@uptimizr/dashboard 0.1.0

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Files changed (130) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +76 -0
  3. package/out/404.html +1 -0
  4. package/out/__next.__PAGE__.txt +9 -0
  5. package/out/__next._full.txt +20 -0
  6. package/out/__next._head.txt +6 -0
  7. package/out/__next._index.txt +5 -0
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  9. package/out/_next/static/93W3szqylNKDg-afLRmVW/_buildManifest.js +11 -0
  10. package/out/_next/static/93W3szqylNKDg-afLRmVW/_clientMiddlewareManifest.js +1 -0
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  116. package/out/_not-found/__next._full.txt +16 -0
  117. package/out/_not-found/__next._head.txt +6 -0
  118. package/out/_not-found/__next._index.txt +5 -0
  119. package/out/_not-found/__next._not-found.__PAGE__.txt +5 -0
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  124. package/out/api/projects +1 -0
  125. package/out/icon.svg +4 -0
  126. package/out/index.html +1 -0
  127. package/out/index.txt +20 -0
  128. package/out/logo.svg +46 -0
  129. package/package.json +67 -0
  130. package/server/standalone.mjs +182 -0
@@ -0,0 +1,850 @@
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,65296,e=>{"use strict";var i=e.i(12423);let r="helperFunctions",t=`const float PI=3.1415926535897932384626433832795;const float TWO_PI=6.283185307179586;const float HALF_PI=1.5707963267948966;const float RECIPROCAL_PI=0.3183098861837907;const float RECIPROCAL_PI2=0.15915494309189535;const float RECIPROCAL_PI4=0.07957747154594767;const float HALF_MIN=5.96046448e-08;
2
+ const float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;
3
+ #define saturate(x) clamp(x,0.0,1.0)
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+ #define absEps(x) abs(x)+Epsilon
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+ #define maxEps(x) max(x,Epsilon)
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+ #define saturateEps(x) clamp(x,Epsilon,1.0)
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+ mat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(
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+ vec3(i0.x,i1.x,i2.x),
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+ vec3(i0.y,i1.y,i2.y),
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+ vec3(i0.z,i1.z,i2.z)
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+ );return outMatrix;}
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+ mat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
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+ b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
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+ b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ vec3 toLinearSpaceExact(vec3 color)
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+ {vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));
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+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
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+ #else
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+ return
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+ vec3(
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+ color.r<=0.04045 ? nearZeroSection.r : remainingSection.r,
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+ color.g<=0.04045 ? nearZeroSection.g : remainingSection.g,
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+ color.b<=0.04045 ? nearZeroSection.b : remainingSection.b);
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+ #endif
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+ }
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+ vec3 toGammaSpaceExact(vec3 color)
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+ {vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);
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+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
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+ #else
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+ return
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+ vec3(
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+ color.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,
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+ color.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,
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+ color.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);
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+ #endif
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+ }
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+ #endif
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+ float toLinearSpace(float color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ float nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;
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+ #else
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+ return pow(color,LinearEncodePowerApprox);
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+ #endif
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+ }
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+ vec3 toLinearSpace(vec3 color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ return toLinearSpaceExact(color);
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+ #else
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+ return pow(color,vec3(LinearEncodePowerApprox));
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+ #endif
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+ }
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+ vec4 toLinearSpace(vec4 color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ return vec4(toLinearSpaceExact(color.rgb),color.a);
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+ #else
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+ return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
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+ #endif
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+ }
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+ float toGammaSpace(float color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ float nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;
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+ #else
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+ return pow(color,GammaEncodePowerApprox);
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+ #endif
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+ }
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+ vec3 toGammaSpace(vec3 color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ return toGammaSpaceExact(color);
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+ #else
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+ return pow(color,vec3(GammaEncodePowerApprox));
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+ #endif
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+ }
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+ vec4 toGammaSpace(vec4 color)
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+ {
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+ #if USE_EXACT_SRGB_CONVERSIONS
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+ return vec4(toGammaSpaceExact(color.rgb),color.a);
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+ #else
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+ return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
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+ #endif
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+ }
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+ float square(float value)
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+ {return value*value;}
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+ vec3 square(vec3 value)
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+ {return value*value;}
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+ float pow5(float value) {float sq=value*value;return sq*sq*value;}
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+ vec3 double_refract(vec3 I,vec3 N,float eta) {vec3 Tfront=refract(I,N,1.0/eta);vec3 Nback=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}
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+ float getLuminanceUnclamped(vec3 color)
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+ {return dot(color,LuminanceEncodeApprox);}
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+ float getLuminance(vec3 color)
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+ {return saturate(getLuminanceUnclamped(color));}
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+ float getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}
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+ float dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}
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+ const float rgbdMaxRange=255.;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =saturate(floor(D)/255.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(saturate(rgb),D);}
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+ vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}
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+ vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
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+ vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
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+ float sqrtClamped(float value) {return sqrt(max(value,0.));}
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+ float avg(vec3 value) {return dot(value,vec3(0.333333333));}
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+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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+ uint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}
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+ int onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}
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+ vec3 singleScatterToMultiScatterAlbedo(vec3 rho_ss) {vec3 s=sqrt(max(vec3(1.0)-rho_ss,vec3(0.0)));return (vec3(1.0)-s)*(vec3(1.0)-vec3(0.139)*s)/(vec3(1.0)+vec3(1.17)*s);}
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+ vec3 multiScatterToSingleScatterAlbedo(vec3 rho_ms) {vec3 s=4.09712+4.20863*rho_ms-sqrt(9.59217+41.6808*rho_ms+17.7126*rho_ms*rho_ms);return 1.0-s*s;}
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+ vec3 multiScatterToSingleScatterAlbedo(vec3 rho_ms,float aniso) {vec3 s=4.09712+4.20863*rho_ms-sqrt(9.59217+41.6808*rho_ms+17.7126*rho_ms*rho_ms);return (1.0-s*s)/maxEps(1.0-aniso*s*s);}
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+ float min3(vec3 v) {return min(v.x,min(v.y,v.z));}
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+ float max3(vec3 v) {return max(v.x,max(v.y,v.z));}
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+ float uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}
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+ vec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),
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+ uint2float(rstate*2447445414u));}
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+ #endif
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+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["helperFunctions",0,{name:r,shader:t}])},85668,6232,44661,92692,97226,e=>{"use strict";var i=e.i(12423);let r="sceneUboDeclaration",t=`layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;
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+ #ifdef MULTIVIEW
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+ mat4 viewProjectionR;
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+ #endif
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+ mat4 view;mat4 projection;vec4 vEyePosition;mat4 inverseProjection;};
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+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["sceneUboDeclaration",0,{name:r,shader:t}],85668);let a="meshUboDeclaration",n=`#ifdef WEBGL2
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+ uniform mat4 world;uniform float visibility;
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+ #else
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+ layout(std140,column_major) uniform;uniform Mesh
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+ {mat4 world;float visibility;};
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+ #endif
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+ #define WORLD_UBO
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+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["meshUboDeclaration",0,{name:a,shader:n}],6232);let o="defaultUboDeclaration",d=`layout(std140,column_major) uniform;uniform Material
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+ {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;vec4 vTextureRepetitionHexTilingParams;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionPosition;vec3 vReflectionSize;
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+ #define ADDITIONAL_UBO_DECLARATION
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+ };
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+ #include<sceneUboDeclaration>
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+ #include<meshUboDeclaration>
137
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=d),e.s(["defaultUboDeclaration",0,{name:o,shader:d}],44661);let f="mainUVVaryingDeclaration",c=`#ifdef MAINUV{X}
138
+ varying vec2 vMainUV{X};
139
+ #endif
140
+ `;i.ShaderStore.IncludesShadersStore[f]||(i.ShaderStore.IncludesShadersStore[f]=c),e.s(["mainUVVaryingDeclaration",0,{name:f,shader:c}],92692);let l="logDepthDeclaration",s=`#ifdef LOGARITHMICDEPTH
141
+ uniform float logarithmicDepthConstant;varying float vFragmentDepth;
142
+ #endif
143
+ `;i.ShaderStore.IncludesShadersStore[l]||(i.ShaderStore.IncludesShadersStore[l]=s),e.s(["logDepthDeclaration",0,{name:l,shader:s}],97226)},39067,15420,e=>{"use strict";var i=e.i(12423);let r="bonesDeclaration",t=`#if NUM_BONE_INFLUENCERS>0
144
+ attribute vec4 matricesIndices;attribute vec4 matricesWeights;
145
+ #if NUM_BONE_INFLUENCERS>4
146
+ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
147
+ #endif
148
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
149
+ #ifdef BONETEXTURE
150
+ uniform highp sampler2D boneSampler;uniform vec2 boneTextureInfo;
151
+ #else
152
+ uniform mat4 mBones[BonesPerMesh];
153
+ #endif
154
+ #ifdef BONES_VELOCITY_ENABLED
155
+ uniform mat4 mPreviousBones[BonesPerMesh];
156
+ #endif
157
+ #ifdef BONETEXTURE
158
+ #define inline
159
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
160
+ {
161
+ #if defined(WEBGL2) || defined(WEBGPU)
162
+ int offset=int(index)*4;
163
+ int textureWidth=int(boneTextureInfo.x);int y=int(offset)/textureWidth;int x=int(offset) % textureWidth;vec4 m0=texelFetch(smp,ivec2(x+0,y),0);vec4 m1=texelFetch(smp,ivec2(x+1,y),0);vec4 m2=texelFetch(smp,ivec2(x+2,y),0);vec4 m3=texelFetch(smp,ivec2(x+3,y),0);return mat4(m0,m1,m2,m3);
164
+ #else
165
+ float offset=index*4.0;float y=floor(offset/boneTextureInfo.x);float x=offset-y*boneTextureInfo.x;float dy=1.0/boneTextureInfo.y;float dx=1.0/boneTextureInfo.x;vec4 m0=texture2D(smp,vec2(dx*(x+0.5),dy*(y+0.5)));vec4 m1=texture2D(smp,vec2(dx*(x+1.5),dy*(y+0.5)));vec4 m2=texture2D(smp,vec2(dx*(x+2.5),dy*(y+0.5)));vec4 m3=texture2D(smp,vec2(dx*(x+3.5),dy*(y+0.5)));
166
+ return mat4(m0,m1,m2,m3);
167
+ #endif
168
+ }
169
+ #endif
170
+ #endif
171
+ #endif
172
+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["bonesDeclaration",0,{name:r,shader:t}],39067);let a="bakedVertexAnimationDeclaration",n=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
173
+ uniform float bakedVertexAnimationTime;
174
+ #if !defined(WEBGL2) && !defined(WEBGPU)
175
+ uniform vec2 bakedVertexAnimationTextureSizeInverted;
176
+ #endif
177
+ uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;
178
+ #ifdef INSTANCES
179
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
180
+ #endif
181
+ #define inline
182
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
183
+ {
184
+ #if defined(WEBGL2) || defined(WEBGPU)
185
+ int offset=int(index)*4;int frameUV=int(frame);vec4 m0=texelFetch(smp,ivec2(offset+0,frameUV),0);vec4 m1=texelFetch(smp,ivec2(offset+1,frameUV),0);vec4 m2=texelFetch(smp,ivec2(offset+2,frameUV),0);vec4 m3=texelFetch(smp,ivec2(offset+3,frameUV),0);return mat4(m0,m1,m2,m3);
186
+ #else
187
+ float offset=index*4.0;float frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;float dx=bakedVertexAnimationTextureSizeInverted.x;vec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));vec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));vec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));vec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));return mat4(m0,m1,m2,m3);
188
+ #endif
189
+ }
190
+ #endif
191
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["bakedVertexAnimationDeclaration",0,{name:a,shader:n}],15420)},85863,e=>{"use strict";var i=e.i(12423);let r="instancesDeclaration",t=`#ifdef INSTANCES
192
+ attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
193
+ #ifdef INSTANCESCOLOR
194
+ attribute vec4 instanceColor;
195
+ #endif
196
+ #if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
197
+ uniform mat4 world;
198
+ #endif
199
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
200
+ attribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;
201
+ #ifdef THIN_INSTANCES
202
+ uniform mat4 previousWorld;
203
+ #endif
204
+ #endif
205
+ #else
206
+ #if !defined(WORLD_UBO)
207
+ uniform mat4 world;
208
+ #endif
209
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
210
+ uniform mat4 previousWorld;
211
+ #endif
212
+ #endif
213
+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["instancesDeclaration",0,{name:r,shader:t}])},42927,57828,e=>{"use strict";var i=e.i(12423);let r="clipPlaneVertexDeclaration",t=`#ifdef CLIPPLANE
214
+ uniform vec4 vClipPlane;varying float fClipDistance;
215
+ #endif
216
+ #ifdef CLIPPLANE2
217
+ uniform vec4 vClipPlane2;varying float fClipDistance2;
218
+ #endif
219
+ #ifdef CLIPPLANE3
220
+ uniform vec4 vClipPlane3;varying float fClipDistance3;
221
+ #endif
222
+ #ifdef CLIPPLANE4
223
+ uniform vec4 vClipPlane4;varying float fClipDistance4;
224
+ #endif
225
+ #ifdef CLIPPLANE5
226
+ uniform vec4 vClipPlane5;varying float fClipDistance5;
227
+ #endif
228
+ #ifdef CLIPPLANE6
229
+ uniform vec4 vClipPlane6;varying float fClipDistance6;
230
+ #endif
231
+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["clipPlaneVertexDeclaration",0,{name:r,shader:t}],42927);let a="fogVertexDeclaration",n=`#ifdef FOG
232
+ varying vec3 vFogDistance;
233
+ #endif
234
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["fogVertexDeclaration",0,{name:a,shader:n}],57828)},40805,30667,76955,16607,29231,17464,e=>{"use strict";var i=e.i(12423);let r="instancesVertex",t=`#ifdef INSTANCES
235
+ mat4 finalWorld=mat4(world0,world1,world2,world3);
236
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
237
+ mat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,
238
+ previousWorld2,previousWorld3);
239
+ #endif
240
+ #ifdef THIN_INSTANCES
241
+ finalWorld=world*finalWorld;
242
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
243
+ finalPreviousWorld=previousWorld*finalPreviousWorld;
244
+ #endif
245
+ #endif
246
+ #else
247
+ mat4 finalWorld=world;
248
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
249
+ mat4 finalPreviousWorld=previousWorld;
250
+ #endif
251
+ #endif
252
+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t),e.s(["instancesVertex",0,{name:r,shader:t}],40805);let a="bonesVertex",n=`#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
253
+ #if NUM_BONE_INFLUENCERS>0
254
+ mat4 influence;
255
+ #ifdef BONETEXTURE
256
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
257
+ #if NUM_BONE_INFLUENCERS>1
258
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
259
+ #endif
260
+ #if NUM_BONE_INFLUENCERS>2
261
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
262
+ #endif
263
+ #if NUM_BONE_INFLUENCERS>3
264
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
265
+ #endif
266
+ #if NUM_BONE_INFLUENCERS>4
267
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
268
+ #endif
269
+ #if NUM_BONE_INFLUENCERS>5
270
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
271
+ #endif
272
+ #if NUM_BONE_INFLUENCERS>6
273
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
274
+ #endif
275
+ #if NUM_BONE_INFLUENCERS>7
276
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
277
+ #endif
278
+ #else
279
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
280
+ #if NUM_BONE_INFLUENCERS>1
281
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
282
+ #endif
283
+ #if NUM_BONE_INFLUENCERS>2
284
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
285
+ #endif
286
+ #if NUM_BONE_INFLUENCERS>3
287
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
288
+ #endif
289
+ #if NUM_BONE_INFLUENCERS>4
290
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
291
+ #endif
292
+ #if NUM_BONE_INFLUENCERS>5
293
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
294
+ #endif
295
+ #if NUM_BONE_INFLUENCERS>6
296
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
297
+ #endif
298
+ #if NUM_BONE_INFLUENCERS>7
299
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
300
+ #endif
301
+ #endif
302
+ finalWorld=finalWorld*influence;
303
+ #endif
304
+ #endif
305
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["bonesVertex",0,{name:a,shader:n}],30667);let o="bakedVertexAnimation",d=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
306
+ {
307
+ #ifdef INSTANCES
308
+ #define BVASNAME bakedVertexAnimationSettingsInstanced
309
+ #else
310
+ #define BVASNAME bakedVertexAnimationSettings
311
+ #endif
312
+ float VATStartFrame=BVASNAME.x;float VATEndFrame=BVASNAME.y;float VATOffsetFrame=BVASNAME.z;float VATSpeed=BVASNAME.w;float totalFrames=VATEndFrame-VATStartFrame+1.0;float time=bakedVertexAnimationTime*VATSpeed/totalFrames;float frameCorrection=time<1.0 ? 0.0 : 1.0;float numOfFrames=totalFrames-frameCorrection;float VATFrameNum=fract(time)*numOfFrames;VATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);VATFrameNum=floor(VATFrameNum);VATFrameNum+=VATStartFrame+frameCorrection;mat4 VATInfluence;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];
313
+ #if NUM_BONE_INFLUENCERS>1
314
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
315
+ #endif
316
+ #if NUM_BONE_INFLUENCERS>2
317
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
318
+ #endif
319
+ #if NUM_BONE_INFLUENCERS>3
320
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
321
+ #endif
322
+ #if NUM_BONE_INFLUENCERS>4
323
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
324
+ #endif
325
+ #if NUM_BONE_INFLUENCERS>5
326
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
327
+ #endif
328
+ #if NUM_BONE_INFLUENCERS>6
329
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
330
+ #endif
331
+ #if NUM_BONE_INFLUENCERS>7
332
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
333
+ #endif
334
+ finalWorld=finalWorld*VATInfluence;}
335
+ #endif
336
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=d),e.s(["bakedVertexAnimation",0,{name:o,shader:d}],76955);let f="clipPlaneVertex",c=`#ifdef CLIPPLANE
337
+ fClipDistance=dot(worldPos,vClipPlane);
338
+ #endif
339
+ #ifdef CLIPPLANE2
340
+ fClipDistance2=dot(worldPos,vClipPlane2);
341
+ #endif
342
+ #ifdef CLIPPLANE3
343
+ fClipDistance3=dot(worldPos,vClipPlane3);
344
+ #endif
345
+ #ifdef CLIPPLANE4
346
+ fClipDistance4=dot(worldPos,vClipPlane4);
347
+ #endif
348
+ #ifdef CLIPPLANE5
349
+ fClipDistance5=dot(worldPos,vClipPlane5);
350
+ #endif
351
+ #ifdef CLIPPLANE6
352
+ fClipDistance6=dot(worldPos,vClipPlane6);
353
+ #endif
354
+ `;i.ShaderStore.IncludesShadersStore[f]||(i.ShaderStore.IncludesShadersStore[f]=c),e.s(["clipPlaneVertex",0,{name:f,shader:c}],16607);let l="fogVertex",s=`#ifdef FOG
355
+ vFogDistance=(view*worldPos).xyz;
356
+ #endif
357
+ `;i.ShaderStore.IncludesShadersStore[l]||(i.ShaderStore.IncludesShadersStore[l]=s),e.s(["fogVertex",0,{name:l,shader:s}],29231);let m="vertexColorMixing",S=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
358
+ vColor=vec4(1.0);
359
+ #ifdef VERTEXCOLOR
360
+ #ifdef VERTEXALPHA
361
+ vColor*=colorUpdated;
362
+ #else
363
+ vColor.rgb*=colorUpdated.rgb;
364
+ #endif
365
+ #endif
366
+ #ifdef INSTANCESCOLOR
367
+ vColor*=instanceColor;
368
+ #endif
369
+ #endif
370
+ `;i.ShaderStore.IncludesShadersStore[m]||(i.ShaderStore.IncludesShadersStore[m]=S),e.s(["vertexColorMixing",0,{name:m,shader:S}],17464)},44237,e=>{"use strict";var i=e.i(12423);let r="decalVertexDeclaration",t=`#ifdef DECAL
371
+ uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
372
+ #endif
373
+ `;i.ShaderStore.IncludesShadersStore[r]||(i.ShaderStore.IncludesShadersStore[r]=t);let a="defaultVertexDeclaration",n=`uniform mat4 viewProjection;
374
+ #ifdef MULTIVIEW
375
+ mat4 viewProjectionR;
376
+ #endif
377
+ uniform mat4 view;
378
+ #ifdef DIFFUSE
379
+ uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
380
+ #endif
381
+ #ifdef AMBIENT
382
+ uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
383
+ #endif
384
+ #ifdef OPACITY
385
+ uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
386
+ #endif
387
+ #ifdef EMISSIVE
388
+ uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
389
+ #endif
390
+ #ifdef LIGHTMAP
391
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
392
+ #endif
393
+ #if defined(SPECULAR) && defined(SPECULARTERM)
394
+ uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
395
+ #endif
396
+ #ifdef BUMP
397
+ uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
398
+ #endif
399
+ #ifdef REFLECTION
400
+ uniform mat4 reflectionMatrix;
401
+ #endif
402
+ #ifdef POINTSIZE
403
+ uniform float pointSize;
404
+ #endif
405
+ #ifdef DETAIL
406
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
407
+ #endif
408
+ uniform vec4 cameraInfo;uniform vec4 vTextureRepetitionHexTilingParams;
409
+ #include<decalVertexDeclaration>
410
+ #define ADDITIONAL_VERTEX_DECLARATION
411
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n);var o=e.i(85668),d=e.i(6232),f=e.i(44661);let c="uvAttributeDeclaration",l=`#ifdef UV{X}
412
+ attribute vec2 uv{X};
413
+ #endif
414
+ `;i.ShaderStore.IncludesShadersStore[c]||(i.ShaderStore.IncludesShadersStore[c]=l);var s=e.i(65296),m=e.i(39067),S=e.i(15420),E=e.i(85863);let v="prePassVertexDeclaration",u=`#ifdef PREPASS
415
+ #ifdef PREPASS_LOCAL_POSITION
416
+ varying vec3 vPosition;
417
+ #endif
418
+ #ifdef PREPASS_DEPTH
419
+ varying vec3 vViewPos;
420
+ #endif
421
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
422
+ varying float vNormViewDepth;
423
+ #endif
424
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
425
+ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
426
+ #endif
427
+ #endif
428
+ `;i.ShaderStore.IncludesShadersStore[v]||(i.ShaderStore.IncludesShadersStore[v]=u);var I=e.i(92692);let A="samplerVertexDeclaration",N=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
429
+ varying vec2 v_VARYINGNAME_UV;
430
+ #endif
431
+ `;i.ShaderStore.IncludesShadersStore[A]||(i.ShaderStore.IncludesShadersStore[A]=N);let T="bumpVertexDeclaration",x=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
432
+ #if defined(TANGENT) && defined(NORMAL)
433
+ varying mat3 vTBN;
434
+ #endif
435
+ #endif
436
+ `;i.ShaderStore.IncludesShadersStore[T]||(i.ShaderStore.IncludesShadersStore[T]=x);var _=e.i(42927),h=e.i(57828);let p="lightVxFragmentDeclaration",R=`#ifdef LIGHT{X}
437
+ uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
438
+ #ifdef SPECULARTERM
439
+ uniform vec4 vLightSpecular{X};
440
+ #else
441
+ vec4 vLightSpecular{X}=vec4(0.);
442
+ #endif
443
+ #ifdef SHADOW{X}
444
+ #ifdef SHADOWCSM{X}
445
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
446
+ #elif defined(SHADOWCUBE{X})
447
+ #else
448
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
449
+ #endif
450
+ uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
451
+ #endif
452
+ #ifdef SPOTLIGHT{X}
453
+ uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
454
+ #elif defined(POINTLIGHT{X})
455
+ uniform vec4 vLightFalloff{X};
456
+ #elif defined(HEMILIGHT{X})
457
+ uniform vec3 vLightGround{X};
458
+ #endif
459
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
460
+ uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
461
+ #endif
462
+ #endif
463
+ `;i.ShaderStore.IncludesShadersStore[p]||(i.ShaderStore.IncludesShadersStore[p]=R);let M="lightVxUboDeclaration",V=`#ifdef LIGHT{X}
464
+ uniform Light{X}
465
+ {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
466
+ #ifdef SPOTLIGHT{X}
467
+ vec4 vLightDirection;vec4 vLightFalloff;
468
+ #elif defined(POINTLIGHT{X})
469
+ vec4 vLightFalloff;
470
+ #elif defined(HEMILIGHT{X})
471
+ vec3 vLightGround;
472
+ #elif defined(CLUSTLIGHT{X})
473
+ vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
474
+ #endif
475
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
476
+ vec4 vLightWidth;vec4 vLightHeight;
477
+ #endif
478
+ vec4 shadowsInfo;vec2 depthValues;} light{X};
479
+ #ifdef SHADOW{X}
480
+ #ifdef SHADOWCSM{X}
481
+ uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
482
+ #elif defined(SHADOWCUBE{X})
483
+ #else
484
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
485
+ #endif
486
+ #endif
487
+ #endif
488
+ `;i.ShaderStore.IncludesShadersStore[M]||(i.ShaderStore.IncludesShadersStore[M]=V);let P="morphTargetsVertexGlobalDeclaration",g=`#ifdef MORPHTARGETS
489
+ uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
490
+ #ifdef MORPHTARGETS_TEXTURE
491
+ uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
492
+ {
493
+ #if defined(WEBGL2) || defined(WEBGPU)
494
+ int textureWidth=int(morphTargetTextureInfo.y);int y=int(vertexIndex)/textureWidth;int x=int(vertexIndex) % textureWidth;return texelFetch(morphTargets,ivec3(x,y,int(morphTargetTextureIndices[targetIndex])),0).xyz;
495
+ #else
496
+ float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV).xyz;
497
+ #endif
498
+ }
499
+ vec4 readVector4FromRawSampler(int targetIndex,float vertexIndex)
500
+ {
501
+ #if defined(WEBGL2) || defined(WEBGPU)
502
+ int textureWidth=int(morphTargetTextureInfo.y);int y=int(vertexIndex)/textureWidth;int x=int(vertexIndex) % textureWidth;return texelFetch(morphTargets,ivec3(x,y,int(morphTargetTextureIndices[targetIndex])),0);
503
+ #else
504
+ float y=floor(vertexIndex/morphTargetTextureInfo.y);float x=vertexIndex-y*morphTargetTextureInfo.y;vec3 textureUV=vec3((x+0.5)/morphTargetTextureInfo.y,(y+0.5)/morphTargetTextureInfo.z,morphTargetTextureIndices[targetIndex]);return texture(morphTargets,textureUV);
505
+ #endif
506
+ }
507
+ #endif
508
+ #endif
509
+ `;i.ShaderStore.IncludesShadersStore[P]||(i.ShaderStore.IncludesShadersStore[P]=g);let O="morphTargetsVertexDeclaration",U=`#ifdef MORPHTARGETS
510
+ #ifndef MORPHTARGETS_TEXTURE
511
+ #ifdef MORPHTARGETS_POSITION
512
+ attribute vec3 position{X};
513
+ #endif
514
+ #ifdef MORPHTARGETS_NORMAL
515
+ attribute vec3 normal{X};
516
+ #endif
517
+ #ifdef MORPHTARGETS_TANGENT
518
+ attribute vec3 tangent{X};
519
+ #endif
520
+ #ifdef MORPHTARGETS_UV
521
+ attribute vec2 uv_{X};
522
+ #endif
523
+ #ifdef MORPHTARGETS_UV2
524
+ attribute vec2 uv2_{X};
525
+ #endif
526
+ #ifdef MORPHTARGETS_COLOR
527
+ attribute vec4 color{X};
528
+ #endif
529
+ #elif {X}==0
530
+ uniform float morphTargetCount;
531
+ #endif
532
+ #endif
533
+ `;i.ShaderStore.IncludesShadersStore[O]||(i.ShaderStore.IncludesShadersStore[O]=U);var L=e.i(97226);let C="morphTargetsVertexGlobal",D=`#ifdef MORPHTARGETS
534
+ #ifdef MORPHTARGETS_TEXTURE
535
+ float vertexID;
536
+ #endif
537
+ #endif
538
+ `;i.ShaderStore.IncludesShadersStore[C]||(i.ShaderStore.IncludesShadersStore[C]=D);let F="morphTargetsVertex",b=`#ifdef MORPHTARGETS
539
+ #ifdef MORPHTARGETS_TEXTURE
540
+ #if {X}==0
541
+ for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (float(i)>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
542
+ #ifdef MORPHTARGETS_POSITION
543
+ positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];
544
+ #endif
545
+ #ifdef MORPHTARGETTEXTURE_HASPOSITIONS
546
+ vertexID+=1.0;
547
+ #endif
548
+ #ifdef MORPHTARGETS_NORMAL
549
+ normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];
550
+ #endif
551
+ #ifdef MORPHTARGETTEXTURE_HASNORMALS
552
+ vertexID+=1.0;
553
+ #endif
554
+ #ifdef MORPHTARGETS_UV
555
+ uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];
556
+ #endif
557
+ #ifdef MORPHTARGETTEXTURE_HASUVS
558
+ vertexID+=1.0;
559
+ #endif
560
+ #ifdef MORPHTARGETS_TANGENT
561
+ tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
562
+ #endif
563
+ #ifdef MORPHTARGETTEXTURE_HASTANGENTS
564
+ vertexID+=1.0;
565
+ #endif
566
+ #ifdef MORPHTARGETS_UV2
567
+ uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
568
+ #endif
569
+ #ifdef MORPHTARGETTEXTURE_HASUV2S
570
+ vertexID+=1.0;
571
+ #endif
572
+ #ifdef MORPHTARGETS_COLOR
573
+ colorUpdated+=(readVector4FromRawSampler(i,vertexID)-color)*morphTargetInfluences[i];
574
+ #endif
575
+ }
576
+ #endif
577
+ #else
578
+ #ifdef MORPHTARGETS_POSITION
579
+ positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
580
+ #endif
581
+ #ifdef MORPHTARGETS_NORMAL
582
+ normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
583
+ #endif
584
+ #ifdef MORPHTARGETS_TANGENT
585
+ tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
586
+ #endif
587
+ #ifdef MORPHTARGETS_UV
588
+ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
589
+ #endif
590
+ #ifdef MORPHTARGETS_UV2
591
+ uv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];
592
+ #endif
593
+ #ifdef MORPHTARGETS_COLOR
594
+ colorUpdated+=(color{X}-color)*morphTargetInfluences[{X}];
595
+ #endif
596
+ #endif
597
+ #endif
598
+ `;i.ShaderStore.IncludesShadersStore[F]||(i.ShaderStore.IncludesShadersStore[F]=b);var X=e.i(40805),W=e.i(30667),G=e.i(76955);let B="prePassVertex",w=`#ifdef PREPASS_DEPTH
599
+ vViewPos=(view*worldPos).rgb;
600
+ #endif
601
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
602
+ vNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);
603
+ #endif
604
+ #ifdef PREPASS_LOCAL_POSITION
605
+ vPosition=positionUpdated.xyz;
606
+ #endif
607
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
608
+ vCurrentPosition=viewProjection*worldPos;
609
+ #if NUM_BONE_INFLUENCERS>0
610
+ mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
611
+ #if NUM_BONE_INFLUENCERS>1
612
+ previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
613
+ #endif
614
+ #if NUM_BONE_INFLUENCERS>2
615
+ previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
616
+ #endif
617
+ #if NUM_BONE_INFLUENCERS>3
618
+ previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
619
+ #endif
620
+ #if NUM_BONE_INFLUENCERS>4
621
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
622
+ #endif
623
+ #if NUM_BONE_INFLUENCERS>5
624
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
625
+ #endif
626
+ #if NUM_BONE_INFLUENCERS>6
627
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
628
+ #endif
629
+ #if NUM_BONE_INFLUENCERS>7
630
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
631
+ #endif
632
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
633
+ #else
634
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
635
+ #endif
636
+ #endif
637
+ `;i.ShaderStore.IncludesShadersStore[B]||(i.ShaderStore.IncludesShadersStore[B]=w);let y="uvVariableDeclaration",H=`#if !defined(UV{X}) && defined(MAINUV{X})
638
+ vec2 uv{X}=vec2(0.,0.);
639
+ #endif
640
+ #ifdef MAINUV{X}
641
+ vMainUV{X}=uv{X};
642
+ #endif
643
+ `;i.ShaderStore.IncludesShadersStore[y]||(i.ShaderStore.IncludesShadersStore[y]=H);let Y="samplerVertexImplementation",z=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
644
+ if (v_INFONAME_==0.)
645
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
646
+ #ifdef UV2
647
+ else if (v_INFONAME_==1.)
648
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}
649
+ #endif
650
+ #ifdef UV3
651
+ else if (v_INFONAME_==2.)
652
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
653
+ #endif
654
+ #ifdef UV4
655
+ else if (v_INFONAME_==3.)
656
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
657
+ #endif
658
+ #ifdef UV5
659
+ else if (v_INFONAME_==4.)
660
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
661
+ #endif
662
+ #ifdef UV6
663
+ else if (v_INFONAME_==5.)
664
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
665
+ #endif
666
+ #endif
667
+ `;i.ShaderStore.IncludesShadersStore[Y]||(i.ShaderStore.IncludesShadersStore[Y]=z);let k="bumpVertex",j=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
668
+ #if defined(TANGENT) && defined(NORMAL)
669
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
670
+ #endif
671
+ #endif
672
+ `;i.ShaderStore.IncludesShadersStore[k]||(i.ShaderStore.IncludesShadersStore[k]=j);var Z=e.i(16607),q=e.i(29231);let K="shadowsVertex",Q=`#ifdef SHADOWS
673
+ #if defined(SHADOWCSM{X})
674
+ vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
675
+ #ifdef USE_REVERSE_DEPTHBUFFER
676
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
677
+ #else
678
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
679
+ #endif
680
+ }
681
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
682
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
683
+ #ifdef USE_REVERSE_DEPTHBUFFER
684
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
685
+ #else
686
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
687
+ #endif
688
+ #endif
689
+ #endif
690
+ `;i.ShaderStore.IncludesShadersStore[K]||(i.ShaderStore.IncludesShadersStore[K]=Q);var J=e.i(17464);let $="pointCloudVertex",ee=`#if defined(POINTSIZE) && !defined(WEBGPU)
691
+ gl_PointSize=pointSize;
692
+ #endif
693
+ `;i.ShaderStore.IncludesShadersStore[$]||(i.ShaderStore.IncludesShadersStore[$]=ee);let ei="logDepthVertex",er=`#ifdef LOGARITHMICDEPTH
694
+ vFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;
695
+ #endif
696
+ `;i.ShaderStore.IncludesShadersStore[ei]||(i.ShaderStore.IncludesShadersStore[ei]=er);let et="defaultVertexShader",ea=`#define CUSTOM_VERTEX_EXTENSION
697
+ #include<__decl__defaultVertex>
698
+ #define CUSTOM_VERTEX_BEGIN
699
+ attribute vec3 position;
700
+ #ifdef NORMAL
701
+ attribute vec3 normal;
702
+ #endif
703
+ #ifdef TANGENT
704
+ attribute vec4 tangent;
705
+ #endif
706
+ #ifdef UV1
707
+ attribute vec2 uv;
708
+ #endif
709
+ #include<uvAttributeDeclaration>[2..7]
710
+ #ifdef VERTEXCOLOR
711
+ attribute vec4 color;
712
+ #endif
713
+ #include<helperFunctions>
714
+ #include<bonesDeclaration>
715
+ #include<bakedVertexAnimationDeclaration>
716
+ #include<instancesDeclaration>
717
+ #include<prePassVertexDeclaration>
718
+ #include<mainUVVaryingDeclaration>[1..7]
719
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
720
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
721
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
722
+ #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
723
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
724
+ #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
725
+ #if defined(SPECULARTERM)
726
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
727
+ #endif
728
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
729
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
730
+ varying vec3 vPositionW;
731
+ #ifdef NORMAL
732
+ varying vec3 vNormalW;
733
+ #endif
734
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
735
+ varying vec4 vColor;
736
+ #endif
737
+ #include<bumpVertexDeclaration>
738
+ #include<clipPlaneVertexDeclaration>
739
+ #include<fogVertexDeclaration>
740
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
741
+ #include<morphTargetsVertexGlobalDeclaration>
742
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
743
+ #ifdef REFLECTIONMAP_SKYBOX
744
+ varying vec3 vPositionUVW;
745
+ #endif
746
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
747
+ varying vec3 vDirectionW;
748
+ #endif
749
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
750
+ varying float vViewDepth;
751
+ #endif
752
+ #include<logDepthDeclaration>
753
+ #define CUSTOM_VERTEX_DEFINITIONS
754
+ void main(void) {
755
+ #define CUSTOM_VERTEX_MAIN_BEGIN
756
+ vec3 positionUpdated=position;
757
+ #ifdef NORMAL
758
+ vec3 normalUpdated=normal;
759
+ #endif
760
+ #ifdef TANGENT
761
+ vec4 tangentUpdated=tangent;
762
+ #endif
763
+ #ifdef UV1
764
+ vec2 uvUpdated=uv;
765
+ #endif
766
+ #ifdef UV2
767
+ vec2 uv2Updated=uv2;
768
+ #endif
769
+ #ifdef VERTEXCOLOR
770
+ vec4 colorUpdated=color;
771
+ #endif
772
+ #include<morphTargetsVertexGlobal>
773
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
774
+ #ifdef REFLECTIONMAP_SKYBOX
775
+ vPositionUVW=positionUpdated;
776
+ #endif
777
+ #define CUSTOM_VERTEX_UPDATE_POSITION
778
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
779
+ #include<instancesVertex>
780
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
781
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
782
+ #endif
783
+ #include<bonesVertex>
784
+ #include<bakedVertexAnimation>
785
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
786
+ #ifdef NORMAL
787
+ mat3 normalWorld=mat3(finalWorld);
788
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
789
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
790
+ #else
791
+ #ifdef NONUNIFORMSCALING
792
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
793
+ #endif
794
+ vNormalW=normalize(normalWorld*normalUpdated);
795
+ #endif
796
+ #endif
797
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
798
+ #ifdef MULTIVIEW
799
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
800
+ #else
801
+ gl_Position=viewProjection*worldPos;
802
+ #endif
803
+ vPositionW=vec3(worldPos);
804
+ #ifdef PREPASS
805
+ #include<prePassVertex>
806
+ #endif
807
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
808
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
809
+ #endif
810
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
811
+ #ifdef RIGHT_HANDED
812
+ vViewDepth=-(view*worldPos).z;
813
+ #else
814
+ vViewDepth=(view*worldPos).z;
815
+ #endif
816
+ #endif
817
+ #ifndef UV1
818
+ vec2 uvUpdated=vec2(0.,0.);
819
+ #endif
820
+ #ifndef UV2
821
+ vec2 uv2Updated=vec2(0.,0.);
822
+ #endif
823
+ #ifdef MAINUV1
824
+ vMainUV1=uvUpdated;
825
+ #endif
826
+ #ifdef MAINUV2
827
+ vMainUV2=uv2Updated;
828
+ #endif
829
+ #include<uvVariableDeclaration>[3..7]
830
+ #include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
831
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
832
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
833
+ #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
834
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
835
+ #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
836
+ #if defined(SPECULARTERM)
837
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
838
+ #endif
839
+ #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
840
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
841
+ #include<bumpVertex>
842
+ #include<clipPlaneVertex>
843
+ #include<fogVertex>
844
+ #include<shadowsVertex>[0..maxSimultaneousLights]
845
+ #include<vertexColorMixing>
846
+ #include<pointCloudVertex>
847
+ #include<logDepthVertex>
848
+ #define CUSTOM_VERTEX_MAIN_END
849
+ }
850
+ `;for(let e of(i.ShaderStore.ShadersStore[et]||(i.ShaderStore.ShadersStore[et]=ea),[{name:r,shader:t},{name:a,shader:n},o.sceneUboDeclaration,d.meshUboDeclaration,f.defaultUboDeclaration,{name:c,shader:l},s.helperFunctions,m.bonesDeclaration,S.bakedVertexAnimationDeclaration,E.instancesDeclaration,{name:v,shader:u},I.mainUVVaryingDeclaration,{name:A,shader:N},{name:T,shader:x},_.clipPlaneVertexDeclaration,h.fogVertexDeclaration,{name:p,shader:R},{name:M,shader:V},{name:P,shader:g},{name:O,shader:U},L.logDepthDeclaration,{name:C,shader:D},{name:F,shader:b},X.instancesVertex,W.bonesVertex,G.bakedVertexAnimation,{name:B,shader:w},{name:y,shader:H},{name:Y,shader:z},{name:k,shader:j},Z.clipPlaneVertex,q.fogVertex,{name:K,shader:Q},J.vertexColorMixing,{name:$,shader:ee},{name:ei,shader:er}]))i.ShaderStore.IncludesShadersStore[e.name]||(i.ShaderStore.IncludesShadersStore[e.name]=e.shader);e.s(["defaultVertexShader",0,{name:et,shader:ea}],44237)}]);