@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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- #extension GL_EXT_draw_buffers : require
3
- layout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;
4
- #ifdef PREPASS_LOCAL_POSITION
5
- varying highp vec3 vPosition;
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,94704,88780,e=>{"use strict";var t=e.i(2342);let o="clipPlaneFragmentDeclaration",r=`#ifdef CLIPPLANE
2
+ varying float fClipDistance;
6
3
  #endif
7
- #ifdef PREPASS_DEPTH
8
- varying highp vec3 vViewPos;
4
+ #ifdef CLIPPLANE2
5
+ varying float fClipDistance2;
9
6
  #endif
10
- #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
11
- varying highp float vNormViewDepth;
7
+ #ifdef CLIPPLANE3
8
+ varying float fClipDistance3;
12
9
  #endif
13
- #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
14
- varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
10
+ #ifdef CLIPPLANE4
11
+ varying float fClipDistance4;
15
12
  #endif
13
+ #ifdef CLIPPLANE5
14
+ varying float fClipDistance5;
16
15
  #endif
17
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["prePassDeclaration",0,{name:o,shader:r}],44178);let a="oitDeclaration",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
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- #extension GL_EXT_draw_buffers : require
19
- layout(location=0) out vec2 depth;
20
- layout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;
21
- #define MAX_DEPTH 99999.0
22
- highp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;
16
+ #ifdef CLIPPLANE6
17
+ varying float fClipDistance6;
18
+ #endif
19
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["clipPlaneFragmentDeclaration",0,{name:o,shader:r}],94704);let a="clipPlaneFragment",i=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
20
+ if (false) {}
21
+ #endif
22
+ #ifdef CLIPPLANE
23
+ else if (fClipDistance>0.0)
24
+ {discard;}
25
+ #endif
26
+ #ifdef CLIPPLANE2
27
+ else if (fClipDistance2>0.0)
28
+ {discard;}
29
+ #endif
30
+ #ifdef CLIPPLANE3
31
+ else if (fClipDistance3>0.0)
32
+ {discard;}
33
+ #endif
34
+ #ifdef CLIPPLANE4
35
+ else if (fClipDistance4>0.0)
36
+ {discard;}
37
+ #endif
38
+ #ifdef CLIPPLANE5
39
+ else if (fClipDistance5>0.0)
40
+ {discard;}
23
41
  #endif
24
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],15937)},44994,e=>{"use strict";var t=e.i(37875);let o="decalFragmentDeclaration",r=`#ifdef DECAL
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+ #ifdef CLIPPLANE6
43
+ else if (fClipDistance6>0.0)
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+ {discard;}
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+ #endif
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+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["clipPlaneFragment",0,{name:a,shader:i}],88780)},80936,e=>{"use strict";var t=e.i(2342);let o="decalFragmentDeclaration",r=`#ifdef DECAL
25
47
  uniform vec4 vDecalInfos;
26
48
  #endif
27
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},41298,46860,e=>{"use strict";var t=e.i(37875);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
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+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},40990,55186,e=>{"use strict";var t=e.i(2342);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
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+ gl_FragColor=vec4(0.,0.,0.,1.0);return;
51
+ #endif
52
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["depthPrePass",0,{name:o,shader:r}],40990);let a="oitFragment",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
53
+ float fragDepth=gl_FragCoord.z;
54
+ #ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS
55
+ uint halfFloat=packHalf2x16(vec2(fragDepth));vec2 full=unpackHalf2x16(halfFloat);fragDepth=full.x;
56
+ #endif
57
+ ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;vec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);depth.rg=vec2(-MAX_DEPTH);frontColor=lastFrontColor;backColor=vec4(0.0);
58
+ #ifdef USE_REVERSE_DEPTHBUFFER
59
+ float furthestDepth=-lastDepth.x;float nearestDepth=lastDepth.y;
60
+ #else
61
+ float nearestDepth=-lastDepth.x;float furthestDepth=lastDepth.y;
62
+ #endif
63
+ float alphaMultiplier=1.0-lastFrontColor.a;
64
+ #ifdef USE_REVERSE_DEPTHBUFFER
65
+ if (fragDepth>nearestDepth || fragDepth<furthestDepth) {
66
+ #else
67
+ if (fragDepth<nearestDepth || fragDepth>furthestDepth) {
68
+ #endif
69
+ return;}
70
+ #ifdef USE_REVERSE_DEPTHBUFFER
71
+ if (fragDepth<nearestDepth && fragDepth>furthestDepth) {
72
+ #else
73
+ if (fragDepth>nearestDepth && fragDepth<furthestDepth) {
74
+ #endif
75
+ depth.rg=vec2(-fragDepth,fragDepth);return;}
76
+ #endif
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+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitFragment",0,{name:a,shader:i}],55186)},18124,21487,e=>{"use strict";var t=e.i(2342);let o="fogFragmentDeclaration",r=`#ifdef FOG
78
+ #define FOGMODE_NONE 0.
79
+ #define FOGMODE_EXP 1.
80
+ #define FOGMODE_EXP2 2.
81
+ #define FOGMODE_LINEAR 3.
82
+ #define E 2.71828
83
+ uniform vec4 vFogInfos;uniform vec3 vFogColor;varying vec3 vFogDistance;float CalcFogFactor()
84
+ {float fogCoeff=1.0;float fogStart=vFogInfos.y;float fogEnd=vFogInfos.z;float fogDensity=vFogInfos.w;float fogDistance=length(vFogDistance);if (FOGMODE_LINEAR==vFogInfos.x)
85
+ {fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}
86
+ else if (FOGMODE_EXP==vFogInfos.x)
87
+ {fogCoeff=1.0/pow(E,fogDistance*fogDensity);}
88
+ else if (FOGMODE_EXP2==vFogInfos.x)
89
+ {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}
90
+ return clamp(fogCoeff,0.0,1.0);}
91
+ #endif
92
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["fogFragmentDeclaration",0,{name:o,shader:r}],18124);let a="fogFragment",i=`#ifdef FOG
93
+ float fog=CalcFogFactor();
94
+ #ifdef PBR
95
+ fog=toLinearSpace(fog);
96
+ #endif
97
+ color.rgb=mix(vFogColor,color.rgb,fog);
98
+ #endif
99
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["fogFragment",0,{name:a,shader:i}],21487)},74244,e=>{"use strict";var t=e.i(2342);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
100
+ uniform float exposureLinear;
101
+ #endif
102
+ #ifdef CONTRAST
103
+ uniform float contrast;
104
+ #endif
105
+ #if defined(VIGNETTE) || defined(DITHER)
106
+ uniform vec2 vInverseScreenSize;
107
+ #endif
108
+ #ifdef VIGNETTE
109
+ uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
110
+ #endif
111
+ #ifdef COLORCURVES
112
+ uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
113
+ #endif
114
+ #ifdef COLORGRADING
115
+ #ifdef COLORGRADING3D
116
+ uniform highp sampler3D txColorTransform;
117
+ #else
118
+ uniform sampler2D txColorTransform;
119
+ #endif
120
+ uniform vec4 colorTransformSettings;
121
+ #endif
122
+ #ifdef DITHER
123
+ uniform float ditherIntensity;
124
+ #endif
125
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingDeclaration",0,{name:o,shader:r}])},8044,e=>{"use strict";var t=e.i(2342);let o="imageProcessingFunctions",r=`#if defined(COLORGRADING) && !defined(COLORGRADING3D)
126
+ /**
127
+ * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
128
+ * sampler3dSetting.x=textureOffset (0.5/textureSize).
129
+ * sampler3dSetting.y=textureSize.
130
+ */
131
+ #define inline
132
+ vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
133
+ {float sliceSize=2.0*sampler3dSetting.x;
134
+ #ifdef SAMPLER3DGREENDEPTH
135
+ float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
136
+ #else
137
+ float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
138
+ #endif
139
+ float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
140
+ #ifdef SAMPLER3DGREENDEPTH
141
+ vec2 sliceUV=color.rb;
142
+ #else
143
+ vec2 sliceUV=color.rg;
144
+ #endif
145
+ 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);
146
+ #ifdef SAMPLER3DBGRMAP
147
+ color.rgb=result.rgb;
148
+ #else
149
+ color.rgb=result.bgr;
150
+ #endif
151
+ return color;}
152
+ #endif
153
+ #if TONEMAPPING==3
154
+ 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);}
155
+ #endif
156
+ #if TONEMAPPING==2
157
+ const mat3 ACESInputMat=mat3(
158
+ vec3(0.59719,0.07600,0.02840),
159
+ vec3(0.35458,0.90834,0.13383),
160
+ vec3(0.04823,0.01566,0.83777)
161
+ );const mat3 ACESOutputMat=mat3(
162
+ vec3( 1.60475,-0.10208,-0.00327),
163
+ vec3(-0.53108, 1.10813,-0.07276),
164
+ vec3(-0.07367,-0.00605, 1.07602)
165
+ );vec3 RRTAndODTFit(vec3 v)
166
+ {vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
167
+ vec3 ACESFitted(vec3 color)
168
+ {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
169
+ #endif
170
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
171
+ vec4 applyImageProcessing(vec4 result) {
172
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
173
+ #ifdef EXPOSURE
174
+ result.rgb*=exposureLinear;
175
+ #endif
176
+ #ifdef VIGNETTE
177
+ 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;
178
+ #ifdef VIGNETTEBLENDMODEMULTIPLY
179
+ vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
180
+ #endif
181
+ #ifdef VIGNETTEBLENDMODEOPAQUE
182
+ result.rgb=mix(vignetteColor,result.rgb,vignette);
183
+ #endif
184
+ #endif
185
+ #if TONEMAPPING==3
186
+ result.rgb=PBRNeutralToneMapping(result.rgb);
187
+ #elif TONEMAPPING==2
188
+ result.rgb=ACESFitted(result.rgb);
189
+ #elif TONEMAPPING==1
190
+ const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
191
+ #endif
192
+ result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
193
+ #ifdef CONTRAST
194
+ 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);}
195
+ result.rgb=max(result.rgb,0.);
196
+ #endif
197
+ #ifdef COLORGRADING
198
+ vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
199
+ #ifdef COLORGRADING3D
200
+ vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
201
+ #else
202
+ vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
203
+ #endif
204
+ result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
205
+ #endif
206
+ #ifdef COLORCURVES
207
+ 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);
208
+ #endif
209
+ #ifdef DITHER
210
+ float rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));
211
+ #endif
212
+ #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
213
+ return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingFunctions",0,{name:o,shader:r}])},73421,73860,e=>{"use strict";var t=e.i(2342);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
28
214
  uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
29
215
  #ifdef SPECULARTERM
30
216
  uniform vec4 vLightSpecular{X};
@@ -98,7 +284,7 @@ uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture
98
284
  uniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};
99
285
  #endif
100
286
  #endif
101
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["lightFragmentDeclaration",0,{name:o,shader:r}],41298);let a="lightUboDeclaration",i=`#ifdef LIGHT{X}
287
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["lightFragmentDeclaration",0,{name:o,shader:r}],73421);let a="lightUboDeclaration",i=`#ifdef LIGHT{X}
102
288
  uniform Light{X}
103
289
  {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
104
290
  #ifdef SPOTLIGHT{X}
@@ -170,162 +356,71 @@ uniform mat4 lightMatrix{X};
170
356
  #endif
171
357
  #endif
172
358
  #endif
173
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["lightUboDeclaration",0,{name:a,shader:i}],46860)},57005,e=>{"use strict";var t=e.i(37875);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
174
- uniform float exposureLinear;
175
- #endif
176
- #ifdef CONTRAST
177
- uniform float contrast;
178
- #endif
179
- #if defined(VIGNETTE) || defined(DITHER)
180
- uniform vec2 vInverseScreenSize;
181
- #endif
182
- #ifdef VIGNETTE
183
- uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
184
- #endif
185
- #ifdef COLORCURVES
186
- uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
187
- #endif
188
- #ifdef COLORGRADING
189
- #ifdef COLORGRADING3D
190
- uniform highp sampler3D txColorTransform;
191
- #else
192
- uniform sampler2D txColorTransform;
193
- #endif
194
- uniform vec4 colorTransformSettings;
195
- #endif
196
- #ifdef DITHER
197
- uniform float ditherIntensity;
198
- #endif
199
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingDeclaration",0,{name:o,shader:r}])},13989,e=>{"use strict";var t=e.i(37875);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)),
202
- 2.0+dot(p,vec2(11.0,47.0)),
203
- 3.0+dot(p,vec2(41.0,29.0)),
204
- 4.0+dot(p,vec2(23.0,31.0))
205
- ))*103.0);}
206
- #endif
207
- #if TEXTURE_REPETITION_MODE==1
208
- 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
210
- #ifndef TEXTURE_REPETITION_M_PI
211
- #define TEXTURE_REPETITION_M_PI 3.14159265358979
212
- #endif
213
- 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;}
224
- #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)
359
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["lightUboDeclaration",0,{name:a,shader:i}],73860)},51115,e=>{"use strict";var t=e.i(2342);let o="logDepthFragment",r=`#ifdef LOGARITHMICDEPTH
360
+ gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
238
361
  #endif
239
- #define TEXRD_DEFINED
240
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])},3142,e=>{"use strict";var t=e.i(37875);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
- */
362
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["logDepthFragment",0,{name:o,shader:r}])},83457,e=>{"use strict";var t=e.i(2342);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;}
363
+ float LTCClippedSphereFormFactor( const in vec3 f ) {float l=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}
364
+ 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 )
365
+ {thetaSintheta=v;}
366
+ else
367
+ {thetaSintheta=0.5*inversesqrt( max( 1.0-x*x,1e-7 ) )-v;}
368
+ return cross( v1,v2 )*thetaSintheta;}
369
+ 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 );
370
+ 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 );}
371
+ vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered,vec3 p1_,vec3 p2_,vec3 p3_,vec3 p4_)
372
+ {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;}
373
+ 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 );
374
+ 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;}
375
+ struct areaLightData
376
+ {vec3 Diffuse;vec3 Specular;vec4 Fresnel;};
246
377
  #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);
378
+ 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)
379
+ {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
380
+ rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
381
+ #ifdef SPECULARTERM
382
+ vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
383
+ vec3( t1.x,0,t1.y ),
384
+ vec3( 0,1, 0 ),
385
+ vec3( t1.z,0,t1.w )
386
+ );result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords );result.Fresnel=t2;
298
387
  #endif
388
+ result.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}
389
+ #define inline
390
+ 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)
391
+ {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
392
+ rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
393
+ #ifdef SPECULARTERM
394
+ vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
395
+ vec3( t1.x,0,t1.y ),
396
+ vec3( 0,1, 0 ),
397
+ vec3( t1.z,0,t1.w )
398
+ );result.Specular=LTCEvaluateWithEmission( normal,viewDir,position,mInv,rectCoords,texFilteredMap );result.Fresnel=t2;
299
399
  #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);
400
+ 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}])},8139,88799,e=>{"use strict";var t=e.i(2342);let o="prePassDeclaration",r=`#ifdef PREPASS
401
+ #extension GL_EXT_draw_buffers : require
402
+ layout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;
403
+ #ifdef PREPASS_LOCAL_POSITION
404
+ varying highp vec3 vPosition;
306
405
  #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.);
406
+ #ifdef PREPASS_DEPTH
407
+ varying highp vec3 vViewPos;
311
408
  #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;
409
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
410
+ varying highp float vNormViewDepth;
318
411
  #endif
319
- result.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);
412
+ #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
413
+ varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
320
414
  #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);
323
415
  #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));
416
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["prePassDeclaration",0,{name:o,shader:r}],8139);let a="oitDeclaration",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
417
+ #extension GL_EXT_draw_buffers : require
418
+ layout(location=0) out vec2 depth;
419
+ layout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;
420
+ #define MAX_DEPTH 99999.0
421
+ highp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;
326
422
  #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}])},13230,e=>{"use strict";var t=e.i(37875);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
423
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],88799)},58478,e=>{"use strict";var t=e.i(2342);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
329
424
  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
330
425
  #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
331
426
  #else
@@ -668,73 +763,45 @@ float computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depth
668
763
  {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
669
764
  #endif
670
765
  #endif
671
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["shadowsFragmentFunctions",0,{name:o,shader:r}])},56090,e=>{"use strict";var t=e.i(37875);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;
696
- #endif
697
- result.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}
698
- #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;
708
- #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}])},84852,98008,46525,e=>{"use strict";var t=e.i(37875);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
710
- gl_FragColor=vec4(0.,0.,0.,1.0);return;
711
- #endif
712
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["depthPrePass",0,{name:o,shader:r}],84852);let a="logDepthFragment",i=`#ifdef LOGARITHMICDEPTH
713
- gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
714
- #endif
715
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["logDepthFragment",0,{name:a,shader:i}],98008);let s="oitFragment",c=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
716
- float fragDepth=gl_FragCoord.z;
717
- #ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS
718
- uint halfFloat=packHalf2x16(vec2(fragDepth));vec2 full=unpackHalf2x16(halfFloat);fragDepth=full.x;
766
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["shadowsFragmentFunctions",0,{name:o,shader:r}])},59954,e=>{"use strict";var t=e.i(2342);let o="textureRepetitionFunctions",r=`#if TEXTURE_REPETITION_MODE>0
767
+ vec4 _texRepHash4(vec2 p) {return fract(sin(vec4(
768
+ 1.0+dot(p,vec2(37.0,17.0)),
769
+ 2.0+dot(p,vec2(11.0,47.0)),
770
+ 3.0+dot(p,vec2(41.0,29.0)),
771
+ 4.0+dot(p,vec2(23.0,31.0))
772
+ ))*103.0);}
719
773
  #endif
720
- ivec2 fragCoord=ivec2(gl_FragCoord.xy);vec2 lastDepth=texelFetch(oitDepthSampler,fragCoord,0).rg;vec4 lastFrontColor=texelFetch(oitFrontColorSampler,fragCoord,0);depth.rg=vec2(-MAX_DEPTH);frontColor=lastFrontColor;backColor=vec4(0.0);
721
- #ifdef USE_REVERSE_DEPTHBUFFER
722
- float furthestDepth=-lastDepth.x;float nearestDepth=lastDepth.y;
723
- #else
724
- float nearestDepth=-lastDepth.x;float furthestDepth=lastDepth.y;
774
+ #if TEXTURE_REPETITION_MODE==1
775
+ 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));}
776
+ #elif TEXTURE_REPETITION_MODE==2
777
+ #ifndef TEXTURE_REPETITION_M_PI
778
+ #define TEXTURE_REPETITION_M_PI 3.14159265358979
725
779
  #endif
726
- float alphaMultiplier=1.0-lastFrontColor.a;
727
- #ifdef USE_REVERSE_DEPTHBUFFER
728
- if (fragDepth>nearestDepth || fragDepth<furthestDepth) {
729
- #else
730
- if (fragDepth<nearestDepth || fragDepth>furthestDepth) {
780
+ vec2 _texRepHexHash(vec2 p) {vec2 r=mat2(127.1,269.5,311.7,183.3)*p;return fract(sin(r)*43758.5453);}
781
+ void _texRepTriangleGrid(
782
+ out float w1,out float w2,out float w3,
783
+ out ivec2 vertex1,out ivec2 vertex2,out ivec2 vertex3,
784
+ vec2 st
785
+ ) {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));}
786
+ 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));}
787
+ 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);}
788
+ 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);}
789
+ 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);}
790
+ return W.x*c1+W.y*c2+W.z*c3;}
791
+ #elif TEXTURE_REPETITION_MODE==3
792
+ 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(
793
+ mix(textureGrad(samp,uva,ddxa,ddya),textureGrad(samp,uvb,ddxb,ddyb),b.x),
794
+ mix(textureGrad(samp,uvc,ddxc,ddyc),textureGrad(samp,uvd,ddxd,ddyd),b.x),
795
+ b.y
796
+ );}
797
+ #elif TEXTURE_REPETITION_MODE==4
798
+ 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;}}
799
+ float mean=0.3;vec4 res=mean+(va-wt*mean)/sqrt(w2);return mix(va/wt,res,0.4);}
731
800
  #endif
732
- return;}
733
- #ifdef USE_REVERSE_DEPTHBUFFER
734
- if (fragDepth<nearestDepth && fragDepth>furthestDepth) {
801
+ #if TEXTURE_REPETITION_MODE>0
802
+ #define TEXRD(s,uv) _texRepSample(s,uv)
735
803
  #else
736
- if (fragDepth>nearestDepth && fragDepth<furthestDepth) {
737
- #endif
738
- depth.rg=vec2(-fragDepth,fragDepth);return;}
804
+ #define TEXRD(s,uv) texture2D(s,uv)
739
805
  #endif
740
- `;t.ShaderStore.IncludesShadersStore[s]||(t.ShaderStore.IncludesShadersStore[s]=c),e.s(["oitFragment",0,{name:s,shader:c}],46525)}]);
806
+ #define TEXRD_DEFINED
807
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])}]);