babylonjs-materials 9.5.0 → 9.5.2

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Files changed (53) hide show
  1. package/babylon.cellMaterial.min.js +1 -1
  2. package/babylon.cellMaterial.min.js.map +1 -1
  3. package/babylon.customMaterial.min.js +1 -1
  4. package/babylon.customMaterial.min.js.map +1 -1
  5. package/babylon.fireMaterial.min.js +1 -1
  6. package/babylon.fireMaterial.min.js.map +1 -1
  7. package/babylon.furMaterial.min.js +1 -1
  8. package/babylon.furMaterial.min.js.map +1 -1
  9. package/babylon.gradientMaterial.min.js +1 -1
  10. package/babylon.gradientMaterial.min.js.map +1 -1
  11. package/babylon.gridMaterial.min.js +1 -1
  12. package/babylon.gridMaterial.min.js.map +1 -1
  13. package/babylon.lavaMaterial.min.js +1 -1
  14. package/babylon.lavaMaterial.min.js.map +1 -1
  15. package/babylon.mixMaterial.min.js +1 -1
  16. package/babylon.mixMaterial.min.js.map +1 -1
  17. package/babylon.normalMaterial.min.js +1 -1
  18. package/babylon.normalMaterial.min.js.map +1 -1
  19. package/babylon.shadowOnlyMaterial.min.js +1 -1
  20. package/babylon.shadowOnlyMaterial.min.js.map +1 -1
  21. package/babylon.simpleMaterial.min.js +1 -1
  22. package/babylon.simpleMaterial.min.js.map +1 -1
  23. package/babylon.skyMaterial.min.js +1 -1
  24. package/babylon.skyMaterial.min.js.map +1 -1
  25. package/babylon.terrainMaterial.min.js +1 -1
  26. package/babylon.terrainMaterial.min.js.map +1 -1
  27. package/babylon.triPlanarMaterial.min.js +1 -1
  28. package/babylon.triPlanarMaterial.min.js.map +1 -1
  29. package/babylon.waterMaterial.min.js +1 -1
  30. package/babylon.waterMaterial.min.js.map +1 -1
  31. package/babylonjs.materials.js +1 -1
  32. package/babylonjs.materials.js.map +1 -1
  33. package/babylonjs.materials.min.js +1 -1
  34. package/babylonjs.materials.min.js.map +1 -1
  35. package/package.json +3 -2
  36. package/rollup.config.umd.mjs +2 -0
  37. package/src/cell.ts +2 -3
  38. package/src/custom.ts +2 -3
  39. package/src/fire.ts +2 -3
  40. package/src/fur.ts +2 -3
  41. package/src/gradient.ts +2 -3
  42. package/src/grid.ts +2 -3
  43. package/src/index.ts +2 -3
  44. package/src/lava.ts +2 -3
  45. package/src/mix.ts +2 -3
  46. package/src/normal.ts +2 -3
  47. package/src/shadowOnly.ts +2 -3
  48. package/src/simple.ts +2 -3
  49. package/src/sky.ts +2 -3
  50. package/src/terrain.ts +2 -3
  51. package/src/triPlanar.ts +2 -3
  52. package/src/water.ts +2 -3
  53. package/webpack.config.js +0 -35
@@ -1 +1 @@
1
- {"version":3,"file":"babylon.skyMaterial.min.js","sources":["../../../../node_modules/tslib/tslib.es6.js","../../../../../../../dev/materials/src/sky/skyMaterial.ts","../../../../../../../dev/materials/src/legacy/legacy-sky.ts","../../../../../../../dev/materials/src/sky/wgsl/sky.vertex.ts","../../../../../../../dev/materials/src/sky/wgsl/sky.fragment.ts","../../../../../../../dev/materials/src/sky/sky.vertex.ts","../../../../../../../dev/materials/src/sky/sky.fragment.ts"],"sourcesContent":["/******************************************************************************\r\nCopyright (c) Microsoft Corporation.\r\n\r\nPermission to use, copy, modify, and/or distribute this software for any\r\npurpose with or without fee is hereby granted.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\r\nREGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY\r\nAND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n var descriptor = descriptorIn || (target ? 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(function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nvar ownKeys = function(o) {\r\n ownKeys = Object.getOwnPropertyNames || function (o) {\r\n var ar = [];\r\n for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;\r\n return ar;\r\n };\r\n return ownKeys(o);\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== \"default\") __createBinding(result, mod, k[i]);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n if (value !== null && value !== void 0) {\r\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n var dispose, inner;\r\n if (async) {\r\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n dispose = value[Symbol.asyncDispose];\r\n }\r\n if (dispose === void 0) {\r\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n dispose = value[Symbol.dispose];\r\n if (async) inner = dispose;\r\n }\r\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\r\n env.stack.push({ value: value, dispose: dispose, async: async });\r\n }\r\n else if (async) {\r\n env.stack.push({ async: true });\r\n }\r\n return value;\r\n\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n function fail(e) {\r\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n env.hasError = true;\r\n }\r\n var r, s = 0;\r\n function next() {\r\n while (r = env.stack.pop()) {\r\n try {\r\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\r\n if (r.dispose) {\r\n var result = r.dispose.call(r.value);\r\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n }\r\n else s |= 1;\r\n }\r\n catch (e) {\r\n fail(e);\r\n }\r\n }\r\n if (s === 1) return env.hasError ? 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IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\r\nINDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM\r\nLOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR\r\nOTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR\r\nPERFORMANCE OF THIS SOFTWARE.\r\n***************************************************************************** */\r\n/* global Reflect, Promise, SuppressedError, Symbol, Iterator */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n if (typeof b !== \"function\" && b !== null)\r\n throw new TypeError(\"Class extends value \" + String(b) + \" is not a constructor or null\");\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) {\r\n if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i]))\r\n t[p[i]] = s[p[i]];\r\n }\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __esDecorate(ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {\r\n function accept(f) { if (f !== void 0 && typeof f !== \"function\") throw new TypeError(\"Function expected\"); return f; }\r\n var kind = contextIn.kind, key = kind === \"getter\" ? \"get\" : kind === \"setter\" ? \"set\" : \"value\";\r\n var target = !descriptorIn && ctor ? contextIn[\"static\"] ? ctor : ctor.prototype : null;\r\n var descriptor = descriptorIn || (target ? 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(this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = Object.create((typeof AsyncIterator === \"function\" ? AsyncIterator : Object).prototype), verb(\"next\"), verb(\"throw\"), verb(\"return\", awaitReturn), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function awaitReturn(f) { return function (v) { return Promise.resolve(v).then(f, reject); }; }\r\n function verb(n, f) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; if (f) i[n] = f(i[n]); } }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: false } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nvar __setModuleDefault = Object.create ? (function(o, v) {\r\n Object.defineProperty(o, \"default\", { enumerable: true, value: v });\r\n}) : function(o, v) {\r\n o[\"default\"] = v;\r\n};\r\n\r\nvar ownKeys = function(o) {\r\n ownKeys = Object.getOwnPropertyNames || function (o) {\r\n var ar = [];\r\n for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;\r\n return ar;\r\n };\r\n return ownKeys(o);\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== \"default\") __createBinding(result, mod, k[i]);\r\n __setModuleDefault(result, mod);\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n\r\nexport function __classPrivateFieldGet(receiver, state, kind, f) {\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a getter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");\r\n return kind === \"m\" ? f : kind === \"a\" ? f.call(receiver) : f ? f.value : state.get(receiver);\r\n}\r\n\r\nexport function __classPrivateFieldSet(receiver, state, value, kind, f) {\r\n if (kind === \"m\") throw new TypeError(\"Private method is not writable\");\r\n if (kind === \"a\" && !f) throw new TypeError(\"Private accessor was defined without a setter\");\r\n if (typeof state === \"function\" ? receiver !== state || !f : !state.has(receiver)) throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");\r\n return (kind === \"a\" ? f.call(receiver, value) : f ? f.value = value : state.set(receiver, value)), value;\r\n}\r\n\r\nexport function __classPrivateFieldIn(state, receiver) {\r\n if (receiver === null || (typeof receiver !== \"object\" && typeof receiver !== \"function\")) throw new TypeError(\"Cannot use 'in' operator on non-object\");\r\n return typeof state === \"function\" ? receiver === state : state.has(receiver);\r\n}\r\n\r\nexport function __addDisposableResource(env, value, async) {\r\n if (value !== null && value !== void 0) {\r\n if (typeof value !== \"object\" && typeof value !== \"function\") throw new TypeError(\"Object expected.\");\r\n var dispose, inner;\r\n if (async) {\r\n if (!Symbol.asyncDispose) throw new TypeError(\"Symbol.asyncDispose is not defined.\");\r\n dispose = value[Symbol.asyncDispose];\r\n }\r\n if (dispose === void 0) {\r\n if (!Symbol.dispose) throw new TypeError(\"Symbol.dispose is not defined.\");\r\n dispose = value[Symbol.dispose];\r\n if (async) inner = dispose;\r\n }\r\n if (typeof dispose !== \"function\") throw new TypeError(\"Object not disposable.\");\r\n if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };\r\n env.stack.push({ value: value, dispose: dispose, async: async });\r\n }\r\n else if (async) {\r\n env.stack.push({ async: true });\r\n }\r\n return value;\r\n\r\n}\r\n\r\nvar _SuppressedError = typeof SuppressedError === \"function\" ? SuppressedError : function (error, suppressed, message) {\r\n var e = new Error(message);\r\n return e.name = \"SuppressedError\", e.error = error, e.suppressed = suppressed, e;\r\n};\r\n\r\nexport function __disposeResources(env) {\r\n function fail(e) {\r\n env.error = env.hasError ? new _SuppressedError(e, env.error, \"An error was suppressed during disposal.\") : e;\r\n env.hasError = true;\r\n }\r\n var r, s = 0;\r\n function next() {\r\n while (r = env.stack.pop()) {\r\n try {\r\n if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);\r\n if (r.dispose) {\r\n var result = r.dispose.call(r.value);\r\n if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });\r\n }\r\n else s |= 1;\r\n }\r\n catch (e) {\r\n fail(e);\r\n }\r\n }\r\n if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();\r\n if (env.hasError) throw env.error;\r\n }\r\n return next();\r\n}\r\n\r\nexport function __rewriteRelativeImportExtension(path, preserveJsx) {\r\n if (typeof path === \"string\" && /^\\.\\.?\\//.test(path)) {\r\n return path.replace(/\\.(tsx)$|((?:\\.d)?)((?:\\.[^./]+?)?)\\.([cm]?)ts$/i, function (m, tsx, d, ext, cm) {\r\n return tsx ? preserveJsx ? \".jsx\" : \".js\" : d && (!ext || !cm) ? m : (d + ext + \".\" + cm.toLowerCase() + \"js\");\r\n });\r\n }\r\n return path;\r\n}\r\n\r\nexport default {\r\n __extends: __extends,\r\n __assign: __assign,\r\n __rest: __rest,\r\n __decorate: __decorate,\r\n __param: __param,\r\n __esDecorate: __esDecorate,\r\n __runInitializers: __runInitializers,\r\n __propKey: __propKey,\r\n __setFunctionName: __setFunctionName,\r\n __metadata: __metadata,\r\n __awaiter: __awaiter,\r\n __generator: __generator,\r\n __createBinding: __createBinding,\r\n __exportStar: __exportStar,\r\n __values: __values,\r\n __read: __read,\r\n __spread: __spread,\r\n __spreadArrays: __spreadArrays,\r\n __spreadArray: __spreadArray,\r\n __await: __await,\r\n __asyncGenerator: __asyncGenerator,\r\n __asyncDelegator: __asyncDelegator,\r\n __asyncValues: __asyncValues,\r\n __makeTemplateObject: __makeTemplateObject,\r\n __importStar: __importStar,\r\n __importDefault: __importDefault,\r\n __classPrivateFieldGet: __classPrivateFieldGet,\r\n __classPrivateFieldSet: __classPrivateFieldSet,\r\n __classPrivateFieldIn: __classPrivateFieldIn,\r\n __addDisposableResource: __addDisposableResource,\r\n __disposeResources: __disposeResources,\r\n __rewriteRelativeImportExtension: __rewriteRelativeImportExtension,\r\n};\r\n","/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/sky.vertex\"), import(\"./wgsl/sky.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./sky.vertex\"), import(\"./sky.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n scene.getEngine()\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SkyMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n","/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nimport * as MatLib from \"materials/sky/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst GlobalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof GlobalObject !== \"undefined\") {\r\n for (const key in MatLib) {\r\n (<any>GlobalObject).BABYLON[key] = (<any>MatLib)[key];\r\n }\r\n}\r\n\r\nexport * from \"materials/sky/index\";\r\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\n\nconst name = \"skyVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\nuniform world: mat4x4f;uniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvertexOutputs.position=uniforms.viewProjection*uniforms.world* vec4f(vertexInputs.position,1.0);var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvertexOutputs.vColor=vertexInputs.color;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const skyVertexShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/helperFunctions\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform cameraPosition: vec3f;uniform cameraOffset: vec3f;uniform up: vec3f;uniform luminance: f32;uniform turbidity: f32;uniform rayleigh: f32;uniform mieCoefficient: f32;uniform mieDirectionalG: f32;uniform sunPosition: vec3f;\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst ce: f32=2.71828182845904523536028747135266249775724709369995957;const pi: f32=3.141592653589793238462643383279502884197169;const cn: f32=1.0003;const cN: f32=2.545E25;const pn: f32=0.035;const lambda: vec3f= vec3f(680E-9,550E-9,450E-9);const cK: vec3f= vec3f(0.686,0.678,0.666);const cv: f32=4.0;const rayleighZenithLength: f32=8.4E3;const mieZenithLength: f32=1.25E3;const EE: f32=1000.0;const sunAngularDiameterCos: f32=0.999956676946448443553574619906976478926848692873900859324;const cutoffAngle: f32=pi/1.95;const steepness: f32=1.5;fn totalRayleigh(lambdaIn: vec3f)->vec3f\n{return (8.0*pow(pi,3.0)*pow(pow(cn,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*cN*pow(lambdaIn, vec3f(4.0))*(6.0-7.0*pn));}\nfn simplifiedRayleigh()->vec3f\n{return vec3f(0.0005)/ vec3f(94,40,18);}\nfn rayleighPhase(cosTheta: f32)->f32\n{return (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nfn totalMie(lambdaIn: vec3f,KIn: vec3f,T: f32)->vec3f\n{var c: f32=(0.2*T)*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambdaIn, vec3f(cv-2.0))*KIn;}\nfn hgPhase(cosTheta: f32,g: f32)->f32\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfn sunIntensity(zenithAngleCos: f32)->f32\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nconst A: f32=0.15;const B: f32=0.50;const C: f32=0.10;const D: f32=0.20;const EEE: f32=0.02;const F: f32=0.30;const W: f32=1000.0;fn Uncharted2Tonemap(x: vec3f)->vec3f\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n* Sky Color\n*/\nvar sunfade: f32=1.0-clamp(1.0-exp((uniforms.sunPosition.y/450000.0)),0.0,1.0);var rayleighCoefficient: f32=uniforms.rayleigh-(1.0*(1.0-sunfade));var sunDirection: vec3f=normalize(uniforms.sunPosition);var sunE: f32=sunIntensity(dot(sunDirection,uniforms.up));var betaR: vec3f=simplifiedRayleigh()*rayleighCoefficient;var betaM: vec3f=totalMie(lambda,cK,uniforms.turbidity)*uniforms.mieCoefficient;var zenithAngle: f32=acos(max(0.0,dot(uniforms.up,normalize(fragmentInputs.vPositionW-uniforms.cameraPosition+uniforms.cameraOffset))));var sR: f32=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var sM: f32=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));var Fex: vec3f=exp(-(betaR*sR+betaM*sM));var cosTheta: f32=dot(normalize(fragmentInputs.vPositionW-uniforms.cameraPosition),sunDirection);var rPhase: f32=rayleighPhase(cosTheta*0.5+0.5);var betaRTheta: vec3f=betaR*rPhase;var mPhase: f32=hgPhase(cosTheta,uniforms.mieDirectionalG);var betaMTheta: vec3f=betaM*mPhase;var Lin: vec3f=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex), vec3f(1.5));Lin=Lin*mix( vec3f(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex, vec3f(1.0/2.0)), vec3f(clamp(pow(1.0-dot(uniforms.up,sunDirection),5.0),0.0,1.0)));var direction: vec3f=normalize(fragmentInputs.vPositionW-uniforms.cameraPosition);var theta: f32=acos(direction.y);var phi: f32=atan2(direction.z,direction.x);var uv: vec2f= vec2f(phi,theta)/ vec2f(2.0*pi,pi)+ vec2f(0.5,0.0);var L0: vec3f= vec3f(0.1)*Fex;var sundisk: f32=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);L0=L0+(sunE*19000.0*Fex)*sundisk;var whiteScale: vec3f=1.0/Uncharted2Tonemap( vec3f(W));var texColor: vec3f=(Lin+L0);texColor=texColor*0.04;texColor=texColor+ vec3f(0.0,0.001,0.0025)*0.3;var g_fMaxLuminance: f32=1.0;var fLumScaled: f32=0.1/uniforms.luminance;var fLumCompressed: f32=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);var ExposureBias: f32=fLumCompressed;var curr: vec3f=Uncharted2Tonemap((log2(2.0/pow(uniforms.luminance,4.0)))*texColor);var retColor: vec3f=curr*whiteScale;var alpha: f32=1.0;\n#ifdef VERTEXCOLOR\nretColor=retColor.rgb*fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#if DITHER\nretColor=retColor.rgb+dither(fragmentInputs.position.xy,0.5);\n#endif\nvar color: vec4f=clamp( vec4f(retColor.rgb,alpha), vec4f(0.0), vec4f(1.0));\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const skyPixelShaderWGSL = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\n\nconst name = \"skyVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\nuniform mat4 world;uniform mat4 view;uniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\ngl_Position=viewProjection*world*vec4(position,1.0);vec4 worldPos=world*vec4(position,1.0);vPositionW=vec3(worldPos);\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const skyVertexShader = { name, shader };\n","// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/helperFunctions\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"skyPixelShader\";\nconst shader = `precision highp float;varying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\nuniform vec3 cameraPosition;uniform vec3 cameraOffset;uniform vec3 up;uniform float luminance;uniform float turbidity;uniform float rayleigh;uniform float mieCoefficient;uniform float mieDirectionalG;uniform vec3 sunPosition;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nconst float e=2.71828182845904523536028747135266249775724709369995957;const float pi=3.141592653589793238462643383279502884197169;const float n=1.0003;const float N=2.545E25;const float pn=0.035;const vec3 lambda=vec3(680E-9,550E-9,450E-9);const vec3 K=vec3(0.686,0.678,0.666);const float v=4.0;const float rayleighZenithLength=8.4E3;const float mieZenithLength=1.25E3;const float EE=1000.0;const float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;const float cutoffAngle=pi/1.95;const float steepness=1.5;vec3 totalRayleigh(vec3 lambda)\n{return (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));}\nvec3 simplifiedRayleigh()\n{return 0.0005/vec3(94,40,18);}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{float c=(0.2*T )*10E-18;return 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;}\nfloat hgPhase(float cosTheta,float g)\n{return (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));}\nfloat sunIntensity(float zenithAngleCos)\n{return EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));}\nfloat A=0.15;float B=0.50;float C=0.10;float D=0.20;float EEE=0.02;float F=0.30;float W=1000.0;vec3 Uncharted2Tonemap(vec3 x)\n{return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;}\n#if DITHER\n#include<helperFunctions>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n/**\n*--------------------------------------------------------------------------------------------------\n* Sky Color\n*--------------------------------------------------------------------------------------------------\n*/\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);float rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));vec3 sunDirection=normalize(sunPosition);float sunE=sunIntensity(dot(sunDirection,up));vec3 betaR=simplifiedRayleigh()*rayleighCoefficient;vec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;float zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));float sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));float sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));vec3 Fex=exp(-(betaR*sR+betaM*sM));float cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);float rPhase=rayleighPhase(cosTheta*0.5+0.5);vec3 betaRTheta=betaR*rPhase;float mPhase=hgPhase(cosTheta,mieDirectionalG);vec3 betaMTheta=betaM*mPhase;vec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));Lin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));vec3 direction=normalize(vPositionW-cameraPosition);float 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@@ -1,2 +1,2 @@
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- !function(e,r){"object"==typeof exports&&"undefined"!=typeof module?r(exports,require("babylonjs")):"function"==typeof define&&define.amd?define(["exports","babylonjs"],r):r((e="undefined"!=typeof globalThis?globalThis:e||self).BABYLON=e.BABYLON||{},e.BABYLON)}(this,function(e,r){"use strict";var i=function(e,r){return i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,r){e.__proto__=r}||function(e,r){for(var i in r)Object.prototype.hasOwnProperty.call(r,i)&&(e[i]=r[i])},i(e,r)};function n(e,r){if("function"!=typeof r&&null!==r)throw new TypeError("Class extends value "+String(r)+" is not a constructor or null");function n(){this.constructor=e}i(e,r),e.prototype=null===r?Object.create(r):(n.prototype=r.prototype,new n)}function t(e,r,i,n){var t,o=arguments.length,a=o<3?r:null===n?n=Object.getOwnPropertyDescriptor(r,i):n;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,r,i,n);else for(var f=e.length-1;f>=0;f--)(t=e[f])&&(a=(o<3?t(a):o>3?t(r,i,a):t(r,i))||a);return o>3&&a&&Object.defineProperty(r,i,a),a}"function"==typeof SuppressedError&&SuppressedError;var o=function(e){function r(){var r=e.call(this)||this;return r.DIFFUSE=!1,r.BUMP=!1,r.CLIPPLANE=!1,r.CLIPPLANE2=!1,r.CLIPPLANE3=!1,r.CLIPPLANE4=!1,r.CLIPPLANE5=!1,r.CLIPPLANE6=!1,r.ALPHATEST=!1,r.DEPTHPREPASS=!1,r.POINTSIZE=!1,r.FOG=!1,r.SPECULARTERM=!1,r.NORMAL=!1,r.UV1=!1,r.UV2=!1,r.VERTEXCOLOR=!1,r.VERTEXALPHA=!1,r.NUM_BONE_INFLUENCERS=0,r.BonesPerMesh=0,r.INSTANCES=!1,r.INSTANCESCOLOR=!1,r.IMAGEPROCESSINGPOSTPROCESS=!1,r.SKIPFINALCOLORCLAMP=!1,r.LOGARITHMICDEPTH=!1,r.AREALIGHTSUPPORTED=!0,r.AREALIGHTNOROUGHTNESS=!0,r.rebuild(),r}return n(r,e),r}(r.MaterialDefines),a=function(e){function i(i,n,t){void 0===t&&(t=!1);var o=e.call(this,i,n,void 0,t)||this;return o.diffuseColor=new r.Color3(1,1,1),o.specularColor=new r.Color3(0,0,0),o.specularPower=64,o._disableLighting=!1,o._maxSimultaneousLights=4,o._shadersLoaded=!1,o}return n(i,e),i.prototype.needAlphaBlending=function(){return this.alpha<1},i.prototype.needAlphaTesting=function(){return!1},i.prototype.getAlphaTestTexture=function(){return null},i.prototype.isReadyForSubMesh=function(e,i,n){var t=this,a=i._drawWrapper;if(this.isFrozen&&a.effect&&a._wasPreviouslyReady&&a._wasPreviouslyUsingInstances===n)return!0;i.materialDefines||(i.materialDefines=new o);var f=i.materialDefines,s=this.getScene();if(this._isReadyForSubMesh(i))return!0;var u=s.getEngine();if(s.texturesEnabled){if(!this.mixTexture||!this.mixTexture.isReady())return!1;if(f._needUVs=!0,r.MaterialFlags.DiffuseTextureEnabled){if(!this.diffuseTexture1||!this.diffuseTexture1.isReady())return!1;if(!this.diffuseTexture2||!this.diffuseTexture2.isReady())return!1;if(!this.diffuseTexture3||!this.diffuseTexture3.isReady())return!1;f.DIFFUSE=!0}if(this.bumpTexture1&&this.bumpTexture2&&this.bumpTexture3&&r.MaterialFlags.BumpTextureEnabled){if(!this.bumpTexture1.isReady())return!1;if(!this.bumpTexture2.isReady())return!1;if(!this.bumpTexture3.isReady())return!1;f._needNormals=!0,f.BUMP=!0}}if(r.PrepareDefinesForMisc(e,s,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this.needAlphaTestingForMesh(e),f,void 0,void 0,void 0,this._isVertexOutputInvariant),f._needNormals=r.PrepareDefinesForLights(s,e,f,!1,this._maxSimultaneousLights,this._disableLighting),r.PrepareDefinesForFrameBoundValues(s,u,this,f,!!n),r.PrepareDefinesForAttributes(e,f,!0,!0),f.isDirty){f.markAsProcessed(),s.resetCachedMaterial();var l=new r.EffectFallbacks;f.FOG&&l.addFallback(1,"FOG"),r.HandleFallbacksForShadows(f,l,this.maxSimultaneousLights),f.NUM_BONE_INFLUENCERS>0&&l.addCPUSkinningFallback(0,e),f.IMAGEPROCESSINGPOSTPROCESS=s.imageProcessingConfiguration.applyByPostProcess;var d=[r.VertexBuffer.PositionKind];f.NORMAL&&d.push(r.VertexBuffer.NormalKind),f.UV1&&d.push(r.VertexBuffer.UVKind),f.UV2&&d.push(r.VertexBuffer.UV2Kind),f.VERTEXCOLOR&&d.push(r.VertexBuffer.ColorKind),r.PrepareAttributesForBones(d,e,f,l),r.PrepareAttributesForInstances(d,f);var p=f.toString(),v=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vTextureInfos","mBones","textureMatrix","diffuse1Infos","diffuse2Infos","diffuse3Infos"],m=["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler","logarithmicDepthConstant","areaLightsLTC1Sampler","areaLightsLTC2Sampler"],h=[];r.AddClipPlaneUniforms(v),r.PrepareUniformsAndSamplersList({uniformsNames:v,uniformBuffersNames:h,samplers:m,defines:f,maxSimultaneousLights:this.maxSimultaneousLights}),i.setEffect(s.getEngine().createEffect("terrain",{attributes:d,uniformsNames:v,uniformBuffersNames:h,samplers:m,defines:p,fallbacks:l,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this.maxSimultaneousLights},shaderLanguage:this._shaderLanguage,extraInitializationsAsync:this._shadersLoaded?void 0:function(){return e=t,r=void 0,n=function(){return function(e,r){var i,n,t,o={label:0,sent:function(){if(1&t[0])throw t[1];return t[1]},trys:[],ops:[]},a=Object.create(("function"==typeof Iterator?Iterator:Object).prototype);return a.next=f(0),a.throw=f(1),a.return=f(2),"function"==typeof Symbol&&(a[Symbol.iterator]=function(){return this}),a;function f(f){return function(s){return function(f){if(i)throw new TypeError("Generator is already executing.");for(;a&&(a=0,f[0]&&(o=0)),o;)try{if(i=1,n&&(t=2&f[0]?n.return:f[0]?n.throw||((t=n.return)&&t.call(n),0):n.next)&&!(t=t.call(n,f[1])).done)return t;switch(n=0,t&&(f=[2&f[0],t.value]),f[0]){case 0:case 1:t=f;break;case 4:return o.label++,{value:f[1],done:!1};case 5:o.label++,n=f[1],f=[0];continue;case 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s(e){var r;e.done?t(e.value):(r=e.value,r instanceof i?r:new i(function(e){e(r)})).then(a,f)}s((n=n.apply(e,r||[])).next())});var e,r,i,n}},u),f,this._materialContext)}if(f.AREALIGHTUSED)for(var S=0;S<e.lightSources.length;S++)if(!e.lightSources[S]._isReady())return!1;return!(!i.effect||!i.effect.isReady()||(f._renderId=s.getRenderId(),a._wasPreviouslyReady=!0,a._wasPreviouslyUsingInstances=!!n,0))},i.prototype.bindForSubMesh=function(e,i,n){var t=this.getScene(),o=n.materialDefines;if(o){var a=n.effect;a&&(this._activeEffect=a,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("view",t.getViewMatrix()),this._activeEffect.setMatrix("viewProjection",t.getTransformMatrix()),r.BindBonesParameters(i,this._activeEffect),this._mustRebind(t,a,n)&&(this.mixTexture&&(this._activeEffect.setTexture("textureSampler",this._mixTexture),this._activeEffect.setFloat2("vTextureInfos",this._mixTexture.coordinatesIndex,this._mixTexture.level),this._activeEffect.setMatrix("textureMatrix",this._mixTexture.getTextureMatrix()),r.MaterialFlags.DiffuseTextureEnabled&&(this._diffuseTexture1&&(this._activeEffect.setTexture("diffuse1Sampler",this._diffuseTexture1),this._activeEffect.setFloat2("diffuse1Infos",this._diffuseTexture1.uScale,this._diffuseTexture1.vScale)),this._diffuseTexture2&&(this._activeEffect.setTexture("diffuse2Sampler",this._diffuseTexture2),this._activeEffect.setFloat2("diffuse2Infos",this._diffuseTexture2.uScale,this._diffuseTexture2.vScale)),this._diffuseTexture3&&(this._activeEffect.setTexture("diffuse3Sampler",this._diffuseTexture3),this._activeEffect.setFloat2("diffuse3Infos",this._diffuseTexture3.uScale,this._diffuseTexture3.vScale))),r.MaterialFlags.BumpTextureEnabled&&t.getEngine().getCaps().standardDerivatives&&(this._bumpTexture1&&this._activeEffect.setTexture("bump1Sampler",this._bumpTexture1),this._bumpTexture2&&this._activeEffect.setTexture("bump2Sampler",this._bumpTexture2),this._bumpTexture3&&this._activeEffect.setTexture("bump3Sampler",this._bumpTexture3))),r.BindClipPlane(a,this,t),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),this._useLogarithmicDepth&&r.BindLogDepth(o,a,t),t.bindEyePosition(a)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*i.visibility),o.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),t.lightsEnabled&&!this.disableLighting&&r.BindLights(t,i,this._activeEffect,o,this.maxSimultaneousLights),t.fogEnabled&&i.applyFog&&t.fogMode!==r.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",t.getViewMatrix()),r.BindFogParameters(t,i,this._activeEffect),this._afterBind(i,this._activeEffect,n))}},i.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},i.prototype.getActiveTextures=function(){var r=e.prototype.getActiveTextures.call(this);return this._mixTexture&&r.push(this._mixTexture),this._diffuseTexture1&&r.push(this._diffuseTexture1),this._diffuseTexture2&&r.push(this._diffuseTexture2),this._diffuseTexture3&&r.push(this._diffuseTexture3),this._bumpTexture1&&r.push(this._bumpTexture1),this._bumpTexture2&&r.push(this._bumpTexture2),this._bumpTexture3&&r.push(this._bumpTexture3),r},i.prototype.hasTexture=function(r){return!!e.prototype.hasTexture.call(this,r)||this._mixTexture===r||this._diffuseTexture1===r||this._diffuseTexture2===r||this._diffuseTexture3===r||this._bumpTexture1===r||this._bumpTexture2===r||this._bumpTexture3===r},i.prototype.dispose=function(r){this.mixTexture&&this.mixTexture.dispose(),e.prototype.dispose.call(this,r)},i.prototype.clone=function(e){var n=this;return r.SerializationHelper.Clone(function(){return new i(e,n.getScene())},this)},i.prototype.serialize=function(){var r=e.prototype.serialize.call(this);return r.customType="BABYLON.TerrainMaterial",r},i.prototype.getClassName=function(){return"TerrainMaterial"},i.Parse=function(e,n,t){return r.SerializationHelper.Parse(function(){return new i(e.name,n)},e,n,t)},t([r.serializeAsTexture("mixTexture")],i.prototype,"_mixTexture",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"mixTexture",void 0),t([r.serializeAsTexture("diffuseTexture1")],i.prototype,"_diffuseTexture1",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture1",void 0),t([r.serializeAsTexture("diffuseTexture2")],i.prototype,"_diffuseTexture2",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture2",void 0),t([r.serializeAsTexture("diffuseTexture3")],i.prototype,"_diffuseTexture3",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture3",void 0),t([r.serializeAsTexture("bumpTexture1")],i.prototype,"_bumpTexture1",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture1",void 0),t([r.serializeAsTexture("bumpTexture2")],i.prototype,"_bumpTexture2",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture2",void 0),t([r.serializeAsTexture("bumpTexture3")],i.prototype,"_bumpTexture3",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture3",void 0),t([r.serializeAsColor3()],i.prototype,"diffuseColor",void 0),t([r.serializeAsColor3()],i.prototype,"specularColor",void 0),t([r.serialize()],i.prototype,"specularPower",void 0),t([r.serialize("disableLighting")],i.prototype,"_disableLighting",void 0),t([r.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"disableLighting",void 0),t([r.serialize("maxSimultaneousLights")],i.prototype,"_maxSimultaneousLights",void 0),t([r.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"maxSimultaneousLights",void 0),i}(r.PushMaterial);r.RegisterClass("BABYLON.TerrainMaterial",a);var f={__proto__:null,TerrainMaterial:a},s="undefined"!=typeof global?global:"undefined"!=typeof window?window:void 0;if(void 0!==s)for(var u in f)s.BABYLON[u]=f[u];var l={__proto__:null,TerrainMaterial:a},d="terrainVertexShader",p="attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";r.ShaderStore.ShadersStoreWGSL[d]||(r.ShaderStore.ShadersStoreWGSL[d]=p);var c={__proto__:null,terrainVertexShaderWGSL:{name:d,shader:p}},v="terrainPixelShader",m="uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform vTextureInfos: vec2f;var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;\n#endif\n#ifdef BUMP\nvar bump1SamplerSampler: sampler;var bump1Sampler: texture_2d<f32>;var bump2SamplerSampler: sampler;var bump2Sampler: texture_2d<f32>;var bump3SamplerSampler: sampler;var bump3Sampler: texture_2d<f32>;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var binormal: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;var invmax: f32=inverseSqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3x3f(tangent*invmax,binormal*invmax,normal);}\nfn perturbNormal(viewDir: vec3f,mixColor: vec3f)->vec3f\n{var bump1Color: vec3f=textureSample(bump1Sampler,bump1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos).xyz;var bump2Color: vec3f=textureSample(bump2Sampler,bump2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos).xyz;var bump3Color: vec3f=textureSample(bump3Sampler,bump3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos).xyz;bump1Color=bump1Color.rgb*mixColor.r;bump2Color=mix(bump1Color.rgb,bump2Color.rgb,vec3f(mixColor.g));var map: vec3f=mix(bump2Color.rgb,bump3Color.rgb,vec3f(mixColor.b));map=map*255./127.-128./127.;var TBN: mat3x3f=cotangent_frame(fragmentInputs.vNormalW*uniforms.vTextureInfos.y,-viewDir,fragmentInputs.vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\nvar alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vTextureInfos.y,baseColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);diffuse1Color=vec4f(diffuse1Color.rgb*baseColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(baseColor.g)),diffuse2Color.a);baseColor=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(baseColor.b)),baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*baseColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";r.ShaderStore.ShadersStoreWGSL[v]||(r.ShaderStore.ShadersStoreWGSL[v]=m);var x={__proto__:null,terrainPixelShaderWGSL:{name:v,shader:m}},h="terrainVertexShader",S="precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";r.ShaderStore.ShadersStore[h]||(r.ShaderStore.ShadersStore[h]=S);var T={__proto__:null,terrainVertexShader:{name:h,shader:S}},g="terrainPixelShader",b="precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";r.ShaderStore.ShadersStore[g]||(r.ShaderStore.ShadersStore[g]=b);var C={__proto__:null,terrainPixelShader:{name:g,shader:b}};e.default=l,e.materials=l,Object.defineProperty(e,"__esModule",{value:!0})});
1
+ !function(e,r){"object"==typeof exports&&"undefined"!=typeof module?r(exports,require("babylonjs")):"function"==typeof define&&define.amd?define(["exports","babylonjs"],r):r((e="undefined"!=typeof globalThis?globalThis:e||self).BABYLON=e.BABYLON||{},e.BABYLON)}(this,function(e,r){"use strict";var i=function(e,r){return i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(e,r){e.__proto__=r}||function(e,r){for(var i in r)Object.prototype.hasOwnProperty.call(r,i)&&(e[i]=r[i])},i(e,r)};function n(e,r){if("function"!=typeof r&&null!==r)throw new TypeError("Class extends value "+String(r)+" is not a constructor or null");function n(){this.constructor=e}i(e,r),e.prototype=null===r?Object.create(r):(n.prototype=r.prototype,new n)}function t(e,r,i,n){var t,o=arguments.length,a=o<3?r:null===n?n=Object.getOwnPropertyDescriptor(r,i):n;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)a=Reflect.decorate(e,r,i,n);else for(var f=e.length-1;f>=0;f--)(t=e[f])&&(a=(o<3?t(a):o>3?t(r,i,a):t(r,i))||a);return o>3&&a&&Object.defineProperty(r,i,a),a}Object.create,Object.create,"function"==typeof SuppressedError&&SuppressedError;var o=function(e){function r(){var r=e.call(this)||this;return r.DIFFUSE=!1,r.BUMP=!1,r.CLIPPLANE=!1,r.CLIPPLANE2=!1,r.CLIPPLANE3=!1,r.CLIPPLANE4=!1,r.CLIPPLANE5=!1,r.CLIPPLANE6=!1,r.ALPHATEST=!1,r.DEPTHPREPASS=!1,r.POINTSIZE=!1,r.FOG=!1,r.SPECULARTERM=!1,r.NORMAL=!1,r.UV1=!1,r.UV2=!1,r.VERTEXCOLOR=!1,r.VERTEXALPHA=!1,r.NUM_BONE_INFLUENCERS=0,r.BonesPerMesh=0,r.INSTANCES=!1,r.INSTANCESCOLOR=!1,r.IMAGEPROCESSINGPOSTPROCESS=!1,r.SKIPFINALCOLORCLAMP=!1,r.LOGARITHMICDEPTH=!1,r.AREALIGHTSUPPORTED=!0,r.AREALIGHTNOROUGHTNESS=!0,r.rebuild(),r}return n(r,e),r}(r.MaterialDefines),a=function(e){function i(i,n,t){void 0===t&&(t=!1);var o=e.call(this,i,n,void 0,t)||this;return o.diffuseColor=new r.Color3(1,1,1),o.specularColor=new r.Color3(0,0,0),o.specularPower=64,o._disableLighting=!1,o._maxSimultaneousLights=4,o._shadersLoaded=!1,o}return n(i,e),i.prototype.needAlphaBlending=function(){return this.alpha<1},i.prototype.needAlphaTesting=function(){return!1},i.prototype.getAlphaTestTexture=function(){return null},i.prototype.isReadyForSubMesh=function(e,i,n){var t=this,a=i._drawWrapper;if(this.isFrozen&&a.effect&&a._wasPreviouslyReady&&a._wasPreviouslyUsingInstances===n)return!0;i.materialDefines||(i.materialDefines=new o);var f=i.materialDefines,s=this.getScene();if(this._isReadyForSubMesh(i))return!0;var u=s.getEngine();if(s.texturesEnabled){if(!this.mixTexture||!this.mixTexture.isReady())return!1;if(f._needUVs=!0,r.MaterialFlags.DiffuseTextureEnabled){if(!this.diffuseTexture1||!this.diffuseTexture1.isReady())return!1;if(!this.diffuseTexture2||!this.diffuseTexture2.isReady())return!1;if(!this.diffuseTexture3||!this.diffuseTexture3.isReady())return!1;f.DIFFUSE=!0}if(this.bumpTexture1&&this.bumpTexture2&&this.bumpTexture3&&r.MaterialFlags.BumpTextureEnabled){if(!this.bumpTexture1.isReady())return!1;if(!this.bumpTexture2.isReady())return!1;if(!this.bumpTexture3.isReady())return!1;f._needNormals=!0,f.BUMP=!0}}if(r.PrepareDefinesForMisc(e,s,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this.needAlphaTestingForMesh(e),f,void 0,void 0,void 0,this._isVertexOutputInvariant),f._needNormals=r.PrepareDefinesForLights(s,e,f,!1,this._maxSimultaneousLights,this._disableLighting),r.PrepareDefinesForFrameBoundValues(s,u,this,f,!!n),r.PrepareDefinesForAttributes(e,f,!0,!0),f.isDirty){f.markAsProcessed(),s.resetCachedMaterial();var l=new r.EffectFallbacks;f.FOG&&l.addFallback(1,"FOG"),r.HandleFallbacksForShadows(f,l,this.maxSimultaneousLights),f.NUM_BONE_INFLUENCERS>0&&l.addCPUSkinningFallback(0,e),f.IMAGEPROCESSINGPOSTPROCESS=s.imageProcessingConfiguration.applyByPostProcess;var d=[r.VertexBuffer.PositionKind];f.NORMAL&&d.push(r.VertexBuffer.NormalKind),f.UV1&&d.push(r.VertexBuffer.UVKind),f.UV2&&d.push(r.VertexBuffer.UV2Kind),f.VERTEXCOLOR&&d.push(r.VertexBuffer.ColorKind),r.PrepareAttributesForBones(d,e,f,l),r.PrepareAttributesForInstances(d,f);var c=f.toString(),v=["world","view","viewProjection","vEyePosition","vLightsType","vDiffuseColor","vSpecularColor","vFogInfos","vFogColor","pointSize","vTextureInfos","mBones","textureMatrix","diffuse1Infos","diffuse2Infos","diffuse3Infos"],x=["textureSampler","diffuse1Sampler","diffuse2Sampler","diffuse3Sampler","bump1Sampler","bump2Sampler","bump3Sampler","logarithmicDepthConstant","areaLightsLTC1Sampler","areaLightsLTC2Sampler"],h=[];r.AddClipPlaneUniforms(v),r.PrepareUniformsAndSamplersList({uniformsNames:v,uniformBuffersNames:h,samplers:x,defines:f,maxSimultaneousLights:this.maxSimultaneousLights,shaderLanguage:this._shaderLanguage}),i.setEffect(s.getEngine().createEffect("terrain",{attributes:d,uniformsNames:v,uniformBuffersNames:h,samplers:x,defines:c,fallbacks:l,onCompiled:this.onCompiled,onError:this.onError,indexParameters:{maxSimultaneousLights:this.maxSimultaneousLights},shaderLanguage:this._shaderLanguage,extraInitializationsAsync:this._shadersLoaded?void 0:function(){return e=t,r=void 0,n=function(){return function(e,r){var i,n,t,o={label:0,sent:function(){if(1&t[0])throw t[1];return t[1]},trys:[],ops:[]},a=Object.create(("function"==typeof Iterator?Iterator:Object).prototype);return a.next=f(0),a.throw=f(1),a.return=f(2),"function"==typeof Symbol&&(a[Symbol.iterator]=function(){return this}),a;function f(f){return function(s){return function(f){if(i)throw new TypeError("Generator is already executing.");for(;a&&(a=0,f[0]&&(o=0)),o;)try{if(i=1,n&&(t=2&f[0]?n.return:f[0]?n.throw||((t=n.return)&&t.call(n),0):n.next)&&!(t=t.call(n,f[1])).done)return t;switch(n=0,t&&(f=[2&f[0],t.value]),f[0]){case 0:case 1:t=f;break;case 4:return o.label++,{value:f[1],done:!1};case 5:o.label++,n=f[1],f=[0];continue;case 7:f=o.ops.pop(),o.trys.pop();continue;default:if(!((t=(t=o.trys).length>0&&t[t.length-1])||6!==f[0]&&2!==f[0])){o=0;continue}if(3===f[0]&&(!t||f[1]>t[0]&&f[1]<t[3])){o.label=f[1];break}if(6===f[0]&&o.label<t[1]){o.label=t[1],t=f;break}if(t&&o.label<t[2]){o.label=t[2],o.ops.push(f);break}t[2]&&o.ops.pop(),o.trys.pop();continue}f=r.call(e,o)}catch(e){f=[6,e],n=0}finally{i=t=0}if(5&f[0])throw f[1];return{value:f[0]?f[1]:void 0,done:!0}}([f,s])}}}(this,function(e){switch(e.label){case 0:return 1!==this.shaderLanguage?[3,2]:[4,Promise.all([Promise.resolve().then(function(){return p}),Promise.resolve().then(function(){return m})])];case 1:return e.sent(),[3,4];case 2:return[4,Promise.all([Promise.resolve().then(function(){return S}),Promise.resolve().then(function(){return b})])];case 3:e.sent(),e.label=4;case 4:return this._shadersLoaded=!0,[2]}})},new((i=void 0)||(i=Promise))(function(t,o){function a(e){try{s(n.next(e))}catch(e){o(e)}}function f(e){try{s(n.throw(e))}catch(e){o(e)}}function s(e){var r;e.done?t(e.value):(r=e.value,r instanceof i?r:new i(function(e){e(r)})).then(a,f)}s((n=n.apply(e,r||[])).next())});var e,r,i,n}},u),f,this._materialContext)}if(f.AREALIGHTUSED)for(var T=0;T<e.lightSources.length;T++)if(!e.lightSources[T]._isReady())return!1;return!(!i.effect||!i.effect.isReady()||(f._renderId=s.getRenderId(),a._wasPreviouslyReady=!0,a._wasPreviouslyUsingInstances=!!n,0))},i.prototype.bindForSubMesh=function(e,i,n){var t=this.getScene(),o=n.materialDefines;if(o){var a=n.effect;a&&(this._activeEffect=a,this.bindOnlyWorldMatrix(e),this._activeEffect.setMatrix("view",t.getViewMatrix()),this._activeEffect.setMatrix("viewProjection",t.getTransformMatrix()),r.BindBonesParameters(i,this._activeEffect),this._mustRebind(t,a,n)&&(this.mixTexture&&(this._activeEffect.setTexture("textureSampler",this._mixTexture),this._activeEffect.setFloat2("vTextureInfos",this._mixTexture.coordinatesIndex,this._mixTexture.level),this._activeEffect.setMatrix("textureMatrix",this._mixTexture.getTextureMatrix()),r.MaterialFlags.DiffuseTextureEnabled&&(this._diffuseTexture1&&(this._activeEffect.setTexture("diffuse1Sampler",this._diffuseTexture1),this._activeEffect.setFloat2("diffuse1Infos",this._diffuseTexture1.uScale,this._diffuseTexture1.vScale)),this._diffuseTexture2&&(this._activeEffect.setTexture("diffuse2Sampler",this._diffuseTexture2),this._activeEffect.setFloat2("diffuse2Infos",this._diffuseTexture2.uScale,this._diffuseTexture2.vScale)),this._diffuseTexture3&&(this._activeEffect.setTexture("diffuse3Sampler",this._diffuseTexture3),this._activeEffect.setFloat2("diffuse3Infos",this._diffuseTexture3.uScale,this._diffuseTexture3.vScale))),r.MaterialFlags.BumpTextureEnabled&&t.getEngine().getCaps().standardDerivatives&&(this._bumpTexture1&&this._activeEffect.setTexture("bump1Sampler",this._bumpTexture1),this._bumpTexture2&&this._activeEffect.setTexture("bump2Sampler",this._bumpTexture2),this._bumpTexture3&&this._activeEffect.setTexture("bump3Sampler",this._bumpTexture3))),r.BindClipPlane(a,this,t),this.pointsCloud&&this._activeEffect.setFloat("pointSize",this.pointSize),this._useLogarithmicDepth&&r.BindLogDepth(o,a,t),t.bindEyePosition(a)),this._activeEffect.setColor4("vDiffuseColor",this.diffuseColor,this.alpha*i.visibility),o.SPECULARTERM&&this._activeEffect.setColor4("vSpecularColor",this.specularColor,this.specularPower),t.lightsEnabled&&!this.disableLighting&&r.BindLights(t,i,this._activeEffect,o,this.maxSimultaneousLights),t.fogEnabled&&i.applyFog&&t.fogMode!==r.Scene.FOGMODE_NONE&&this._activeEffect.setMatrix("view",t.getViewMatrix()),r.BindFogParameters(t,i,this._activeEffect),this._afterBind(i,this._activeEffect,n))}},i.prototype.getAnimatables=function(){var e=[];return this.mixTexture&&this.mixTexture.animations&&this.mixTexture.animations.length>0&&e.push(this.mixTexture),e},i.prototype.getActiveTextures=function(){var r=e.prototype.getActiveTextures.call(this);return this._mixTexture&&r.push(this._mixTexture),this._diffuseTexture1&&r.push(this._diffuseTexture1),this._diffuseTexture2&&r.push(this._diffuseTexture2),this._diffuseTexture3&&r.push(this._diffuseTexture3),this._bumpTexture1&&r.push(this._bumpTexture1),this._bumpTexture2&&r.push(this._bumpTexture2),this._bumpTexture3&&r.push(this._bumpTexture3),r},i.prototype.hasTexture=function(r){return!!e.prototype.hasTexture.call(this,r)||this._mixTexture===r||this._diffuseTexture1===r||this._diffuseTexture2===r||this._diffuseTexture3===r||this._bumpTexture1===r||this._bumpTexture2===r||this._bumpTexture3===r},i.prototype.dispose=function(r){this.mixTexture&&this.mixTexture.dispose(),e.prototype.dispose.call(this,r)},i.prototype.clone=function(e){var n=this;return r.SerializationHelper.Clone(function(){return new i(e,n.getScene())},this)},i.prototype.serialize=function(){var r=e.prototype.serialize.call(this);return r.customType="BABYLON.TerrainMaterial",r},i.prototype.getClassName=function(){return"TerrainMaterial"},i.Parse=function(e,n,t){return r.SerializationHelper.Parse(function(){return new i(e.name,n)},e,n,t)},t([r.serializeAsTexture("mixTexture")],i.prototype,"_mixTexture",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"mixTexture",void 0),t([r.serializeAsTexture("diffuseTexture1")],i.prototype,"_diffuseTexture1",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture1",void 0),t([r.serializeAsTexture("diffuseTexture2")],i.prototype,"_diffuseTexture2",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture2",void 0),t([r.serializeAsTexture("diffuseTexture3")],i.prototype,"_diffuseTexture3",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"diffuseTexture3",void 0),t([r.serializeAsTexture("bumpTexture1")],i.prototype,"_bumpTexture1",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture1",void 0),t([r.serializeAsTexture("bumpTexture2")],i.prototype,"_bumpTexture2",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture2",void 0),t([r.serializeAsTexture("bumpTexture3")],i.prototype,"_bumpTexture3",void 0),t([r.expandToProperty("_markAllSubMeshesAsTexturesDirty")],i.prototype,"bumpTexture3",void 0),t([r.serializeAsColor3()],i.prototype,"diffuseColor",void 0),t([r.serializeAsColor3()],i.prototype,"specularColor",void 0),t([r.serialize()],i.prototype,"specularPower",void 0),t([r.serialize("disableLighting")],i.prototype,"_disableLighting",void 0),t([r.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"disableLighting",void 0),t([r.serialize("maxSimultaneousLights")],i.prototype,"_maxSimultaneousLights",void 0),t([r.expandToProperty("_markAllSubMeshesAsLightsDirty")],i.prototype,"maxSimultaneousLights",void 0),i}(r.PushMaterial);r.RegisterClass("BABYLON.TerrainMaterial",a);var f={__proto__:null,TerrainMaterial:a},s="undefined"!=typeof global?global:"undefined"!=typeof window?window:void 0;if(void 0!==s)for(var u in f)s.BABYLON[u]=f[u];var l="terrainVertexShader",d="attribute position: vec3f;\n#ifdef NORMAL\nattribute normal: vec3f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;uniform textureMatrix: mat4x4f;uniform vTextureInfos: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef NORMAL\nvertexOutputs.vNormalW=normalize(( finalWorld* vec4f(vertexInputs.normal,0.0)).xyz);\n#endif\n#ifndef UV1\nvar uv: vec2f= vec2f(0.,0.);\n#else\nvar uv: vec2f=vertexInputs.uv;\n#endif\n#ifndef UV2\nvar uv2: vec2f= vec2f(0.,0.);\n#else\nvar uv2: vec2f=vertexInputs.uv2;\n#endif\n#ifdef DIFFUSE\nif (uniforms.vTextureInfos.x==0.)\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv,1.0,0.0)).xy;}\nelse\n{vertexOutputs.vTextureUV=(uniforms.textureMatrix* vec4f(uv2,1.0,0.0)).xy;}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#define CUSTOM_VERTEX_MAIN_END\n}\n";r.ShaderStore.ShadersStoreWGSL[l]||(r.ShaderStore.ShadersStoreWGSL[l]=d);var p={__proto__:null,terrainVertexShaderWGSL:{name:l,shader:d}},c="terrainPixelShader",v="uniform vEyePosition: vec4f;uniform vDiffuseColor: vec4f;\n#ifdef SPECULARTERM\nuniform vSpecularColor: vec4f;\n#endif\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vTextureUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform vTextureInfos: vec2f;var diffuse1SamplerSampler: sampler;var diffuse1Sampler: texture_2d<f32>;var diffuse2SamplerSampler: sampler;var diffuse2Sampler: texture_2d<f32>;var diffuse3SamplerSampler: sampler;var diffuse3Sampler: texture_2d<f32>;uniform diffuse1Infos: vec2f;uniform diffuse2Infos: vec2f;uniform diffuse3Infos: vec2f;\n#endif\n#ifdef BUMP\nvar bump1SamplerSampler: sampler;var bump1Sampler: texture_2d<f32>;var bump2SamplerSampler: sampler;var bump2Sampler: texture_2d<f32>;var bump3SamplerSampler: sampler;var bump3Sampler: texture_2d<f32>;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var binormal: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;var invmax: f32=inverseSqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3x3f(tangent*invmax,binormal*invmax,normal);}\nfn perturbNormal(viewDir: vec3f,mixColor: vec3f)->vec3f\n{var bump1Color: vec3f=textureSample(bump1Sampler,bump1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos).xyz;var bump2Color: vec3f=textureSample(bump2Sampler,bump2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos).xyz;var bump3Color: vec3f=textureSample(bump3Sampler,bump3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos).xyz;bump1Color=bump1Color.rgb*mixColor.r;bump2Color=mix(bump1Color.rgb,bump2Color.rgb,vec3f(mixColor.g));var map: vec3f=mix(bump2Color.rgb,bump3Color.rgb,vec3f(mixColor.b));map=map*255./127.-128./127.;var TBN: mat3x3f=cotangent_frame(fragmentInputs.vNormalW*uniforms.vTextureInfos.y,-viewDir,fragmentInputs.vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#else\nvar glossiness: f32=0.;\n#endif\nvar alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(textureSampler,textureSamplerSampler,fragmentInputs.vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=vec4f(baseColor.rgb*uniforms.vTextureInfos.y,baseColor.a);var diffuse1Color: vec4f=textureSample(diffuse1Sampler,diffuse1SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse1Infos);var diffuse2Color: vec4f=textureSample(diffuse2Sampler,diffuse2SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse2Infos);var diffuse3Color: vec4f=textureSample(diffuse3Sampler,diffuse3SamplerSampler,fragmentInputs.vTextureUV*uniforms.diffuse3Infos);diffuse1Color=vec4f(diffuse1Color.rgb*baseColor.r,diffuse1Color.a);diffuse2Color=vec4f(mix(diffuse1Color.rgb,diffuse2Color.rgb,vec3f(baseColor.g)),diffuse2Color.a);baseColor=vec4f(mix(diffuse2Color.rgb,diffuse3Color.rgb,vec3f(baseColor.b)),baseColor.a);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;var shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor*baseColor.rgb,vec3f(0.0),vec3f(1.0));var color: vec4f= vec4f(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";r.ShaderStore.ShadersStoreWGSL[c]||(r.ShaderStore.ShadersStoreWGSL[c]=v);var m={__proto__:null,terrainPixelShaderWGSL:{name:c,shader:v}},x="terrainVertexShader",h="precision highp float;attribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform mat4 view;uniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform mat4 textureMatrix;uniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<logDepthDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x==0.)\n{vTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));}\nelse\n{vTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));}\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n";r.ShaderStore.ShadersStore[x]||(r.ShaderStore.ShadersStore[x]=h);var S={__proto__:null,terrainVertexShader:{name:x,shader:h}},T="terrainPixelShader",g="precision highp float;uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;uniform sampler2D textureSampler;uniform vec2 vTextureInfos;uniform sampler2D diffuse1Sampler;uniform sampler2D diffuse2Sampler;uniform sampler2D diffuse3Sampler;uniform vec2 diffuse1Infos;uniform vec2 diffuse2Infos;uniform vec2 diffuse3Infos;\n#endif\n#ifdef BUMP\nuniform sampler2D bump1Sampler;uniform sampler2D bump2Sampler;uniform sampler2D bump3Sampler;\n#endif\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));return mat3(tangent*invmax,binormal*invmax,normal);}\nvec3 perturbNormal(vec3 viewDir,vec3 mixColor)\n{vec3 bump1Color=texture2D(bump1Sampler,vTextureUV*diffuse1Infos).xyz;vec3 bump2Color=texture2D(bump2Sampler,vTextureUV*diffuse2Infos).xyz;vec3 bump3Color=texture2D(bump3Sampler,vTextureUV*diffuse3Infos).xyz;bump1Color.rgb*=mixColor.r;bump2Color.rgb=mix(bump1Color.rgb,bump2Color.rgb,mixColor.g);vec3 map=mix(bump2Color.rgb,bump3Color.rgb,mixColor.b);map=map*255./127.-128./127.;mat3 TBN=cotangent_frame(vNormalW*vTextureInfos.y,-viewDir,vTextureUV);return normalize(TBN*map);}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(textureSampler,vTextureUV);\n#if defined(BUMP) && defined(DIFFUSE)\nnormalW=perturbNormal(viewDirectionW,baseColor.rgb);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vTextureInfos.y;vec4 diffuse1Color=texture2D(diffuse1Sampler,vTextureUV*diffuse1Infos);vec4 diffuse2Color=texture2D(diffuse2Sampler,vTextureUV*diffuse2Infos);vec4 diffuse3Color=texture2D(diffuse3Sampler,vTextureUV*diffuse3Infos);diffuse1Color.rgb*=baseColor.r;diffuse2Color.rgb=mix(diffuse1Color.rgb,diffuse2Color.rgb,baseColor.g);baseColor.rgb=mix(diffuse2Color.rgb,diffuse3Color.rgb,baseColor.b);\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor*baseColor.rgb,0.0,1.0);vec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";r.ShaderStore.ShadersStore[T]||(r.ShaderStore.ShadersStore[T]=g);var b={__proto__:null,terrainPixelShader:{name:T,shader:g}};e.TerrainMaterial=a});
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