@uptimizr/dashboard 0.4.5 → 0.4.7

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 (384) hide show
  1. package/out/404.html +1 -1
  2. package/out/__next.__PAGE__.txt +19 -5
  3. package/out/__next._full.txt +11 -11
  4. package/out/__next._tree.txt +2 -2
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- 10:I[39259,["/_next/static/chunks/0s1jghzw8jufz.js"],"IconMark"]
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@@ -1,4 +1,4 @@
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1
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@@ -1,90 +1,4 @@
1
- (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,41125,e=>{"use strict";var i=e.i(37875);e.i(84327),e.i(2586);let r="defaultUboDeclaration",t=`uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
2
- #define ADDITIONAL_UBO_DECLARATION
3
- #include<sceneUboDeclaration>
4
- #include<meshUboDeclaration>
5
- `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["defaultUboDeclarationWGSL",0,{name:r,shader:t}])},6761,18724,e=>{"use strict";var i=e.i(37875);let r="samplerFragmentDeclaration",t=`#ifdef _DEFINENAME_
6
- #if _DEFINENAME_DIRECTUV==1
7
- #define v_VARYINGNAME_UV vMainUV1
8
- #elif _DEFINENAME_DIRECTUV==2
9
- #define v_VARYINGNAME_UV vMainUV2
10
- #elif _DEFINENAME_DIRECTUV==3
11
- #define v_VARYINGNAME_UV vMainUV3
12
- #elif _DEFINENAME_DIRECTUV==4
13
- #define v_VARYINGNAME_UV vMainUV4
14
- #elif _DEFINENAME_DIRECTUV==5
15
- #define v_VARYINGNAME_UV vMainUV5
16
- #elif _DEFINENAME_DIRECTUV==6
17
- #define v_VARYINGNAME_UV vMainUV6
18
- #else
19
- varying v_VARYINGNAME_UV: vec2f;
20
- #endif
21
- var _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;
22
- #endif
23
- `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["samplerFragmentDeclarationWGSL",0,{name:r,shader:t}],6761);let o="reflectionFunction",a=`fn computeFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
24
- {var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0); }
25
- fn computeMirroredFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
26
- {var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(1.0-s,t,0); }
27
- fn computeEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
28
- {var cameraToVertex: vec3f=normalize(worldPos.xyz-eyePosition);var r: vec3f=normalize(reflect(cameraToVertex,worldNormal));r= (reflectionMatrix* vec4f(r,0)).xyz;var lon: f32=atan2(r.z,r.x);var lat: f32=acos(r.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0);}
29
- fn computeSphericalCoords(worldPos: vec4f,worldNormal: vec3f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
30
- {var viewDir: vec3f=normalize((view*worldPos).xyz);var viewNormal: vec3f=normalize((view* vec4f(worldNormal,0.0)).xyz);var r: vec3f=reflect(viewDir,viewNormal);r= (reflectionMatrix* vec4f(r,0)).xyz;r.z=r.z-1.0;var m: f32=2.0*length(r);return vec3f(r.x/m+0.5,1.0-r.y/m-0.5,0);}
31
- fn computePlanarCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
32
- {var viewDir: vec3f=worldPos.xyz-eyePosition;var coords: vec3f=normalize(reflect(viewDir,worldNormal));return (reflectionMatrix* vec4f(coords,1)).xyz;}
33
- fn computeCubicCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
34
- {var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords= (reflectionMatrix* vec4f(coords,0)).xyz;
35
- #ifdef INVERTCUBICMAP
36
- coords.y*=-1.0;
37
- #endif
38
- return coords;}
39
- fn computeCubicLocalCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f,reflectionSize: vec3f,reflectionPosition: vec3f)->vec3f
40
- {var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=(reflectionMatrix* vec4f(coords,0)).xyz;
41
- #ifdef INVERTCUBICMAP
42
- coords.y*=-1.0;
43
- #endif
44
- return coords;}
45
- fn computeProjectionCoords(worldPos: vec4f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
46
- {return (reflectionMatrix*(view*worldPos)).xyz;}
47
- fn computeSkyBoxCoords(positionW: vec3f,reflectionMatrix: mat4x4f)->vec3f
48
- {return (reflectionMatrix* vec4f(positionW,1.)).xyz;}
49
- #ifdef REFLECTION
50
- fn computeReflectionCoords(worldPos: vec4f,worldNormal: vec3f)->vec3f
51
- {
52
- #ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED
53
- var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);
54
- #endif
55
- #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
56
- var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);
57
- #endif
58
- #ifdef REFLECTIONMAP_EQUIRECTANGULAR
59
- return computeEquirectangularCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
60
- #endif
61
- #ifdef REFLECTIONMAP_SPHERICAL
62
- return computeSphericalCoords(worldPos,worldNormal,scene.view,uniforms.reflectionMatrix);
63
- #endif
64
- #ifdef REFLECTIONMAP_PLANAR
65
- return computePlanarCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
66
- #endif
67
- #ifdef REFLECTIONMAP_CUBIC
68
- #ifdef USE_LOCAL_REFLECTIONMAP_CUBIC
69
- return computeCubicLocalCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix,uniforms.vReflectionSize,uniforms.vReflectionPosition);
70
- #else
71
- return computeCubicCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
72
- #endif
73
- #endif
74
- #ifdef REFLECTIONMAP_PROJECTION
75
- return computeProjectionCoords(worldPos,scene.view,uniforms.reflectionMatrix);
76
- #endif
77
- #ifndef REFLECTIONMAP_CUBIC
78
- #ifdef REFLECTIONMAP_SKYBOX
79
- return computeSkyBoxCoords(fragmentInputs.vPositionUVW,uniforms.reflectionMatrix);
80
- #endif
81
- #endif
82
- #ifdef REFLECTIONMAP_EXPLICIT
83
- return vec3f(0,0,0);
84
- #endif
85
- }
86
- #endif
87
- `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["reflectionFunctionWGSL",0,{name:o,shader:a}],18724)},51201,59575,26887,e=>{"use strict";var i=e.i(37875);let r="bumpFragmentMainFunctions",t=`#ifndef TEXRD_DEFINED
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,50853,59200,52612,e=>{"use strict";var i=e.i(2342);let r="bumpFragmentMainFunctions",t=`#ifndef TEXRD_DEFINED
88
2
  fn TEXRD(t: texture_2d<f32>,ts: sampler,uv: vec2f)->vec4f {return textureSample(t,ts,uv);}
89
3
  #define TEXRD_DEFINED
90
4
  #endif
@@ -128,7 +42,7 @@ fn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f
128
42
  fn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f
129
43
  {var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}
130
44
  #endif
131
- `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["bumpFragmentMainFunctionsWGSL",0,{name:r,shader:t}],51201),e.i(6761);let o="bumpFragmentFunctions",a=`#if defined(BUMP)
45
+ `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["bumpFragmentMainFunctionsWGSL",0,{name:r,shader:t}],50853),e.i(59994);let o="bumpFragmentFunctions",a=`#if defined(BUMP)
132
46
  #include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)
133
47
  #endif
134
48
  #if defined(DETAIL)
@@ -158,7 +72,7 @@ return -texCoordOffset;
158
72
  #endif
159
73
  }
160
74
  #endif
161
- `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["bumpFragmentFunctionsWGSL",0,{name:o,shader:a}],59575);let f="bumpFragment",n=`var uvOffset: vec2f= vec2f(0.0,0.0);
75
+ `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["bumpFragmentFunctionsWGSL",0,{name:o,shader:a}],59200);let f="bumpFragment",n=`var uvOffset: vec2f= vec2f(0.0,0.0);
162
76
  #if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)
163
77
  #ifdef NORMALXYSCALE
164
78
  var normalScale: f32=1.0;
@@ -210,7 +124,7 @@ normalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.y);
210
124
  #elif defined(DETAIL)
211
125
  detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);
212
126
  #endif
213
- `;i.ShaderStore.IncludesShadersStoreWGSL[f]||(i.ShaderStore.IncludesShadersStoreWGSL[f]=n),e.s(["bumpFragmentWGSL",0,{name:f,shader:n}],26887)},36963,31845,e=>{"use strict";var i=e.i(37875);let r="decalFragment",t=`#ifdef DECAL
127
+ `;i.ShaderStore.IncludesShadersStoreWGSL[f]||(i.ShaderStore.IncludesShadersStoreWGSL[f]=n),e.s(["bumpFragmentWGSL",0,{name:f,shader:n}],52612)},82714,64300,e=>{"use strict";var i=e.i(2342);let r="decalFragment",t=`#ifdef DECAL
214
128
  var decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;
215
129
  #ifdef GAMMADECAL
216
130
  decalTempColor=toLinearSpaceVec3(decalColor.rgb);
@@ -220,15 +134,14 @@ decalTempAlpha=decalColor.a*decalColor.a;
220
134
  #endif
221
135
  surfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);
222
136
  #endif
223
- `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["decalFragmentWGSL",0,{name:r,shader:t}],36963);let o="lightFragment",a=`#ifdef LIGHT{X}
137
+ `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["decalFragmentWGSL",0,{name:r,shader:t}],82714);let o="lightFragment",a=`#ifdef LIGHT{X}
224
138
  #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
225
139
  #else
226
140
  var diffuse{X}: vec4f=light{X}.vLightDiffuse;
227
141
  #define CUSTOM_LIGHT{X}_COLOR
228
142
  #if defined(PBR) && defined(CLUSTLIGHT{X})
229
- {let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(
143
+ {let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(
230
144
  lightDataTexture{X},
231
- &tileMaskBuffer{X},
232
145
  light{X}.vLightData,
233
146
  vec2u(light{X}.vSliceRanges[sliceIndex].xy),
234
147
  viewDirectionW,
@@ -432,7 +345,7 @@ uniforms.vReflectionInfos.y
432
345
  );
433
346
  #endif
434
347
  #elif defined(CLUSTLIGHT{X})
435
- {let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},&tileMaskBuffer{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}
348
+ {let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting{X}(lightDataTexture{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}
436
349
  #endif
437
350
  #endif
438
351
  #ifdef PROJECTEDLIGHTTEXTURE{X}
@@ -607,7 +520,111 @@ sheenBase+=info.sheen.rgb*shadow;
607
520
  #endif
608
521
  #endif
609
522
  #endif
610
- `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["lightFragmentWGSL",0,{name:o,shader:a}],31845)},2008,e=>{"use strict";var i=e.i(37875),r=e.i(84327),t=e.i(2586),o=e.i(41125),a=e.i(35017),f=e.i(36028),n=e.i(30368),l=e.i(73272),s=e.i(83805),d=e.i(50273),c=e.i(96429);let u="lightsFragmentFunctions",m=`struct lightingInfo
523
+ `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["lightFragmentWGSL",0,{name:o,shader:a}],64300)},27069,e=>{"use strict";var i=e.i(2342);e.i(34218),e.i(25661);let r="defaultUboDeclaration",t=`uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
524
+ #define ADDITIONAL_UBO_DECLARATION
525
+ #include<sceneUboDeclaration>
526
+ #include<meshUboDeclaration>
527
+ `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["defaultUboDeclarationWGSL",0,{name:r,shader:t}])},59994,77843,e=>{"use strict";var i=e.i(2342);let r="samplerFragmentDeclaration",t=`#ifdef _DEFINENAME_
528
+ #if _DEFINENAME_DIRECTUV==1
529
+ #define v_VARYINGNAME_UV vMainUV1
530
+ #elif _DEFINENAME_DIRECTUV==2
531
+ #define v_VARYINGNAME_UV vMainUV2
532
+ #elif _DEFINENAME_DIRECTUV==3
533
+ #define v_VARYINGNAME_UV vMainUV3
534
+ #elif _DEFINENAME_DIRECTUV==4
535
+ #define v_VARYINGNAME_UV vMainUV4
536
+ #elif _DEFINENAME_DIRECTUV==5
537
+ #define v_VARYINGNAME_UV vMainUV5
538
+ #elif _DEFINENAME_DIRECTUV==6
539
+ #define v_VARYINGNAME_UV vMainUV6
540
+ #else
541
+ varying v_VARYINGNAME_UV: vec2f;
542
+ #endif
543
+ var _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;
544
+ #endif
545
+ `;i.ShaderStore.IncludesShadersStoreWGSL[r]||(i.ShaderStore.IncludesShadersStoreWGSL[r]=t),e.s(["samplerFragmentDeclarationWGSL",0,{name:r,shader:t}],59994);let o="reflectionFunction",a=`fn computeFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
546
+ {var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0); }
547
+ fn computeMirroredFixedEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,direction: vec3f)->vec3f
548
+ {var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(1.0-s,t,0); }
549
+ fn computeEquirectangularCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
550
+ {var cameraToVertex: vec3f=normalize(worldPos.xyz-eyePosition);var r: vec3f=normalize(reflect(cameraToVertex,worldNormal));r= (reflectionMatrix* vec4f(r,0)).xyz;var lon: f32=atan2(r.z,r.x);var lat: f32=acos(r.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0);}
551
+ fn computeSphericalCoords(worldPos: vec4f,worldNormal: vec3f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
552
+ {var viewDir: vec3f=normalize((view*worldPos).xyz);var viewNormal: vec3f=normalize((view* vec4f(worldNormal,0.0)).xyz);var r: vec3f=reflect(viewDir,viewNormal);r= (reflectionMatrix* vec4f(r,0)).xyz;r.z=r.z-1.0;var m: f32=2.0*length(r);return vec3f(r.x/m+0.5,1.0-r.y/m-0.5,0);}
553
+ fn computePlanarCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
554
+ {var viewDir: vec3f=worldPos.xyz-eyePosition;var coords: vec3f=normalize(reflect(viewDir,worldNormal));return (reflectionMatrix* vec4f(coords,1)).xyz;}
555
+ fn computeCubicCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f)->vec3f
556
+ {var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords= (reflectionMatrix* vec4f(coords,0)).xyz;
557
+ #ifdef INVERTCUBICMAP
558
+ coords.y*=-1.0;
559
+ #endif
560
+ return coords;}
561
+ fn computeCubicLocalCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f,reflectionSize: vec3f,reflectionPosition: vec3f)->vec3f
562
+ {var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=(reflectionMatrix* vec4f(coords,0)).xyz;
563
+ #ifdef INVERTCUBICMAP
564
+ coords.y*=-1.0;
565
+ #endif
566
+ return coords;}
567
+ fn computeProjectionCoords(worldPos: vec4f,view: mat4x4f,reflectionMatrix: mat4x4f)->vec3f
568
+ {return (reflectionMatrix*(view*worldPos)).xyz;}
569
+ fn computeSkyBoxCoords(positionW: vec3f,reflectionMatrix: mat4x4f)->vec3f
570
+ {return (reflectionMatrix* vec4f(positionW,1.)).xyz;}
571
+ #ifdef REFLECTION
572
+ fn computeReflectionCoords(worldPos: vec4f,worldNormal: vec3f)->vec3f
573
+ {
574
+ #ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED
575
+ var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);
576
+ #endif
577
+ #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
578
+ var direction: vec3f=normalize(fragmentInputs.vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);
579
+ #endif
580
+ #ifdef REFLECTIONMAP_EQUIRECTANGULAR
581
+ return computeEquirectangularCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
582
+ #endif
583
+ #ifdef REFLECTIONMAP_SPHERICAL
584
+ return computeSphericalCoords(worldPos,worldNormal,scene.view,uniforms.reflectionMatrix);
585
+ #endif
586
+ #ifdef REFLECTIONMAP_PLANAR
587
+ return computePlanarCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
588
+ #endif
589
+ #ifdef REFLECTIONMAP_CUBIC
590
+ #ifdef USE_LOCAL_REFLECTIONMAP_CUBIC
591
+ return computeCubicLocalCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix,uniforms.vReflectionSize,uniforms.vReflectionPosition);
592
+ #else
593
+ return computeCubicCoords(worldPos,worldNormal,scene.vEyePosition.xyz,uniforms.reflectionMatrix);
594
+ #endif
595
+ #endif
596
+ #ifdef REFLECTIONMAP_PROJECTION
597
+ return computeProjectionCoords(worldPos,scene.view,uniforms.reflectionMatrix);
598
+ #endif
599
+ #ifndef REFLECTIONMAP_CUBIC
600
+ #ifdef REFLECTIONMAP_SKYBOX
601
+ return computeSkyBoxCoords(fragmentInputs.vPositionUVW,uniforms.reflectionMatrix);
602
+ #endif
603
+ #endif
604
+ #ifdef REFLECTIONMAP_EXPLICIT
605
+ return vec3f(0,0,0);
606
+ #endif
607
+ }
608
+ #endif
609
+ `;i.ShaderStore.IncludesShadersStoreWGSL[o]||(i.ShaderStore.IncludesShadersStoreWGSL[o]=a),e.s(["reflectionFunctionWGSL",0,{name:o,shader:a}],77843)},32858,e=>{"use strict";var i=e.i(2342),r=e.i(34218),t=e.i(25661),o=e.i(27069),a=e.i(78642),f=e.i(42747),n=e.i(77918),l=e.i(35551),s=e.i(3781),d=e.i(30433),c=e.i(39383);let u="clusteredLightingCompute",m=`#if defined(CLUSTLIGHT{X}) && defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
610
+ fn computeClusteredLighting{X}(
611
+ lightDataTexture: texture_2d<f32>,
612
+ viewDirectionW: vec3f,
613
+ vNormal: vec3f,
614
+ lightData: vec4f,
615
+ sliceRange: vec2u,
616
+ glossiness: f32
617
+ )->lightingInfo {var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer{X}[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset;
618
+ let maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var info: lightingInfo;if light.vLightDirection.w<0.0 {info=computeLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);} else {info=computeSpotLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDirection,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);}
619
+ result.diffuse+=info.diffuse;
620
+ #ifdef SPECULARTERM
621
+ result.specular+=info.specular;
622
+ #endif
623
+ }
624
+ batchOffset+=CLUSTLIGHT_BATCH;}
625
+ return result;}
626
+ #endif
627
+ `;i.ShaderStore.IncludesShadersStoreWGSL[u]||(i.ShaderStore.IncludesShadersStoreWGSL[u]=m);let v="lightsFragmentFunctions",g=`struct lightingInfo
611
628
  {diffuse: vec3f,
612
629
  #ifdef SPECULARTERM
613
630
  specular: vec3f,
@@ -686,29 +703,13 @@ result.diffuse+=diffuseColor*data.Diffuse;return result;}
686
703
  #endif
687
704
  #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
688
705
  #include<clusteredLightingFunctions>
689
- fn computeClusteredLighting(
690
- lightDataTexture: texture_2d<f32>,
691
- tileMaskBuffer: ptr<storage,array<u32>>,
692
- viewDirectionW: vec3f,
693
- vNormal: vec3f,
694
- lightData: vec4f,
695
- sliceRange: vec2u,
696
- glossiness: f32
697
- )->lightingInfo {var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset;
698
- let maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var info: lightingInfo;if light.vLightDirection.w<0.0 {info=computeLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);} else {info=computeSpotLighting(viewDirectionW,vNormal,light.vLightData,light.vLightDirection,light.vLightDiffuse.rgb,light.vLightSpecular.rgb,light.vLightDiffuse.a,glossiness);}
699
- result.diffuse+=info.diffuse;
700
- #ifdef SPECULARTERM
701
- result.specular+=info.specular;
702
- #endif
703
- }
704
- batchOffset+=CLUSTLIGHT_BATCH;}
705
- return result;}
706
+ #include<clusteredLightingCompute>[0..maxSimultaneousLights]
706
707
  #endif
707
- `;i.ShaderStore.IncludesShadersStoreWGSL[u]||(i.ShaderStore.IncludesShadersStoreWGSL[u]=m);var v=e.i(34458),g=e.i(6761);let h="fresnelFunction",p=`#ifdef FRESNEL
708
+ `;i.ShaderStore.IncludesShadersStoreWGSL[v]||(i.ShaderStore.IncludesShadersStoreWGSL[v]=g);var h=e.i(71240),p=e.i(59994);let S="fresnelFunction",I=`#ifdef FRESNEL
708
709
  fn computeFresnelTerm(viewDirection: vec3f,worldNormal: vec3f,bias: f32,power: f32)->f32
709
710
  {let fresnelTerm: f32=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
710
711
  #endif
711
- `;i.ShaderStore.IncludesShadersStoreWGSL[h]||(i.ShaderStore.IncludesShadersStoreWGSL[h]=p);var S=e.i(18724),I=e.i(73081),L=e.i(40995),C=e.i(15535),E=e.i(51201),T=e.i(59575),A=e.i(4294),X=e.i(95676),D=e.i(11557),x=e.i(71990),R=e.i(26887),P=e.i(36963),N=e.i(27305),w=e.i(31845),O=e.i(8760),M=e.i(18510),_=e.i(10238);let F="defaultPixelShader",b=`#include<defaultUboDeclaration>
712
+ `;i.ShaderStore.IncludesShadersStoreWGSL[S]||(i.ShaderStore.IncludesShadersStoreWGSL[S]=I);var L=e.i(77843),C=e.i(8371),E=e.i(85754),T=e.i(76260),A=e.i(50853),X=e.i(59200),D=e.i(49338),x=e.i(67263),R=e.i(97039),P=e.i(65513),N=e.i(52612),w=e.i(82714),O=e.i(497),M=e.i(64300),_=e.i(50785),F=e.i(30597),b=e.i(94154);let W="defaultPixelShader",U=`#include<defaultUboDeclaration>
712
713
  #include<prePassDeclaration>[SCENE_MRT_COUNT]
713
714
  #include<oitDeclaration>
714
715
  #define CUSTOM_FRAGMENT_BEGIN
@@ -797,7 +798,9 @@ baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
797
798
  var decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
798
799
  #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
799
800
  #endif
801
+ #define DEPTHPREPASS_SKIP_EARLY_RETURN
800
802
  #include<depthPrePass>
803
+ #ifndef DEPTHPREPASS
801
804
  #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
802
805
  baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
803
806
  #endif
@@ -1074,5 +1077,6 @@ fragmentOutputs.color=color;
1074
1077
  if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}
1075
1078
  #endif
1076
1079
  #define CUSTOM_FRAGMENT_MAIN_END
1080
+ #endif
1077
1081
  }
1078
- `;for(let e of(i.ShaderStore.ShadersStoreWGSL[F]||(i.ShaderStore.ShadersStoreWGSL[F]=b),[r.sceneUboDeclarationWGSL,t.meshUboDeclarationWGSL,o.defaultUboDeclarationWGSL,a.prePassDeclarationWGSL,f.oitDeclarationWGSL,n.mainUVVaryingDeclarationWGSL,l.helperFunctionsWGSL,s.lightUboDeclarationWGSL,d.ltcHelperFunctionsWGSL,c.clusteredLightingFunctionsWGSL,{name:u,shader:m},v.shadowsFragmentFunctionsWGSL,g.samplerFragmentDeclarationWGSL,{name:h,shader:p},S.reflectionFunctionWGSL,I.imageProcessingDeclarationWGSL,L.imageProcessingFunctionsWGSL,C.textureRepetitionFunctionsWGSL,E.bumpFragmentMainFunctionsWGSL,T.bumpFragmentFunctionsWGSL,A.clipPlaneFragmentDeclarationWGSL,X.logDepthDeclarationWGSL,D.fogFragmentDeclarationWGSL,x.clipPlaneFragmentWGSL,R.bumpFragmentWGSL,P.decalFragmentWGSL,N.depthPrePassWGSL,w.lightFragmentWGSL,O.logDepthFragmentWGSL,M.fogFragmentWGSL,_.oitFragmentWGSL]))i.ShaderStore.IncludesShadersStoreWGSL[e.name]||(i.ShaderStore.IncludesShadersStoreWGSL[e.name]=e.shader);e.s(["defaultPixelShaderWGSL",0,{name:F,shader:b}],2008)}]);
1082
+ `;for(let e of(i.ShaderStore.ShadersStoreWGSL[W]||(i.ShaderStore.ShadersStoreWGSL[W]=U),[r.sceneUboDeclarationWGSL,t.meshUboDeclarationWGSL,o.defaultUboDeclarationWGSL,a.prePassDeclarationWGSL,f.oitDeclarationWGSL,n.mainUVVaryingDeclarationWGSL,l.helperFunctionsWGSL,s.lightUboDeclarationWGSL,d.ltcHelperFunctionsWGSL,c.clusteredLightingFunctionsWGSL,{name:u,shader:m},{name:v,shader:g},h.shadowsFragmentFunctionsWGSL,p.samplerFragmentDeclarationWGSL,{name:S,shader:I},L.reflectionFunctionWGSL,C.imageProcessingDeclarationWGSL,E.imageProcessingFunctionsWGSL,T.textureRepetitionFunctionsWGSL,A.bumpFragmentMainFunctionsWGSL,X.bumpFragmentFunctionsWGSL,D.clipPlaneFragmentDeclarationWGSL,x.logDepthDeclarationWGSL,R.fogFragmentDeclarationWGSL,P.clipPlaneFragmentWGSL,N.bumpFragmentWGSL,w.decalFragmentWGSL,O.depthPrePassWGSL,M.lightFragmentWGSL,_.logDepthFragmentWGSL,F.fogFragmentWGSL,b.oitFragmentWGSL]))i.ShaderStore.IncludesShadersStoreWGSL[e.name]||(i.ShaderStore.IncludesShadersStoreWGSL[e.name]=e.shader);e.s(["defaultPixelShaderWGSL",0,{name:W,shader:U}],32858)}]);
@@ -1,4 +1,4 @@
1
- (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,73272,e=>{"use strict";var r=e.i(37875);let t="helperFunctions",a=`const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08;
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,35551,e=>{"use strict";var r=e.i(2342);let t="helperFunctions",a=`const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08;
2
2
  const LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}
3
3
  fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}
4
4
  fn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}
@@ -84,7 +84,7 @@ fn max3(v: vec3f)->f32 {return max(v.x,max(v.y,v.z));}
84
84
  fn uint2float(i: u32)->f32 {return bitcast<f32>(0x3F800000u | (i>>9u))-1.0;}
85
85
  fn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),
86
86
  uint2float(rstate*2447445414u));}
87
- `;r.ShaderStore.IncludesShadersStoreWGSL[t]||(r.ShaderStore.IncludesShadersStoreWGSL[t]=a),e.s(["helperFunctionsWGSL",0,{name:t,shader:a}])},38846,e=>{"use strict";var r=e.i(37875),t=e.i(73272);let a="rgbdDecodePixelShader",c=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
87
+ `;r.ShaderStore.IncludesShadersStoreWGSL[t]||(r.ShaderStore.IncludesShadersStoreWGSL[t]=a),e.s(["helperFunctionsWGSL",0,{name:t,shader:a}])},47124,e=>{"use strict";var r=e.i(2342),t=e.i(35551);let a="rgbdDecodePixelShader",c=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
88
88
  #include<helperFunctions>
89
89
  #define CUSTOM_FRAGMENT_DEFINITIONS
90
90
  @fragment
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