@uptimizr/dashboard 0.3.0 → 0.3.2

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 (360) hide show
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  2. package/out/__next.__PAGE__.txt +4 -4
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@@ -1,4 +1,7 @@
1
- (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,55587,52195,e=>{"use strict";var t=e.i(12423);let o="prePassDeclaration",r=`#ifdef PREPASS
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,32621,e=>{"use strict";var t=e.i(1719);let o="decalFragmentDeclaration",r=`#ifdef DECAL
2
+ uniform vec4 vDecalInfos;
3
+ #endif
4
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},36394,82191,e=>{"use strict";var t=e.i(1719);let o="prePassDeclaration",r=`#ifdef PREPASS
2
5
  #extension GL_EXT_draw_buffers : require
3
6
  layout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;
4
7
  #ifdef PREPASS_LOCAL_POSITION
@@ -14,17 +17,14 @@ varying highp float vNormViewDepth;
14
17
  varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
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  #endif
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  #endif
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- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["prePassDeclaration",0,{name:o,shader:r}],55587);let a="oitDeclaration",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
20
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["prePassDeclaration",0,{name:o,shader:r}],36394);let a="oitDeclaration",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
18
21
  #extension GL_EXT_draw_buffers : require
19
22
  layout(location=0) out vec2 depth;
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  layout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;
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  #define MAX_DEPTH 99999.0
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  highp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;
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  #endif
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- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],52195)},1935,e=>{"use strict";var t=e.i(12423);let o="decalFragmentDeclaration",r=`#ifdef DECAL
25
- uniform vec4 vDecalInfos;
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- #endif
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- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},2097,98351,e=>{"use strict";var t=e.i(12423);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
27
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],82191)},31258,44493,e=>{"use strict";var t=e.i(1719);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
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  uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
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  #ifdef SPECULARTERM
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  uniform vec4 vLightSpecular{X};
@@ -98,7 +98,7 @@ uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture
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  uniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};
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- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["lightFragmentDeclaration",0,{name:o,shader:r}],2097);let a="lightUboDeclaration",i=`#ifdef LIGHT{X}
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+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["lightFragmentDeclaration",0,{name:o,shader:r}],31258);let a="lightUboDeclaration",i=`#ifdef LIGHT{X}
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  uniform Light{X}
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  {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
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  #ifdef SPOTLIGHT{X}
@@ -170,162 +170,45 @@ uniform mat4 lightMatrix{X};
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  #endif
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- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["lightUboDeclaration",0,{name:a,shader:i}],98351)},53843,e=>{"use strict";var t=e.i(12423);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
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- uniform float exposureLinear;
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- #endif
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- #ifdef CONTRAST
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- uniform float contrast;
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- #endif
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- #if defined(VIGNETTE) || defined(DITHER)
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- #endif
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- #endif
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- #endif
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- #ifdef COLORGRADING
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- #ifdef COLORGRADING3D
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- uniform highp sampler3D txColorTransform;
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- #else
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- uniform sampler2D txColorTransform;
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- #endif
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- uniform vec4 colorTransformSettings;
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- #endif
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- #ifdef DITHER
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- uniform float ditherIntensity;
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- #endif
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- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingDeclaration",0,{name:o,shader:r}])},71209,e=>{"use strict";var t=e.i(12423);let o="textureRepetitionFunctions",r=`#if TEXTURE_REPETITION_MODE>0
200
- vec4 _texRepHash4(vec2 p) {return fract(sin(vec4(
201
- 1.0+dot(p,vec2(37.0,17.0)),
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- 2.0+dot(p,vec2(11.0,47.0)),
203
- 3.0+dot(p,vec2(41.0,29.0)),
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- 4.0+dot(p,vec2(23.0,31.0))
205
- ))*103.0);}
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- #endif
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- #if TEXTURE_REPETITION_MODE==1
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- vec4 _texRepSample(sampler2D samp,vec2 uv) {float k=texture2D(samp,0.005*uv).x;float index=k*8.0;float f=fract(index);float i=floor(index+0.5);float ib=floor(index);f=min(f,1.0-f)*2.0;vec2 offa=sin(vec2(3.0,7.0)*i);vec2 offb=sin(vec2(3.0,7.0)*ib);vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);vec4 cola=textureGrad(samp,uv+0.3*offa,dx,dy);vec4 colb=textureGrad(samp,uv+0.3*offb,dx,dy);float colSum=cola.x+cola.y+cola.z-colb.x-colb.y-colb.z;return mix(cola,colb,smoothstep(0.2,0.8,f-0.1*colSum));}
209
- #elif TEXTURE_REPETITION_MODE==2
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- #ifndef TEXTURE_REPETITION_M_PI
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- #define TEXTURE_REPETITION_M_PI 3.14159265358979
212
- #endif
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- vec2 _texRepHexHash(vec2 p) {vec2 r=mat2(127.1,269.5,311.7,183.3)*p;return fract(sin(r)*43758.5453);}
214
- void _texRepTriangleGrid(
215
- out float w1,out float w2,out float w3,
216
- out ivec2 vertex1,out ivec2 vertex2,out ivec2 vertex3,
217
- vec2 st
218
- ) {st*=2.0*sqrt(3.0);mat2 gridToSkewedGrid=mat2(1.0,0.0,-0.57735027,1.15470054);vec2 skewedCoord=gridToSkewedGrid*st;ivec2 baseId=ivec2(floor(skewedCoord));vec3 temp=vec3(fract(skewedCoord),0.0);temp.z=1.0-temp.x-temp.y;float s=step(0.0,-temp.z);float s2=2.0*s-1.0;w1=-temp.z*s2;w2=s-temp.y*s2;w3=s-temp.x*s2;vertex1=baseId+ivec2(int(s),int(s));vertex2=baseId+ivec2(int(s),int(1.0-s));vertex3=baseId+ivec2(int(1.0-s),int(s));}
219
- vec2 _texRepMakeCenST(ivec2 Vertex) {mat2 invSkewMat=mat2(1.0,0.0,0.5,1.0/1.15470054);return (invSkewMat*vec2(Vertex))/(2.0*sqrt(3.0));}
220
- mat2 _texRepLoadRot2x2(ivec2 idx,float rotStr) {float angle=float(abs(idx.x*idx.y)+abs(idx.x+idx.y))+TEXTURE_REPETITION_M_PI;angle=mod(angle,2.0*TEXTURE_REPETITION_M_PI);if (angle<0.0) angle+=2.0*TEXTURE_REPETITION_M_PI;if (angle>TEXTURE_REPETITION_M_PI) angle-=TEXTURE_REPETITION_M_PI;angle*=rotStr;float cs=cos(angle);float si=sin(angle);return mat2(cs,si,-si,cs);}
221
- vec3 _texRepGain3(vec3 x,float r) {float k=log(1.0-r)/log(0.5);vec3 s=2.0*step(0.5,x);vec3 m=2.0*(1.0-s);vec3 res=0.5*s+0.25*m*pow(max(vec3(0.0),s+x*m),vec3(k));return res/(res.x+res.y+res.z);}
222
- vec4 _texRepSample(sampler2D samp,vec2 uv) {float rotStrength=vTextureRepetitionHexTilingParams.x;float fallOffContrast=vTextureRepetitionHexTilingParams.y;float expVal=vTextureRepetitionHexTilingParams.z;float r=vTextureRepetitionHexTilingParams.w;vec2 dSTdx=dFdx(uv);vec2 dSTdy=dFdy(uv);float w1,w2,w3;ivec2 vertex1,vertex2,vertex3;_texRepTriangleGrid(w1,w2,w3,vertex1,vertex2,vertex3,uv);mat2 rot1=_texRepLoadRot2x2(vertex1,rotStrength);mat2 rot2=_texRepLoadRot2x2(vertex2,rotStrength);mat2 rot3=_texRepLoadRot2x2(vertex3,rotStrength);vec2 cen1=_texRepMakeCenST(vertex1);vec2 cen2=_texRepMakeCenST(vertex2);vec2 cen3=_texRepMakeCenST(vertex3);vec2 st1=(uv-cen1)*rot1+cen1+_texRepHexHash(vec2(vertex1));vec2 st2=(uv-cen2)*rot2+cen2+_texRepHexHash(vec2(vertex2));vec2 st3=(uv-cen3)*rot3+cen3+_texRepHexHash(vec2(vertex3));vec4 c1=textureGrad(samp,st1,dSTdx*rot1,dSTdy*rot1);vec4 c2=textureGrad(samp,st2,dSTdx*rot2,dSTdy*rot2);vec4 c3=textureGrad(samp,st3,dSTdx*rot3,dSTdy*rot3);vec3 Lw=vec3(0.299,0.587,0.114);vec3 Dw=vec3(dot(c1.rgb,Lw),dot(c2.rgb,Lw),dot(c3.rgb,Lw));Dw=mix(vec3(1.0),Dw,fallOffContrast);vec3 W=Dw*pow(vec3(w1,w2,w3),vec3(expVal));W/=(W.x+W.y+W.z);if (r != 0.5) {W=_texRepGain3(W,r);}
223
- return W.x*c1+W.y*c2+W.z*c3;}
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- #elif TEXTURE_REPETITION_MODE==3
225
- vec4 _texRepSample(sampler2D samp,vec2 uv) {vec2 iuv=floor(uv);vec2 fuv=fract(uv);vec4 ofa=_texRepHash4(iuv+vec2(0.0,0.0));vec4 ofb=_texRepHash4(iuv+vec2(1.0,0.0));vec4 ofc=_texRepHash4(iuv+vec2(0.0,1.0));vec4 ofd=_texRepHash4(iuv+vec2(1.0,1.0));vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);ofa.zw=sign(ofa.zw-0.5);ofb.zw=sign(ofb.zw-0.5);ofc.zw=sign(ofc.zw-0.5);ofd.zw=sign(ofd.zw-0.5);vec2 uva=uv*ofa.zw+ofa.xy; vec2 ddxa=dx*ofa.zw; vec2 ddya=dy*ofa.zw;vec2 uvb=uv*ofb.zw+ofb.xy; vec2 ddxb=dx*ofb.zw; vec2 ddyb=dy*ofb.zw;vec2 uvc=uv*ofc.zw+ofc.xy; vec2 ddxc=dx*ofc.zw; vec2 ddyc=dy*ofc.zw;vec2 uvd=uv*ofd.zw+ofd.xy; vec2 ddxd=dx*ofd.zw; vec2 ddyd=dy*ofd.zw;vec2 b=smoothstep(0.25,0.75,fuv);return mix(
226
- mix(textureGrad(samp,uva,ddxa,ddya),textureGrad(samp,uvb,ddxb,ddyb),b.x),
227
- mix(textureGrad(samp,uvc,ddxc,ddyc),textureGrad(samp,uvd,ddxd,ddyd),b.x),
228
- b.y
229
- );}
230
- #elif TEXTURE_REPETITION_MODE==4
231
- vec4 _texRepSample(sampler2D samp,vec2 uv) {vec2 p=floor(uv);vec2 f=fract(uv);vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);vec4 va=vec4(0.0);float wt=0.0;float w2=0.0;for (int j=-1; j<=1; j++) {for (int i=-1; i<=1; i++) {vec2 g=vec2(float(i),float(j));vec4 o=_texRepHash4(p+g);vec2 r=g-f+o.xy;float d=dot(r,r);float w=exp(-5.0*d);vec4 c=textureGrad(samp,uv+o.zw,dx,dy);va+=w*c;wt+=w;w2+=w*w;}}
232
- float mean=0.3;vec4 res=mean+(va-wt*mean)/sqrt(w2);return mix(va/wt,res,0.4);}
233
- #endif
234
- #if TEXTURE_REPETITION_MODE>0
235
- #define TEXRD(s,uv) _texRepSample(s,uv)
236
- #else
237
- #define TEXRD(s,uv) texture2D(s,uv)
238
- #endif
239
- #define TEXRD_DEFINED
240
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])},54994,e=>{"use strict";var t=e.i(12423);let o="imageProcessingFunctions",r=`#if defined(COLORGRADING) && !defined(COLORGRADING3D)
241
- /**
242
- * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
243
- * sampler3dSetting.x=textureOffset (0.5/textureSize).
244
- * sampler3dSetting.y=textureSize.
245
- */
173
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["lightUboDeclaration",0,{name:a,shader:i}],44493)},70606,e=>{"use strict";var t=e.i(1719);let o="ltcHelperFunctions",r=`vec2 LTCUv( const in vec3 N,const in vec3 V,const in float roughness ) {const float LUTSIZE=64.0;const float LUTSCALE=( LUTSIZE-1.0 )/LUTSIZE;const float LUTBIAS=0.5/LUTSIZE;float dotNV=saturate( dot( N,V ) );vec2 uv=vec2( roughness,sqrt( 1.0-dotNV ) );uv=uv*LUTSCALE+LUTBIAS;return uv;}
174
+ float LTCClippedSphereFormFactor( const in vec3 f ) {float l=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}
175
+ vec3 LTCEdgeVectorFormFactor( const in vec3 v1,const in vec3 v2 ) {float x=dot( v1,v2 );float y=abs( x );float a=0.8543985+( 0.4965155+0.0145206*y )*y;float b=3.4175940+( 4.1616724+y )*y;float v=a/b;float thetaSintheta=0.0;if( x>0.0 )
176
+ {thetaSintheta=v;}
177
+ else
178
+ {thetaSintheta=0.5*inversesqrt( max( 1.0-x*x,1e-7 ) )-v;}
179
+ return cross( v1,v2 )*thetaSintheta;}
180
+ vec3 LTCEvaluate( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ] ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 );
181
+ mat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result );}
182
+ vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered,vec3 p1_,vec3 p2_,vec3 p3_,vec3 p4_)
183
+ {vec3 V1=p2_-p1_;vec3 V2=p4_-p1_;vec3 planeOrtho=(cross(V1,V2));float planeAreaSquared=dot(planeOrtho,planeOrtho);float planeDistxPlaneArea=dot(planeOrtho,p1_);vec3 P=planeDistxPlaneArea*planeOrtho/planeAreaSquared-p1_;float dot_V1_V2=dot(V1,V2);float inv_dot_V1_V1=1.0/dot(V1,V1);vec3 V2_=V2-V1*dot_V1_V2*inv_dot_V1_V1;vec2 Puv;Puv.y=dot(V2_,P)/dot(V2_,V2_);Puv.x=dot(V1,P)*inv_dot_V1_V1-dot_V1_V2*inv_dot_V1_V1*Puv.y ;float d=abs(planeDistxPlaneArea)/pow(planeAreaSquared,0.75);float sampleLOD=log(2048.0*d)/log(3.0);vec2 sampleUV=vec2(0.125,0.125)+(vec2(0.75)*Puv);sampleUV.x=1.0-sampleUV.x;return texture2DLodEXT(texLightFiltered,sampleUV,sampleLOD).rgb;}
184
+ vec3 LTCEvaluateWithEmission( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ],const in sampler2D texFilteredMap ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 );
185
+ mat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );vec3 textureLight=FetchDiffuseFilteredTexture(texFilteredMap,coords[0],coords[1],coords[2],coords[3]);coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result )*textureLight;}
186
+ struct areaLightData
187
+ {vec3 Diffuse;vec3 Specular;vec4 Fresnel;};
246
188
  #define inline
247
- vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
248
- {float sliceSize=2.0*sampler3dSetting.x;
249
- #ifdef SAMPLER3DGREENDEPTH
250
- float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
251
- #else
252
- float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
253
- #endif
254
- float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
255
- #ifdef SAMPLER3DGREENDEPTH
256
- vec2 sliceUV=color.rb;
257
- #else
258
- vec2 sliceUV=color.rg;
259
- #endif
260
- sliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);
261
- #ifdef SAMPLER3DBGRMAP
262
- color.rgb=result.rgb;
263
- #else
264
- color.rgb=result.bgr;
265
- #endif
266
- return color;}
267
- #endif
268
- #if TONEMAPPING==3
269
- const float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}
270
- #endif
271
- #if TONEMAPPING==2
272
- const mat3 ACESInputMat=mat3(
273
- vec3(0.59719,0.07600,0.02840),
274
- vec3(0.35458,0.90834,0.13383),
275
- vec3(0.04823,0.01566,0.83777)
276
- );const mat3 ACESOutputMat=mat3(
277
- vec3( 1.60475,-0.10208,-0.00327),
278
- vec3(-0.53108, 1.10813,-0.07276),
279
- vec3(-0.07367,-0.00605, 1.07602)
280
- );vec3 RRTAndODTFit(vec3 v)
281
- {vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
282
- vec3 ACESFitted(vec3 color)
283
- {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
284
- #endif
285
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
286
- vec4 applyImageProcessing(vec4 result) {
287
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
288
- #ifdef EXPOSURE
289
- result.rgb*=exposureLinear;
290
- #endif
291
- #ifdef VIGNETTE
292
- vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;
293
- #ifdef VIGNETTEBLENDMODEMULTIPLY
294
- vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
295
- #endif
296
- #ifdef VIGNETTEBLENDMODEOPAQUE
297
- result.rgb=mix(vignetteColor,result.rgb,vignette);
298
- #endif
299
- #endif
300
- #if TONEMAPPING==3
301
- result.rgb=PBRNeutralToneMapping(result.rgb);
302
- #elif TONEMAPPING==2
303
- result.rgb=ACESFitted(result.rgb);
304
- #elif TONEMAPPING==1
305
- const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
306
- #endif
307
- result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
308
- #ifdef CONTRAST
309
- vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}
310
- result.rgb=max(result.rgb,0.);
311
- #endif
312
- #ifdef COLORGRADING
313
- vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
314
- #ifdef COLORGRADING3D
315
- vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
316
- #else
317
- vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
318
- #endif
319
- result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
320
- #endif
321
- #ifdef COLORCURVES
322
- float luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);
189
+ areaLightData computeAreaLightSpecularDiffuseFresnel(const in sampler2D ltc1,const in sampler2D ltc2,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness)
190
+ {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
191
+ rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
192
+ #ifdef SPECULARTERM
193
+ vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
194
+ vec3( t1.x,0,t1.y ),
195
+ vec3( 0,1, 0 ),
196
+ vec3( t1.z,0,t1.w )
197
+ );result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords );result.Fresnel=t2;
323
198
  #endif
324
- #ifdef DITHER
325
- float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));
199
+ result.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}
200
+ #define inline
201
+ areaLightData computeAreaLightSpecularDiffuseFresnelWithEmission(const in sampler2D ltc1,const in sampler2D ltc2,const in sampler2D texFilteredMap,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness)
202
+ {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
203
+ rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
204
+ #ifdef SPECULARTERM
205
+ vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
206
+ vec3( t1.x,0,t1.y ),
207
+ vec3( 0,1, 0 ),
208
+ vec3( t1.z,0,t1.w )
209
+ );result.Specular=LTCEvaluateWithEmission( normal,viewDir,position,mInv,rectCoords,texFilteredMap );result.Fresnel=t2;
326
210
  #endif
327
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
328
- return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingFunctions",0,{name:o,shader:r}])},40234,e=>{"use strict";var t=e.i(12423);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
211
+ result.Diffuse=LTCEvaluateWithEmission( normal,viewDir,position,mat3( 1.0 ),rectCoords,texFilteredMap );return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["ltcHelperFunctions",0,{name:o,shader:r}])},33808,e=>{"use strict";var t=e.i(1719);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
329
212
  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
330
213
  #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
331
214
  #else
@@ -668,51 +551,168 @@ float computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depth
668
551
  {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
669
552
  #endif
670
553
  #endif
671
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["shadowsFragmentFunctions",0,{name:o,shader:r}])},41932,e=>{"use strict";var t=e.i(12423);let o="ltcHelperFunctions",r=`vec2 LTCUv( const in vec3 N,const in vec3 V,const in float roughness ) {const float LUTSIZE=64.0;const float LUTSCALE=( LUTSIZE-1.0 )/LUTSIZE;const float LUTBIAS=0.5/LUTSIZE;float dotNV=saturate( dot( N,V ) );vec2 uv=vec2( roughness,sqrt( 1.0-dotNV ) );uv=uv*LUTSCALE+LUTBIAS;return uv;}
672
- float LTCClippedSphereFormFactor( const in vec3 f ) {float l=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}
673
- vec3 LTCEdgeVectorFormFactor( const in vec3 v1,const in vec3 v2 ) {float x=dot( v1,v2 );float y=abs( x );float a=0.8543985+( 0.4965155+0.0145206*y )*y;float b=3.4175940+( 4.1616724+y )*y;float v=a/b;float thetaSintheta=0.0;if( x>0.0 )
674
- {thetaSintheta=v;}
675
- else
676
- {thetaSintheta=0.5*inversesqrt( max( 1.0-x*x,1e-7 ) )-v;}
677
- return cross( v1,v2 )*thetaSintheta;}
678
- vec3 LTCEvaluate( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ] ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 );
679
- mat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result );}
680
- vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered,vec3 p1_,vec3 p2_,vec3 p3_,vec3 p4_)
681
- {vec3 V1=p2_-p1_;vec3 V2=p4_-p1_;vec3 planeOrtho=(cross(V1,V2));float planeAreaSquared=dot(planeOrtho,planeOrtho);float planeDistxPlaneArea=dot(planeOrtho,p1_);vec3 P=planeDistxPlaneArea*planeOrtho/planeAreaSquared-p1_;float dot_V1_V2=dot(V1,V2);float inv_dot_V1_V1=1.0/dot(V1,V1);vec3 V2_=V2-V1*dot_V1_V2*inv_dot_V1_V1;vec2 Puv;Puv.y=dot(V2_,P)/dot(V2_,V2_);Puv.x=dot(V1,P)*inv_dot_V1_V1-dot_V1_V2*inv_dot_V1_V1*Puv.y ;float d=abs(planeDistxPlaneArea)/pow(planeAreaSquared,0.75);float sampleLOD=log(2048.0*d)/log(3.0);vec2 sampleUV=vec2(0.125,0.125)+(vec2(0.75)*Puv);sampleUV.x=1.0-sampleUV.x;return texture2DLodEXT(texLightFiltered,sampleUV,sampleLOD).rgb;}
682
- vec3 LTCEvaluateWithEmission( const in vec3 N,const in vec3 V,const in vec3 P,const in mat3 mInv,const in vec3 rectCoords[ 4 ],const in sampler2D texFilteredMap ) {vec3 v1=rectCoords[ 1 ]-rectCoords[ 0 ];vec3 v2=rectCoords[ 3 ]-rectCoords[ 0 ];vec3 lightNormal=cross( v1,v2 );if( dot( lightNormal,P-rectCoords[ 0 ] )<0.0 ) return vec3( 0.0 );vec3 T1,T2;T1=normalize( V-N*dot( V,N ) );T2=- cross( N,T1 );
683
- mat3 mat=mInv*transposeMat3( mat3( T1,T2,N ) );vec3 coords[ 4 ];coords[ 0 ]=mat*( rectCoords[ 0 ]-P );coords[ 1 ]=mat*( rectCoords[ 1 ]-P );coords[ 2 ]=mat*( rectCoords[ 2 ]-P );coords[ 3 ]=mat*( rectCoords[ 3 ]-P );vec3 textureLight=FetchDiffuseFilteredTexture(texFilteredMap,coords[0],coords[1],coords[2],coords[3]);coords[ 0 ]=normalize( coords[ 0 ] );coords[ 1 ]=normalize( coords[ 1 ] );coords[ 2 ]=normalize( coords[ 2 ] );coords[ 3 ]=normalize( coords[ 3 ] );vec3 vectorFormFactor=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 0 ],coords[ 1 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 1 ],coords[ 2 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 2 ],coords[ 3 ] );vectorFormFactor+=LTCEdgeVectorFormFactor( coords[ 3 ],coords[ 0 ] );float result=LTCClippedSphereFormFactor( vectorFormFactor );return vec3( result )*textureLight;}
684
- struct areaLightData
685
- {vec3 Diffuse;vec3 Specular;vec4 Fresnel;};
686
- #define inline
687
- areaLightData computeAreaLightSpecularDiffuseFresnel(const in sampler2D ltc1,const in sampler2D ltc2,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness)
688
- {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
689
- rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
690
- #ifdef SPECULARTERM
691
- vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
692
- vec3( t1.x,0,t1.y ),
693
- vec3( 0,1, 0 ),
694
- vec3( t1.z,0,t1.w )
695
- );result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords );result.Fresnel=t2;
554
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["shadowsFragmentFunctions",0,{name:o,shader:r}])},38372,e=>{"use strict";var t=e.i(1719);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
555
+ uniform float exposureLinear;
696
556
  #endif
697
- result.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}
557
+ #ifdef CONTRAST
558
+ uniform float contrast;
559
+ #endif
560
+ #if defined(VIGNETTE) || defined(DITHER)
561
+ uniform vec2 vInverseScreenSize;
562
+ #endif
563
+ #ifdef VIGNETTE
564
+ uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
565
+ #endif
566
+ #ifdef COLORCURVES
567
+ uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
568
+ #endif
569
+ #ifdef COLORGRADING
570
+ #ifdef COLORGRADING3D
571
+ uniform highp sampler3D txColorTransform;
572
+ #else
573
+ uniform sampler2D txColorTransform;
574
+ #endif
575
+ uniform vec4 colorTransformSettings;
576
+ #endif
577
+ #ifdef DITHER
578
+ uniform float ditherIntensity;
579
+ #endif
580
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingDeclaration",0,{name:o,shader:r}])},15037,e=>{"use strict";var t=e.i(1719);let o="imageProcessingFunctions",r=`#if defined(COLORGRADING) && !defined(COLORGRADING3D)
581
+ /**
582
+ * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
583
+ * sampler3dSetting.x=textureOffset (0.5/textureSize).
584
+ * sampler3dSetting.y=textureSize.
585
+ */
698
586
  #define inline
699
- areaLightData computeAreaLightSpecularDiffuseFresnelWithEmission(const in sampler2D ltc1,const in sampler2D ltc2,const in sampler2D texFilteredMap,const in vec3 viewDir,const in vec3 normal,const in vec3 position,const in vec3 lightPos,const in vec3 halfWidth,const in vec3 halfHeight,const in float roughness)
700
- {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
701
- rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
702
- #ifdef SPECULARTERM
703
- vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
704
- vec3( t1.x,0,t1.y ),
705
- vec3( 0,1, 0 ),
706
- vec3( t1.z,0,t1.w )
707
- );result.Specular=LTCEvaluateWithEmission( normal,viewDir,position,mInv,rectCoords,texFilteredMap );result.Fresnel=t2;
587
+ vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
588
+ {float sliceSize=2.0*sampler3dSetting.x;
589
+ #ifdef SAMPLER3DGREENDEPTH
590
+ float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
591
+ #else
592
+ float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
593
+ #endif
594
+ float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
595
+ #ifdef SAMPLER3DGREENDEPTH
596
+ vec2 sliceUV=color.rb;
597
+ #else
598
+ vec2 sliceUV=color.rg;
708
599
  #endif
709
- result.Diffuse=LTCEvaluateWithEmission( normal,viewDir,position,mat3( 1.0 ),rectCoords,texFilteredMap );return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["ltcHelperFunctions",0,{name:o,shader:r}])},76286,68695,19310,e=>{"use strict";var t=e.i(12423);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
600
+ sliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);
601
+ #ifdef SAMPLER3DBGRMAP
602
+ color.rgb=result.rgb;
603
+ #else
604
+ color.rgb=result.bgr;
605
+ #endif
606
+ return color;}
607
+ #endif
608
+ #if TONEMAPPING==3
609
+ const float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}
610
+ #endif
611
+ #if TONEMAPPING==2
612
+ const mat3 ACESInputMat=mat3(
613
+ vec3(0.59719,0.07600,0.02840),
614
+ vec3(0.35458,0.90834,0.13383),
615
+ vec3(0.04823,0.01566,0.83777)
616
+ );const mat3 ACESOutputMat=mat3(
617
+ vec3( 1.60475,-0.10208,-0.00327),
618
+ vec3(-0.53108, 1.10813,-0.07276),
619
+ vec3(-0.07367,-0.00605, 1.07602)
620
+ );vec3 RRTAndODTFit(vec3 v)
621
+ {vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
622
+ vec3 ACESFitted(vec3 color)
623
+ {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
624
+ #endif
625
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
626
+ vec4 applyImageProcessing(vec4 result) {
627
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
628
+ #ifdef EXPOSURE
629
+ result.rgb*=exposureLinear;
630
+ #endif
631
+ #ifdef VIGNETTE
632
+ vec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;
633
+ #ifdef VIGNETTEBLENDMODEMULTIPLY
634
+ vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
635
+ #endif
636
+ #ifdef VIGNETTEBLENDMODEOPAQUE
637
+ result.rgb=mix(vignetteColor,result.rgb,vignette);
638
+ #endif
639
+ #endif
640
+ #if TONEMAPPING==3
641
+ result.rgb=PBRNeutralToneMapping(result.rgb);
642
+ #elif TONEMAPPING==2
643
+ result.rgb=ACESFitted(result.rgb);
644
+ #elif TONEMAPPING==1
645
+ const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
646
+ #endif
647
+ result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
648
+ #ifdef CONTRAST
649
+ vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}
650
+ result.rgb=max(result.rgb,0.);
651
+ #endif
652
+ #ifdef COLORGRADING
653
+ vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
654
+ #ifdef COLORGRADING3D
655
+ vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
656
+ #else
657
+ vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
658
+ #endif
659
+ result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
660
+ #endif
661
+ #ifdef COLORCURVES
662
+ float luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);
663
+ #endif
664
+ #ifdef DITHER
665
+ float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));
666
+ #endif
667
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
668
+ return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingFunctions",0,{name:o,shader:r}])},20506,e=>{"use strict";var t=e.i(1719);let o="textureRepetitionFunctions",r=`#if TEXTURE_REPETITION_MODE>0
669
+ vec4 _texRepHash4(vec2 p) {return fract(sin(vec4(
670
+ 1.0+dot(p,vec2(37.0,17.0)),
671
+ 2.0+dot(p,vec2(11.0,47.0)),
672
+ 3.0+dot(p,vec2(41.0,29.0)),
673
+ 4.0+dot(p,vec2(23.0,31.0))
674
+ ))*103.0);}
675
+ #endif
676
+ #if TEXTURE_REPETITION_MODE==1
677
+ vec4 _texRepSample(sampler2D samp,vec2 uv) {float k=texture2D(samp,0.005*uv).x;float index=k*8.0;float f=fract(index);float i=floor(index+0.5);float ib=floor(index);f=min(f,1.0-f)*2.0;vec2 offa=sin(vec2(3.0,7.0)*i);vec2 offb=sin(vec2(3.0,7.0)*ib);vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);vec4 cola=textureGrad(samp,uv+0.3*offa,dx,dy);vec4 colb=textureGrad(samp,uv+0.3*offb,dx,dy);float colSum=cola.x+cola.y+cola.z-colb.x-colb.y-colb.z;return mix(cola,colb,smoothstep(0.2,0.8,f-0.1*colSum));}
678
+ #elif TEXTURE_REPETITION_MODE==2
679
+ #ifndef TEXTURE_REPETITION_M_PI
680
+ #define TEXTURE_REPETITION_M_PI 3.14159265358979
681
+ #endif
682
+ vec2 _texRepHexHash(vec2 p) {vec2 r=mat2(127.1,269.5,311.7,183.3)*p;return fract(sin(r)*43758.5453);}
683
+ void _texRepTriangleGrid(
684
+ out float w1,out float w2,out float w3,
685
+ out ivec2 vertex1,out ivec2 vertex2,out ivec2 vertex3,
686
+ vec2 st
687
+ ) {st*=2.0*sqrt(3.0);mat2 gridToSkewedGrid=mat2(1.0,0.0,-0.57735027,1.15470054);vec2 skewedCoord=gridToSkewedGrid*st;ivec2 baseId=ivec2(floor(skewedCoord));vec3 temp=vec3(fract(skewedCoord),0.0);temp.z=1.0-temp.x-temp.y;float s=step(0.0,-temp.z);float s2=2.0*s-1.0;w1=-temp.z*s2;w2=s-temp.y*s2;w3=s-temp.x*s2;vertex1=baseId+ivec2(int(s),int(s));vertex2=baseId+ivec2(int(s),int(1.0-s));vertex3=baseId+ivec2(int(1.0-s),int(s));}
688
+ vec2 _texRepMakeCenST(ivec2 Vertex) {mat2 invSkewMat=mat2(1.0,0.0,0.5,1.0/1.15470054);return (invSkewMat*vec2(Vertex))/(2.0*sqrt(3.0));}
689
+ mat2 _texRepLoadRot2x2(ivec2 idx,float rotStr) {float angle=float(abs(idx.x*idx.y)+abs(idx.x+idx.y))+TEXTURE_REPETITION_M_PI;angle=mod(angle,2.0*TEXTURE_REPETITION_M_PI);if (angle<0.0) angle+=2.0*TEXTURE_REPETITION_M_PI;if (angle>TEXTURE_REPETITION_M_PI) angle-=TEXTURE_REPETITION_M_PI;angle*=rotStr;float cs=cos(angle);float si=sin(angle);return mat2(cs,si,-si,cs);}
690
+ vec3 _texRepGain3(vec3 x,float r) {float k=log(1.0-r)/log(0.5);vec3 s=2.0*step(0.5,x);vec3 m=2.0*(1.0-s);vec3 res=0.5*s+0.25*m*pow(max(vec3(0.0),s+x*m),vec3(k));return res/(res.x+res.y+res.z);}
691
+ vec4 _texRepSample(sampler2D samp,vec2 uv) {float rotStrength=vTextureRepetitionHexTilingParams.x;float fallOffContrast=vTextureRepetitionHexTilingParams.y;float expVal=vTextureRepetitionHexTilingParams.z;float r=vTextureRepetitionHexTilingParams.w;vec2 dSTdx=dFdx(uv);vec2 dSTdy=dFdy(uv);float w1,w2,w3;ivec2 vertex1,vertex2,vertex3;_texRepTriangleGrid(w1,w2,w3,vertex1,vertex2,vertex3,uv);mat2 rot1=_texRepLoadRot2x2(vertex1,rotStrength);mat2 rot2=_texRepLoadRot2x2(vertex2,rotStrength);mat2 rot3=_texRepLoadRot2x2(vertex3,rotStrength);vec2 cen1=_texRepMakeCenST(vertex1);vec2 cen2=_texRepMakeCenST(vertex2);vec2 cen3=_texRepMakeCenST(vertex3);vec2 st1=(uv-cen1)*rot1+cen1+_texRepHexHash(vec2(vertex1));vec2 st2=(uv-cen2)*rot2+cen2+_texRepHexHash(vec2(vertex2));vec2 st3=(uv-cen3)*rot3+cen3+_texRepHexHash(vec2(vertex3));vec4 c1=textureGrad(samp,st1,dSTdx*rot1,dSTdy*rot1);vec4 c2=textureGrad(samp,st2,dSTdx*rot2,dSTdy*rot2);vec4 c3=textureGrad(samp,st3,dSTdx*rot3,dSTdy*rot3);vec3 Lw=vec3(0.299,0.587,0.114);vec3 Dw=vec3(dot(c1.rgb,Lw),dot(c2.rgb,Lw),dot(c3.rgb,Lw));Dw=mix(vec3(1.0),Dw,fallOffContrast);vec3 W=Dw*pow(vec3(w1,w2,w3),vec3(expVal));W/=(W.x+W.y+W.z);if (r != 0.5) {W=_texRepGain3(W,r);}
692
+ return W.x*c1+W.y*c2+W.z*c3;}
693
+ #elif TEXTURE_REPETITION_MODE==3
694
+ vec4 _texRepSample(sampler2D samp,vec2 uv) {vec2 iuv=floor(uv);vec2 fuv=fract(uv);vec4 ofa=_texRepHash4(iuv+vec2(0.0,0.0));vec4 ofb=_texRepHash4(iuv+vec2(1.0,0.0));vec4 ofc=_texRepHash4(iuv+vec2(0.0,1.0));vec4 ofd=_texRepHash4(iuv+vec2(1.0,1.0));vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);ofa.zw=sign(ofa.zw-0.5);ofb.zw=sign(ofb.zw-0.5);ofc.zw=sign(ofc.zw-0.5);ofd.zw=sign(ofd.zw-0.5);vec2 uva=uv*ofa.zw+ofa.xy; vec2 ddxa=dx*ofa.zw; vec2 ddya=dy*ofa.zw;vec2 uvb=uv*ofb.zw+ofb.xy; vec2 ddxb=dx*ofb.zw; vec2 ddyb=dy*ofb.zw;vec2 uvc=uv*ofc.zw+ofc.xy; vec2 ddxc=dx*ofc.zw; vec2 ddyc=dy*ofc.zw;vec2 uvd=uv*ofd.zw+ofd.xy; vec2 ddxd=dx*ofd.zw; vec2 ddyd=dy*ofd.zw;vec2 b=smoothstep(0.25,0.75,fuv);return mix(
695
+ mix(textureGrad(samp,uva,ddxa,ddya),textureGrad(samp,uvb,ddxb,ddyb),b.x),
696
+ mix(textureGrad(samp,uvc,ddxc,ddyc),textureGrad(samp,uvd,ddxd,ddyd),b.x),
697
+ b.y
698
+ );}
699
+ #elif TEXTURE_REPETITION_MODE==4
700
+ vec4 _texRepSample(sampler2D samp,vec2 uv) {vec2 p=floor(uv);vec2 f=fract(uv);vec2 dx=dFdx(uv);vec2 dy=dFdy(uv);vec4 va=vec4(0.0);float wt=0.0;float w2=0.0;for (int j=-1; j<=1; j++) {for (int i=-1; i<=1; i++) {vec2 g=vec2(float(i),float(j));vec4 o=_texRepHash4(p+g);vec2 r=g-f+o.xy;float d=dot(r,r);float w=exp(-5.0*d);vec4 c=textureGrad(samp,uv+o.zw,dx,dy);va+=w*c;wt+=w;w2+=w*w;}}
701
+ float mean=0.3;vec4 res=mean+(va-wt*mean)/sqrt(w2);return mix(va/wt,res,0.4);}
702
+ #endif
703
+ #if TEXTURE_REPETITION_MODE>0
704
+ #define TEXRD(s,uv) _texRepSample(s,uv)
705
+ #else
706
+ #define TEXRD(s,uv) texture2D(s,uv)
707
+ #endif
708
+ #define TEXRD_DEFINED
709
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])},96281,399,42933,e=>{"use strict";var t=e.i(1719);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
710
710
  gl_FragColor=vec4(0.,0.,0.,1.0);return;
711
711
  #endif
712
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["depthPrePass",0,{name:o,shader:r}],76286);let a="logDepthFragment",i=`#ifdef LOGARITHMICDEPTH
712
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["depthPrePass",0,{name:o,shader:r}],96281);let a="logDepthFragment",i=`#ifdef LOGARITHMICDEPTH
713
713
  gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
714
714
  #endif
715
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["logDepthFragment",0,{name:a,shader:i}],68695);let s="oitFragment",c=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
715
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["logDepthFragment",0,{name:a,shader:i}],399);let s="oitFragment",c=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
716
716
  float fragDepth=gl_FragCoord.z;
717
717
  #ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS
718
718
  uint halfFloat=packHalf2x16(vec2(fragDepth));vec2 full=unpackHalf2x16(halfFloat);fragDepth=full.x;
@@ -737,4 +737,4 @@ if (fragDepth>nearestDepth && fragDepth<furthestDepth) {
737
737
  #endif
738
738
  depth.rg=vec2(-fragDepth,fragDepth);return;}
739
739
  #endif
740
- `;t.ShaderStore.IncludesShadersStore[s]||(t.ShaderStore.IncludesShadersStore[s]=c),e.s(["oitFragment",0,{name:s,shader:c}],19310)}]);
740
+ `;t.ShaderStore.IncludesShadersStore[s]||(t.ShaderStore.IncludesShadersStore[s]=c),e.s(["oitFragment",0,{name:s,shader:c}],42933)}]);