y;
3863
+ float t1 = r * cos(phi);
3864
+ float t2 = r * sin(phi);
3865
+ float s = 0.5 * (1.0 + V.z);
3866
+ t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;
3867
+
3868
+ // Section 4.3: Reprojection onto hemisphere
3869
+ vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;
3870
+
3871
+ // Section 3.4: Transform back to ellipsoid configuration
3872
+ return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
3873
+ }
3874
+
3875
+ void main() {
3876
+ vec3 N = normalize(vOutputDirection);
3877
+ vec3 V = N; // Assume view direction equals normal for pre-filtering
3878
+
3879
+ vec3 prefilteredColor = vec3(0.0);
3880
+ float totalWeight = 0.0;
3881
+
3882
+ // For very low roughness, just sample the environment directly
3883
+ if (roughness < 0.001) {
3884
+ gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
3885
+ return;
3886
+ }
3887
+
3888
+ // Tangent space basis for VNDF sampling
3889
+ vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
3890
+ vec3 tangent = normalize(cross(up, N));
3891
+ vec3 bitangent = cross(N, tangent);
3892
+
3893
+ for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
3894
+ vec2 Xi = hammersley(i, uint(GGX_SAMPLES));
3895
+
3896
+ // For PMREM, V = N, so in tangent space V is always (0, 0, 1)
3897
+ vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);
3898
+
3899
+ // Transform H back to world space
3900
+ vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
3901
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
3902
+
3903
+ float NdotL = max(dot(N, L), 0.0);
3904
+
3905
+ if(NdotL > 0.0) {
3906
+ // Sample environment at fixed mip level
3907
+ // VNDF importance sampling handles the distribution filtering
3908
+ vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);
3909
+
3910
+ // Weight by NdotL for the split-sum approximation
3911
+ // VNDF PDF naturally accounts for the visible microfacet distribution
3912
+ prefilteredColor += sampleColor * NdotL;
3913
+ totalWeight += NdotL;
3914
+ }
3915
+ }
3916
+
3917
+ if (totalWeight > 0.0) {
3918
+ prefilteredColor = prefilteredColor / totalWeight;
3919
+ }
3920
+
3921
+ gl_FragColor = vec4(prefilteredColor, 1.0);
3922
+ }
3923
+ `,blending:0,depthTest:!1,depthWrite:!1})}function uo(e,t,n){return new Ft({name:`SphericalGaussianBlur`,defines:{SAMPLES:Ya,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},sigma:{value:0},mipInt:{value:0}},vertexShader:mo(),fragmentShader:`
3924
+
3925
+ precision highp float;
3926
+ precision highp int;
3927
+
3928
+ varying vec3 vOutputDirection;
3929
+
3930
+ uniform sampler2D envMap;
3931
+ uniform float sigma;
3932
+ uniform float mipInt;
3933
+
3934
+ #define ENVMAP_TYPE_CUBE_UV
3935
+ #include <cube_uv_reflection_fragment>
3936
+
3937
+ #define PI 3.14159265359
3938
+ #define GOLDEN_ANGLE 2.39996322973
3939
+
3940
+ void main() {
3941
+
3942
+ if ( sigma == 0.0 ) {
3943
+
3944
+ gl_FragColor = vec4( bilinearCubeUV( envMap, vOutputDirection, mipInt ), 1.0 );
3945
+ return;
3946
+
3947
+ }
3948
+
3949
+ vec3 outputDirection = normalize( vOutputDirection );
3950
+
3951
+ vec3 up = abs( outputDirection.z ) < 0.999 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 1.0, 0.0, 0.0 );
3952
+ vec3 tangent = normalize( cross( up, outputDirection ) );
3953
+ vec3 bitangent = cross( outputDirection, tangent );
3954
+
3955
+ // Truncate the kernel at three standard deviations or at the antipode.
3956
+ float thetaMax = min( 3.0 * sigma, PI );
3957
+ float truncation = 1.0 - exp( - 0.5 * thetaMax * thetaMax / ( sigma * sigma ) );
3958
+
3959
+ vec3 accumColor = vec3( 0.0 );
3960
+ float accumWeight = 0.0;
3961
+
3962
+ for ( int i = 0; i < SAMPLES; i ++ ) {
3963
+
3964
+ // Stratified inverse-CDF sampling of the Gaussian, placed on a golden-angle spiral.
3965
+ float stratum = ( float( i ) + 0.5 ) / float( SAMPLES );
3966
+ float theta = sigma * sqrt( - 2.0 * log( 1.0 - stratum * truncation ) );
3967
+ float phi = float( i ) * GOLDEN_ANGLE;
3968
+
3969
+ vec3 offset = cos( phi ) * tangent + sin( phi ) * bitangent;
3970
+ vec3 sampleDirection = cos( theta ) * outputDirection + sin( theta ) * offset;
3971
+
3972
+ // Correct the planar sample density to solid angle.
3973
+ float weight = sin( theta ) / theta;
3974
+
3975
+ accumColor += weight * bilinearCubeUV( envMap, sampleDirection, mipInt );
3976
+ accumWeight += weight;
3977
+
3978
+ }
3979
+
3980
+ gl_FragColor = vec4( accumColor / accumWeight, 1.0 );
3981
+
3982
+ }
3983
+ `,blending:0,depthTest:!1,depthWrite:!1})}function fo(){return new Ft({name:`EquirectangularToCubeUV`,uniforms:{envMap:{value:null}},vertexShader:mo(),fragmentShader:`
3984
+
3985
+ precision mediump float;
3986
+ precision mediump int;
3987
+
3988
+ varying vec3 vOutputDirection;
3989
+
3990
+ uniform sampler2D envMap;
3991
+
3992
+ #include <common>
3993
+
3994
+ void main() {
3995
+
3996
+ vec3 outputDirection = normalize( vOutputDirection );
3997
+ vec2 uv = equirectUv( outputDirection );
3998
+
3999
+ gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
4000
+
4001
+ }
4002
+ `,blending:0,depthTest:!1,depthWrite:!1})}function po(){return new Ft({name:`CubemapToCubeUV`,uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:mo(),fragmentShader:`
4003
+
4004
+ precision mediump float;
4005
+ precision mediump int;
4006
+
4007
+ uniform float flipEnvMap;
4008
+
4009
+ varying vec3 vOutputDirection;
4010
+
4011
+ uniform samplerCube envMap;
4012
+
4013
+ void main() {
4014
+
4015
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
4016
+
4017
+ }
4018
+ `,blending:0,depthTest:!1,depthWrite:!1})}function mo(){return`
4019
+
4020
+ precision mediump float;
4021
+ precision mediump int;
4022
+
4023
+ attribute vec3 outputDirection;
4024
+
4025
+ varying vec3 vOutputDirection;
4026
+
4027
+ void main() {
4028
+
4029
+ vOutputDirection = outputDirection;
4030
+ gl_Position = vec4( position, 1.0 );
4031
+
4032
+ }
4033
+ `}var ho=class extends Fe{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;let n={width:e,height:e,depth:1},r=[n,n,n,n,n,n];this.texture=new Sr(r),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;let n={uniforms:{tEquirect:{value:null}},vertexShader:`
4034
+
4035
+ varying vec3 vWorldDirection;
4036
+
4037
+ vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
4038
+
4039
+ return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
4040
+
4041
+ }
4042
+
4043
+ void main() {
4044
+
4045
+ vWorldDirection = transformDirection( position, modelMatrix );
4046
+
4047
+ #include <begin_vertex>
4048
+ #include <project_vertex>
4049
+
4050
+ }
4051
+ `,fragmentShader:`
4052
+
4053
+ uniform sampler2D tEquirect;
4054
+
4055
+ varying vec3 vWorldDirection;
4056
+
4057
+ #include <common>
4058
+
4059
+ void main() {
4060
+
4061
+ vec3 direction = normalize( vWorldDirection );
4062
+
4063
+ vec2 sampleUV = equirectUv( direction );
4064
+
4065
+ gl_FragColor = texture2D( tEquirect, sampleUV );
4066
+
4067
+ }
4068
+ `},r=new xt(5,5,5),i=new Ft({name:`CubemapFromEquirect`,uniforms:Gi(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});i.uniforms.tEquirect.value=t;let a=new yt(r,i),o=t.minFilter;return t.minFilter===1008&&(t.minFilter=it),new gr(1,10,this).update(e,a),t.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(e,t=!0,n=!0,r=!0){let i=e.getRenderTarget();for(let i=0;i<6;i++)e.setRenderTarget(this,i),e.clear(t,n,r);e.setRenderTarget(i)}};function go(e){let t=new WeakMap,n=new WeakMap,r=null;function i(e,t=!1){return e==null?null:t?o(e):a(e)}function a(n){if(n&&n.isTexture){let r=n.mapping;if(r===303||r===304){if(t.has(n)){let e=t.get(n).texture;return s(e,n.mapping)}{let r=n.image;if(r&&r.height>0){let i=new ho(r.height);return i.fromEquirectangularTexture(e,n),t.set(n,i),n.addEventListener(`dispose`,l),s(i.texture,n.mapping)}return null}}}return n}function o(t){if(t&&t.isTexture){let i=t.mapping,a=i===303||i===304,o=i===301||i===302;if(a||o){let i=n.get(t),s=i===void 0?0:i.texture.pmremVersion;if(t.isRenderTargetTexture&&t.pmremVersion!==s)return r===null&&(r=new ao(e)),i=a?r.fromEquirectangular(t,i):r.fromCubemap(t,i),i.texture.pmremVersion=t.pmremVersion,n.set(t,i),i.texture;if(i!==void 0)return i.texture;{let s=t.image;return a&&s&&s.height>0||o&&s&&c(s)?(r===null&&(r=new ao(e)),i=a?r.fromEquirectangular(t):r.fromCubemap(t),i.texture.pmremVersion=t.pmremVersion,n.set(t,i),t.addEventListener(`dispose`,u),i.texture):null}}}return t}function s(e,t){return t===303?e.mapping=301:t===304&&(e.mapping=302),e}function c(e){let t=0;for(let n=0;n<6;n++)e[n]!==void 0&&t++;return t===6}function l(e){let n=e.target;n.removeEventListener(`dispose`,l);let r=t.get(n);r!==void 0&&(t.delete(n),r.dispose())}function u(e){let t=e.target;t.removeEventListener(`dispose`,u);let r=n.get(t);r!==void 0&&(n.delete(t),r.dispose())}function d(){t=new WeakMap,n=new WeakMap,r!==null&&(r.dispose(),r=null)}return{get:i,dispose:d}}function _o(e){let t={};function n(n){if(t[n]!==void 0)return t[n];let r=e.getExtension(n);return t[n]=r,r}return{has:function(e){return n(e)!==null},init:function(){n(`EXT_color_buffer_float`),n(`WEBGL_clip_cull_distance`),n(`OES_texture_float_linear`),n(`EXT_color_buffer_half_float`),n(`WEBGL_multisampled_render_to_texture`),n(`WEBGL_render_shared_exponent`)},get:function(e){let t=n(e);return t===null&&ei(`WebGLRenderer: `+e+` extension not supported.`),t}}}function vo(e,t,n,r){let i={},a=new WeakMap;function o(e){let s=e.target;s.index!==null&&t.remove(s.index);for(let e in s.attributes)t.remove(s.attributes[e]);s.removeEventListener(`dispose`,o),delete i[s.id];let c=a.get(s);c&&(t.remove(c),a.delete(s)),r.releaseStatesOfGeometry(s),s.isInstancedBufferGeometry===!0&&delete s._maxInstanceCount,n.memory.geometries--}function s(e,t){return i[t.id]===!0?t:(t.addEventListener(`dispose`,o),i[t.id]=!0,n.memory.geometries++,t)}function c(n){let r=n.attributes;for(let n in r)t.update(r[n],e.ARRAY_BUFFER)}function l(e){let n=[],r=e.index,i=e.attributes.position,o=0;if(i===void 0)return;if(r!==null){let e=r.array;o=r.version;for(let t=0,r=e.length;t<r;t+=3){let r=e[t+0],i=e[t+1],a=e[t+2];n.push(r,i,i,a,a,r)}}else{let e=i.array;o=i.version;for(let t=0,r=e.length/3-1;t<r;t+=3){let e=t+0,r=t+1,i=t+2;n.push(e,r,r,i,i,e)}}let s=new(i.count>=65535?Mt:ya)(n,1);s.version=o;let c=a.get(e);c&&t.remove(c),a.set(e,s)}function u(e){let t=a.get(e);if(t){let n=e.index;n!==null&&t.version<n.version&&l(e)}else l(e);return a.get(e)}return{get:s,update:c,getWireframeAttribute:u}}function yo(e,t,n){let r;function i(e){r=e}let a,o;function s(e){a=e.type,o=e.bytesPerElement}function c(t,i){e.drawElements(r,i,a,t*o),n.update(i,r,1)}function l(t,i,s){s!==0&&(e.drawElementsInstanced(r,i,a,t*o,s),n.update(i,r,s))}function u(e,i,o){if(o===0)return;t.get(`WEBGL_multi_draw`).multiDrawElementsWEBGL(r,i,0,a,e,0,o);let s=0;for(let e=0;e<o;e++)s+=i[e];n.update(s,r,1)}this.setMode=i,this.setIndex=s,this.render=c,this.renderInstances=l,this.renderMultiDraw=u}function bo(e){let t={geometries:0,textures:0},n={frame:0,calls:0,triangles:0,points:0,lines:0};function r(t,r,i){switch(n.calls++,r){case e.TRIANGLES:n.triangles+=t/3*i;break;case e.LINES:n.lines+=t/2*i;break;case e.LINE_STRIP:n.lines+=i*(t-1);break;case e.LINE_LOOP:n.lines+=i*t;break;case e.POINTS:n.points+=i*t;break;default:J(`WebGLInfo: Unknown draw mode:`,r)}}function i(){n.calls=0,n.triangles=0,n.points=0,n.lines=0}return{memory:t,render:n,programs:null,autoReset:!0,reset:i,update:r}}function xo(e,t,n){let r=new WeakMap,i=new Na;function a(a,o,s){let c=a.morphTargetInfluences,l=o.morphAttributes.position||o.morphAttributes.normal||o.morphAttributes.color,u=l===void 0?0:l.length,d=r.get(o);if(d===void 0||d.count!==u){d!==void 0&&d.texture.dispose();let e=o.morphAttributes.position!==void 0,n=o.morphAttributes.normal!==void 0,a=o.morphAttributes.color!==void 0,s=o.morphAttributes.position||[],c=o.morphAttributes.normal||[],l=o.morphAttributes.color||[],f=0;e===!0&&(f=1),n===!0&&(f=2),a===!0&&(f=3);let p=o.attributes.position.count*f,m=1;p>t.maxTextureSize&&(m=Math.ceil(p/t.maxTextureSize),p=t.maxTextureSize);let h=new Float32Array(p*m*4*u),g=new tt(h,p,m,u);g.type=ni,g.needsUpdate=!0;let _=f*4;for(let t=0;t<u;t++){let r=s[t],o=c[t],u=l[t],d=p*m*4*t;for(let t=0;t<r.count;t++){let s=t*_;e===!0&&(i.fromBufferAttribute(r,t),h[d+s+0]=i.x,h[d+s+1]=i.y,h[d+s+2]=i.z,h[d+s+3]=0),n===!0&&(i.fromBufferAttribute(o,t),h[d+s+4]=i.x,h[d+s+5]=i.y,h[d+s+6]=i.z,h[d+s+7]=0),a===!0&&(i.fromBufferAttribute(u,t),h[d+s+8]=i.x,h[d+s+9]=i.y,h[d+s+10]=i.z,h[d+s+11]=u.itemSize===4?i.w:1)}}d={count:u,texture:g,size:new U(p,m)},r.set(o,d);function v(){g.dispose(),r.delete(o),o.removeEventListener(`dispose`,v)}o.addEventListener(`dispose`,v)}if(a.isInstancedMesh===!0&&a.morphTexture!==null)s.getUniforms().setValue(e,`morphTexture`,a.morphTexture,n);else{let t=0;for(let e=0;e<c.length;e++)t+=c[e];let n=o.morphTargetsRelative?1:1-t;s.getUniforms().setValue(e,`morphTargetBaseInfluence`,n),s.getUniforms().setValue(e,`morphTargetInfluences`,c)}s.getUniforms().setValue(e,`morphTargetsTexture`,d.texture,n),s.getUniforms().setValue(e,`morphTargetsTextureSize`,d.size)}return{update:a}}function So(e,t,n,r,i){let a=new WeakMap;function o(r){let o=i.render.frame,s=r.geometry,l=t.get(r,s);if(a.get(l)!==o&&(t.update(l),a.set(l,o)),r.isInstancedMesh&&(r.hasEventListener(`dispose`,c)===!1&&r.addEventListener(`dispose`,c),a.get(r)!==o&&(n.update(r.instanceMatrix,e.ARRAY_BUFFER),r.instanceColor!==null&&n.update(r.instanceColor,e.ARRAY_BUFFER),a.set(r,o))),r.isSkinnedMesh){let e=r.skeleton;a.get(e)!==o&&(e.update(),a.set(e,o))}return l}function s(){a=new WeakMap}function c(e){let t=e.target;t.removeEventListener(`dispose`,c),r.releaseStatesOfObject(t),n.remove(t.instanceMatrix),t.instanceColor!==null&&n.remove(t.instanceColor)}return{update:o,dispose:s}}var Co={1:`LINEAR_TONE_MAPPING`,2:`REINHARD_TONE_MAPPING`,3:`CINEON_TONE_MAPPING`,4:`ACES_FILMIC_TONE_MAPPING`,6:`AGX_TONE_MAPPING`,7:`NEUTRAL_TONE_MAPPING`,5:`CUSTOM_TONE_MAPPING`};function wo(e,t,n,r,i,a){let o=new Fe(t,n,{type:e,depthBuffer:i,stencilBuffer:a,samples:r?4:0,storeMultisampledDepthBuffer:!1,storeMultisampledStencilBuffer:!1,resolveDepthBuffer:!1,resolveStencilBuffer:!1}),s=null,c=null,l=new Gt;l.setAttribute(`position`,new yi([-1,3,0,-1,-1,0,3,-1,0],3)),l.setAttribute(`uv`,new yi([0,2,0,0,2,0],2));let u=new Mi({uniforms:{tDiffuse:{value:null}},vertexShader:`
4069
+ precision highp float;
4070
+
4071
+ uniform mat4 modelViewMatrix;
4072
+ uniform mat4 projectionMatrix;
4073
+
4074
+ attribute vec3 position;
4075
+ attribute vec2 uv;
4076
+
4077
+ varying vec2 vUv;
4078
+
4079
+ void main() {
4080
+ vUv = uv;
4081
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
4082
+ }`,fragmentShader:`
4083
+ precision highp float;
4084
+
4085
+ uniform sampler2D tDiffuse;
4086
+
4087
+ varying vec2 vUv;
4088
+
4089
+ #include <tonemapping_pars_fragment>
4090
+ #include <colorspace_pars_fragment>
4091
+
4092
+ void main() {
4093
+ gl_FragColor = texture2D( tDiffuse, vUv );
4094
+
4095
+ #ifdef LINEAR_TONE_MAPPING
4096
+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
4097
+ #elif defined( REINHARD_TONE_MAPPING )
4098
+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
4099
+ #elif defined( CINEON_TONE_MAPPING )
4100
+ gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
4101
+ #elif defined( ACES_FILMIC_TONE_MAPPING )
4102
+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
4103
+ #elif defined( AGX_TONE_MAPPING )
4104
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
4105
+ #elif defined( NEUTRAL_TONE_MAPPING )
4106
+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
4107
+ #elif defined( CUSTOM_TONE_MAPPING )
4108
+ gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
4109
+ #endif
4110
+
4111
+ #ifdef SRGB_TRANSFER
4112
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
4113
+ #endif
4114
+ }`,depthTest:!1,depthWrite:!1}),d=new yt(l,u),f=new Me(-1,1,1,-1,0,1),p=null,m=null,h=!1,g,_=null,v=[],y=!1;this.setSize=function(e,t){o.setSize(e,t),s!==null&&s.setSize(e,t),c!==null&&c.setSize(e,t);for(let n=0;n<v.length;n++){let r=v[n];r.setSize&&r.setSize(e,t)}},this.setEffects=function(e){v=e,y=v.length>0&&v[0].isRenderPass===!0;let t=o.width,n=o.height;v.length>0&&s===null&&(s=new Fe(t,n,{type:Ze,depthBuffer:!1,stencilBuffer:!1}),c=new Fe(t,n,{type:Ze,depthBuffer:!1,stencilBuffer:!1}));for(let e=0;e<v.length;e++){let r=v[e];r.setSize&&r.setSize(t,n)}},this.begin=function(e,t){if(h||e.toneMapping===0&&v.length===0)return!1;if(_=t,t!==null){let e=t.width,n=t.height;(o.width!==e||o.height!==n)&&this.setSize(e,n)}return y===!1&&e.setRenderTarget(o),g=e.toneMapping,e.toneMapping=0,!0},this.hasRenderPass=function(){return y},this.end=function(e,t){e.toneMapping=g,h=!0;let n=o,r=s;for(let i=0;i<v.length;i++){let 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0)(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z)&&(e.uniform3i(this.addr,t.x,t.y,t.z),n[0]=t.x,n[1]=t.y,n[2]=t.z);else{if($(n,t))return;e.uniform3iv(this.addr,t),Io(n,t)}}function Jo(e,t){let n=this.cache;if(t.x!==void 0)(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z||n[3]!==t.w)&&(e.uniform4i(this.addr,t.x,t.y,t.z,t.w),n[0]=t.x,n[1]=t.y,n[2]=t.z,n[3]=t.w);else{if($(n,t))return;e.uniform4iv(this.addr,t),Io(n,t)}}function Yo(e,t){let n=this.cache;n[0]!==t&&(e.uniform1ui(this.addr,t),n[0]=t)}function Xo(e,t){let n=this.cache;if(t.x!==void 0)(n[0]!==t.x||n[1]!==t.y)&&(e.uniform2ui(this.addr,t.x,t.y),n[0]=t.x,n[1]=t.y);else{if($(n,t))return;e.uniform2uiv(this.addr,t),Io(n,t)}}function Zo(e,t){let n=this.cache;if(t.x!==void 0)(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z)&&(e.uniform3ui(this.addr,t.x,t.y,t.z),n[0]=t.x,n[1]=t.y,n[2]=t.z);else{if($(n,t))return;e.uniform3uiv(this.addr,t),Io(n,t)}}function Qo(e,t){let n=this.cache;if(t.x!==void 0)(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z||n[3]!==t.w)&&(e.uniform4ui(this.addr,t.x,t.y,t.z,t.w),n[0]=t.x,n[1]=t.y,n[2]=t.z,n[3]=t.w);else{if($(n,t))return;e.uniform4uiv(this.addr,t),Io(n,t)}}function $o(e,t,n){let r=this.cache,i=n.allocateTextureUnit();r[0]!==i&&(e.uniform1i(this.addr,i),r[0]=i);let a;this.type===e.SAMPLER_2D_SHADOW?(Eo.compareFunction=n.isReversedDepthBuffer()?518:515,a=Eo):a=To,n.setTexture2D(t||a,i)}function es(e,t,n){let r=this.cache,i=n.allocateTextureUnit();r[0]!==i&&(e.uniform1i(this.addr,i),r[0]=i),n.setTexture3D(t||Oo,i)}function ts(e,t,n){let r=this.cache,i=n.allocateTextureUnit();r[0]!==i&&(e.uniform1i(this.addr,i),r[0]=i),n.setTextureCube(t||ko,i)}function ns(e,t,n){let r=this.cache,i=n.allocateTextureUnit();r[0]!==i&&(e.uniform1i(this.addr,i),r[0]=i),n.setTexture2DArray(t||Do,i)}function rs(e){switch(e){case 5126:return Ro;case 35664:return zo;case 35665:return Bo;case 35666:return Vo;case 35674:return Ho;case 35675:return Uo;case 35676:return Wo;case 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ps(e,t){e.uniform3iv(this.addr,t)}function ms(e,t){e.uniform4iv(this.addr,t)}function hs(e,t){e.uniform1uiv(this.addr,t)}function gs(e,t){e.uniform2uiv(this.addr,t)}function _s(e,t){e.uniform3uiv(this.addr,t)}function vs(e,t){e.uniform4uiv(this.addr,t)}function ys(e,t,n){let r=this.cache,i=t.length,a=Lo(n,i);$(r,a)||(e.uniform1iv(this.addr,a),Io(r,a));let o;o=this.type===e.SAMPLER_2D_SHADOW?Eo:To;for(let e=0;e!==i;++e)n.setTexture2D(t[e]||o,a[e])}function bs(e,t,n){let r=this.cache,i=t.length,a=Lo(n,i);$(r,a)||(e.uniform1iv(this.addr,a),Io(r,a));for(let e=0;e!==i;++e)n.setTexture3D(t[e]||Oo,a[e])}function xs(e,t,n){let r=this.cache,i=t.length,a=Lo(n,i);$(r,a)||(e.uniform1iv(this.addr,a),Io(r,a));for(let e=0;e!==i;++e)n.setTextureCube(t[e]||ko,a[e])}function Ss(e,t,n){let r=this.cache,i=t.length,a=Lo(n,i);$(r,a)||(e.uniform1iv(this.addr,a),Io(r,a));for(let e=0;e!==i;++e)n.setTexture2DArray(t[e]||Do,a[e])}function Cs(e){switch(e){case 5126:return is;case 35664:return as;case 35665:return os;case 35666:return ss;case 35674:return cs;case 35675:return ls;case 35676:return us;case 5124:case 35670:return ds;case 35667:case 35671:return fs;case 35668:case 35672:return ps;case 35669:case 35673:return ms;case 5125:return hs;case 36294:return gs;case 36295:return _s;case 36296:return vs;case 35678:case 36198:case 36298:case 36306:case 35682:return ys;case 35679:case 36299:case 36307:return bs;case 35680:case 36300:case 36308:case 36293:return xs;case 36289:case 36303:case 36311:case 36292:return Ss}}var ws=class{constructor(e,t,n){this.id=e,this.addr=n,this.cache=[],this.type=t.type,this.setValue=rs(t.type)}},Ts=class{constructor(e,t,n){this.id=e,this.addr=n,this.cache=[],this.type=t.type,this.size=t.size,this.setValue=Cs(t.type)}},Es=class{constructor(e){this.id=e,this.seq=[],this.map={}}setValue(e,t,n){let r=this.seq;for(let i=0,a=r.length;i!==a;++i){let a=r[i];a.setValue(e,t[a.id],n)}}},Ds=/(\w+)(\])?(\[|\.)?/g;function Os(e,t){e.seq.push(t),e.map[t.id]=t}function 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4115
+ `),r=[],i=Math.max(t-6,0),a=Math.min(t+6,n.length);for(let e=i;e<a;e++){let i=e+1;r.push(`${i===t?`>`:` `} ${i}: ${n[e]}`)}return r.join(`
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+ `)}var Fs=new K;function Is(e){Y._getMatrix(Fs,Y.workingColorSpace,e);let t=`mat3( ${Fs.elements.map(e=>e.toFixed(4))} )`;switch(Y.getTransfer(e)){case B:return[t,`LinearTransferOETF`];case T:return[t,`sRGBTransferOETF`];default:return X(`WebGLProgram: Unsupported color space: `,e),[t,`LinearTransferOETF`]}}function Ls(e,t,n){let r=e.getShaderParameter(t,e.COMPILE_STATUS),i=(e.getShaderInfoLog(t)||``).trim();if(r&&i===``)return``;let a=/ERROR: 0:(\d+)/.exec(i);if(a){let r=parseInt(a[1]);return n.toUpperCase()+`
4117
+
4118
+ `+i+`
4119
+
4120
+ `+Ps(e.getShaderSource(t),r)}return i}function Rs(e,t){let n=Is(t);return[`vec4 ${e}( vec4 value ) {`,` return ${n[1]}( vec4( value.rgb * ${n[0]}, value.a ) );`,`}`].join(`
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+ `)}var zs={1:`Linear`,2:`Reinhard`,3:`Cineon`,4:`ACESFilmic`,6:`AgX`,7:`Neutral`,5:`Custom`};function Bs(e,t){let n=zs[t];return n===void 0?(X(`WebGLProgram: Unsupported toneMapping:`,t),`vec3 `+e+`( vec3 color ) { return LinearToneMapping( color ); }`):`vec3 `+e+`( vec3 color ) { return `+n+`ToneMapping( color ); }`}var Vs=new G;function Hs(){return Y.getLuminanceCoefficients(Vs),[`float luminance( const in vec3 rgb ) {`,` const vec3 weights = vec3( ${Vs.x.toFixed(4)}, ${Vs.y.toFixed(4)}, ${Vs.z.toFixed(4)} );`,` return dot( weights, rgb );`,`}`].join(`
4122
+ `)}function Us(e){return[e.extensionClipCullDistance?`#extension GL_ANGLE_clip_cull_distance : require`:``,e.extensionMultiDraw?`#extension GL_ANGLE_multi_draw : require`:``].filter(Ks).join(`
4123
+ `)}function Ws(e){let t=[];for(let n in e){let r=e[n];r!==!1&&t.push(`#define `+n+` `+r)}return t.join(`
4124
+ `)}function Gs(e,t){let n={},r=e.getProgramParameter(t,e.ACTIVE_ATTRIBUTES);for(let i=0;i<r;i++){let r=e.getActiveAttrib(t,i),a=r.name,o=1;r.type===e.FLOAT_MAT2&&(o=2),r.type===e.FLOAT_MAT3&&(o=3),r.type===e.FLOAT_MAT4&&(o=4),n[a]={type:r.type,location:e.getAttribLocation(t,a),locationSize:o}}return n}function Ks(e){return e!==``}function qs(e,t){let n=t.numSpotLightShadows+t.numSpotLightMaps-t.numSpotLightShadowsWithMaps;return e.replace(/NUM_SUN_LIGHTS/g,t.numSunLights).replace(/NUM_DIR_LIGHTS/g,t.numDirLights).replace(/NUM_SPOT_LIGHTS/g,t.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,t.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,n).replace(/NUM_RECT_AREA_LIGHTS/g,t.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,t.numPointLights).replace(/NUM_HEMI_LIGHTS/g,t.numHemiLights).replace(/NUM_SUN_LIGHT_SHADOWS/g,t.numSunLightShadows).replace(/NUM_DIR_LIGHT_SHADOWS/g,t.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,t.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,t.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,t.numPointLightShadows)}function Js(e,t){return e.replace(/NUM_CLIPPING_PLANES/g,t.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,t.numClippingPlanes-t.numClipIntersection)}var Ys=/^[ \t]*#include +<([\w\d./]+)>/gm;function Xs(e){return e.replace(Ys,Qs)}var Zs=new Map;function Qs(e,t){let n=Z[t];if(n===void 0){let e=Zs.get(t);if(e!==void 0)n=Z[e],X(`WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.`,t,e);else throw Error(`THREE.WebGLProgram: Can not resolve #include <`+t+`>`)}return Xs(n)}var $s=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function ec(e){return e.replace($s,tc)}function tc(e,t,n,r){let i=``;for(let e=parseInt(t);e<parseInt(n);e++)i+=r.replace(/\[\s*i\s*\]/g,`[ `+e+` ]`).replace(/UNROLLED_LOOP_INDEX/g,e);return i}function nc(e){let t=`precision ${e.precision} float;
4125
+ precision ${e.precision} int;
4126
+ precision ${e.precision} sampler2D;
4127
+ precision ${e.precision} samplerCube;
4128
+ precision ${e.precision} sampler3D;
4129
+ precision ${e.precision} sampler2DArray;
4130
+ precision ${e.precision} sampler2DShadow;
4131
+ precision ${e.precision} samplerCubeShadow;
4132
+ precision ${e.precision} sampler2DArrayShadow;
4133
+ precision ${e.precision} isampler2D;
4134
+ precision ${e.precision} isampler3D;
4135
+ precision ${e.precision} isamplerCube;
4136
+ precision ${e.precision} isampler2DArray;
4137
+ precision ${e.precision} usampler2D;
4138
+ precision ${e.precision} usampler3D;
4139
+ precision ${e.precision} usamplerCube;
4140
+ precision ${e.precision} usampler2DArray;
4141
+ `;return e.precision===`highp`?t+=`
4142
+ #define HIGH_PRECISION`:e.precision===`mediump`?t+=`
4143
+ #define MEDIUM_PRECISION`:e.precision===`lowp`&&(t+=`
4144
+ #define LOW_PRECISION`),t}var rc={1:`SHADOWMAP_TYPE_PCF`,3:`SHADOWMAP_TYPE_VSM`};function ic(e){return rc[e.shadowMapType]||`SHADOWMAP_TYPE_BASIC`}var ac={301:`ENVMAP_TYPE_CUBE`,302:`ENVMAP_TYPE_CUBE`,306:`ENVMAP_TYPE_CUBE_UV`};function oc(e){return e.envMap===!1?`ENVMAP_TYPE_CUBE`:ac[e.envMapMode]||`ENVMAP_TYPE_CUBE`}var sc={302:`ENVMAP_MODE_REFRACTION`};function cc(e){return e.envMap===!1?`ENVMAP_MODE_REFLECTION`:sc[e.envMapMode]||`ENVMAP_MODE_REFLECTION`}var lc={0:`ENVMAP_BLENDING_MULTIPLY`,1:`ENVMAP_BLENDING_MIX`,2:`ENVMAP_BLENDING_ADD`};function uc(e){return e.envMap===!1?`ENVMAP_BLENDING_NONE`:lc[e.combine]||`ENVMAP_BLENDING_NONE`}function dc(e){let t=e.envMapCubeUVHeight;if(t===null)return null;let n=Math.log2(t)-2,r=1/t;return{texelWidth:1/(3*Math.max(2**n,112)),texelHeight:r,maxMip:n}}function fc(e,t,n,r){let i=e.getContext(),a=n.defines,o=n.vertexShader,s=n.fragmentShader,c=ic(n),l=oc(n),u=cc(n),d=uc(n),f=dc(n),p=Us(n),m=Ws(a),h=i.createProgram(),g,_,v=n.glslVersion?`#version `+n.glslVersion+`
4145
+ `:``;n.isRawShaderMaterial?(g=[`#define SHADER_TYPE `+n.shaderType,`#define SHADER_NAME `+n.shaderName,m].filter(Ks).join(`
4146
+ `),g.length>0&&(g+=`
4147
+ `),_=[`#define SHADER_TYPE `+n.shaderType,`#define SHADER_NAME `+n.shaderName,m].filter(Ks).join(`
4148
+ `),_.length>0&&(_+=`
4149
+ `)):(g=[nc(n),`#define SHADER_TYPE `+n.shaderType,`#define SHADER_NAME `+n.shaderName,m,n.extensionClipCullDistance?`#define USE_CLIP_DISTANCE`:``,n.batching?`#define USE_BATCHING`:``,n.batchingColor?`#define USE_BATCHING_COLOR`:``,n.instancing?`#define USE_INSTANCING`:``,n.instancingColor?`#define USE_INSTANCING_COLOR`:``,n.instancingMorph?`#define USE_INSTANCING_MORPH`:``,n.useFog&&n.fog?`#define USE_FOG`:``,n.useFog&&n.fogExp2?`#define FOG_EXP2`:``,n.map?`#define USE_MAP`:``,n.envMap?`#define USE_ENVMAP`:``,n.envMap?`#define `+u:``,n.lightMap?`#define USE_LIGHTMAP`:``,n.aoMap?`#define USE_AOMAP`:``,n.bumpMap?`#define USE_BUMPMAP`:``,n.normalMap?`#define USE_NORMALMAP`:``,n.normalMapObjectSpace?`#define USE_NORMALMAP_OBJECTSPACE`:``,n.normalMapTangentSpace?`#define USE_NORMALMAP_TANGENTSPACE`:``,n.displacementMap?`#define USE_DISPLACEMENTMAP`:``,n.emissiveMap?`#define USE_EMISSIVEMAP`:``,n.anisotropy?`#define USE_ANISOTROPY`:``,n.anisotropyMap?`#define USE_ANISOTROPYMAP`:``,n.clearcoatMap?`#define USE_CLEARCOATMAP`:``,n.clearcoatRoughnessMap?`#define USE_CLEARCOAT_ROUGHNESSMAP`:``,n.clearcoatNormalMap?`#define USE_CLEARCOAT_NORMALMAP`:``,n.iridescenceMap?`#define USE_IRIDESCENCEMAP`:``,n.iridescenceThicknessMap?`#define USE_IRIDESCENCE_THICKNESSMAP`:``,n.specularMap?`#define USE_SPECULARMAP`:``,n.specularColorMap?`#define USE_SPECULAR_COLORMAP`:``,n.specularIntensityMap?`#define USE_SPECULAR_INTENSITYMAP`:``,n.roughnessMap?`#define USE_ROUGHNESSMAP`:``,n.metalnessMap?`#define USE_METALNESSMAP`:``,n.alphaMap?`#define USE_ALPHAMAP`:``,n.alphaHash?`#define USE_ALPHAHASH`:``,n.transmission?`#define USE_TRANSMISSION`:``,n.transmissionMap?`#define USE_TRANSMISSIONMAP`:``,n.thicknessMap?`#define USE_THICKNESSMAP`:``,n.sheenColorMap?`#define USE_SHEEN_COLORMAP`:``,n.sheenRoughnessMap?`#define USE_SHEEN_ROUGHNESSMAP`:``,n.mapUv?`#define MAP_UV `+n.mapUv:``,n.alphaMapUv?`#define ALPHAMAP_UV `+n.alphaMapUv:``,n.lightMapUv?`#define LIGHTMAP_UV `+n.lightMapUv:``,n.aoMapUv?`#define AOMAP_UV `+n.aoMapUv:``,n.emissiveMapUv?`#define EMISSIVEMAP_UV `+n.emissiveMapUv:``,n.bumpMapUv?`#define BUMPMAP_UV `+n.bumpMapUv:``,n.normalMapUv?`#define NORMALMAP_UV `+n.normalMapUv:``,n.displacementMapUv?`#define DISPLACEMENTMAP_UV `+n.displacementMapUv:``,n.metalnessMapUv?`#define METALNESSMAP_UV `+n.metalnessMapUv:``,n.roughnessMapUv?`#define ROUGHNESSMAP_UV `+n.roughnessMapUv:``,n.anisotropyMapUv?`#define ANISOTROPYMAP_UV `+n.anisotropyMapUv:``,n.clearcoatMapUv?`#define CLEARCOATMAP_UV `+n.clearcoatMapUv:``,n.clearcoatNormalMapUv?`#define CLEARCOAT_NORMALMAP_UV `+n.clearcoatNormalMapUv:``,n.clearcoatRoughnessMapUv?`#define CLEARCOAT_ROUGHNESSMAP_UV `+n.clearcoatRoughnessMapUv:``,n.iridescenceMapUv?`#define IRIDESCENCEMAP_UV `+n.iridescenceMapUv:``,n.iridescenceThicknessMapUv?`#define IRIDESCENCE_THICKNESSMAP_UV `+n.iridescenceThicknessMapUv:``,n.sheenColorMapUv?`#define SHEEN_COLORMAP_UV `+n.sheenColorMapUv:``,n.sheenRoughnessMapUv?`#define SHEEN_ROUGHNESSMAP_UV `+n.sheenRoughnessMapUv:``,n.specularMapUv?`#define SPECULARMAP_UV `+n.specularMapUv:``,n.specularColorMapUv?`#define SPECULAR_COLORMAP_UV `+n.specularColorMapUv:``,n.specularIntensityMapUv?`#define SPECULAR_INTENSITYMAP_UV `+n.specularIntensityMapUv:``,n.transmissionMapUv?`#define TRANSMISSIONMAP_UV `+n.transmissionMapUv:``,n.thicknessMapUv?`#define THICKNESSMAP_UV `+n.thicknessMapUv:``,n.vertexTangents&&n.flatShading===!1?`#define USE_TANGENT`:``,n.vertexNormals?`#define HAS_NORMAL`:``,n.vertexColors?`#define USE_COLOR`:``,n.vertexAlphas?`#define USE_COLOR_ALPHA`:``,n.vertexUv1s?`#define USE_UV1`:``,n.vertexUv2s?`#define USE_UV2`:``,n.vertexUv3s?`#define USE_UV3`:``,n.pointsUvs?`#define USE_POINTS_UV`:``,n.flatShading?`#define FLAT_SHADED`:``,n.skinning?`#define USE_SKINNING`:``,n.morphTargets?`#define USE_MORPHTARGETS`:``,n.morphNormals&&n.flatShading===!1?`#define USE_MORPHNORMALS`:``,n.morphColors?`#define USE_MORPHCOLORS`:``,n.morphTargetsCount>0?`#define MORPHTARGETS_TEXTURE_STRIDE `+n.morphTextureStride:``,n.morphTargetsCount>0?`#define MORPHTARGETS_COUNT `+n.morphTargetsCount:``,n.doubleSided?`#define DOUBLE_SIDED`:``,n.flipSided?`#define FLIP_SIDED`:``,n.shadowMapEnabled?`#define USE_SHADOWMAP`:``,n.shadowMapEnabled?`#define `+c:``,n.sizeAttenuation?`#define USE_SIZEATTENUATION`:``,n.numLightProbes>0?`#define USE_LIGHT_PROBES`:``,n.logarithmicDepthBuffer?`#define USE_LOGARITHMIC_DEPTH_BUFFER`:``,n.reversedDepthBuffer?`#define USE_REVERSED_DEPTH_BUFFER`:``,`uniform mat4 modelMatrix;`,`uniform mat4 modelViewMatrix;`,`uniform mat4 projectionMatrix;`,`uniform mat4 viewMatrix;`,`uniform mat3 normalMatrix;`,`uniform vec3 cameraPosition;`,`uniform bool isOrthographic;`,`#ifdef USE_INSTANCING`,` attribute mat4 instanceMatrix;`,`#endif`,`#ifdef USE_INSTANCING_COLOR`,` attribute vec3 instanceColor;`,`#endif`,`#ifdef USE_INSTANCING_MORPH`,` uniform sampler2D morphTexture;`,`#endif`,`attribute vec3 position;`,`attribute vec3 normal;`,`attribute vec2 uv;`,`#ifdef USE_UV1`,` attribute vec2 uv1;`,`#endif`,`#ifdef USE_UV2`,` attribute vec2 uv2;`,`#endif`,`#ifdef USE_UV3`,` attribute vec2 uv3;`,`#endif`,`#ifdef USE_TANGENT`,` attribute vec4 tangent;`,`#endif`,`#if defined( USE_COLOR_ALPHA )`,` attribute vec4 color;`,`#elif defined( USE_COLOR )`,` attribute vec3 color;`,`#endif`,`#ifdef USE_SKINNING`,` attribute vec4 skinIndex;`,` attribute vec4 skinWeight;`,`#endif`,`
4150
+ `].filter(Ks).join(`
4151
+ `),_=[nc(n),`#define SHADER_TYPE `+n.shaderType,`#define SHADER_NAME `+n.shaderName,m,n.useFog&&n.fog?`#define USE_FOG`:``,n.useFog&&n.fogExp2?`#define FOG_EXP2`:``,n.alphaToCoverage?`#define ALPHA_TO_COVERAGE`:``,n.map?`#define USE_MAP`:``,n.matcap?`#define USE_MATCAP`:``,n.envMap?`#define USE_ENVMAP`:``,n.envMap?`#define `+l:``,n.envMap?`#define `+u:``,n.envMap?`#define `+d:``,f?`#define CUBEUV_TEXEL_WIDTH `+f.texelWidth:``,f?`#define CUBEUV_TEXEL_HEIGHT `+f.texelHeight:``,f?`#define CUBEUV_MAX_MIP `+f.maxMip+`.0`:``,n.lightMap?`#define USE_LIGHTMAP`:``,n.aoMap?`#define USE_AOMAP`:``,n.bumpMap?`#define USE_BUMPMAP`:``,n.normalMap?`#define USE_NORMALMAP`:``,n.normalMapObjectSpace?`#define USE_NORMALMAP_OBJECTSPACE`:``,n.normalMapTangentSpace?`#define USE_NORMALMAP_TANGENTSPACE`:``,n.packedNormalMap?`#define USE_PACKED_NORMALMAP`:``,n.emissiveMap?`#define USE_EMISSIVEMAP`:``,n.anisotropy?`#define USE_ANISOTROPY`:``,n.anisotropyMap?`#define USE_ANISOTROPYMAP`:``,n.clearcoat?`#define USE_CLEARCOAT`:``,n.clearcoatMap?`#define USE_CLEARCOATMAP`:``,n.clearcoatRoughnessMap?`#define USE_CLEARCOAT_ROUGHNESSMAP`:``,n.clearcoatNormalMap?`#define USE_CLEARCOAT_NORMALMAP`:``,n.dispersion?`#define USE_DISPERSION`:``,n.retroreflection?`#define USE_RETROREFLECTION`:``,n.iridescence?`#define USE_IRIDESCENCE`:``,n.iridescenceMap?`#define USE_IRIDESCENCEMAP`:``,n.iridescenceThicknessMap?`#define USE_IRIDESCENCE_THICKNESSMAP`:``,n.specularMap?`#define USE_SPECULARMAP`:``,n.specularColorMap?`#define USE_SPECULAR_COLORMAP`:``,n.specularIntensityMap?`#define USE_SPECULAR_INTENSITYMAP`:``,n.roughnessMap?`#define USE_ROUGHNESSMAP`:``,n.metalnessMap?`#define USE_METALNESSMAP`:``,n.alphaMap?`#define USE_ALPHAMAP`:``,n.alphaTest?`#define USE_ALPHATEST`:``,n.alphaHash?`#define USE_ALPHAHASH`:``,n.sheen?`#define USE_SHEEN`:``,n.sheenColorMap?`#define USE_SHEEN_COLORMAP`:``,n.sheenRoughnessMap?`#define USE_SHEEN_ROUGHNESSMAP`:``,n.transmission?`#define USE_TRANSMISSION`:``,n.transmissionMap?`#define USE_TRANSMISSIONMAP`:``,n.thicknessMap?`#define USE_THICKNESSMAP`:``,n.vertexTangents&&n.flatShading===!1?`#define USE_TANGENT`:``,n.vertexColors||n.instancingColor?`#define USE_COLOR`:``,n.vertexAlphas||n.batchingColor?`#define USE_COLOR_ALPHA`:``,n.vertexUv1s?`#define USE_UV1`:``,n.vertexUv2s?`#define USE_UV2`:``,n.vertexUv3s?`#define USE_UV3`:``,n.pointsUvs?`#define USE_POINTS_UV`:``,n.gradientMap?`#define USE_GRADIENTMAP`:``,n.flatShading?`#define FLAT_SHADED`:``,n.doubleSided?`#define DOUBLE_SIDED`:``,n.flipSided?`#define FLIP_SIDED`:``,n.shadowMapEnabled?`#define USE_SHADOWMAP`:``,n.shadowMapEnabled?`#define `+c:``,n.premultipliedAlpha?`#define PREMULTIPLIED_ALPHA`:``,n.numLightProbes>0?`#define USE_LIGHT_PROBES`:``,n.numLightProbeGrids>0?`#define USE_LIGHT_PROBES_GRID`:``,n.decodeVideoTexture?`#define DECODE_VIDEO_TEXTURE`:``,n.decodeVideoTextureEmissive?`#define DECODE_VIDEO_TEXTURE_EMISSIVE`:``,n.logarithmicDepthBuffer?`#define USE_LOGARITHMIC_DEPTH_BUFFER`:``,n.reversedDepthBuffer?`#define USE_REVERSED_DEPTH_BUFFER`:``,`uniform mat4 viewMatrix;`,`uniform vec3 cameraPosition;`,`uniform bool isOrthographic;`,n.toneMapping===0?``:`#define TONE_MAPPING`,n.toneMapping===0?``:Z.tonemapping_pars_fragment,n.toneMapping===0?``:Bs(`toneMapping`,n.toneMapping),n.dithering?`#define DITHERING`:``,n.opaque?`#define OPAQUE`:``,Z.colorspace_pars_fragment,Rs(`linearToOutputTexel`,n.outputColorSpace),Hs(),n.useDepthPacking?`#define DEPTH_PACKING `+n.depthPacking:``,`
4152
+ `].filter(Ks).join(`
4153
+ `)),o=Xs(o),o=qs(o,n),o=Js(o,n),s=Xs(s),s=qs(s,n),s=Js(s,n),o=ec(o),s=ec(s),n.isRawShaderMaterial!==!0&&(v=`#version 300 es
4154
+ `,g=[p,`#define attribute in`,`#define varying out`,`#define texture2D texture`].join(`
4155
+ `)+`
4156
+ `+g,_=[`#define varying in`,n.glslVersion===`300 es`?``:`layout(location = 0) out highp vec4 pc_fragColor;`,n.glslVersion===`300 es`?``:`#define gl_FragColor pc_fragColor`,`#define gl_FragDepthEXT gl_FragDepth`,`#define texture2D texture`,`#define textureCube texture`,`#define texture2DProj textureProj`,`#define texture2DLodEXT textureLod`,`#define texture2DProjLodEXT textureProjLod`,`#define textureCubeLodEXT textureLod`,`#define texture2DGradEXT textureGrad`,`#define texture2DProjGradEXT textureProjGrad`,`#define textureCubeGradEXT textureGrad`].join(`
4157
+ `)+`
4158
+ `+_);let y=v+g+o,b=v+_+s,x=js(i,i.VERTEX_SHADER,y),S=js(i,i.FRAGMENT_SHADER,b);i.attachShader(h,x),i.attachShader(h,S),n.index0AttributeName===void 0?n.hasPositionAttribute===!0&&i.bindAttribLocation(h,0,`position`):i.bindAttribLocation(h,0,n.index0AttributeName),i.linkProgram(h);function C(t){if(e.debug.checkShaderErrors){let n=i.getProgramInfoLog(h)||``,r=i.getShaderInfoLog(x)||``,a=i.getShaderInfoLog(S)||``,o=n.trim(),s=r.trim(),c=a.trim(),l=!0,u=!0;if(i.getProgramParameter(h,i.LINK_STATUS)===!1){if(l=!1,typeof e.debug.onShaderError==`function`)e.debug.onShaderError(i,h,x,S);else{let e=Ls(i,x,`vertex`),n=Ls(i,S,`fragment`);J(`WebGLProgram: Shader Error `+i.getError()+` - VALIDATE_STATUS `+i.getProgramParameter(h,i.VALIDATE_STATUS)+`
4159
+
4160
+ Material Name: `+t.name+`
4161
+ Material Type: `+t.type+`
4162
+
4163
+ Program Info Log: `+o+`
4164
+ `+e+`
4165
+ `+n)}}else o===``?(s===``||c===``)&&(u=!1):X(`WebGLProgram: Program Info Log:`,o);u&&(t.diagnostics={runnable:l,programLog:o,vertexShader:{log:s,prefix:g},fragmentShader:{log:c,prefix:_}})}i.deleteShader(x),i.deleteShader(S),w=new As(i,h),T=Gs(i,h)}let w;this.getUniforms=function(){return w===void 0&&C(this),w};let T;this.getAttributes=function(){return T===void 0&&C(this),T};let E=n.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return E===!1&&(E=i.getProgramParameter(h,Ms)),E},this.destroy=function(){r.releaseStatesOfProgram(this),i.deleteProgram(h),this.program=void 0},this.type=n.shaderType,this.name=n.shaderName,this.id=Ns++,this.cacheKey=t,this.usedTimes=1,this.program=h,this.vertexShader=x,this.fragmentShader=S,this}var pc=0,mc=class{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e,t,n){let r=this._getShaderCacheForMaterial(e);return r.has(t)===!1&&(r.add(t),t.usedTimes++),r.has(n)===!1&&(r.add(n),n.usedTimes++),this}remove(e){let t=this.materialCache.get(e);for(let e of t)e.usedTimes--,e.usedTimes===0&&this.shaderCache.delete(e.code);return this.materialCache.delete(e),this}getVertexShaderStage(e){return this._getShaderStage(e.vertexShader)}getFragmentShaderStage(e){return this._getShaderStage(e.fragmentShader)}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(e){let t=this.materialCache,n=t.get(e);return n===void 0&&(n=new Set,t.set(e,n)),n}_getShaderStage(e){let t=this.shaderCache,n=t.get(e);return n===void 0&&(n=new hc(e),t.set(e,n)),n}},hc=class{constructor(e){this.id=pc++,this.code=e,this.usedTimes=0}};function gc(e){return e===1030||e===37490||e===36285}function _c(e,t,n,r,i,a){let o=new ra,s=new mc,c=new Set,l=[],u=new Map,d=r.logarithmicDepthBuffer,f=r.precision,p={MeshDepthMaterial:`depth`,MeshDistanceMaterial:`distance`,MeshNormalMaterial:`normal`,MeshBasicMaterial:`basic`,MeshLambertMaterial:`lambert`,MeshPhongMaterial:`phong`,MeshToonMaterial:`toon`,MeshStandardMaterial:`physical`,MeshPhysicalMaterial:`physical`,MeshMatcapMaterial:`matcap`,LineBasicMaterial:`basic`,LineDashedMaterial:`dashed`,PointsMaterial:`points`,ShadowMaterial:`shadow`,SpriteMaterial:`sprite`};function m(e){return c.add(e),e===0?`uv`:`uv${e}`}function h(i,o,l,u,h,g){let _=u.fog,v=h.geometry,y=i.isMeshStandardMaterial||i.isMeshLambertMaterial||i.isMeshPhongMaterial?u.environment:null,b=i.isMeshStandardMaterial||i.isMeshLambertMaterial&&!i.envMap||i.isMeshPhongMaterial&&!i.envMap,x=t.get(i.envMap||y,b),S=x&&x.mapping===306?x.image.height:null,C=p[i.type];i.precision!==null&&(f=r.getMaxPrecision(i.precision),f!==i.precision&&X(`WebGLProgram.getParameters:`,i.precision,`not supported, using`,f,`instead.`));let w=v.morphAttributes.position||v.morphAttributes.normal||v.morphAttributes.color,T=w===void 0?0:w.length,E=0;v.morphAttributes.position!==void 0&&(E=1),v.morphAttributes.normal!==void 0&&(E=2),v.morphAttributes.color!==void 0&&(E=3);let D,O,k,A;if(C){let e=Ra[C];D=e.vertexShader,O=e.fragmentShader}else{D=i.vertexShader,O=i.fragmentShader;let e=s.getVertexShaderStage(i),t=s.getFragmentShaderStage(i);s.update(i,e,t),k=e.id,A=t.id}let ee=e.getRenderTarget(),te=e.state.buffers.depth.getReversed(),j=h.isInstancedMesh===!0,M=h.isBatchedMesh===!0,ne=!!i.map,N=!!i.matcap,P=!!x,re=!!i.aoMap,ie=!!i.lightMap,ae=!!i.bumpMap&&i.wireframe===!1,F=!!i.normalMap,oe=!!i.displacementMap,I=!!i.emissiveMap,L=!!i.metalnessMap,se=!!i.roughnessMap,ce=i.anisotropy>0,le=i.clearcoat>0,ue=i.dispersion>0,de=i.retroreflectivity>0,fe=i.iridescence>0,pe=i.sheen>0,me=i.transmission>0,he=ce&&!!i.anisotropyMap,ge=le&&!!i.clearcoatMap,_e=le&&!!i.clearcoatNormalMap,ve=le&&!!i.clearcoatRoughnessMap,ye=fe&&!!i.iridescenceMap,be=fe&&!!i.iridescenceThicknessMap,xe=pe&&!!i.sheenColorMap,Se=pe&&!!i.sheenRoughnessMap,R=!!i.specularMap,Ce=!!i.specularColorMap,z=!!i.specularIntensityMap,we=me&&!!i.transmissionMap,B=me&&!!i.thicknessMap,Te=!!i.gradientMap,V=!!i.alphaMap,H=i.alphaTest>0,Ee=!!i.alphaHash,De=!!i.extensions,Oe=0;i.toneMapped&&(ee===null||ee.isXRRenderTarget===!0)&&(Oe=e.toneMapping);let ke={shaderID:C,shaderType:i.type,shaderName:i.name,vertexShader:D,fragmentShader:O,defines:i.defines,customVertexShaderID:k,customFragmentShaderID:A,isRawShaderMaterial:i.isRawShaderMaterial===!0,glslVersion:i.glslVersion,precision:f,batching:M,batchingColor:M&&h._colorsTexture!==null,instancing:j,instancingColor:j&&h.instanceColor!==null,instancingMorph:j&&h.morphTexture!==null,outputColorSpace:ee===null?e.outputColorSpace:ee.isXRRenderTarget===!0?ee.texture.colorSpace:Y.workingColorSpace,alphaToCoverage:!!i.alphaToCoverage,map:ne,matcap:N,envMap:P,envMapMode:P&&x.mapping,envMapCubeUVHeight:S,aoMap:re,lightMap:ie,bumpMap:ae,normalMap:F,displacementMap:oe,emissiveMap:I,normalMapObjectSpace:F&&i.normalMapType===1,normalMapTangentSpace:F&&i.normalMapType===0,packedNormalMap:F&&i.normalMapType===0&&gc(i.normalMap.format),metalnessMap:L,roughnessMap:se,anisotropy:ce,anisotropyMap:he,clearcoat:le,clearcoatMap:ge,clearcoatNormalMap:_e,clearcoatRoughnessMap:ve,dispersion:ue,retroreflection:de,iridescence:fe,iridescenceMap:ye,iridescenceThicknessMap:be,sheen:pe,sheenColorMap:xe,sheenRoughnessMap:Se,specularMap:R,specularColorMap:Ce,specularIntensityMap:z,transmission:me,transmissionMap:we,thicknessMap:B,gradientMap:Te,opaque:i.transparent===!1&&i.blending===1&&i.alphaToCoverage===!1,alphaMap:V,alphaTest:H,alphaHash:Ee,combine:i.combine,mapUv:ne&&m(i.map.channel),aoMapUv:re&&m(i.aoMap.channel),lightMapUv:ie&&m(i.lightMap.channel),bumpMapUv:ae&&m(i.bumpMap.channel),normalMapUv:F&&m(i.normalMap.channel),displacementMapUv:oe&&m(i.displacementMap.channel),emissiveMapUv:I&&m(i.emissiveMap.channel),metalnessMapUv:L&&m(i.metalnessMap.channel),roughnessMapUv:se&&m(i.roughnessMap.channel),anisotropyMapUv:he&&m(i.anisotropyMap.channel),clearcoatMapUv:ge&&m(i.clearcoatMap.channel),clearcoatNormalMapUv:_e&&m(i.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:ve&&m(i.clearcoatRoughnessMap.channel),iridescenceMapUv:ye&&m(i.iridescenceMap.channel),iridescenceThicknessMapUv:be&&m(i.iridescenceThicknessMap.channel),sheenColorMapUv:xe&&m(i.sheenColorMap.channel),sheenRoughnessMapUv:Se&&m(i.sheenRoughnessMap.channel),specularMapUv:R&&m(i.specularMap.channel),specularColorMapUv:Ce&&m(i.specularColorMap.channel),specularIntensityMapUv:z&&m(i.specularIntensityMap.channel),transmissionMapUv:we&&m(i.transmissionMap.channel),thicknessMapUv:B&&m(i.thicknessMap.channel),alphaMapUv:V&&m(i.alphaMap.channel),vertexTangents:!!v.attributes.tangent&&(F||ce),vertexNormals:!!v.attributes.normal,vertexColors:i.vertexColors,vertexAlphas:i.vertexColors===!0&&!!v.attributes.color&&v.attributes.color.itemSize===4,pointsUvs:h.isPoints===!0&&!!v.attributes.uv&&(ne||V),fog:!!_,useFog:i.fog===!0,fogExp2:!!_&&_.isFogExp2,flatShading:i.wireframe===!1&&(i.flatShading===!0||v.attributes.normal===void 0&&F===!1&&(i.isMeshLambertMaterial||i.isMeshPhongMaterial||i.isMeshStandardMaterial||i.isMeshPhysicalMaterial)),sizeAttenuation:i.sizeAttenuation===!0,logarithmicDepthBuffer:d,reversedDepthBuffer:te,skinning:h.isSkinnedMesh===!0,hasPositionAttribute:v.attributes.position!==void 0,morphTargets:v.morphAttributes.position!==void 0,morphNormals:v.morphAttributes.normal!==void 0,morphColors:v.morphAttributes.color!==void 0,morphTargetsCount:T,morphTextureStride:E,numSunLights:o.sun.length,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numSpotLightMaps:o.spotLightMap.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numSunLightShadows:o.sunShadowMap.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numSpotLightShadowsWithMaps:o.numSpotLightShadowsWithMaps,numLightProbes:o.numLightProbes,numLightProbeGrids:g.length,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:i.dithering,shadowMapEnabled:e.shadowMap.enabled&&l.length>0,shadowMapType:e.shadowMap.type,toneMapping:Oe,decodeVideoTexture:ne&&i.map.isVideoTexture===!0&&Y.getTransfer(i.map.colorSpace)===`srgb`,decodeVideoTextureEmissive:I&&i.emissiveMap.isVideoTexture===!0&&Y.getTransfer(i.emissiveMap.colorSpace)===`srgb`,premultipliedAlpha:i.premultipliedAlpha,doubleSided:i.side===2,flipSided:i.side===1,useDepthPacking:i.depthPacking>=0,depthPacking:i.depthPacking||0,index0AttributeName:i.index0AttributeName,extensionClipCullDistance:De&&i.extensions.clipCullDistance===!0&&n.has(`WEBGL_clip_cull_distance`),extensionMultiDraw:(De&&i.extensions.multiDraw===!0||M)&&n.has(`WEBGL_multi_draw`),rendererExtensionParallelShaderCompile:n.has(`KHR_parallel_shader_compile`),customProgramCacheKey:i.customProgramCacheKey()};return 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_(e,t){e.push(t.precision),e.push(t.outputColorSpace),e.push(t.envMapMode),e.push(t.envMapCubeUVHeight),e.push(t.mapUv),e.push(t.alphaMapUv),e.push(t.lightMapUv),e.push(t.aoMapUv),e.push(t.bumpMapUv),e.push(t.normalMapUv),e.push(t.displacementMapUv),e.push(t.emissiveMapUv),e.push(t.metalnessMapUv),e.push(t.roughnessMapUv),e.push(t.anisotropyMapUv),e.push(t.clearcoatMapUv),e.push(t.clearcoatNormalMapUv),e.push(t.clearcoatRoughnessMapUv),e.push(t.iridescenceMapUv),e.push(t.iridescenceThicknessMapUv),e.push(t.sheenColorMapUv),e.push(t.sheenRoughnessMapUv),e.push(t.specularMapUv),e.push(t.specularColorMapUv),e.push(t.specularIntensityMapUv),e.push(t.transmissionMapUv),e.push(t.thicknessMapUv),e.push(t.combine),e.push(t.fogExp2),e.push(t.sizeAttenuation),e.push(t.morphTargetsCount),e.push(t.morphAttributeCount),e.push(t.numSunLights),e.push(t.numDirLights),e.push(t.numPointLights),e.push(t.numSpotLights),e.push(t.numSpotLightMaps),e.push(t.numHemiLights),e.push(t.numRectAreaLights),e.push(t.numSunLightShadows),e.push(t.numDirLightShadows),e.push(t.numPointLightShadows),e.push(t.numSpotLightShadows),e.push(t.numSpotLightShadowsWithMaps),e.push(t.numLightProbes),e.push(t.shadowMapType),e.push(t.toneMapping),e.push(t.numClippingPlanes),e.push(t.numClipIntersection),e.push(t.depthPacking)}function v(e,t){o.disableAll(),t.instancing&&o.enable(0),t.instancingColor&&o.enable(1),t.instancingMorph&&o.enable(2),t.matcap&&o.enable(3),t.envMap&&o.enable(4),t.normalMapObjectSpace&&o.enable(5),t.normalMapTangentSpace&&o.enable(6),t.clearcoat&&o.enable(7),t.iridescence&&o.enable(8),t.alphaTest&&o.enable(9),t.vertexColors&&o.enable(10),t.vertexAlphas&&o.enable(11),t.vertexUv1s&&o.enable(12),t.vertexUv2s&&o.enable(13),t.vertexUv3s&&o.enable(14),t.vertexTangents&&o.enable(15),t.anisotropy&&o.enable(16),t.alphaHash&&o.enable(17),t.batching&&o.enable(18),t.dispersion&&o.enable(19),t.retroreflection&&o.enable(24),t.batchingColor&&o.enable(20),t.gradientMap&&o.enable(21),t.packedNormalMap&&o.enable(22),t.vertexNormals&&o.enable(23),e.push(o.mask),o.disableAll(),t.fog&&o.enable(0),t.useFog&&o.enable(1),t.flatShading&&o.enable(2),t.logarithmicDepthBuffer&&o.enable(3),t.reversedDepthBuffer&&o.enable(4),t.skinning&&o.enable(5),t.morphTargets&&o.enable(6),t.morphNormals&&o.enable(7),t.morphColors&&o.enable(8),t.premultipliedAlpha&&o.enable(9),t.shadowMapEnabled&&o.enable(10),t.doubleSided&&o.enable(11),t.flipSided&&o.enable(12),t.useDepthPacking&&o.enable(13),t.dithering&&o.enable(14),t.transmission&&o.enable(15),t.sheen&&o.enable(16),t.opaque&&o.enable(17),t.pointsUvs&&o.enable(18),t.decodeVideoTexture&&o.enable(19),t.decodeVideoTextureEmissive&&o.enable(20),t.alphaToCoverage&&o.enable(21),t.numLightProbeGrids>0&&o.enable(22),t.hasPositionAttribute&&o.enable(23),e.push(o.mask)}function y(e){let t=p[e.type],n;if(t){let e=Ra[t];n=j.clone(e.uniforms)}else n=e.uniforms;return n}function b(t,n){let r=u.get(n);return r===void 0?(r=new fc(e,n,t,i),l.push(r),u.set(n,r)):++r.usedTimes,r}function x(e){if(--e.usedTimes===0){let t=l.indexOf(e);l[t]=l[l.length-1],l.pop(),u.delete(e.cacheKey),e.destroy()}}function S(e){s.remove(e)}function C(){s.dispose()}return{getParameters:h,getProgramCacheKey:g,getUniforms:y,acquireProgram:b,releaseProgram:x,releaseShaderCache:S,programs:l,dispose:C}}function vc(){let e=new WeakMap;function t(t){return e.has(t)}function n(t){let n=e.get(t);return n===void 0&&(n={},e.set(t,n)),n}function r(t){e.delete(t)}function i(t,n,r){e.get(t)[n]=r}function a(){e=new WeakMap}return{has:t,get:n,remove:r,update:i,dispose:a}}function yc(e,t){return e.groupOrder===t.groupOrder?e.renderOrder===t.renderOrder?e.material.id===t.material.id?e.materialVariant===t.materialVariant?e.z===t.z?e.id-t.id:e.z-t.z:e.materialVariant-t.materialVariant:e.material.id-t.material.id:e.renderOrder-t.renderOrder:e.groupOrder-t.groupOrder}function bc(e,t){return e.groupOrder===t.groupOrder?e.renderOrder===t.renderOrder?e.z===t.z?e.id-t.id:t.z-e.z:e.renderOrder-t.renderOrder:e.groupOrder-t.groupOrder}function xc(){let e=[],t=0,n=[],r=[],i=[];function a(){t=0,n.length=0,r.length=0,i.length=0}function o(e){let t=0;return e.isInstancedMesh&&(t+=2),e.isSkinnedMesh&&(t+=1),t}function s(n,r,i,a,s,c){let l=e[t];return l===void 0?(l={id:n.id,object:n,geometry:r,material:i,materialVariant:o(n),groupOrder:a,renderOrder:n.renderOrder,z:s,group:c},e[t]=l):(l.id=n.id,l.object=n,l.geometry=r,l.material=i,l.materialVariant=o(n),l.groupOrder=a,l.renderOrder=n.renderOrder,l.z=s,l.group=c),t++,l}function c(e,t,a,o,c,l,u){u.reversedDepth===!0&&(c=-c);let d=s(e,t,a,o,c,l);a.transmission>0?r.push(d):a.transparent===!0?i.push(d):n.push(d)}function l(e,t,a,o,c,l){let u=s(e,t,a,o,c,l);a.transmission>0?r.unshift(u):a.transparent===!0?i.unshift(u):n.unshift(u)}function u(e,t){n.length>1&&n.sort(e||yc),r.length>1&&r.sort(t||bc),i.length>1&&i.sort(t||bc)}function d(){for(let n=t,r=e.length;n<r;n++){let t=e[n];if(t.id===null)break;t.id=null,t.object=null,t.geometry=null,t.material=null,t.group=null}}return{opaque:n,transmissive:r,transparent:i,init:a,push:c,unshift:l,finish:d,sort:u}}function Sc(){let e=new WeakMap;function t(t,n){let r=e.get(t),i;return r===void 0?(i=new xc,e.set(t,[i])):n>=r.length?(i=new xc,r.push(i)):i=r[n],i}function n(){e=new WeakMap}return{get:t,dispose:n}}function Cc(){let e={};return{get:function(t){if(e[t.id]!==void 0)return e[t.id];let n;switch(t.type){case`SunLight`:case`DirectionalLight`:n={direction:new G,color:new q};break;case`SpotLight`:n={position:new G,direction:new G,color:new q,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case`PointLight`:n={position:new G,color:new q,distance:0,decay:0};break;case`HemisphereLight`:n={direction:new G,skyColor:new q,groundColor:new q};break;case`RectAreaLight`:n={color:new q,position:new G,halfWidth:new G,halfHeight:new G}}return e[t.id]=n,n}}}function wc(){let e={};return{get:function(t){if(e[t.id]!==void 0)return e[t.id];let n;switch(t.type){case`SunLight`:case`DirectionalLight`:n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new U};break;case`SpotLight`:n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new U};break;case`PointLight`:n={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new U,shadowCameraNear:1,shadowCameraFar:1e3}}return e[t.id]=n,n}}}var Tc=0;function Ec(e,t){return(t.castShadow?2:0)-(e.castShadow?2:0)+ +!!t.map-!!e.map}function Dc(e){let t=new Cc,n=wc(),r={version:0,hash:{sunLength:-1,directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numSunShadows:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1,numLightProbes:-1},ambient:[0,0,0],probe:[],sun:[],sunShadow:[],sunShadowMap:[],sunShadowMatrix:[],sunShadowCascade:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0,numLightProbes:0};for(let e=0;e<9;e++)r.probe.push(new G);let i=new G,a=new un,o=new un;function s(i){let a=0,o=0,s=0;for(let e=0;e<9;e++)r.probe[e].set(0,0,0);let c=0,l=0,u=0,d=0,f=0,p=0,m=0,h=0,g=0,_=0,v=0,y=0,b=0,x=0;i.sort(Ec);for(let e=0,S=i.length;e<S;e++){let S=i[e],C=S.color,w=S.intensity,T=S.distance,E=null;if(S.shadow&&S.shadow.map&&(E=S.shadow.map.texture.format===1030?S.shadow.map.texture:S.shadow.map.depthTexture||S.shadow.map.texture),S.isAmbientLight)a+=C.r*w,o+=C.g*w,s+=C.b*w;else if(S.isLightProbe){for(let e=0;e<9;e++)r.probe[e].addScaledVector(S.sh.coefficients[e],w);x++}else if(S.isSunLight){let e=t.get(S);if(e.color.copy(S.color).multiplyScalar(S.intensity),S.castShadow){let e=S.shadow,t=n.get(S);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize.copy(e.mapSize).multiply(e.getFrameExtents()),r.sunShadow[l]=t,r.sunShadowMap[l]=E;let i=e.getViewportCount();for(let t=0;t<i;t++)r.sunShadowMatrix[u+t]=e.getMatrix(t),r.sunShadowCascade[u+t]=e._cascadeData[t];u+=i,l++}r.sun[c]=e,c++}else if(S.isDirectionalLight){let e=t.get(S);if(e.color.copy(S.color).multiplyScalar(S.intensity),S.castShadow){let e=S.shadow,t=n.get(S);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize=e.mapSize,r.directionalShadow[d]=t,r.directionalShadowMap[d]=E,r.directionalShadowMatrix[d]=S.shadow.matrix,g++}r.directional[d]=e,d++}else if(S.isSpotLight){let e=t.get(S);e.position.setFromMatrixPosition(S.matrixWorld),e.color.copy(C).multiplyScalar(w),e.distance=T,e.coneCos=Math.cos(S.angle),e.penumbraCos=Math.cos(S.angle*(1-S.penumbra)),e.decay=S.decay,r.spot[p]=e;let i=S.shadow;if(S.map&&(r.spotLightMap[y]=S.map,y++,i.updateMatrices(S),S.castShadow&&b++),r.spotLightMatrix[p]=i.matrix,S.castShadow){let e=n.get(S);e.shadowIntensity=i.intensity,e.shadowBias=i.bias,e.shadowNormalBias=i.normalBias,e.shadowRadius=i.radius,e.shadowMapSize=i.mapSize,r.spotShadow[p]=e,r.spotShadowMap[p]=E,v++}p++}else if(S.isRectAreaLight){let e=t.get(S);e.color.copy(C).multiplyScalar(w),e.halfWidth.set(S.width*.5,0,0),e.halfHeight.set(0,S.height*.5,0),r.rectArea[m]=e,m++}else if(S.isPointLight){let e=t.get(S);if(e.color.copy(S.color).multiplyScalar(S.intensity),e.distance=S.distance,e.decay=S.decay,S.castShadow){let e=S.shadow,t=n.get(S);t.shadowIntensity=e.intensity,t.shadowBias=e.bias,t.shadowNormalBias=e.normalBias,t.shadowRadius=e.radius,t.shadowMapSize=e.mapSize,t.shadowCameraNear=e.camera.near,t.shadowCameraFar=e.camera.far,r.pointShadow[f]=t,r.pointShadowMap[f]=E,r.pointShadowMatrix[f]=S.shadow.matrix,_++}r.point[f]=e,f++}else if(S.isHemisphereLight){let e=t.get(S);e.skyColor.copy(S.color).multiplyScalar(w),e.groundColor.copy(S.groundColor).multiplyScalar(w),r.hemi[h]=e,h++}}m>0&&(e.has(`OES_texture_float_linear`)===!0?(r.rectAreaLTC1=Q.LTC_FLOAT_1,r.rectAreaLTC2=Q.LTC_FLOAT_2):(r.rectAreaLTC1=Q.LTC_HALF_1,r.rectAreaLTC2=Q.LTC_HALF_2)),r.ambient[0]=a,r.ambient[1]=o,r.ambient[2]=s;let S=r.hash;(S.sunLength!==c||S.directionalLength!==d||S.pointLength!==f||S.spotLength!==p||S.rectAreaLength!==m||S.hemiLength!==h||S.numSunShadows!==l||S.numDirectionalShadows!==g||S.numPointShadows!==_||S.numSpotShadows!==v||S.numSpotMaps!==y||S.numLightProbes!==x)&&(r.sun.length=c,r.directional.length=d,r.spot.length=p,r.rectArea.length=m,r.point.length=f,r.hemi.length=h,r.sunShadow.length=l,r.sunShadowMap.length=l,r.sunShadowMatrix.length=u,r.sunShadowCascade.length=u,r.directionalShadow.length=g,r.directionalShadowMap.length=g,r.directionalShadowMatrix.length=g,r.pointShadow.length=_,r.pointShadowMap.length=_,r.pointShadowMatrix.length=_,r.spotShadow.length=v,r.spotShadowMap.length=v,r.spotLightMatrix.length=v+y-b,r.spotLightMap.length=y,r.numSpotLightShadowsWithMaps=b,r.numLightProbes=x,S.sunLength=c,S.directionalLength=d,S.pointLength=f,S.spotLength=p,S.rectAreaLength=m,S.hemiLength=h,S.numSunShadows=l,S.numDirectionalShadows=g,S.numPointShadows=_,S.numSpotShadows=v,S.numSpotMaps=y,S.numLightProbes=x,r.version=Tc++)}function c(e,t){let n=0,s=0,c=0,l=0,u=0,d=0,f=t.matrixWorldInverse;for(let t=0,p=e.length;t<p;t++){let p=e[t];if(p.isSunLight){let e=r.sun[n];e.direction.setFromMatrixPosition(p.matrixWorld),e.direction.transformDirection(f),n++}else if(p.isDirectionalLight){let e=r.directional[s];e.direction.setFromMatrixPosition(p.matrixWorld),i.setFromMatrixPosition(p.target.matrixWorld),e.direction.sub(i),e.direction.transformDirection(f),s++}else if(p.isSpotLight){let e=r.spot[l];e.position.setFromMatrixPosition(p.matrixWorld),e.position.applyMatrix4(f),e.direction.setFromMatrixPosition(p.matrixWorld),i.setFromMatrixPosition(p.target.matrixWorld),e.direction.sub(i),e.direction.transformDirection(f),l++}else if(p.isRectAreaLight){let e=r.rectArea[u];e.position.setFromMatrixPosition(p.matrixWorld),e.position.applyMatrix4(f),o.identity(),a.copy(p.matrixWorld),a.premultiply(f),o.extractRotation(a),e.halfWidth.set(p.width*.5,0,0),e.halfHeight.set(0,p.height*.5,0),e.halfWidth.applyMatrix4(o),e.halfHeight.applyMatrix4(o),u++}else if(p.isPointLight){let e=r.point[c];e.position.setFromMatrixPosition(p.matrixWorld),e.position.applyMatrix4(f),c++}else if(p.isHemisphereLight){let e=r.hemi[d];e.direction.setFromMatrixPosition(p.matrixWorld),e.direction.transformDirection(f),d++}}}return{setup:s,setupView:c,state:r}}function Oc(e){let t=new Dc(e),n=[],r=[],i=[];function a(e){d.camera=e,n.length=0,r.length=0,i.length=0}function o(e){n.push(e)}function s(e){r.push(e)}function c(e){i.push(e)}function l(){t.setup(n)}function u(e){t.setupView(n,e)}let d={lightsArray:n,shadowsArray:r,lightProbeGridArray:i,camera:null,lights:t,transmissionRenderTarget:{},textureUnits:0};return{init:a,state:d,setupLights:l,setupLightsView:u,pushLight:o,pushShadow:s,pushLightProbeGrid:c}}function kc(e){let t=new WeakMap;function n(n,r=0){let i=t.get(n),a;return i===void 0?(a=new Oc(e),t.set(n,[a])):r>=i.length?(a=new Oc(e),i.push(a)):a=i[r],a}function r(){t=new WeakMap}return{get:n,dispose:r}}var Ac=`void main() {
4166
+ gl_Position = vec4( position, 1.0 );
4167
+ }`,jc=`uniform sampler2D shadow_pass;
4168
+ uniform vec2 resolution;
4169
+ uniform float radius;
4170
+ void main() {
4171
+ const float samples = float( VSM_SAMPLES );
4172
+ float mean = 0.0;
4173
+ float squared_mean = 0.0;
4174
+ float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );
4175
+ float uvStart = samples <= 1.0 ? 0.0 : - 1.0;
4176
+ for ( float i = 0.0; i < samples; i ++ ) {
4177
+ float uvOffset = uvStart + i * uvStride;
4178
+ #ifdef HORIZONTAL_PASS
4179
+ vec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;
4180
+ mean += distribution.x;
4181
+ squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
4182
+ #else
4183
+ float depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;
4184
+ mean += depth;
4185
+ squared_mean += depth * depth;
4186
+ #endif
4187
+ }
4188
+ mean = mean / samples;
4189
+ squared_mean = squared_mean / samples;
4190
+ float std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );
4191
+ gl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );
4192
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4193
+ void main() {
4194
+
4195
+ gl_Position = vec4( position, 1.0 );
4196
+
4197
+ }`,Hc=`
4198
+ uniform sampler2DArray depthColor;
4199
+ uniform float depthWidth;
4200
+ uniform float depthHeight;
4201
+
4202
+ void main() {
4203
+
4204
+ vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );
4205
+
4206
+ if ( coord.x >= 1.0 ) {
4207
+
4208
+ gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
4209
+
4210
+ } else {
4211
+
4212
+ gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
4213
+
4214
+ }
4215
+
4216
+ }`,Uc=class{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){let n=new Yr(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=n}}getMesh(e){if(this.texture!==null&&this.mesh===null){let t=e.cameras[0].viewport,n=new Ft({vertexShader:Vc,fragmentShader:Hc,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new yt(new gt(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}},Wc=class extends Kn{constructor(e,t){super();let n=this,r=null,i=1,a=null,o=`local-floor`,s=1,c=null,l=null,u=null,d=null,f=null,m=null,h=typeof XRWebGLBinding<`u`,g=new Uc,_={},v=t.getContextAttributes(),y=null,b=null,S=[],C=[],w=new U,T=null,E=null,D=new sn;D.viewport=new Na;let O=new sn;O.viewport=new Na;let k=[D,O],A=new 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mt(e){if(e.uniformsList===null){let t=e.currentProgram.getUniforms();e.uniformsList=As.seqWithValue(t.seq,e.uniforms)}return e.uniformsList}function ht(e,t){let n=V.get(e);n.outputColorSpace=t.outputColorSpace,n.batching=t.batching,n.batchingColor=t.batchingColor,n.instancing=t.instancing,n.instancingColor=t.instancingColor,n.instancingMorph=t.instancingMorph,n.skinning=t.skinning,n.morphTargets=t.morphTargets,n.morphNormals=t.morphNormals,n.morphColors=t.morphColors,n.morphTargetsCount=t.morphTargetsCount,n.numClippingPlanes=t.numClippingPlanes,n.numIntersection=t.numClipIntersection,n.vertexAlphas=t.vertexAlphas,n.vertexTangents=t.vertexTangents,n.toneMapping=t.toneMapping}function gt(e,t){if(e.length===0)return null;if(e.length===1)return e[0].texture===null?null:e[0];b.setFromMatrixPosition(t.matrixWorld);for(let t=0,n=e.length;t<n;t++){let n=e[t];if(n.texture!==null&&n.boundingBox.containsPoint(b))return n}return null}function _t(e,t,n,r,i){t.isScene!==!0&&(t=be),H.resetTextureUnits();let a=t.fog,o=r.isMeshStandardMaterial||r.isMeshLambertMaterial||r.isMeshPhongMaterial?t.environment:null,s=M===null?E.outputColorSpace:M.isXRRenderTarget===!0?M.texture.colorSpace:Y.workingColorSpace,c=r.isMeshStandardMaterial||r.isMeshLambertMaterial&&!r.envMap||r.isMeshPhongMaterial&&!r.envMap,l=Ee.get(r.envMap||o,c),u=r.vertexColors===!0&&!!n.attributes.color&&n.attributes.color.itemSize===4,d=!!n.attributes.tangent&&(!!r.normalMap||r.anisotropy>0),f=!!n.morphAttributes.position,p=!!n.morphAttributes.normal,m=!!n.morphAttributes.color,h=0;r.toneMapped&&(M===null||M.isXRRenderTarget===!0)&&(h=E.toneMapping);let g=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color,_=g===void 0?0:g.length,v=V.get(r),y=S.state.lights;if(he===!0&&(ge===!0||e!==N)){let t=e===N&&r.id===ne;Pe.setState(r,e,t)}let b=!1;r.version===v.__version?v.needsLights&&v.lightsStateVersion!==y.state.version?b=!0:v.outputColorSpace===s?i.isBatchedMesh&&v.batching===!1||!i.isBatchedMesh&&v.batching===!0||i.isBatchedMesh&&v.batchingColor===!0&&i._colorsTexture===null||i.isBatchedMesh&&v.batchingColor===!1&&i._colorsTexture!==null||i.isInstancedMesh&&v.instancing===!1||!i.isInstancedMesh&&v.instancing===!0||i.isSkinnedMesh&&v.skinning===!1||!i.isSkinnedMesh&&v.skinning===!0||i.isInstancedMesh&&v.instancingColor===!0&&i.instanceColor===null||i.isInstancedMesh&&v.instancingColor===!1&&i.instanceColor!==null||i.isInstancedMesh&&v.instancingMorph===!0&&i.morphTexture===null||i.isInstancedMesh&&v.instancingMorph===!1&&i.morphTexture!==null?b=!0:v.envMap===l?r.fog===!0&&v.fog!==a||v.numClippingPlanes!==void 0&&(v.numClippingPlanes!==Pe.numPlanes||v.numIntersection!==Pe.numIntersection)?b=!0:v.vertexAlphas===u&&v.vertexTangents===d&&v.morphTargets===f&&v.morphNormals===p&&v.morphColors===m&&v.toneMapping===h&&v.morphTargetsCount===_?!!v.lightProbeGrid!=S.state.lightProbeGridArray.length>0&&(b=!0):b=!0:b=!0:b=!0:(b=!0,v.__version=r.version);let x=v.currentProgram;b===!0&&(x=pt(r,t,i),O&&r.isNodeMaterial&&O.onUpdateProgram(r,x,v));let C=!1,w=!1,T=!1,D=x.getUniforms(),k=v.uniforms;if(B.useProgram(x.program)&&(C=!0,w=!0,T=!0),r.id!==ne&&(ne=r.id,w=!0),v.needsLights){let e=gt(S.state.lightProbeGridArray,i);v.lightProbeGrid!==e&&(v.lightProbeGrid=e,w=!0)}if(C||N!==e){B.buffers.depth.getReversed()&&e.reversedDepth!==!0&&(e._reversedDepth=!0,e.updateProjectionMatrix()),D.setValue(R,`projectionMatrix`,e.projectionMatrix),D.setValue(R,`viewMatrix`,e.matrixWorldInverse);let t=D.map.cameraPosition;t!==void 0&&t.setValue(R,ve.setFromMatrixPosition(e.matrixWorld)),we.logarithmicDepthBuffer&&D.setValue(R,`logDepthBufFC`,2/(Math.log(e.far+1)/Math.LN2)),(r.isMeshPhongMaterial||r.isMeshToonMaterial||r.isMeshLambertMaterial||r.isMeshBasicMaterial||r.isMeshStandardMaterial||r.isShaderMaterial)&&D.setValue(R,`isOrthographic`,e.isOrthographicCamera===!0),N!==e&&(N=e,w=!0,T=!0)}if(v.needsLights&&(y.state.sunShadowMap.length>0&&D.setValue(R,`sunShadowMap`,y.state.sunShadowMap,H),y.state.directionalShadowMap.length>0&&D.setValue(R,`directionalShadowMap`,y.state.directionalShadowMap,H),y.state.spotShadowMap.length>0&&D.setValue(R,`spotShadowMap`,y.state.spotShadowMap,H),y.state.pointShadowMap.length>0&&D.setValue(R,`pointShadowMap`,y.state.pointShadowMap,H)),i.isSkinnedMesh){D.setOptional(R,i,`bindMatrix`),D.setOptional(R,i,`bindMatrixInverse`);let e=i.skeleton;e&&(e.boneTexture===null&&e.computeBoneTexture(),D.setValue(R,`boneTexture`,e.boneTexture,H))}i.isBatchedMesh&&(D.setOptional(R,i,`batchingTexture`),D.setValue(R,`batchingTexture`,i._matricesTexture,H),D.setOptional(R,i,`batchingIdTexture`),D.setValue(R,`batchingIdTexture`,i._indirectTexture,H),D.setOptional(R,i,`batchingColorTexture`),i._colorsTexture!==null&&D.setValue(R,`batchingColorTexture`,i._colorsTexture,H));let A=n.morphAttributes;if((A.position!==void 0||A.normal!==void 0||A.color!==void 0)&&Re.update(i,n,x),(w||v.receiveShadow!==i.receiveShadow)&&(v.receiveShadow=i.receiveShadow,D.setValue(R,`receiveShadow`,i.receiveShadow)),(r.isMeshStandardMaterial||r.isMeshLambertMaterial||r.isMeshPhongMaterial)&&r.envMap===null&&t.environment!==null&&(k.envMapIntensity.value=t.environmentIntensity),k.dfgLUT!==void 0&&(k.dfgLUT.value=Zc()),w){if(D.setValue(R,`toneMappingExposure`,E.toneMappingExposure),v.needsLights&&vt(k,T),a&&r.fog===!0&&je.refreshFogUniforms(k,a),je.refreshMaterialUniforms(k,r,L,I,S.state.transmissionRenderTarget[e.id]),v.needsLights&&v.lightProbeGrid){let e=v.lightProbeGrid;k.probesSH.value=e.texture,k.probesMin.value.copy(e.boundingBox.min),k.probesMax.value.copy(e.boundingBox.max),k.probesResolution.value.copy(e.resolution)}As.upload(R,mt(v),k,H)}if(r.isShaderMaterial&&r.uniformsNeedUpdate===!0&&(As.upload(R,mt(v),k,H),r.uniformsNeedUpdate=!1),r.isSpriteMaterial&&D.setValue(R,`center`,i.center),D.setValue(R,`modelViewMatrix`,i.modelViewMatrix),D.setValue(R,`normalMatrix`,i.normalMatrix),D.setValue(R,`modelMatrix`,i.matrixWorld),r.uniformsGroups!==void 0){let e=r.uniformsGroups;for(let t=0,n=e.length;t<n;t++){let n=e[t];He.update(n,x),He.bind(n,x)}}return x}function vt(e,t){e.ambientLightColor.needsUpdate=t,e.lightProbe.needsUpdate=t,e.sunLights.needsUpdate=t,e.sunLightShadows.needsUpdate=t,e.directionalLights.needsUpdate=t,e.directionalLightShadows.needsUpdate=t,e.pointLights.needsUpdate=t,e.pointLightShadows.needsUpdate=t,e.spotLights.needsUpdate=t,e.spotLightShadows.needsUpdate=t,e.rectAreaLights.needsUpdate=t,e.hemisphereLights.needsUpdate=t}function yt(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&e.lights===!0}this.getActiveCubeFace=function(){return te},this.getActiveMipmapLevel=function(){return j},this.getRenderTarget=function(){return M},this.setRenderTargetTextures=function(e,t,n){let r=V.get(e);r.__autoAllocateDepthBuffer=e.resolveDepthBuffer===!1,r.__autoAllocateDepthBuffer===!1&&(r.__useRenderToTexture=!1),V.get(e.texture).__webglTexture=t,V.get(e.depthTexture).__webglTexture=r.__autoAllocateDepthBuffer?void 0:n,r.__hasExternalTextures=!0},this.setRenderTargetFramebuffer=function(e,t){let n=V.get(e);n.__webglFramebuffer=t,n.__useDefaultFramebuffer=t===void 0},this.setRenderTarget=function(e,t=0,n=0){M=e,te=t,j=n;let r=null,i=!1,a=!1;if(e){let o=V.get(e);if(o.__useDefaultFramebuffer!==void 0){B.bindFramebuffer(R.FRAMEBUFFER,o.__webglFramebuffer),P.copy(e.viewport),re.copy(e.scissor),ie=e.scissorTest,B.viewport(P),B.scissor(re),B.setScissorTest(ie),ne=-1;return}if(o.__webglFramebuffer===void 0)H.setupRenderTarget(e);else if(o.__hasExternalTextures)H.rebindTextures(e,V.get(e.texture).__webglTexture,V.get(e.depthTexture).__webglTexture);else if(e.depthBuffer){let t=e.depthTexture;if(o.__boundDepthTexture!==t){if(t!==null&&V.has(t)&&(e.width!==t.image.width||e.height!==t.image.height))throw Error(`THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.`);H.setupDepthRenderbuffer(e)}}let s=e.texture;(s.isData3DTexture||s.isDataArrayTexture||s.isCompressedArrayTexture)&&(a=!0);let c=V.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget?(r=Array.isArray(c[t])?c[t][n]:c[t],i=!0):r=e.samples>0&&H.useMultisampledRTT(e)===!1?V.get(e).__webglMultisampledFramebuffer:Array.isArray(c)?c[n]:c,P.copy(e.viewport),re.copy(e.scissor),ie=e.scissorTest}else P.copy(ue).multiplyScalar(L).floor(),re.copy(de).multiplyScalar(L).floor(),ie=fe;if(n!==0&&(r=k),B.bindFramebuffer(R.FRAMEBUFFER,r)&&B.drawBuffers(e,r),B.viewport(P),B.scissor(re),B.setScissorTest(ie),i){let r=V.get(e.texture);R.framebufferTexture2D(R.FRAMEBUFFER,R.COLOR_ATTACHMENT0,R.TEXTURE_CUBE_MAP_POSITIVE_X+t,r.__webglTexture,n)}else if(a){let r=t;for(let t=0;t<e.textures.length;t++){let i=V.get(e.textures[t]);R.framebufferTextureLayer(R.FRAMEBUFFER,R.COLOR_ATTACHMENT0+t,i.__webglTexture,n,r)}}else if(e!==null&&n!==0){let t=V.get(e.texture);R.framebufferTexture2D(R.FRAMEBUFFER,R.COLOR_ATTACHMENT0,R.TEXTURE_2D,t.__webglTexture,n)}ne=-1};function bt(e){let t=V.get(e);return(t.__readFormat!==e.format||t.__readType!==e.type)&&(t.__readFormat=e.format,t.__readType=e.type,t.__formatReadable=we.textureFormatReadable(e.format),t.__typeReadable=we.textureTypeReadable(e.type)),t}this.readRenderTargetPixels=function(e,t,n,r,i,a,o,s=0){if(!(e&&e.isWebGLRenderTarget)){J(`WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.`);return}let c=V.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&o!==void 0&&(c=c[o]),c){B.bindFramebuffer(R.FRAMEBUFFER,c);try{let o=e.textures[s],c=o.format,l=o.type;e.textures.length>1&&R.readBuffer(R.COLOR_ATTACHMENT0+s);let u=bt(o);if(u.__formatReadable===!1){J(`WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.`);return}if(u.__typeReadable===!1){J(`WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.`);return}t>=0&&t<=e.width-r&&n>=0&&n<=e.height-i&&R.readPixels(t,n,r,i,Ve.convert(c),Ve.convert(l),a)}finally{let e=M===null?null:V.get(M).__webglFramebuffer;B.bindFramebuffer(R.FRAMEBUFFER,e)}}},this.readRenderTargetPixelsAsync=async function(e,t,n,r,i,a,o,s=0){if(!(e&&e.isWebGLRenderTarget))throw Error(`THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.`);let c=V.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&o!==void 0&&(c=c[o]),c){if(t>=0&&t<=e.width-r&&n>=0&&n<=e.height-i){B.bindFramebuffer(R.FRAMEBUFFER,c);let o=e.textures[s],l=o.format,u=o.type;e.textures.length>1&&R.readBuffer(R.COLOR_ATTACHMENT0+s);let d=bt(o);if(d.__formatReadable===!1)throw Error(`THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.`);if(d.__typeReadable===!1)throw Error(`THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.`);let f=R.createBuffer();R.bindBuffer(R.PIXEL_PACK_BUFFER,f),R.bufferData(R.PIXEL_PACK_BUFFER,a.byteLength,R.STREAM_READ),R.readPixels(t,n,r,i,Ve.convert(l),Ve.convert(u),0),R.bindBuffer(R.PIXEL_PACK_BUFFER,null);let p=M===null?null:V.get(M).__webglFramebuffer;B.bindFramebuffer(R.FRAMEBUFFER,p);let m=R.fenceSync(R.SYNC_GPU_COMMANDS_COMPLETE,0);return R.flush(),await $n(R,m,4),R.bindBuffer(R.PIXEL_PACK_BUFFER,f),R.getBufferSubData(R.PIXEL_PACK_BUFFER,0,a),R.bindBuffer(R.PIXEL_PACK_BUFFER,null),R.deleteBuffer(f),R.deleteSync(m),a}throw Error(`THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.`)}},this.copyFramebufferToTexture=function(e,t=null,n=0){let r=2**-n,i=Math.floor(e.image.width*r),a=Math.floor(e.image.height*r),o=t===null?0:t.x,s=t===null?0:t.y;H.setTexture2D(e,0),R.copyTexSubImage2D(R.TEXTURE_2D,n,0,0,o,s,i,a),B.unbindTexture()},this.copyTextureToTexture=function(e,t,n=null,r=null,i=0,a=0){let o,s,c,l,u,d,f,p,m,h=e.isCompressedTexture?e.mipmaps[a]:e.image;if(n!==null)o=n.max.x-n.min.x,s=n.max.y-n.min.y,c=n.isBox3?n.max.z-n.min.z:1,l=n.min.x,u=n.min.y,d=n.isBox3?n.min.z:0;else{let t=2**-i;o=Math.floor(h.width*t),s=Math.floor(h.height*t),c=e.isDataArrayTexture?h.depth:e.isData3DTexture?Math.floor(h.depth*t):1,l=0,u=0,d=0}r===null?(f=0,p=0,m=0):(f=r.x,p=r.y,m=r.z);let g=Ve.convert(t.format),_=Ve.convert(t.type),v;t.isData3DTexture?(H.setTexture3D(t,0),v=R.TEXTURE_3D):t.isDataArrayTexture||t.isCompressedArrayTexture?(H.setTexture2DArray(t,0),v=R.TEXTURE_2D_ARRAY):(H.setTexture2D(t,0),v=R.TEXTURE_2D),B.activeTexture(R.TEXTURE0),B.pixelStorei(R.UNPACK_FLIP_Y_WEBGL,t.flipY),B.pixelStorei(R.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),B.pixelStorei(R.UNPACK_ALIGNMENT,t.unpackAlignment);let y=B.getParameter(R.UNPACK_ROW_LENGTH),b=B.getParameter(R.UNPACK_IMAGE_HEIGHT),x=B.getParameter(R.UNPACK_SKIP_PIXELS),S=B.getParameter(R.UNPACK_SKIP_ROWS),C=B.getParameter(R.UNPACK_SKIP_IMAGES);B.pixelStorei(R.UNPACK_ROW_LENGTH,h.width),B.pixelStorei(R.UNPACK_IMAGE_HEIGHT,h.height),B.pixelStorei(R.UNPACK_SKIP_PIXELS,l),B.pixelStorei(R.UNPACK_SKIP_ROWS,u),B.pixelStorei(R.UNPACK_SKIP_IMAGES,d);let w=e.isDataArrayTexture||e.isData3DTexture,T=t.isDataArrayTexture||t.isData3DTexture;if(e.isDepthTexture){let n=V.get(e),r=V.get(t),h=V.get(n.__renderTarget),g=V.get(r.__renderTarget);B.bindFramebuffer(R.READ_FRAMEBUFFER,h.__webglFramebuffer),B.bindFramebuffer(R.DRAW_FRAMEBUFFER,g.__webglFramebuffer);for(let n=0;n<c;n++)w&&(R.framebufferTextureLayer(R.READ_FRAMEBUFFER,R.COLOR_ATTACHMENT0,V.get(e).__webglTexture,i,d+n),R.framebufferTextureLayer(R.DRAW_FRAMEBUFFER,R.COLOR_ATTACHMENT0,V.get(t).__webglTexture,a,m+n)),R.blitFramebuffer(l,u,o,s,f,p,o,s,R.DEPTH_BUFFER_BIT,R.NEAREST);B.bindFramebuffer(R.READ_FRAMEBUFFER,null),B.bindFramebuffer(R.DRAW_FRAMEBUFFER,null)}else if(i!==0||e.isRenderTargetTexture||V.has(e)){let n=V.get(e),r=V.get(t);B.bindFramebuffer(R.READ_FRAMEBUFFER,A),B.bindFramebuffer(R.DRAW_FRAMEBUFFER,ee);for(let e=0;e<c;e++)w?R.framebufferTextureLayer(R.READ_FRAMEBUFFER,R.COLOR_ATTACHMENT0,n.__webglTexture,i,d+e):R.framebufferTexture2D(R.READ_FRAMEBUFFER,R.COLOR_ATTACHMENT0,R.TEXTURE_2D,n.__webglTexture,i),T?R.framebufferTextureLayer(R.DRAW_FRAMEBUFFER,R.COLOR_ATTACHMENT0,r.__webglTexture,a,m+e):R.framebufferTexture2D(R.DRAW_FRAMEBUFFER,R.COLOR_ATTACHMENT0,R.TEXTURE_2D,r.__webglTexture,a),i===0?T?R.copyTexSubImage3D(v,a,f,p,m+e,l,u,o,s):R.copyTexSubImage2D(v,a,f,p,l,u,o,s):R.blitFramebuffer(l,u,o,s,f,p,o,s,R.COLOR_BUFFER_BIT,R.NEAREST);B.bindFramebuffer(R.READ_FRAMEBUFFER,null),B.bindFramebuffer(R.DRAW_FRAMEBUFFER,null)}else T?e.isDataTexture||e.isData3DTexture?R.texSubImage3D(v,a,f,p,m,o,s,c,g,_,h.data):t.isCompressedArrayTexture?R.compressedTexSubImage3D(v,a,f,p,m,o,s,c,g,h.data):R.texSubImage3D(v,a,f,p,m,o,s,c,g,_,h):e.isDataTexture?R.texSubImage2D(R.TEXTURE_2D,a,f,p,o,s,g,_,h.data):e.isCompressedTexture?R.compressedTexSubImage2D(R.TEXTURE_2D,a,f,p,h.width,h.height,g,h.data):R.texSubImage2D(R.TEXTURE_2D,a,f,p,o,s,g,_,h);B.pixelStorei(R.UNPACK_ROW_LENGTH,y),B.pixelStorei(R.UNPACK_IMAGE_HEIGHT,b),B.pixelStorei(R.UNPACK_SKIP_PIXELS,x),B.pixelStorei(R.UNPACK_SKIP_ROWS,S),B.pixelStorei(R.UNPACK_SKIP_IMAGES,C),a===0&&t.generateMipmaps&&R.generateMipmap(v),B.unbindTexture()},this.initRenderTarget=function(e){V.get(e).__webglFramebuffer===void 0&&H.setupRenderTarget(e)},this.initTexture=function(e){e.isCubeTexture?H.setTextureCube(e,0):e.isData3DTexture?H.setTexture3D(e,0):e.isDataArrayTexture||e.isCompressedArrayTexture?H.setTexture2DArray(e,0):H.setTexture2D(e,0),B.unbindTexture()},this.resetState=function(){te=0,j=0,M=null,B.reset(),U.reset()},typeof __THREE_DEVTOOLS__<`u`&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(`observe`,{detail:this}))}get coordinateSystem(){return pe}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(e){this._outputColorSpace=e;let t=this.getContext();t.drawingBufferColorSpace=Y._getDrawingBufferColorSpace(e),t.unpackColorSpace=Y._getUnpackColorSpace()}};export{ho as a,Fa as c,Q as i,Z as n,Qc as o,Ra as r,Bc as s,ao as t};