@uptimizr/dashboard 0.1.2 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (240) hide show
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  2. package/out/__next.__PAGE__.txt +4 -4
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  4. package/out/__next._head.txt +4 -4
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+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,65296,e=>{"use strict";var i=e.i(12423);let t="helperFunctions",r=`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;
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+ 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;
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+ #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)
11
+ );return outMatrix;}
12
+ 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),
13
+ b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
14
+ b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}
15
+ #if USE_EXACT_SRGB_CONVERSIONS
16
+ vec3 toLinearSpaceExact(vec3 color)
17
+ {vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));
18
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
19
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
20
+ #else
21
+ return
22
+ vec3(
23
+ color.r<=0.04045 ? nearZeroSection.r : remainingSection.r,
24
+ color.g<=0.04045 ? nearZeroSection.g : remainingSection.g,
25
+ color.b<=0.04045 ? nearZeroSection.b : remainingSection.b);
26
+ #endif
27
+ }
28
+ vec3 toGammaSpaceExact(vec3 color)
29
+ {vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);
30
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
31
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
32
+ #else
33
+ return
34
+ vec3(
35
+ color.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,
36
+ color.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,
37
+ color.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);
38
+ #endif
39
+ }
40
+ #endif
41
+ float toLinearSpace(float color)
42
+ {
43
+ #if USE_EXACT_SRGB_CONVERSIONS
44
+ float nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;
45
+ #else
46
+ return pow(color,LinearEncodePowerApprox);
47
+ #endif
48
+ }
49
+ vec3 toLinearSpace(vec3 color)
50
+ {
51
+ #if USE_EXACT_SRGB_CONVERSIONS
52
+ return toLinearSpaceExact(color);
53
+ #else
54
+ return pow(color,vec3(LinearEncodePowerApprox));
55
+ #endif
56
+ }
57
+ vec4 toLinearSpace(vec4 color)
58
+ {
59
+ #if USE_EXACT_SRGB_CONVERSIONS
60
+ return vec4(toLinearSpaceExact(color.rgb),color.a);
61
+ #else
62
+ return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
63
+ #endif
64
+ }
65
+ float toGammaSpace(float color)
66
+ {
67
+ #if USE_EXACT_SRGB_CONVERSIONS
68
+ float nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;
69
+ #else
70
+ return pow(color,GammaEncodePowerApprox);
71
+ #endif
72
+ }
73
+ vec3 toGammaSpace(vec3 color)
74
+ {
75
+ #if USE_EXACT_SRGB_CONVERSIONS
76
+ return toGammaSpaceExact(color);
77
+ #else
78
+ return pow(color,vec3(GammaEncodePowerApprox));
79
+ #endif
80
+ }
81
+ vec4 toGammaSpace(vec4 color)
82
+ {
83
+ #if USE_EXACT_SRGB_CONVERSIONS
84
+ return vec4(toGammaSpaceExact(color.rgb),color.a);
85
+ #else
86
+ return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
87
+ #endif
88
+ }
89
+ float square(float value)
90
+ {return value*value;}
91
+ vec3 square(vec3 value)
92
+ {return value*value;}
93
+ float pow5(float value) {float sq=value*value;return sq*sq*value;}
94
+ 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);}
95
+ float getLuminanceUnclamped(vec3 color)
96
+ {return dot(color,LuminanceEncodeApprox);}
97
+ float getLuminance(vec3 color)
98
+ {return saturate(getLuminanceUnclamped(color));}
99
+ float getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}
100
+ float dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}
101
+ 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);}
102
+ vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}
103
+ 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;}
104
+ 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;}
105
+ float sqrtClamped(float value) {return sqrt(max(value,0.));}
106
+ float avg(vec3 value) {return dot(value,vec3(0.333333333));}
107
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
108
+ uint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}
109
+ int onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}
110
+ 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);}
111
+ 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;}
112
+ 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);}
113
+ float min3(vec3 v) {return min(v.x,min(v.y,v.z));}
114
+ float max3(vec3 v) {return max(v.x,max(v.y,v.z));}
115
+ float uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}
116
+ vec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),
117
+ uint2float(rstate*2447445414u));}
118
+ #endif
119
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["helperFunctions",0,{name:t,shader:r}])},85668,e=>{"use strict";var i=e.i(12423);let t="sceneUboDeclaration",r=`layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;
120
+ #ifdef MULTIVIEW
121
+ mat4 viewProjectionR;
122
+ #endif
123
+ mat4 view;mat4 projection;vec4 vEyePosition;mat4 inverseProjection;};
124
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["sceneUboDeclaration",0,{name:t,shader:r}])},6232,92692,97226,e=>{"use strict";var i=e.i(12423);let t="meshUboDeclaration",r=`#ifdef WEBGL2
125
+ uniform mat4 world;uniform float visibility;
126
+ #else
127
+ layout(std140,column_major) uniform;uniform Mesh
128
+ {mat4 world;float visibility;};
129
+ #endif
130
+ #define WORLD_UBO
131
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["meshUboDeclaration",0,{name:t,shader:r}],6232);let a="mainUVVaryingDeclaration",n=`#ifdef MAINUV{X}
132
+ varying vec2 vMainUV{X};
133
+ #endif
134
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["mainUVVaryingDeclaration",0,{name:a,shader:n}],92692);let o="logDepthDeclaration",s=`#ifdef LOGARITHMICDEPTH
135
+ uniform float logarithmicDepthConstant;varying float vFragmentDepth;
136
+ #endif
137
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=s),e.s(["logDepthDeclaration",0,{name:o,shader:s}],97226)},50438,e=>{"use strict";var i=e.i(12423);let t="harmonicsFunctions",r=`#ifdef USESPHERICALFROMREFLECTIONMAP
138
+ #ifdef SPHERICAL_HARMONICS
139
+ vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
140
+ + vSphericalL1_1*(normal.y)
141
+ + vSphericalL10*(normal.z)
142
+ + vSphericalL11*(normal.x)
143
+ + vSphericalL2_2*(normal.y*normal.x)
144
+ + vSphericalL2_1*(normal.y*normal.z)
145
+ + vSphericalL20*((3.0*normal.z*normal.z)-1.0)
146
+ + vSphericalL21*(normal.z*normal.x)
147
+ + vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
148
+ #else
149
+ vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
150
+ #endif
151
+ #endif
152
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["harmonicsFunctions",0,{name:t,shader:r}])},60990,e=>{"use strict";var i=e.i(12423);let t="pbrBRDFFunctions",r=`#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
153
+ #define BRDF_DIFFUSE_MODEL_EON 0
154
+ #define BRDF_DIFFUSE_MODEL_BURLEY 1
155
+ #define BRDF_DIFFUSE_MODEL_LAMBERT 2
156
+ #define BRDF_DIFFUSE_MODEL_LEGACY 3
157
+ #define DIELECTRIC_SPECULAR_MODEL_GLTF 0
158
+ #define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1
159
+ #define CONDUCTOR_SPECULAR_MODEL_GLTF 0
160
+ #define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1
161
+ #if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)
162
+ #ifdef MS_BRDF_ENERGY_CONSERVATION
163
+ vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
164
+ #endif
165
+ #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
166
+ #define F82_COS_THETA_MAX 0.142857143
167
+ #define F82_ONE_MINUS_CTM_POW5 0.462664366
168
+ #define F82_ONE_MINUS_CTM_POW6 0.396569457
169
+ #define F82_B_DENOMINATOR_RECIP 17.6512785
170
+ #define BRDF_Z_SCALE 16.0
171
+ vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {vec3 white_minus_F0=vec3(1.0)-F0;vec3 b=(F0+white_minus_F0*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
172
+ vec3 getF82B(vec3 F0,vec3 edgeTint) {return (F0+(vec3(1.0)-F0)*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;}
173
+ vec3 getF82DirectionalAlbedo(vec3 F0,vec3 F90,vec3 b,vec3 environmentBrdf) {return (F90-F0)*environmentBrdf.x+F0*environmentBrdf.y-b*environmentBrdf.z;}
174
+ vec3 getF82AverageFresnel(vec3 F0,vec3 b) {return F0+(vec3(1.0)-F0)/21.0-b/126.0;}
175
+ #endif
176
+ #ifdef FUZZENVIRONMENTBRDF
177
+ vec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}
178
+ #endif
179
+ #ifdef ENVIRONMENTBRDF
180
+ vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);
181
+ #ifdef ENVIRONMENTBRDF_RGBD
182
+ brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
183
+ #endif
184
+ return brdfLookup.rgb;}
185
+ vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {
186
+ #ifdef BRDF_V_HEIGHT_CORRELATED
187
+ vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
188
+ #else
189
+ vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
190
+ #endif
191
+ return reflectance;}
192
+ vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {
193
+ #ifdef BRDF_V_HEIGHT_CORRELATED
194
+ vec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
195
+ #else
196
+ vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
197
+ #endif
198
+ return reflectance;}
199
+ #endif
200
+ /* NOT USED
201
+ #if defined(SHEEN) && defined(SHEEN_SOFTER)
202
+ float getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)
203
+ {float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}
204
+ #endif
205
+ */
206
+ #if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)
207
+ vec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
208
+ {float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
209
+ #endif
210
+ #if defined(SHEEN) && defined(ENVIRONMENTBRDF)
211
+ /**
212
+ * The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.
213
+ * The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table
214
+ */
215
+ vec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}
216
+ #endif
217
+ vec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)
218
+ {return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
219
+ float fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)
220
+ {return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
221
+ #ifdef CLEARCOAT
222
+ vec3 getR0RemappedForClearCoat(vec3 f0) {
223
+ #ifdef CLEARCOAT_DEFAULTIOR
224
+ #ifdef MOBILE
225
+ return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
226
+ #else
227
+ return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
228
+ #endif
229
+ #else
230
+ vec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);
231
+ #endif
232
+ }
233
+ #endif
234
+ #ifdef IRIDESCENCE
235
+ const mat3 XYZ_TO_REC709=mat3(
236
+ 3.2404542,-0.9692660, 0.0556434,
237
+ -1.5371385, 1.8760108,-0.2040259,
238
+ -0.4985314, 0.0415560, 1.0572252
239
+ );vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}
240
+ vec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}
241
+ float getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}
242
+ vec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}
243
+ vec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}
244
+ float cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999));
245
+ vec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);float maxR1=max(R1.r,max(R1.g,R1.b));if (maxR1<1e-6) {return max(vec3(R12),vec3(0.0));}
246
+ vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)
247
+ {Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}
248
+ return max(I,vec3(0.0));}
249
+ #endif
250
+ float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)
251
+ {float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}
252
+ #ifdef SHEEN
253
+ float normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)
254
+ {float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}
255
+ #endif
256
+ #ifdef ANISOTROPIC
257
+ float normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}
258
+ #endif
259
+ #ifdef BRDF_V_HEIGHT_CORRELATED
260
+ float smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {
261
+ #ifdef MOBILE
262
+ float GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);
263
+ #else
264
+ float a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);
265
+ #endif
266
+ }
267
+ #else
268
+ float smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)
269
+ {
270
+ #ifdef MOBILE
271
+ return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
272
+ #else
273
+ float alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));
274
+ #endif
275
+ }
276
+ float smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)
277
+ {float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}
278
+ #endif
279
+ #ifdef ANISOTROPIC
280
+ float smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}
281
+ #endif
282
+ #ifdef CLEARCOAT
283
+ float visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }
284
+ #endif
285
+ #ifdef SHEEN
286
+ float visibility_Ashikhmin(float NdotL,float NdotV)
287
+ {return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}
288
+ /* NOT USED
289
+ #ifdef SHEEN_SOFTER
290
+ float l(float x,float alphaG)
291
+ {float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}
292
+ float lambdaSheen(float cosTheta,float alphaG)
293
+ {return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}
294
+ float visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)
295
+ {float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}
296
+ #endif
297
+ */
298
+ #endif
299
+ float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =
300
+ (1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
301
+ (1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
302
+ const float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)
303
+ {float sigma=roughness;
304
+ float mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,
305
+ 0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}
306
+ vec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)
307
+ {vec3 rho=albedo;float sigma=roughness;
308
+ float mu_i=NdotL;
309
+ float mu_o=NdotV;
310
+ float s=LdotV-mu_i*mu_o;
311
+ float sovertF=s>0.0 ? s/max(mu_i,mu_o) : s;
312
+ float AF=1.0/(1.0+constant1_FON*sigma);
313
+ vec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF);
314
+ float EFo=E_FON_approx(mu_o,sigma);
315
+ float EFi=E_FON_approx(mu_i,sigma);
316
+ float avgEF=AF*(1.0+constant2_FON*sigma);
317
+ vec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo)
318
+ * max(eps,1.0-EFi)
319
+ / max(eps,1.0-avgEF);return (f_ss+f_ms);}
320
+ #ifdef SS_TRANSLUCENCY
321
+ vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
322
+ float computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}
323
+ #endif
324
+ #endif
325
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["pbrBRDFFunctions",0,{name:t,shader:r}])},39067,15420,e=>{"use strict";var i=e.i(12423);let t="bonesDeclaration",r=`#if NUM_BONE_INFLUENCERS>0
326
+ attribute vec4 matricesIndices;attribute vec4 matricesWeights;
327
+ #if NUM_BONE_INFLUENCERS>4
328
+ attribute vec4 matricesIndicesExtra;attribute vec4 matricesWeightsExtra;
329
+ #endif
330
+ #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
331
+ #ifdef BONETEXTURE
332
+ uniform highp sampler2D boneSampler;uniform vec2 boneTextureInfo;
333
+ #else
334
+ uniform mat4 mBones[BonesPerMesh];
335
+ #endif
336
+ #ifdef BONES_VELOCITY_ENABLED
337
+ uniform mat4 mPreviousBones[BonesPerMesh];
338
+ #endif
339
+ #ifdef BONETEXTURE
340
+ #define inline
341
+ mat4 readMatrixFromRawSampler(sampler2D smp,float index)
342
+ {
343
+ #if defined(WEBGL2) || defined(WEBGPU)
344
+ int offset=int(index)*4;
345
+ 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);
346
+ #else
347
+ 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)));
348
+ return mat4(m0,m1,m2,m3);
349
+ #endif
350
+ }
351
+ #endif
352
+ #endif
353
+ #endif
354
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["bonesDeclaration",0,{name:t,shader:r}],39067);let a="bakedVertexAnimationDeclaration",n=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
355
+ uniform float bakedVertexAnimationTime;
356
+ #if !defined(WEBGL2) && !defined(WEBGPU)
357
+ uniform vec2 bakedVertexAnimationTextureSizeInverted;
358
+ #endif
359
+ uniform vec4 bakedVertexAnimationSettings;uniform sampler2D bakedVertexAnimationTexture;
360
+ #ifdef INSTANCES
361
+ attribute vec4 bakedVertexAnimationSettingsInstanced;
362
+ #endif
363
+ #define inline
364
+ mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
365
+ {
366
+ #if defined(WEBGL2) || defined(WEBGPU)
367
+ 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);
368
+ #else
369
+ 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);
370
+ #endif
371
+ }
372
+ #endif
373
+ `;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 t="instancesDeclaration",r=`#ifdef INSTANCES
374
+ attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;
375
+ #ifdef INSTANCESCOLOR
376
+ attribute vec4 instanceColor;
377
+ #endif
378
+ #if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
379
+ uniform mat4 world;
380
+ #endif
381
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
382
+ attribute vec4 previousWorld0;attribute vec4 previousWorld1;attribute vec4 previousWorld2;attribute vec4 previousWorld3;
383
+ #ifdef THIN_INSTANCES
384
+ uniform mat4 previousWorld;
385
+ #endif
386
+ #endif
387
+ #else
388
+ #if !defined(WORLD_UBO)
389
+ uniform mat4 world;
390
+ #endif
391
+ #if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
392
+ uniform mat4 previousWorld;
393
+ #endif
394
+ #endif
395
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["instancesDeclaration",0,{name:t,shader:r}])},42927,e=>{"use strict";var i=e.i(12423);let t="clipPlaneVertexDeclaration",r=`#ifdef CLIPPLANE
396
+ uniform vec4 vClipPlane;varying float fClipDistance;
397
+ #endif
398
+ #ifdef CLIPPLANE2
399
+ uniform vec4 vClipPlane2;varying float fClipDistance2;
400
+ #endif
401
+ #ifdef CLIPPLANE3
402
+ uniform vec4 vClipPlane3;varying float fClipDistance3;
403
+ #endif
404
+ #ifdef CLIPPLANE4
405
+ uniform vec4 vClipPlane4;varying float fClipDistance4;
406
+ #endif
407
+ #ifdef CLIPPLANE5
408
+ uniform vec4 vClipPlane5;varying float fClipDistance5;
409
+ #endif
410
+ #ifdef CLIPPLANE6
411
+ uniform vec4 vClipPlane6;varying float fClipDistance6;
412
+ #endif
413
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["clipPlaneVertexDeclaration",0,{name:t,shader:r}])},40805,30667,76955,16607,e=>{"use strict";var i=e.i(12423);let t="instancesVertex",r=`#ifdef INSTANCES
414
+ mat4 finalWorld=mat4(world0,world1,world2,world3);
415
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
416
+ mat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,
417
+ previousWorld2,previousWorld3);
418
+ #endif
419
+ #ifdef THIN_INSTANCES
420
+ finalWorld=world*finalWorld;
421
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
422
+ finalPreviousWorld=previousWorld*finalPreviousWorld;
423
+ #endif
424
+ #endif
425
+ #else
426
+ mat4 finalWorld=world;
427
+ #if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)
428
+ mat4 finalPreviousWorld=previousWorld;
429
+ #endif
430
+ #endif
431
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["instancesVertex",0,{name:t,shader:r}],40805);let a="bonesVertex",n=`#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
432
+ #if NUM_BONE_INFLUENCERS>0
433
+ mat4 influence;
434
+ #ifdef BONETEXTURE
435
+ influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
436
+ #if NUM_BONE_INFLUENCERS>1
437
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
438
+ #endif
439
+ #if NUM_BONE_INFLUENCERS>2
440
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
441
+ #endif
442
+ #if NUM_BONE_INFLUENCERS>3
443
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
444
+ #endif
445
+ #if NUM_BONE_INFLUENCERS>4
446
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
447
+ #endif
448
+ #if NUM_BONE_INFLUENCERS>5
449
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
450
+ #endif
451
+ #if NUM_BONE_INFLUENCERS>6
452
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
453
+ #endif
454
+ #if NUM_BONE_INFLUENCERS>7
455
+ influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
456
+ #endif
457
+ #else
458
+ influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
459
+ #if NUM_BONE_INFLUENCERS>1
460
+ influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
461
+ #endif
462
+ #if NUM_BONE_INFLUENCERS>2
463
+ influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
464
+ #endif
465
+ #if NUM_BONE_INFLUENCERS>3
466
+ influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
467
+ #endif
468
+ #if NUM_BONE_INFLUENCERS>4
469
+ influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
470
+ #endif
471
+ #if NUM_BONE_INFLUENCERS>5
472
+ influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
473
+ #endif
474
+ #if NUM_BONE_INFLUENCERS>6
475
+ influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
476
+ #endif
477
+ #if NUM_BONE_INFLUENCERS>7
478
+ influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
479
+ #endif
480
+ #endif
481
+ finalWorld=finalWorld*influence;
482
+ #endif
483
+ #endif
484
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["bonesVertex",0,{name:a,shader:n}],30667);let o="bakedVertexAnimation",s=`#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
485
+ {
486
+ #ifdef INSTANCES
487
+ #define BVASNAME bakedVertexAnimationSettingsInstanced
488
+ #else
489
+ #define BVASNAME bakedVertexAnimationSettings
490
+ #endif
491
+ 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];
492
+ #if NUM_BONE_INFLUENCERS>1
493
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
494
+ #endif
495
+ #if NUM_BONE_INFLUENCERS>2
496
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
497
+ #endif
498
+ #if NUM_BONE_INFLUENCERS>3
499
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
500
+ #endif
501
+ #if NUM_BONE_INFLUENCERS>4
502
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
503
+ #endif
504
+ #if NUM_BONE_INFLUENCERS>5
505
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
506
+ #endif
507
+ #if NUM_BONE_INFLUENCERS>6
508
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
509
+ #endif
510
+ #if NUM_BONE_INFLUENCERS>7
511
+ VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
512
+ #endif
513
+ finalWorld=finalWorld*VATInfluence;}
514
+ #endif
515
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=s),e.s(["bakedVertexAnimation",0,{name:o,shader:s}],76955);let f="clipPlaneVertex",l=`#ifdef CLIPPLANE
516
+ fClipDistance=dot(worldPos,vClipPlane);
517
+ #endif
518
+ #ifdef CLIPPLANE2
519
+ fClipDistance2=dot(worldPos,vClipPlane2);
520
+ #endif
521
+ #ifdef CLIPPLANE3
522
+ fClipDistance3=dot(worldPos,vClipPlane3);
523
+ #endif
524
+ #ifdef CLIPPLANE4
525
+ fClipDistance4=dot(worldPos,vClipPlane4);
526
+ #endif
527
+ #ifdef CLIPPLANE5
528
+ fClipDistance5=dot(worldPos,vClipPlane5);
529
+ #endif
530
+ #ifdef CLIPPLANE6
531
+ fClipDistance6=dot(worldPos,vClipPlane6);
532
+ #endif
533
+ `;i.ShaderStore.IncludesShadersStore[f]||(i.ShaderStore.IncludesShadersStore[f]=l),e.s(["clipPlaneVertex",0,{name:f,shader:l}],16607)},57828,29231,17464,e=>{"use strict";var i=e.i(12423);let t="fogVertexDeclaration",r=`#ifdef FOG
534
+ varying vec3 vFogDistance;
535
+ #endif
536
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["fogVertexDeclaration",0,{name:t,shader:r}],57828);let a="fogVertex",n=`#ifdef FOG
537
+ vFogDistance=(view*worldPos).xyz;
538
+ #endif
539
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["fogVertex",0,{name:a,shader:n}],29231);let o="vertexColorMixing",s=`#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
540
+ vColor=vec4(1.0);
541
+ #ifdef VERTEXCOLOR
542
+ #ifdef VERTEXALPHA
543
+ vColor*=colorUpdated;
544
+ #else
545
+ vColor.rgb*=colorUpdated.rgb;
546
+ #endif
547
+ #endif
548
+ #ifdef INSTANCESCOLOR
549
+ vColor*=instanceColor;
550
+ #endif
551
+ #endif
552
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=s),e.s(["vertexColorMixing",0,{name:o,shader:s}],17464)},32936,32235,61193,99838,e=>{"use strict";var i=e.i(12423);let t="morphTargetsVertexGlobalDeclaration",r=`#ifdef MORPHTARGETS
553
+ uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
554
+ #ifdef MORPHTARGETS_TEXTURE
555
+ uniform float morphTargetTextureIndices[NUM_MORPH_INFLUENCERS];uniform vec3 morphTargetTextureInfo;uniform highp sampler2DArray morphTargets;vec3 readVector3FromRawSampler(int targetIndex,float vertexIndex)
556
+ {
557
+ #if defined(WEBGL2) || defined(WEBGPU)
558
+ 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;
559
+ #else
560
+ 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;
561
+ #endif
562
+ }
563
+ vec4 readVector4FromRawSampler(int targetIndex,float vertexIndex)
564
+ {
565
+ #if defined(WEBGL2) || defined(WEBGPU)
566
+ 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);
567
+ #else
568
+ 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);
569
+ #endif
570
+ }
571
+ #endif
572
+ #endif
573
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["morphTargetsVertexGlobalDeclaration",0,{name:t,shader:r}],32936);let a="morphTargetsVertexDeclaration",n=`#ifdef MORPHTARGETS
574
+ #ifndef MORPHTARGETS_TEXTURE
575
+ #ifdef MORPHTARGETS_POSITION
576
+ attribute vec3 position{X};
577
+ #endif
578
+ #ifdef MORPHTARGETS_NORMAL
579
+ attribute vec3 normal{X};
580
+ #endif
581
+ #ifdef MORPHTARGETS_TANGENT
582
+ attribute vec3 tangent{X};
583
+ #endif
584
+ #ifdef MORPHTARGETS_UV
585
+ attribute vec2 uv_{X};
586
+ #endif
587
+ #ifdef MORPHTARGETS_UV2
588
+ attribute vec2 uv2_{X};
589
+ #endif
590
+ #ifdef MORPHTARGETS_COLOR
591
+ attribute vec4 color{X};
592
+ #endif
593
+ #elif {X}==0
594
+ uniform float morphTargetCount;
595
+ #endif
596
+ #endif
597
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["morphTargetsVertexDeclaration",0,{name:a,shader:n}],32235);let o="morphTargetsVertexGlobal",s=`#ifdef MORPHTARGETS
598
+ #ifdef MORPHTARGETS_TEXTURE
599
+ float vertexID;
600
+ #endif
601
+ #endif
602
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=s),e.s(["morphTargetsVertexGlobal",0,{name:o,shader:s}],61193);let f="morphTargetsVertex",l=`#ifdef MORPHTARGETS
603
+ #ifdef MORPHTARGETS_TEXTURE
604
+ #if {X}==0
605
+ for (int i=0; i<NUM_MORPH_INFLUENCERS; i++) {if (float(i)>=morphTargetCount) break;vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
606
+ #ifdef MORPHTARGETS_POSITION
607
+ positionUpdated+=(readVector3FromRawSampler(i,vertexID)-position)*morphTargetInfluences[i];
608
+ #endif
609
+ #ifdef MORPHTARGETTEXTURE_HASPOSITIONS
610
+ vertexID+=1.0;
611
+ #endif
612
+ #ifdef MORPHTARGETS_NORMAL
613
+ normalUpdated+=(readVector3FromRawSampler(i,vertexID) -normal)*morphTargetInfluences[i];
614
+ #endif
615
+ #ifdef MORPHTARGETTEXTURE_HASNORMALS
616
+ vertexID+=1.0;
617
+ #endif
618
+ #ifdef MORPHTARGETS_UV
619
+ uvUpdated+=(readVector3FromRawSampler(i,vertexID).xy-uv)*morphTargetInfluences[i];
620
+ #endif
621
+ #ifdef MORPHTARGETTEXTURE_HASUVS
622
+ vertexID+=1.0;
623
+ #endif
624
+ #ifdef MORPHTARGETS_TANGENT
625
+ tangentUpdated.xyz+=(readVector3FromRawSampler(i,vertexID) -tangent.xyz)*morphTargetInfluences[i];
626
+ #endif
627
+ #ifdef MORPHTARGETTEXTURE_HASTANGENTS
628
+ vertexID+=1.0;
629
+ #endif
630
+ #ifdef MORPHTARGETS_UV2
631
+ uv2Updated+=(readVector3FromRawSampler(i,vertexID).xy-uv2)*morphTargetInfluences[i];
632
+ #endif
633
+ #ifdef MORPHTARGETTEXTURE_HASUV2S
634
+ vertexID+=1.0;
635
+ #endif
636
+ #ifdef MORPHTARGETS_COLOR
637
+ colorUpdated+=(readVector4FromRawSampler(i,vertexID)-color)*morphTargetInfluences[i];
638
+ #endif
639
+ }
640
+ #endif
641
+ #else
642
+ #ifdef MORPHTARGETS_POSITION
643
+ positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
644
+ #endif
645
+ #ifdef MORPHTARGETS_NORMAL
646
+ normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
647
+ #endif
648
+ #ifdef MORPHTARGETS_TANGENT
649
+ tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
650
+ #endif
651
+ #ifdef MORPHTARGETS_UV
652
+ uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
653
+ #endif
654
+ #ifdef MORPHTARGETS_UV2
655
+ uv2Updated+=(uv2_{X}-uv2)*morphTargetInfluences[{X}];
656
+ #endif
657
+ #ifdef MORPHTARGETS_COLOR
658
+ colorUpdated+=(color{X}-color)*morphTargetInfluences[{X}];
659
+ #endif
660
+ #endif
661
+ #endif
662
+ `;i.ShaderStore.IncludesShadersStore[f]||(i.ShaderStore.IncludesShadersStore[f]=l),e.s(["morphTargetsVertex",0,{name:f,shader:l}],99838)},74747,78119,23131,39962,41527,50010,91440,43842,61981,55212,23689,e=>{"use strict";var i=e.i(12423);let t="decalVertexDeclaration",r=`#ifdef DECAL
663
+ uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
664
+ #endif
665
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["decalVertexDeclaration",0,{name:t,shader:r}],74747);let a="uvAttributeDeclaration",n=`#ifdef UV{X}
666
+ attribute vec2 uv{X};
667
+ #endif
668
+ `;i.ShaderStore.IncludesShadersStore[a]||(i.ShaderStore.IncludesShadersStore[a]=n),e.s(["uvAttributeDeclaration",0,{name:a,shader:n}],78119);let o="prePassVertexDeclaration",s=`#ifdef PREPASS
669
+ #ifdef PREPASS_LOCAL_POSITION
670
+ varying vec3 vPosition;
671
+ #endif
672
+ #ifdef PREPASS_DEPTH
673
+ varying vec3 vViewPos;
674
+ #endif
675
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
676
+ varying float vNormViewDepth;
677
+ #endif
678
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
679
+ uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
680
+ #endif
681
+ #endif
682
+ `;i.ShaderStore.IncludesShadersStore[o]||(i.ShaderStore.IncludesShadersStore[o]=s),e.s(["prePassVertexDeclaration",0,{name:o,shader:s}],23131);let f="samplerVertexDeclaration",l=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
683
+ varying vec2 v_VARYINGNAME_UV;
684
+ #endif
685
+ `;i.ShaderStore.IncludesShadersStore[f]||(i.ShaderStore.IncludesShadersStore[f]=l),e.s(["samplerVertexDeclaration",0,{name:f,shader:l}],39962);let c="lightVxFragmentDeclaration",d=`#ifdef LIGHT{X}
686
+ uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
687
+ #ifdef SPECULARTERM
688
+ uniform vec4 vLightSpecular{X};
689
+ #else
690
+ vec4 vLightSpecular{X}=vec4(0.);
691
+ #endif
692
+ #ifdef SHADOW{X}
693
+ #ifdef SHADOWCSM{X}
694
+ 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};
695
+ #elif defined(SHADOWCUBE{X})
696
+ #else
697
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
698
+ #endif
699
+ uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
700
+ #endif
701
+ #ifdef SPOTLIGHT{X}
702
+ uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
703
+ #elif defined(POINTLIGHT{X})
704
+ uniform vec4 vLightFalloff{X};
705
+ #elif defined(HEMILIGHT{X})
706
+ uniform vec3 vLightGround{X};
707
+ #endif
708
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
709
+ uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
710
+ #endif
711
+ #endif
712
+ `;i.ShaderStore.IncludesShadersStore[c]||(i.ShaderStore.IncludesShadersStore[c]=d),e.s(["lightVxFragmentDeclaration",0,{name:c,shader:d}],41527);let m="lightVxUboDeclaration",E=`#ifdef LIGHT{X}
713
+ uniform Light{X}
714
+ {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
715
+ #ifdef SPOTLIGHT{X}
716
+ vec4 vLightDirection;vec4 vLightFalloff;
717
+ #elif defined(POINTLIGHT{X})
718
+ vec4 vLightFalloff;
719
+ #elif defined(HEMILIGHT{X})
720
+ vec3 vLightGround;
721
+ #elif defined(CLUSTLIGHT{X})
722
+ vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
723
+ #endif
724
+ #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
725
+ vec4 vLightWidth;vec4 vLightHeight;
726
+ #endif
727
+ vec4 shadowsInfo;vec2 depthValues;} light{X};
728
+ #ifdef SHADOW{X}
729
+ #ifdef SHADOWCSM{X}
730
+ 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};
731
+ #elif defined(SHADOWCUBE{X})
732
+ #else
733
+ varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
734
+ #endif
735
+ #endif
736
+ #endif
737
+ `;i.ShaderStore.IncludesShadersStore[m]||(i.ShaderStore.IncludesShadersStore[m]=E),e.s(["lightVxUboDeclaration",0,{name:m,shader:E}],50010);let u="prePassVertex",v=`#ifdef PREPASS_DEPTH
738
+ vViewPos=(view*worldPos).rgb;
739
+ #endif
740
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
741
+ vNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);
742
+ #endif
743
+ #ifdef PREPASS_LOCAL_POSITION
744
+ vPosition=positionUpdated.xyz;
745
+ #endif
746
+ #if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
747
+ vCurrentPosition=viewProjection*worldPos;
748
+ #if NUM_BONE_INFLUENCERS>0
749
+ mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
750
+ #if NUM_BONE_INFLUENCERS>1
751
+ previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
752
+ #endif
753
+ #if NUM_BONE_INFLUENCERS>2
754
+ previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
755
+ #endif
756
+ #if NUM_BONE_INFLUENCERS>3
757
+ previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
758
+ #endif
759
+ #if NUM_BONE_INFLUENCERS>4
760
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
761
+ #endif
762
+ #if NUM_BONE_INFLUENCERS>5
763
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
764
+ #endif
765
+ #if NUM_BONE_INFLUENCERS>6
766
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
767
+ #endif
768
+ #if NUM_BONE_INFLUENCERS>7
769
+ previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
770
+ #endif
771
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
772
+ #else
773
+ vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
774
+ #endif
775
+ #endif
776
+ `;i.ShaderStore.IncludesShadersStore[u]||(i.ShaderStore.IncludesShadersStore[u]=v),e.s(["prePassVertex",0,{name:u,shader:v}],91440);let S="uvVariableDeclaration",I=`#if !defined(UV{X}) && defined(MAINUV{X})
777
+ vec2 uv{X}=vec2(0.,0.);
778
+ #endif
779
+ #ifdef MAINUV{X}
780
+ vMainUV{X}=uv{X};
781
+ #endif
782
+ `;i.ShaderStore.IncludesShadersStore[S]||(i.ShaderStore.IncludesShadersStore[S]=I),e.s(["uvVariableDeclaration",0,{name:S,shader:I}],43842);let N="samplerVertexImplementation",_=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
783
+ if (v_INFONAME_==0.)
784
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
785
+ #ifdef UV2
786
+ else if (v_INFONAME_==1.)
787
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}
788
+ #endif
789
+ #ifdef UV3
790
+ else if (v_INFONAME_==2.)
791
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
792
+ #endif
793
+ #ifdef UV4
794
+ else if (v_INFONAME_==3.)
795
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
796
+ #endif
797
+ #ifdef UV5
798
+ else if (v_INFONAME_==4.)
799
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
800
+ #endif
801
+ #ifdef UV6
802
+ else if (v_INFONAME_==5.)
803
+ {v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
804
+ #endif
805
+ #endif
806
+ `;i.ShaderStore.IncludesShadersStore[N]||(i.ShaderStore.IncludesShadersStore[N]=_),e.s(["samplerVertexImplementation",0,{name:N,shader:_}],61981);let A="shadowsVertex",R=`#ifdef SHADOWS
807
+ #if defined(SHADOWCSM{X})
808
+ vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
809
+ #ifdef USE_REVERSE_DEPTHBUFFER
810
+ vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
811
+ #else
812
+ vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
813
+ #endif
814
+ }
815
+ #elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
816
+ vPositionFromLight{X}=lightMatrix{X}*worldPos;
817
+ #ifdef USE_REVERSE_DEPTHBUFFER
818
+ vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
819
+ #else
820
+ vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
821
+ #endif
822
+ #endif
823
+ #endif
824
+ `;i.ShaderStore.IncludesShadersStore[A]||(i.ShaderStore.IncludesShadersStore[A]=R),e.s(["shadowsVertex",0,{name:A,shader:R}],55212);let h="logDepthVertex",p=`#ifdef LOGARITHMICDEPTH
825
+ vFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;
826
+ #endif
827
+ `;i.ShaderStore.IncludesShadersStore[h]||(i.ShaderStore.IncludesShadersStore[h]=p),e.s(["logDepthVertex",0,{name:h,shader:p}],23689)},14469,e=>{"use strict";var i=e.i(12423);e.i(85668),e.i(6232);let t="openpbrUboDeclaration",r=`layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec2 renderTargetSize;vec4 cameraInfo;vec4 vTextureRepetitionHexTilingParams;mat4 backgroundRefractionMatrix;vec3 vBackgroundRefractionInfos;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vTransmissionWeight;vec3 vTransmissionColor;float vTransmissionDepth;vec3 vTransmissionScatter;float vTransmissionScatterAnisotropy;float vTransmissionDispersionScale;float vTransmissionDispersionAbbeNumber;float vSubsurfaceWeight;vec3 vSubsurfaceColor;float vSubsurfaceRadius;vec3 vSubsurfaceRadiusScale;float vSubsurfaceScatterAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;float vGeometryThinWalled;vec2 vGeometryCoatTangent;float vGeometryThickness;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vTransmissionWeightInfos;mat4 transmissionWeightMatrix;vec2 vTransmissionColorInfos;mat4 transmissionColorMatrix;vec2 vTransmissionDepthInfos;mat4 transmissionDepthMatrix;vec2 vTransmissionScatterInfos;mat4 transmissionScatterMatrix;vec2 vTransmissionDispersionScaleInfos;mat4 transmissionDispersionScaleMatrix;vec2 vSubsurfaceWeightInfos;mat4 subsurfaceWeightMatrix;vec2 vSubsurfaceColorInfos;mat4 subsurfaceColorMatrix;vec2 vSubsurfaceRadiusScaleInfos;mat4 subsurfaceRadiusScaleMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vGeometryThicknessInfos;mat4 geometryThicknessMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;
828
+ #define ADDITIONAL_UBO_DECLARATION
829
+ };
830
+ #include<sceneUboDeclaration>
831
+ #include<meshUboDeclaration>
832
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r),e.s(["openpbrUboDeclaration",0,{name:t,shader:r}])},43820,e=>{"use strict";var i=e.i(12423);let t="sceneVertexDeclaration",r=`uniform mat4 viewProjection;
833
+ #ifdef MULTIVIEW
834
+ uniform mat4 viewProjectionR;
835
+ #endif
836
+ uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
837
+ `;i.ShaderStore.IncludesShadersStore[t]||(i.ShaderStore.IncludesShadersStore[t]=r);var a=e.i(74747);let n="openpbrVertexDeclaration",o=`#include<sceneVertexDeclaration>
838
+ #ifdef BASE_COLOR
839
+ uniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;
840
+ #endif
841
+ #ifdef BASE_WEIGHT
842
+ uniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;
843
+ #endif
844
+ uniform float vBaseDiffuseRoughness;
845
+ #ifdef BASE_DIFFUSE_ROUGHNESS
846
+ uniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;
847
+ #endif
848
+ #ifdef AMBIENT_OCCLUSION
849
+ uniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix;
850
+ #endif
851
+ #ifdef EMISSION_COLOR
852
+ uniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix;
853
+ #endif
854
+ #ifdef LIGHTMAP
855
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
856
+ #endif
857
+ #ifdef BASE_METALNESS
858
+ uniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix;
859
+ #endif
860
+ #ifdef SPECULAR_WEIGHT
861
+ uniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix;
862
+ #endif
863
+ #ifdef SPECULAR_COLOR
864
+ uniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix;
865
+ #endif
866
+ #ifdef SPECULAR_ROUGHNESS
867
+ uniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix;
868
+ #endif
869
+ #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
870
+ uniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;
871
+ #endif
872
+ #ifdef TRANSMISSION_WEIGHT
873
+ uniform vec2 vTransmissionWeightInfos;uniform mat4 transmissionWeightMatrix;
874
+ #endif
875
+ #ifdef TRANSMISSION_COLOR
876
+ uniform vec2 vTransmissionColorInfos;uniform mat4 transmissionColorMatrix;
877
+ #endif
878
+ #ifdef TRANSMISSION_DEPTH
879
+ uniform vec2 vTransmissionDepthInfos;uniform mat4 transmissionDepthMatrix;
880
+ #endif
881
+ #ifdef TRANSMISSION_DISPERSION_SCALE
882
+ uniform vec2 vTransmissionDispersionScaleInfos;uniform mat4 transmissionDispersionScaleMatrix;
883
+ #endif
884
+ #ifdef SUBSURFACE_WEIGHT
885
+ uniform vec2 vSubsurfaceWeightInfos;uniform mat4 subsurfaceWeightMatrix;
886
+ #endif
887
+ #ifdef SUBSURFACE_COLOR
888
+ uniform vec2 vSubsurfaceColorInfos;uniform mat4 subsurfaceColorMatrix;
889
+ #endif
890
+ #ifdef SUBSURFACE_RADIUS_SCALE
891
+ uniform vec2 vSubsurfaceRadiusScaleInfos;uniform mat4 subsurfaceRadiusScaleMatrix;
892
+ #endif
893
+ #ifdef COAT_WEIGHT
894
+ uniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;
895
+ #endif
896
+ #ifdef COAT_COLOR
897
+ uniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix;
898
+ #endif
899
+ #ifdef COAT_ROUGHNESS
900
+ uniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix;
901
+ #endif
902
+ #ifdef COAT_ROUGHNESS_ANISOTROPY
903
+ uniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix;
904
+ #endif
905
+ #ifdef COAT_IOR
906
+ uniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;
907
+ #endif
908
+ #ifdef COAT_DARKENING
909
+ uniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;
910
+ #endif
911
+ #ifdef FUZZ_WEIGHT
912
+ uniform vec2 vFuzzWeightInfos;uniform mat4 fuzzWeightMatrix;
913
+ #endif
914
+ #ifdef FUZZ_COLOR
915
+ uniform vec2 vFuzzColorInfos;uniform mat4 fuzzColorMatrix;
916
+ #endif
917
+ #ifdef FUZZ_ROUGHNESS
918
+ uniform vec2 vFuzzRoughnessInfos;uniform mat4 fuzzRoughnessMatrix;
919
+ #endif
920
+ #ifdef GEOMETRY_NORMAL
921
+ uniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;
922
+ #endif
923
+ #ifdef GEOMETRY_TANGENT
924
+ uniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix;
925
+ #endif
926
+ #ifdef GEOMETRY_COAT_NORMAL
927
+ uniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix;
928
+ #endif
929
+ #ifdef THIN_FILM_WEIGHT
930
+ uniform vec2 vThinFilmWeightInfos;uniform mat4 thinFilmWeightMatrix;
931
+ #endif
932
+ #ifdef THIN_FILM_THICKNESS
933
+ uniform vec2 vThinFilmThicknessInfos;uniform mat4 thinFilmThicknessMatrix;
934
+ #endif
935
+ #ifdef GEOMETRY_OPACITY
936
+ uniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;
937
+ #endif
938
+ #ifdef GEOMETRY_THICKNESS
939
+ uniform mat4 geometryThicknessMatrix;uniform vec2 vGeometryThicknessInfos;
940
+ #endif
941
+ #ifdef POINTSIZE
942
+ uniform float pointSize;
943
+ #endif
944
+ uniform vec4 cameraInfo;uniform vec4 vTextureRepetitionHexTilingParams;
945
+ #ifdef REFLECTION
946
+ uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
947
+ #endif
948
+ #ifdef NORMAL
949
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
950
+ #ifdef USESPHERICALFROMREFLECTIONMAP
951
+ #ifdef SPHERICAL_HARMONICS
952
+ uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
953
+ #else
954
+ uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
955
+ #endif
956
+ #endif
957
+ #endif
958
+ #endif
959
+ #ifdef DETAIL
960
+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
961
+ #endif
962
+ #include<decalVertexDeclaration>
963
+ #define ADDITIONAL_VERTEX_DECLARATION
964
+ `;i.ShaderStore.IncludesShadersStore[n]||(i.ShaderStore.IncludesShadersStore[n]=o);var s=e.i(85668),f=e.i(6232),l=e.i(14469),c=e.i(78119),d=e.i(92692),m=e.i(65296),E=e.i(60990),u=e.i(39067),v=e.i(15420),S=e.i(85863),I=e.i(23131),N=e.i(39962),_=e.i(50438);let A="openpbrNormalMapVertexDeclaration",R=`#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)
965
+ #if defined(TANGENT) && defined(NORMAL)
966
+ varying mat3 vTBN;
967
+ #endif
968
+ #endif
969
+ `;i.ShaderStore.IncludesShadersStore[A]||(i.ShaderStore.IncludesShadersStore[A]=R);var h=e.i(42927),p=e.i(57828),T=e.i(41527),M=e.i(50010),x=e.i(32936),O=e.i(32235),g=e.i(97226),V=e.i(61193),C=e.i(99838),D=e.i(40805),F=e.i(30667),L=e.i(76955),P=e.i(91440),G=e.i(43842),U=e.i(61981);let b="openpbrNormalMapVertex",B=`#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)
970
+ #if defined(TANGENT) && defined(NORMAL)
971
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
972
+ #endif
973
+ #endif
974
+ `;i.ShaderStore.IncludesShadersStore[b]||(i.ShaderStore.IncludesShadersStore[b]=B);var y=e.i(16607),X=e.i(29231),W=e.i(55212),H=e.i(17464),Y=e.i(23689);let z="openpbrVertexShader",w=`#define OPENPBR_VERTEX_SHADER
975
+ #define CUSTOM_VERTEX_EXTENSION
976
+ precision highp float;
977
+ #include<__decl__openpbrVertex>
978
+ #define CUSTOM_VERTEX_BEGIN
979
+ attribute vec3 position;
980
+ #ifdef NORMAL
981
+ attribute vec3 normal;
982
+ #endif
983
+ #ifdef TANGENT
984
+ attribute vec4 tangent;
985
+ #endif
986
+ #ifdef UV1
987
+ attribute vec2 uv;
988
+ #endif
989
+ #include<uvAttributeDeclaration>[2..7]
990
+ #include<mainUVVaryingDeclaration>[1..7]
991
+ #ifdef VERTEXCOLOR
992
+ attribute vec4 color;
993
+ #endif
994
+ #include<helperFunctions>
995
+ #include<pbrBRDFFunctions>
996
+ #include<bonesDeclaration>
997
+ #include<bakedVertexAnimationDeclaration>
998
+ #include<instancesDeclaration>
999
+ #include<prePassVertexDeclaration>
1000
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)
1001
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
1002
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
1003
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)
1004
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)
1005
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)
1006
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)
1007
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)
1008
+ #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight)
1009
+ #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor)
1010
+ #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)
1011
+ #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)
1012
+ #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)
1013
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight)
1014
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor)
1015
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale)
1016
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)
1017
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)
1018
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)
1019
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)
1020
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)
1021
+ #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight)
1022
+ #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor)
1023
+ #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness)
1024
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)
1025
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)
1026
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)
1027
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)
1028
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness)
1029
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)
1030
+ #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)
1031
+ #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)
1032
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)
1033
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
1034
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
1035
+ varying vec3 vPositionW;
1036
+ #if DEBUGMODE>0
1037
+ varying vec4 vClipSpacePosition;
1038
+ #endif
1039
+ #ifdef NORMAL
1040
+ varying vec3 vNormalW;
1041
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
1042
+ varying vec3 vEnvironmentIrradiance;
1043
+ #include<harmonicsFunctions>
1044
+ #endif
1045
+ #endif
1046
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
1047
+ varying vec4 vColor;
1048
+ #endif
1049
+ #include<openpbrNormalMapVertexDeclaration>
1050
+ #include<clipPlaneVertexDeclaration>
1051
+ #include<fogVertexDeclaration>
1052
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
1053
+ #include<morphTargetsVertexGlobalDeclaration>
1054
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
1055
+ #ifdef REFLECTIONMAP_SKYBOX
1056
+ varying vec3 vPositionUVW;
1057
+ #endif
1058
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
1059
+ varying vec3 vDirectionW;
1060
+ #endif
1061
+ #include<logDepthDeclaration>
1062
+ #define CUSTOM_VERTEX_DEFINITIONS
1063
+ void main(void) {
1064
+ #define CUSTOM_VERTEX_MAIN_BEGIN
1065
+ vec3 positionUpdated=position;
1066
+ #ifdef NORMAL
1067
+ vec3 normalUpdated=normal;
1068
+ #endif
1069
+ #ifdef TANGENT
1070
+ vec4 tangentUpdated=tangent;
1071
+ #endif
1072
+ #ifdef UV1
1073
+ vec2 uvUpdated=uv;
1074
+ #endif
1075
+ #ifdef UV2
1076
+ vec2 uv2Updated=uv2;
1077
+ #endif
1078
+ #ifdef VERTEXCOLOR
1079
+ vec4 colorUpdated=color;
1080
+ #endif
1081
+ #include<morphTargetsVertexGlobal>
1082
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
1083
+ #ifdef REFLECTIONMAP_SKYBOX
1084
+ vPositionUVW=positionUpdated;
1085
+ #endif
1086
+ #define CUSTOM_VERTEX_UPDATE_POSITION
1087
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
1088
+ #include<instancesVertex>
1089
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
1090
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
1091
+ #endif
1092
+ #include<bonesVertex>
1093
+ #include<bakedVertexAnimation>
1094
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
1095
+ #ifdef PREPASS
1096
+ #include<prePassVertex>
1097
+ #endif
1098
+ #ifdef NORMAL
1099
+ mat3 normalWorld=mat3(finalWorld);
1100
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
1101
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
1102
+ #else
1103
+ #ifdef NONUNIFORMSCALING
1104
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
1105
+ #endif
1106
+ vNormalW=normalize(normalWorld*normalUpdated);
1107
+ #endif
1108
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
1109
+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
1110
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
1111
+ #if !defined(NATIVE) && !defined(WEBGPU)
1112
+ bool bbb=any(isnan(position));if (bbb) { }
1113
+ #endif
1114
+ float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
1115
+ #else
1116
+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
1117
+ #endif
1118
+ #ifdef REFLECTIONMAP_OPPOSITEZ
1119
+ reflectionVector.z*=-1.0;
1120
+ #endif
1121
+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
1122
+ #endif
1123
+ #endif
1124
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
1125
+ #ifdef MULTIVIEW
1126
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
1127
+ #else
1128
+ gl_Position=viewProjection*worldPos;
1129
+ #endif
1130
+ #if DEBUGMODE>0
1131
+ vClipSpacePosition=gl_Position;
1132
+ #endif
1133
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
1134
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
1135
+ #endif
1136
+ #ifndef UV1
1137
+ vec2 uvUpdated=vec2(0.,0.);
1138
+ #endif
1139
+ #ifndef UV2
1140
+ vec2 uv2Updated=vec2(0.,0.);
1141
+ #endif
1142
+ #ifdef MAINUV1
1143
+ vMainUV1=uvUpdated;
1144
+ #endif
1145
+ #ifdef MAINUV2
1146
+ vMainUV2=uv2Updated;
1147
+ #endif
1148
+ #include<uvVariableDeclaration>[3..7]
1149
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x)
1150
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
1151
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
1152
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)
1153
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)
1154
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)
1155
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)
1156
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)
1157
+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x)
1158
+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x)
1159
+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)
1160
+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)
1161
+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)
1162
+ #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_MATRIXNAME_,subsurfaceWeight,_INFONAME_,SubsurfaceWeightInfos.x)
1163
+ #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_MATRIXNAME_,subsurfaceColor,_INFONAME_,SubsurfaceColorInfos.x)
1164
+ #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_MATRIXNAME_,subsurfaceRadiusScale,_INFONAME_,SubsurfaceRadiusScaleInfos.x)
1165
+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
1166
+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
1167
+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)
1168
+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)
1169
+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)
1170
+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)
1171
+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)
1172
+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)
1173
+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)
1174
+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)
1175
+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)
1176
+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x)
1177
+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)
1178
+ #include <samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)
1179
+ #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)
1180
+ #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)
1181
+ #include <samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)
1182
+ #include <samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
1183
+ #include <samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
1184
+ #include<openpbrNormalMapVertex>
1185
+ #include<clipPlaneVertex>
1186
+ #include<fogVertex>
1187
+ #include<shadowsVertex>[0..maxSimultaneousLights]
1188
+ #include<vertexColorMixing>
1189
+ #if defined(POINTSIZE) && !defined(WEBGPU)
1190
+ gl_PointSize=pointSize;
1191
+ #endif
1192
+ #include<logDepthVertex>
1193
+ #define CUSTOM_VERTEX_MAIN_END
1194
+ }
1195
+ `;for(let e of(i.ShaderStore.ShadersStore[z]||(i.ShaderStore.ShadersStore[z]=w),[{name:t,shader:r},a.decalVertexDeclaration,{name:n,shader:o},s.sceneUboDeclaration,f.meshUboDeclaration,l.openpbrUboDeclaration,c.uvAttributeDeclaration,d.mainUVVaryingDeclaration,m.helperFunctions,E.pbrBRDFFunctions,u.bonesDeclaration,v.bakedVertexAnimationDeclaration,S.instancesDeclaration,I.prePassVertexDeclaration,N.samplerVertexDeclaration,_.harmonicsFunctions,{name:A,shader:R},h.clipPlaneVertexDeclaration,p.fogVertexDeclaration,T.lightVxFragmentDeclaration,M.lightVxUboDeclaration,x.morphTargetsVertexGlobalDeclaration,O.morphTargetsVertexDeclaration,g.logDepthDeclaration,V.morphTargetsVertexGlobal,C.morphTargetsVertex,D.instancesVertex,F.bonesVertex,L.bakedVertexAnimation,P.prePassVertex,G.uvVariableDeclaration,U.samplerVertexImplementation,{name:b,shader:B},y.clipPlaneVertex,X.fogVertex,W.shadowsVertex,H.vertexColorMixing,Y.logDepthVertex]))i.ShaderStore.IncludesShadersStore[e.name]||(i.ShaderStore.IncludesShadersStore[e.name]=e.shader);e.s(["openpbrVertexShader",0,{name:z,shader:w}],43820)}]);