@uptimizr/dashboard 0.4.6 → 0.4.8

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 (388) hide show
  1. package/out/404.html +1 -1
  2. package/out/__next.__PAGE__.txt +19 -5
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  4. package/out/__next._tree.txt +1 -1
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@@ -1,4 +1,4 @@
1
- (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,57487,70402,e=>{"use strict";var t=e.i(47150);let o="clipPlaneFragmentDeclaration",r=`#ifdef CLIPPLANE
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,5721,47727,e=>{"use strict";var t=e.i(25044);let o="clipPlaneFragmentDeclaration",r=`#ifdef CLIPPLANE
2
2
  varying float fClipDistance;
3
3
  #endif
4
4
  #ifdef CLIPPLANE2
@@ -16,7 +16,7 @@ varying float fClipDistance5;
16
16
  #ifdef CLIPPLANE6
17
17
  varying float fClipDistance6;
18
18
  #endif
19
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["clipPlaneFragmentDeclaration",0,{name:o,shader:r}],57487);let a="clipPlaneFragment",i=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
19
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["clipPlaneFragmentDeclaration",0,{name:o,shader:r}],5721);let a="clipPlaneFragment",i=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
20
20
  if (false) {}
21
21
  #endif
22
22
  #ifdef CLIPPLANE
@@ -43,7 +43,38 @@ else if (fClipDistance5>0.0)
43
43
  else if (fClipDistance6>0.0)
44
44
  {discard;}
45
45
  #endif
46
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["clipPlaneFragment",0,{name:a,shader:i}],70402)},76578,2216,e=>{"use strict";var t=e.i(47150);let o="fogFragmentDeclaration",r=`#ifdef FOG
46
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["clipPlaneFragment",0,{name:a,shader:i}],47727)},51587,e=>{"use strict";var t=e.i(25044);let o="decalFragmentDeclaration",r=`#ifdef DECAL
47
+ uniform vec4 vDecalInfos;
48
+ #endif
49
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},95530,33152,e=>{"use strict";var t=e.i(25044);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
50
+ 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}],95530);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
77
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitFragment",0,{name:a,shader:i}],33152)},68767,78133,e=>{"use strict";var t=e.i(25044);let o="fogFragmentDeclaration",r=`#ifdef FOG
47
78
  #define FOGMODE_NONE 0.
48
79
  #define FOGMODE_EXP 1.
49
80
  #define FOGMODE_EXP2 2.
@@ -58,43 +89,128 @@ else if (FOGMODE_EXP2==vFogInfos.x)
58
89
  {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}
59
90
  return clamp(fogCoeff,0.0,1.0);}
60
91
  #endif
61
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["fogFragmentDeclaration",0,{name:o,shader:r}],76578);let a="fogFragment",i=`#ifdef FOG
92
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["fogFragmentDeclaration",0,{name:o,shader:r}],68767);let a="fogFragment",i=`#ifdef FOG
62
93
  float fog=CalcFogFactor();
63
94
  #ifdef PBR
64
95
  fog=toLinearSpace(fog);
65
96
  #endif
66
97
  color.rgb=mix(vFogColor,color.rgb,fog);
67
98
  #endif
68
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["fogFragment",0,{name:a,shader:i}],2216)},35047,e=>{"use strict";var t=e.i(47150);let o="logDepthFragment",r=`#ifdef LOGARITHMICDEPTH
69
- gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
99
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["fogFragment",0,{name:a,shader:i}],78133)},15607,e=>{"use strict";var t=e.i(25044);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
100
+ uniform float exposureLinear;
70
101
  #endif
71
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["logDepthFragment",0,{name:o,shader:r}])},64150,23767,e=>{"use strict";var t=e.i(47150);let o="prePassDeclaration",r=`#ifdef PREPASS
72
- #extension GL_EXT_draw_buffers : require
73
- layout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;
74
- #ifdef PREPASS_LOCAL_POSITION
75
- varying highp vec3 vPosition;
102
+ #ifdef CONTRAST
103
+ uniform float contrast;
76
104
  #endif
77
- #ifdef PREPASS_DEPTH
78
- varying highp vec3 vViewPos;
105
+ #if defined(VIGNETTE) || defined(DITHER)
106
+ uniform vec2 vInverseScreenSize;
79
107
  #endif
80
- #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
81
- varying highp float vNormViewDepth;
108
+ #ifdef VIGNETTE
109
+ uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
82
110
  #endif
83
- #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
84
- varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
111
+ #ifdef COLORCURVES
112
+ uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
85
113
  #endif
114
+ #ifdef COLORGRADING
115
+ #ifdef COLORGRADING3D
116
+ uniform highp sampler3D txColorTransform;
117
+ #else
118
+ uniform sampler2D txColorTransform;
86
119
  #endif
87
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["prePassDeclaration",0,{name:o,shader:r}],64150);let a="oitDeclaration",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
88
- #extension GL_EXT_draw_buffers : require
89
- layout(location=0) out vec2 depth;
90
- layout(location=1) out vec4 frontColor;layout(location=2) out vec4 backColor;
91
- #define MAX_DEPTH 99999.0
92
- highp vec4 gl_FragColor;uniform sampler2D oitDepthSampler;uniform sampler2D oitFrontColorSampler;
120
+ uniform vec4 colorTransformSettings;
93
121
  #endif
94
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],23767)},11450,e=>{"use strict";var t=e.i(47150);let o="decalFragmentDeclaration",r=`#ifdef DECAL
95
- uniform vec4 vDecalInfos;
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}])},79573,e=>{"use strict";var t=e.i(25044);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;}
96
152
  #endif
97
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["decalFragmentDeclaration",0,{name:o,shader:r}])},85401,80774,e=>{"use strict";var t=e.i(47150);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
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}])},88226,15260,e=>{"use strict";var t=e.i(25044);let o="lightFragmentDeclaration",r=`#ifdef LIGHT{X}
98
214
  uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
99
215
  #ifdef SPECULARTERM
100
216
  uniform vec4 vLightSpecular{X};
@@ -168,7 +284,7 @@ uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture
168
284
  uniform vec2 vSliceData{X};uniform vec2 vSliceRanges{X}[CLUSTLIGHT_SLICES];uniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};
169
285
  #endif
170
286
  #endif
171
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["lightFragmentDeclaration",0,{name:o,shader:r}],85401);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}],88226);let a="lightUboDeclaration",i=`#ifdef LIGHT{X}
172
288
  uniform Light{X}
173
289
  {vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
174
290
  #ifdef SPOTLIGHT{X}
@@ -240,162 +356,71 @@ uniform mat4 lightMatrix{X};
240
356
  #endif
241
357
  #endif
242
358
  #endif
243
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["lightUboDeclaration",0,{name:a,shader:i}],80774)},72284,e=>{"use strict";var t=e.i(47150);let o="imageProcessingDeclaration",r=`#ifdef EXPOSURE
244
- uniform float exposureLinear;
245
- #endif
246
- #ifdef CONTRAST
247
- uniform float contrast;
248
- #endif
249
- #if defined(VIGNETTE) || defined(DITHER)
250
- uniform vec2 vInverseScreenSize;
251
- #endif
252
- #ifdef VIGNETTE
253
- uniform vec4 vignetteSettings1;uniform vec4 vignetteSettings2;
254
- #endif
255
- #ifdef COLORCURVES
256
- uniform vec4 vCameraColorCurveNegative;uniform vec4 vCameraColorCurveNeutral;uniform vec4 vCameraColorCurvePositive;
257
- #endif
258
- #ifdef COLORGRADING
259
- #ifdef COLORGRADING3D
260
- uniform highp sampler3D txColorTransform;
261
- #else
262
- uniform sampler2D txColorTransform;
263
- #endif
264
- uniform vec4 colorTransformSettings;
265
- #endif
266
- #ifdef DITHER
267
- uniform float ditherIntensity;
268
- #endif
269
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingDeclaration",0,{name:o,shader:r}])},8808,e=>{"use strict";var t=e.i(47150);let o="textureRepetitionFunctions",r=`#if TEXTURE_REPETITION_MODE>0
270
- vec4 _texRepHash4(vec2 p) {return fract(sin(vec4(
271
- 1.0+dot(p,vec2(37.0,17.0)),
272
- 2.0+dot(p,vec2(11.0,47.0)),
273
- 3.0+dot(p,vec2(41.0,29.0)),
274
- 4.0+dot(p,vec2(23.0,31.0))
275
- ))*103.0);}
276
- #endif
277
- #if TEXTURE_REPETITION_MODE==1
278
- 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));}
279
- #elif TEXTURE_REPETITION_MODE==2
280
- #ifndef TEXTURE_REPETITION_M_PI
281
- #define TEXTURE_REPETITION_M_PI 3.14159265358979
282
- #endif
283
- vec2 _texRepHexHash(vec2 p) {vec2 r=mat2(127.1,269.5,311.7,183.3)*p;return fract(sin(r)*43758.5453);}
284
- void _texRepTriangleGrid(
285
- out float w1,out float w2,out float w3,
286
- out ivec2 vertex1,out ivec2 vertex2,out ivec2 vertex3,
287
- vec2 st
288
- ) {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));}
289
- 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));}
290
- 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);}
291
- 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);}
292
- 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);}
293
- return W.x*c1+W.y*c2+W.z*c3;}
294
- #elif TEXTURE_REPETITION_MODE==3
295
- 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(
296
- mix(textureGrad(samp,uva,ddxa,ddya),textureGrad(samp,uvb,ddxb,ddyb),b.x),
297
- mix(textureGrad(samp,uvc,ddxc,ddyc),textureGrad(samp,uvd,ddxd,ddyd),b.x),
298
- b.y
299
- );}
300
- #elif TEXTURE_REPETITION_MODE==4
301
- 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;}}
302
- float mean=0.3;vec4 res=mean+(va-wt*mean)/sqrt(w2);return mix(va/wt,res,0.4);}
303
- #endif
304
- #if TEXTURE_REPETITION_MODE>0
305
- #define TEXRD(s,uv) _texRepSample(s,uv)
306
- #else
307
- #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}],15260)},28497,e=>{"use strict";var t=e.i(25044);let o="logDepthFragment",r=`#ifdef LOGARITHMICDEPTH
360
+ gl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;
308
361
  #endif
309
- #define TEXRD_DEFINED
310
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])},27613,e=>{"use strict";var t=e.i(47150);let o="imageProcessingFunctions",r=`#if defined(COLORGRADING) && !defined(COLORGRADING3D)
311
- /**
312
- * Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.
313
- * sampler3dSetting.x=textureOffset (0.5/textureSize).
314
- * sampler3dSetting.y=textureSize.
315
- */
362
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["logDepthFragment",0,{name:o,shader:r}])},31444,e=>{"use strict";var t=e.i(25044);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;};
316
377
  #define inline
317
- vec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)
318
- {float sliceSize=2.0*sampler3dSetting.x;
319
- #ifdef SAMPLER3DGREENDEPTH
320
- float sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;
321
- #else
322
- float sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;
323
- #endif
324
- float sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;
325
- #ifdef SAMPLER3DGREENDEPTH
326
- vec2 sliceUV=color.rb;
327
- #else
328
- vec2 sliceUV=color.rg;
329
- #endif
330
- 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);
331
- #ifdef SAMPLER3DBGRMAP
332
- color.rgb=result.rgb;
333
- #else
334
- color.rgb=result.bgr;
335
- #endif
336
- return color;}
337
- #endif
338
- #if TONEMAPPING==3
339
- 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);}
340
- #endif
341
- #if TONEMAPPING==2
342
- const mat3 ACESInputMat=mat3(
343
- vec3(0.59719,0.07600,0.02840),
344
- vec3(0.35458,0.90834,0.13383),
345
- vec3(0.04823,0.01566,0.83777)
346
- );const mat3 ACESOutputMat=mat3(
347
- vec3( 1.60475,-0.10208,-0.00327),
348
- vec3(-0.53108, 1.10813,-0.07276),
349
- vec3(-0.07367,-0.00605, 1.07602)
350
- );vec3 RRTAndODTFit(vec3 v)
351
- {vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}
352
- vec3 ACESFitted(vec3 color)
353
- {color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}
354
- #endif
355
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
356
- vec4 applyImageProcessing(vec4 result) {
357
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
358
- #ifdef EXPOSURE
359
- result.rgb*=exposureLinear;
360
- #endif
361
- #ifdef VIGNETTE
362
- 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;
363
- #ifdef VIGNETTEBLENDMODEMULTIPLY
364
- vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;
365
- #endif
366
- #ifdef VIGNETTEBLENDMODEOPAQUE
367
- 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;
368
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;
369
399
  #endif
370
- #if TONEMAPPING==3
371
- result.rgb=PBRNeutralToneMapping(result.rgb);
372
- #elif TONEMAPPING==2
373
- result.rgb=ACESFitted(result.rgb);
374
- #elif TONEMAPPING==1
375
- 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}])},81402,80667,e=>{"use strict";var t=e.i(25044);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;
376
405
  #endif
377
- result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
378
- #ifdef CONTRAST
379
- 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);}
380
- result.rgb=max(result.rgb,0.);
406
+ #ifdef PREPASS_DEPTH
407
+ varying highp vec3 vViewPos;
381
408
  #endif
382
- #ifdef COLORGRADING
383
- vec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;
384
- #ifdef COLORGRADING3D
385
- vec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;
386
- #else
387
- vec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;
409
+ #ifdef PREPASS_NORMALIZED_VIEW_DEPTH
410
+ varying highp float vNormViewDepth;
388
411
  #endif
389
- 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;
390
414
  #endif
391
- #ifdef COLORCURVES
392
- 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);
393
415
  #endif
394
- #ifdef DITHER
395
- 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}],81402);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;
396
422
  #endif
397
- #define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
398
- return result;}`;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["imageProcessingFunctions",0,{name:o,shader:r}])},41628,e=>{"use strict";var t=e.i(47150);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
423
+ `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitDeclaration",0,{name:a,shader:i}],80667)},75664,e=>{"use strict";var t=e.i(25044);let o="shadowsFragmentFunctions",r=`#ifdef SHADOWS
399
424
  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
400
425
  #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)
401
426
  #else
@@ -738,70 +763,45 @@ float computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depth
738
763
  {return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
739
764
  #endif
740
765
  #endif
741
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["shadowsFragmentFunctions",0,{name:o,shader:r}])},93663,e=>{"use strict";var t=e.i(47150);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;}
742
- float LTCClippedSphereFormFactor( const in vec3 f ) {float l=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}
743
- 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 )
744
- {thetaSintheta=v;}
745
- else
746
- {thetaSintheta=0.5*inversesqrt( max( 1.0-x*x,1e-7 ) )-v;}
747
- return cross( v1,v2 )*thetaSintheta;}
748
- 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 );
749
- 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 );}
750
- vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered,vec3 p1_,vec3 p2_,vec3 p3_,vec3 p4_)
751
- {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;}
752
- 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 );
753
- 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;}
754
- struct areaLightData
755
- {vec3 Diffuse;vec3 Specular;vec4 Fresnel;};
756
- #define inline
757
- 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)
758
- {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
759
- rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
760
- #ifdef SPECULARTERM
761
- vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
762
- vec3( t1.x,0,t1.y ),
763
- vec3( 0,1, 0 ),
764
- vec3( t1.z,0,t1.w )
765
- );result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords );result.Fresnel=t2;
766
- #endif
767
- result.Diffuse=LTCEvaluate( normal,viewDir,position,mat3( 1.0 ),rectCoords );return result;}
768
- #define inline
769
- 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)
770
- {areaLightData result;vec3 rectCoords[ 4 ];rectCoords[ 0 ]=lightPos+halfWidth-halfHeight;
771
- rectCoords[ 1 ]=lightPos-halfWidth-halfHeight;rectCoords[ 2 ]=lightPos-halfWidth+halfHeight;rectCoords[ 3 ]=lightPos+halfWidth+halfHeight;
772
- #ifdef SPECULARTERM
773
- vec2 uv=LTCUv( normal,viewDir,roughness );vec4 t1=texture2D( ltc1,uv );vec4 t2=texture2D( ltc2,uv );mat3 mInv=mat3(
774
- vec3( t1.x,0,t1.y ),
775
- vec3( 0,1, 0 ),
776
- vec3( t1.z,0,t1.w )
777
- );result.Specular=LTCEvaluateWithEmission( normal,viewDir,position,mInv,rectCoords,texFilteredMap );result.Fresnel=t2;
778
- #endif
779
- 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}])},61241,45041,e=>{"use strict";var t=e.i(47150);let o="depthPrePass",r=`#ifdef DEPTHPREPASS
780
- gl_FragColor=vec4(0.,0.,0.,1.0);return;
781
- #endif
782
- `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["depthPrePass",0,{name:o,shader:r}],61241);let a="oitFragment",i=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
783
- float fragDepth=gl_FragCoord.z;
784
- #ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS
785
- 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}])},62948,e=>{"use strict";var t=e.i(25044);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);}
786
773
  #endif
787
- 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);
788
- #ifdef USE_REVERSE_DEPTHBUFFER
789
- float furthestDepth=-lastDepth.x;float nearestDepth=lastDepth.y;
790
- #else
791
- 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
792
779
  #endif
793
- float alphaMultiplier=1.0-lastFrontColor.a;
794
- #ifdef USE_REVERSE_DEPTHBUFFER
795
- if (fragDepth>nearestDepth || fragDepth<furthestDepth) {
796
- #else
797
- 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);}
798
800
  #endif
799
- return;}
800
- #ifdef USE_REVERSE_DEPTHBUFFER
801
- if (fragDepth<nearestDepth && fragDepth>furthestDepth) {
801
+ #if TEXTURE_REPETITION_MODE>0
802
+ #define TEXRD(s,uv) _texRepSample(s,uv)
802
803
  #else
803
- if (fragDepth>nearestDepth && fragDepth<furthestDepth) {
804
- #endif
805
- depth.rg=vec2(-fragDepth,fragDepth);return;}
804
+ #define TEXRD(s,uv) texture2D(s,uv)
806
805
  #endif
807
- `;t.ShaderStore.IncludesShadersStore[a]||(t.ShaderStore.IncludesShadersStore[a]=i),e.s(["oitFragment",0,{name:a,shader:i}],45041)}]);
806
+ #define TEXRD_DEFINED
807
+ `;t.ShaderStore.IncludesShadersStore[o]||(t.ShaderStore.IncludesShadersStore[o]=r),e.s(["textureRepetitionFunctions",0,{name:o,shader:r}])}]);
@@ -1,4 +1,4 @@
1
- (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,74081,e=>{"use strict";var f=e.i(47150);let i="textureProcessorPixelShader",_=`#ifdef OPERAND_A_TEXTURE
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,67336,e=>{"use strict";var f=e.i(25044);let i="textureProcessorPixelShader",_=`#ifdef OPERAND_A_TEXTURE
2
2
  uniform sampler2D textureA;
3
3
  #endif
4
4
  #ifdef OPERAND_B_TEXTURE
@@ -0,0 +1 @@
1
+ (globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,31986,e=>{"use strict";var t=e.i(87083),i=e.i(65678),s=e.i(68282);let n="sceneTick";class c extends t.FlowGraphEventBlock{constructor(){super(),this.type="SceneBeforeRender",this.timeSinceStart=this.registerDataOutput("timeSinceStart",i.RichTypeNumber),this.deltaTime=this.registerDataOutput("deltaTime",i.RichTypeNumber),this.eventRef=this.registerDataOutput("event",i.RichTypeString)}_updateOutputs(e){this.eventRef.setValue(e.getEventReference(n),e)}_preparePendingTasks(e){}_executeEvent(e,t){return this.timeSinceStart.setValue(t.timeSinceStart,e),this.deltaTime.setValue(t.deltaTime,e),this.eventRef.setValue(e.getEventReference(n),e),this._execute(e),!0}_cancelPendingTasks(e){}getClassName(){return"FlowGraphSceneTickEventBlock"}}let r=!1;e.s(["FlowGraphSceneTickEventBlock",0,c,"RegisterFlowGraphSceneTickEventBlock",0,function(){r||(r=!0,(0,s.RegisterClass)("FlowGraphSceneTickEventBlock",c))}])}]);