ghostos 0.1.1 → 0.1.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (330) hide show
  1. package/lib/api/leafio/core.d.ts +293 -0
  2. package/lib/api/leafio/leaflake.d.ts +100 -0
  3. package/lib/api/leafio/leaflake.unit.test.d.ts +1 -0
  4. package/lib/api/leafui/elements/bgtag.d.ts +2 -0
  5. package/lib/api/leafui/elements/bgtagyoutube.d.ts +2 -0
  6. package/lib/api/leafui/elements/dropzone.d.ts +1 -0
  7. package/lib/api/leafui/elements/floweditor/GraphQLSetup.d.ts +2 -0
  8. package/lib/api/leafui/elements/floweditor/index.d.ts +1 -0
  9. package/lib/api/leafui/elements/floweditor/leafedge.d.ts +39 -0
  10. package/lib/api/leafui/elements/floweditor/leafgql.d.ts +25 -0
  11. package/lib/api/leafui/elements/floweditor/leafnode.d.ts +13 -0
  12. package/lib/api/leafui/elements/floweditor/leafnode_dualout.d.ts +5 -0
  13. package/lib/api/leafui/elements/floweditor/leafnodetypes/anchorpoint.d.ts +3 -0
  14. package/lib/api/leafui/elements/floweditor/leafnodetypes/context.d.ts +3 -0
  15. package/lib/api/leafui/elements/floweditor/leafnodetypes/datacombine.d.ts +2 -0
  16. package/lib/api/leafui/elements/floweditor/leafnodetypes/datafilter.d.ts +2 -0
  17. package/lib/api/leafui/elements/floweditor/leafnodetypes/debugger.d.ts +3 -0
  18. package/lib/api/leafui/elements/floweditor/leafnodetypes/deck.d.ts +6 -0
  19. package/lib/api/leafui/elements/floweditor/leafnodetypes/index.d.ts +20 -0
  20. package/lib/api/leafui/elements/floweditor/leafnodetypes/leafelement.d.ts +1 -0
  21. package/lib/api/leafui/elements/floweditor/leafnodetypes/nodemenu.d.ts +4 -0
  22. package/lib/api/leafui/elements/floweditor/leafnodetypes/porthandle/context.d.ts +4 -0
  23. package/lib/api/leafui/elements/floweditor/leafnodetypes/porthandle/handler.d.ts +12 -0
  24. package/lib/api/leafui/elements/floweditor/leafnodetypes/porthandle/index.d.ts +5 -0
  25. package/lib/api/leafui/elements/floweditor/leafnodetypes/spell.d.ts +1 -0
  26. package/lib/api/leafui/elements/floweditor/leafnodetypes/styles.d.ts +83 -0
  27. package/lib/api/leafui/elements/floweditor/leafnodetypes/textinput.d.ts +5 -0
  28. package/lib/api/leafui/elements/floweditor/leafnodetypes/uihandlers.d.ts +3 -0
  29. package/lib/api/leafui/elements/floweditor/leafnodetypes/utility.d.ts +2 -0
  30. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-01ed4353.d.ts +6 -0
  31. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-1cfd0ffe.d.ts +59 -0
  32. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-2f0babe4.d.ts +6 -0
  33. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-4e6d5ad0.d.ts +6 -0
  34. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-612ea0fa.d.ts +59 -0
  35. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-940301d1.d.ts +10 -0
  36. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-b881a05d.d.ts +6 -0
  37. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index-fa10fd6d.d.ts +10 -0
  38. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index.d.ts +36 -0
  39. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index2.d.ts +1 -0
  40. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index3.d.ts +1 -0
  41. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/index4.d.ts +1 -0
  42. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useEdges-51dc10fe.d.ts +2 -0
  43. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useEdges-a68c1c54.d.ts +2 -0
  44. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useEdges.d.ts +1 -0
  45. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useNodes-63cbcb3a.d.ts +2 -0
  46. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useNodes-fa9cd400.d.ts +2 -0
  47. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useNodes.d.ts +1 -0
  48. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useReactFlow-9fca72ec.d.ts +4 -0
  49. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useReactFlow-cc33f6cf.d.ts +4 -0
  50. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useReactFlow.d.ts +1 -0
  51. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useUpdateNodeInternals-abf24046.d.ts +2 -0
  52. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useUpdateNodeInternals-b829e86d.d.ts +2 -0
  53. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useUpdateNodeInternals.d.ts +1 -0
  54. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useViewport-706ddc1d.d.ts +2 -0
  55. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useViewport-b9f42fd4.d.ts +2 -0
  56. package/lib/api/leafui/elements/floweditor/lib/react-flow-renderer/useViewport.d.ts +1 -0
  57. package/lib/api/leafui/elements/floweditor/lib/reactflow.11.10.4/core/dist/esm/index.d.mts +300 -0
  58. package/lib/api/leafui/elements/floweditor/sidebar.d.ts +2 -0
  59. package/lib/api/leafui/elements/gnav.d.ts +6 -0
  60. package/lib/api/leafui/elements/graphlabel.d.ts +11 -0
  61. package/lib/api/leafui/elements/iframe.d.ts +16 -0
  62. package/lib/api/leafui/elements/imagelist.d.ts +19 -0
  63. package/lib/api/leafui/elements/leafchart.d.ts +19 -0
  64. package/lib/api/leafui/elements/leafvisualelements.d.ts +1 -0
  65. package/lib/api/leafui/elements/loadspinner.d.ts +1 -0
  66. package/lib/api/leafui/elements/popupmenu.d.ts +3 -0
  67. package/lib/api/leafui/elements/popupwin.d.ts +2 -0
  68. package/lib/api/leafui/elements/screen.d.ts +1 -0
  69. package/lib/api/leafui/elements/set.d.ts +7 -0
  70. package/lib/api/leafui/elements/stateutils.d.ts +2 -0
  71. package/lib/api/leafui/elements/sysmenu.d.ts +5 -0
  72. package/lib/api/leafui/elements/texteditor.d.ts +2 -0
  73. package/lib/api/leafui/elements/textprompt.d.ts +1 -0
  74. package/lib/api/leafui/elements/userprompt.d.ts +10 -0
  75. package/lib/api/leafui/lib/DynScriptLoader.d.ts +8 -0
  76. package/lib/api/leafui/lib/ProjectedMaterial.d.ts +7 -0
  77. package/lib/api/leafui/lib/assets/AssetManager.d.ts +32 -0
  78. package/lib/api/leafui/lib/assets/loadCubeTexture.d.ts +1 -0
  79. package/lib/api/leafui/lib/assets/loadEnvMap.d.ts +1 -0
  80. package/lib/api/leafui/lib/assets/loadTexture.d.ts +1 -0
  81. package/lib/api/leafui/lib/images/leafwebgl.d.ts +9 -0
  82. package/lib/api/leafui/lib/images/processor.d.ts +4 -0
  83. package/lib/api/leafui/lib/images/shaders/ShaderChunk/alphamap_fragment.glsl.d.ts +2 -0
  84. package/lib/api/leafui/lib/images/shaders/ShaderChunk/alphamap_pars_fragment.glsl.d.ts +2 -0
  85. package/lib/api/leafui/lib/images/shaders/ShaderChunk/alphatest_fragment.glsl.d.ts +2 -0
  86. package/lib/api/leafui/lib/images/shaders/ShaderChunk/aomap_fragment.glsl.d.ts +2 -0
  87. package/lib/api/leafui/lib/images/shaders/ShaderChunk/aomap_pars_fragment.glsl.d.ts +2 -0
  88. package/lib/api/leafui/lib/images/shaders/ShaderChunk/begin_vertex.glsl.d.ts +2 -0
  89. package/lib/api/leafui/lib/images/shaders/ShaderChunk/beginnormal_vertex.glsl.d.ts +2 -0
  90. package/lib/api/leafui/lib/images/shaders/ShaderChunk/bsdfs.glsl.d.ts +2 -0
  91. package/lib/api/leafui/lib/images/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.d.ts +2 -0
  92. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.d.ts +2 -0
  93. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clearcoat_normal_fragment_maps.glsl.d.ts +2 -0
  94. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clearcoat_pars_fragment.glsl.d.ts +2 -0
  95. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clipping_planes_fragment.glsl.d.ts +2 -0
  96. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.d.ts +2 -0
  97. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.d.ts +2 -0
  98. package/lib/api/leafui/lib/images/shaders/ShaderChunk/clipping_planes_vertex.glsl.d.ts +2 -0
  99. package/lib/api/leafui/lib/images/shaders/ShaderChunk/color_fragment.glsl.d.ts +2 -0
  100. package/lib/api/leafui/lib/images/shaders/ShaderChunk/color_pars_fragment.glsl.d.ts +2 -0
  101. package/lib/api/leafui/lib/images/shaders/ShaderChunk/color_pars_vertex.glsl.d.ts +2 -0
  102. package/lib/api/leafui/lib/images/shaders/ShaderChunk/color_vertex.glsl.d.ts +2 -0
  103. package/lib/api/leafui/lib/images/shaders/ShaderChunk/common.glsl.d.ts +2 -0
  104. package/lib/api/leafui/lib/images/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.d.ts +2 -0
  105. package/lib/api/leafui/lib/images/shaders/ShaderChunk/default_fragment.glsl.d.ts +2 -0
  106. package/lib/api/leafui/lib/images/shaders/ShaderChunk/default_vertex.glsl.d.ts +2 -0
  107. package/lib/api/leafui/lib/images/shaders/ShaderChunk/defaultnormal_vertex.glsl.d.ts +2 -0
  108. package/lib/api/leafui/lib/images/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.d.ts +2 -0
  109. package/lib/api/leafui/lib/images/shaders/ShaderChunk/displacementmap_vertex.glsl.d.ts +2 -0
  110. package/lib/api/leafui/lib/images/shaders/ShaderChunk/dithering_fragment.glsl.d.ts +2 -0
  111. package/lib/api/leafui/lib/images/shaders/ShaderChunk/dithering_pars_fragment.glsl.d.ts +2 -0
  112. package/lib/api/leafui/lib/images/shaders/ShaderChunk/emissivemap_fragment.glsl.d.ts +2 -0
  113. package/lib/api/leafui/lib/images/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.d.ts +2 -0
  114. package/lib/api/leafui/lib/images/shaders/ShaderChunk/encodings_fragment.glsl.d.ts +2 -0
  115. package/lib/api/leafui/lib/images/shaders/ShaderChunk/encodings_pars_fragment.glsl.d.ts +2 -0
  116. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.d.ts +2 -0
  117. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_fragment.glsl.d.ts +2 -0
  118. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_pars_fragment.glsl.d.ts +2 -0
  119. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_pars_vertex.glsl.d.ts +2 -0
  120. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.d.ts +2 -0
  121. package/lib/api/leafui/lib/images/shaders/ShaderChunk/envmap_vertex.glsl.d.ts +2 -0
  122. package/lib/api/leafui/lib/images/shaders/ShaderChunk/fog_fragment.glsl.d.ts +2 -0
  123. package/lib/api/leafui/lib/images/shaders/ShaderChunk/fog_pars_fragment.glsl.d.ts +2 -0
  124. package/lib/api/leafui/lib/images/shaders/ShaderChunk/fog_pars_vertex.glsl.d.ts +2 -0
  125. package/lib/api/leafui/lib/images/shaders/ShaderChunk/fog_vertex.glsl.d.ts +2 -0
  126. package/lib/api/leafui/lib/images/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.d.ts +2 -0
  127. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lightmap_fragment.glsl.d.ts +2 -0
  128. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lightmap_pars_fragment.glsl.d.ts +2 -0
  129. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_fragment_begin.glsl.d.ts +2 -0
  130. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_fragment_end.glsl.d.ts +2 -0
  131. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_fragment_maps.glsl.d.ts +2 -0
  132. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_lambert_vertex.glsl.d.ts +2 -0
  133. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_pars_begin.glsl.d.ts +2 -0
  134. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_phong_fragment.glsl.d.ts +2 -0
  135. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.d.ts +2 -0
  136. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_physical_fragment.glsl.d.ts +2 -0
  137. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.d.ts +2 -0
  138. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_toon_fragment.glsl.d.ts +2 -0
  139. package/lib/api/leafui/lib/images/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.d.ts +2 -0
  140. package/lib/api/leafui/lib/images/shaders/ShaderChunk/logdepthbuf_fragment.glsl.d.ts +2 -0
  141. package/lib/api/leafui/lib/images/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.d.ts +2 -0
  142. package/lib/api/leafui/lib/images/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.d.ts +2 -0
  143. package/lib/api/leafui/lib/images/shaders/ShaderChunk/logdepthbuf_vertex.glsl.d.ts +2 -0
  144. package/lib/api/leafui/lib/images/shaders/ShaderChunk/map_fragment.glsl.d.ts +2 -0
  145. package/lib/api/leafui/lib/images/shaders/ShaderChunk/map_pars_fragment.glsl.d.ts +2 -0
  146. package/lib/api/leafui/lib/images/shaders/ShaderChunk/map_particle_fragment.glsl.d.ts +2 -0
  147. package/lib/api/leafui/lib/images/shaders/ShaderChunk/map_particle_pars_fragment.glsl.d.ts +2 -0
  148. package/lib/api/leafui/lib/images/shaders/ShaderChunk/metalnessmap_fragment.glsl.d.ts +2 -0
  149. package/lib/api/leafui/lib/images/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.d.ts +2 -0
  150. package/lib/api/leafui/lib/images/shaders/ShaderChunk/morphnormal_vertex.glsl.d.ts +2 -0
  151. package/lib/api/leafui/lib/images/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.d.ts +2 -0
  152. package/lib/api/leafui/lib/images/shaders/ShaderChunk/morphtarget_vertex.glsl.d.ts +2 -0
  153. package/lib/api/leafui/lib/images/shaders/ShaderChunk/normal_fragment_begin.glsl.d.ts +2 -0
  154. package/lib/api/leafui/lib/images/shaders/ShaderChunk/normal_fragment_maps.glsl.d.ts +2 -0
  155. package/lib/api/leafui/lib/images/shaders/ShaderChunk/normalmap_pars_fragment.glsl.d.ts +2 -0
  156. package/lib/api/leafui/lib/images/shaders/ShaderChunk/packing.glsl.d.ts +2 -0
  157. package/lib/api/leafui/lib/images/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.d.ts +2 -0
  158. package/lib/api/leafui/lib/images/shaders/ShaderChunk/project_vertex.glsl.d.ts +2 -0
  159. package/lib/api/leafui/lib/images/shaders/ShaderChunk/roughnessmap_fragment.glsl.d.ts +2 -0
  160. package/lib/api/leafui/lib/images/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.d.ts +2 -0
  161. package/lib/api/leafui/lib/images/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.d.ts +2 -0
  162. package/lib/api/leafui/lib/images/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.d.ts +2 -0
  163. package/lib/api/leafui/lib/images/shaders/ShaderChunk/shadowmap_vertex.glsl.d.ts +2 -0
  164. package/lib/api/leafui/lib/images/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.d.ts +2 -0
  165. package/lib/api/leafui/lib/images/shaders/ShaderChunk/skinbase_vertex.glsl.d.ts +2 -0
  166. package/lib/api/leafui/lib/images/shaders/ShaderChunk/skinning_pars_vertex.glsl.d.ts +2 -0
  167. package/lib/api/leafui/lib/images/shaders/ShaderChunk/skinning_vertex.glsl.d.ts +2 -0
  168. package/lib/api/leafui/lib/images/shaders/ShaderChunk/skinnormal_vertex.glsl.d.ts +2 -0
  169. package/lib/api/leafui/lib/images/shaders/ShaderChunk/specularmap_fragment.glsl.d.ts +2 -0
  170. package/lib/api/leafui/lib/images/shaders/ShaderChunk/specularmap_pars_fragment.glsl.d.ts +2 -0
  171. package/lib/api/leafui/lib/images/shaders/ShaderChunk/tonemapping_fragment.glsl.d.ts +2 -0
  172. package/lib/api/leafui/lib/images/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.d.ts +2 -0
  173. package/lib/api/leafui/lib/images/shaders/ShaderChunk/transmissionmap_fragment.glsl.d.ts +2 -0
  174. package/lib/api/leafui/lib/images/shaders/ShaderChunk/transmissionmap_pars_fragment.glsl.d.ts +2 -0
  175. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv2_pars_fragment.glsl.d.ts +2 -0
  176. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv2_pars_vertex.glsl.d.ts +2 -0
  177. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv2_vertex.glsl.d.ts +2 -0
  178. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv_pars_fragment.glsl.d.ts +2 -0
  179. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv_pars_vertex.glsl.d.ts +2 -0
  180. package/lib/api/leafui/lib/images/shaders/ShaderChunk/uv_vertex.glsl.d.ts +2 -0
  181. package/lib/api/leafui/lib/images/shaders/ShaderChunk/worldpos_vertex.glsl.d.ts +2 -0
  182. package/lib/api/leafui/lib/images/shaders/ShaderChunk.d.ts +260 -0
  183. package/lib/api/leafui/lib/images/shaders/ShaderLib/background_frag.glsl.d.ts +2 -0
  184. package/lib/api/leafui/lib/images/shaders/ShaderLib/background_vert.glsl.d.ts +2 -0
  185. package/lib/api/leafui/lib/images/shaders/ShaderLib/cube_frag.glsl.d.ts +2 -0
  186. package/lib/api/leafui/lib/images/shaders/ShaderLib/cube_vert.glsl.d.ts +2 -0
  187. package/lib/api/leafui/lib/images/shaders/ShaderLib/depth_frag.glsl.d.ts +2 -0
  188. package/lib/api/leafui/lib/images/shaders/ShaderLib/depth_vert.glsl.d.ts +2 -0
  189. package/lib/api/leafui/lib/images/shaders/ShaderLib/distanceRGBA_frag.glsl.d.ts +2 -0
  190. package/lib/api/leafui/lib/images/shaders/ShaderLib/distanceRGBA_vert.glsl.d.ts +2 -0
  191. package/lib/api/leafui/lib/images/shaders/ShaderLib/equirect_frag.glsl.d.ts +2 -0
  192. package/lib/api/leafui/lib/images/shaders/ShaderLib/equirect_vert.glsl.d.ts +2 -0
  193. package/lib/api/leafui/lib/images/shaders/ShaderLib/linedashed_frag.glsl.d.ts +2 -0
  194. package/lib/api/leafui/lib/images/shaders/ShaderLib/linedashed_vert.glsl.d.ts +2 -0
  195. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshbasic_frag.glsl.d.ts +2 -0
  196. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshbasic_vert.glsl.d.ts +2 -0
  197. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshlambert_frag.glsl.d.ts +2 -0
  198. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshlambert_vert.glsl.d.ts +2 -0
  199. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshmatcap_frag.glsl.d.ts +2 -0
  200. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshmatcap_vert.glsl.d.ts +2 -0
  201. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshphong_frag.glsl.d.ts +2 -0
  202. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshphong_vert.glsl.d.ts +2 -0
  203. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshphysical_frag.glsl.d.ts +2 -0
  204. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshphysical_vert.glsl.d.ts +2 -0
  205. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshtoon_frag.glsl.d.ts +2 -0
  206. package/lib/api/leafui/lib/images/shaders/ShaderLib/meshtoon_vert.glsl.d.ts +2 -0
  207. package/lib/api/leafui/lib/images/shaders/ShaderLib/normal_frag.glsl.d.ts +2 -0
  208. package/lib/api/leafui/lib/images/shaders/ShaderLib/normal_vert.glsl.d.ts +2 -0
  209. package/lib/api/leafui/lib/images/shaders/ShaderLib/points_frag.glsl.d.ts +2 -0
  210. package/lib/api/leafui/lib/images/shaders/ShaderLib/points_vert.glsl.d.ts +2 -0
  211. package/lib/api/leafui/lib/images/shaders/ShaderLib/shadow_frag.glsl.d.ts +2 -0
  212. package/lib/api/leafui/lib/images/shaders/ShaderLib/shadow_vert.glsl.d.ts +2 -0
  213. package/lib/api/leafui/lib/images/shaders/ShaderLib/sprite_frag.glsl.d.ts +2 -0
  214. package/lib/api/leafui/lib/images/shaders/ShaderLib/sprite_vert.glsl.d.ts +2 -0
  215. package/lib/api/leafui/lib/images/shaders/ShaderLib/vsm_frag.glsl.d.ts +2 -0
  216. package/lib/api/leafui/lib/images/shaders/ShaderLib/vsm_vert.glsl.d.ts +2 -0
  217. package/lib/api/leafui/lib/images/shaders/ShaderLib.d.ts +7 -0
  218. package/lib/api/leafui/lib/images/shaders/UniformsLib.d.ts +369 -0
  219. package/lib/api/leafui/lib/images/shaders/UniformsUtils.d.ts +9 -0
  220. package/lib/api/leafui/lib/layouts/Vector3.d.ts +17 -0
  221. package/lib/api/leafui/lib/layouts/force-directed-layout.d.ts +40 -0
  222. package/lib/api/leafui/lib/layouts/force-directed-layout.old.d.ts +1 -0
  223. package/lib/api/leafui/lib/sysmenu/DragableContainer.d.ts +1 -0
  224. package/lib/api/leafui/lib/sysmenu/Orbit.d.ts +1 -0
  225. package/lib/api/leafui/lib/sysmenu/Planet.d.ts +1 -0
  226. package/lib/api/leafui/lib/sysmenu/Satellite.d.ts +1 -0
  227. package/lib/api/leafui/lib/sysmenu/index.d.ts +2 -0
  228. package/lib/api/leafui/misc/complexgrid.d.ts +1 -0
  229. package/lib/api/leafui/misc/datepicker.d.ts +1 -0
  230. package/lib/api/leafui/misc/windowprops.d.ts +4 -0
  231. package/lib/api/metamodel.d.ts +179 -0
  232. package/lib/api/parser/breezyforest.d.ts +1 -0
  233. package/lib/api/parser/elements/schema/directus.d.ts +72 -0
  234. package/lib/api/parser/elements/schema/index.d.ts +2 -0
  235. package/lib/api/parser/elements.d.ts +1 -0
  236. package/lib/api/parser/eta.d.ts +55 -0
  237. package/lib/api/parser/eta.spec.d.ts +1 -0
  238. package/lib/api/parser/etatreeforest.d.ts +37 -0
  239. package/lib/api/parser/leaf.d.ts +56 -0
  240. package/lib/api/parser/leaflisp/plispdist/index.d.ts +210 -0
  241. package/lib/api/parser/leaflisp/plispstdlib/index.d.ts +396 -0
  242. package/lib/api/parser/leaflisp/test.d.mts +1 -0
  243. package/lib/api/parser/leaflisp/test.d.ts +1 -0
  244. package/lib/api/parser/leaflisp.d.ts +2 -0
  245. package/lib/api/parser/nodelogic/abstraction/index.d.ts +7 -0
  246. package/lib/api/parser/nodelogic/abstraction/leafanchor.d.ts +4 -0
  247. package/lib/api/parser/nodelogic/abstraction/leafgraph.d.ts +6 -0
  248. package/lib/api/parser/nodelogic/abstraction/leaflambdagraph.d.ts +4 -0
  249. package/lib/api/parser/nodelogic/abstraction/leafloopyspell.d.ts +4 -0
  250. package/lib/api/parser/nodelogic/abstraction/leafloopyspell.spec.d.ts +1 -0
  251. package/lib/api/parser/nodelogic/abstraction/leafspell.d.ts +9 -0
  252. package/lib/api/parser/nodelogic/abstraction/leafspell.spec.d.ts +1 -0
  253. package/lib/api/parser/nodelogic/abstraction/leafspelldef.d.ts +5 -0
  254. package/lib/api/parser/nodelogic/common.d.ts +8 -0
  255. package/lib/api/parser/nodelogic/dataflow/index.d.ts +4 -0
  256. package/lib/api/parser/nodelogic/dataflow/leafchronosflow.d.ts +4 -0
  257. package/lib/api/parser/nodelogic/dataflow/leafgateflow.d.ts +10 -0
  258. package/lib/api/parser/nodelogic/dataflow/leafmixflow.d.ts +4 -0
  259. package/lib/api/parser/nodelogic/dataflow/leafmixflow.spec.d.ts +1 -0
  260. package/lib/api/parser/nodelogic/datautils/bottling.d.ts +11 -0
  261. package/lib/api/parser/nodelogic/datautils/index.d.ts +7 -0
  262. package/lib/api/parser/nodelogic/datautils/leafbottle.d.ts +12 -0
  263. package/lib/api/parser/nodelogic/datautils/leafconfig.d.ts +12 -0
  264. package/lib/api/parser/nodelogic/datautils/leafcrate.d.ts +7 -0
  265. package/lib/api/parser/nodelogic/datautils/leafdelabel.d.ts +7 -0
  266. package/lib/api/parser/nodelogic/datautils/leaflabel.d.ts +15 -0
  267. package/lib/api/parser/nodelogic/datautils/leafunbottle.d.ts +12 -0
  268. package/lib/api/parser/nodelogic/elements/index.d.ts +8 -0
  269. package/lib/api/parser/nodelogic/elements/leafdeckclub.d.ts +10 -0
  270. package/lib/api/parser/nodelogic/elements/leafdeckdiamond.d.ts +10 -0
  271. package/lib/api/parser/nodelogic/elements/leafdeckheart.d.ts +10 -0
  272. package/lib/api/parser/nodelogic/elements/leafdeckspade.d.ts +10 -0
  273. package/lib/api/parser/nodelogic/elements/leafelement.d.ts +21 -0
  274. package/lib/api/parser/nodelogic/elements/leafelement.spec.d.ts +1 -0
  275. package/lib/api/parser/nodelogic/elements/leafgnav.d.ts +4 -0
  276. package/lib/api/parser/nodelogic/elements/leafpopupview.d.ts +4 -0
  277. package/lib/api/parser/nodelogic/elements/library/directus.d.ts +13 -0
  278. package/lib/api/parser/nodelogic/elements/library/editor.d.ts +17 -0
  279. package/lib/api/parser/nodelogic/elements/library/form.d.ts +17 -0
  280. package/lib/api/parser/nodelogic/elements/library/gnav.d.ts +17 -0
  281. package/lib/api/parser/nodelogic/elements/library/href.d.ts +14 -0
  282. package/lib/api/parser/nodelogic/elements/library/html.d.ts +17 -0
  283. package/lib/api/parser/nodelogic/elements/library/http.d.ts +17 -0
  284. package/lib/api/parser/nodelogic/elements/library/image.d.ts +13 -0
  285. package/lib/api/parser/nodelogic/elements/library/index.d.ts +25 -0
  286. package/lib/api/parser/nodelogic/elements/library/mediainput.d.ts +14 -0
  287. package/lib/api/parser/nodelogic/elements/library/mediaplayer.d.ts +20 -0
  288. package/lib/api/parser/nodelogic/elements/library/midi.d.ts +17 -0
  289. package/lib/api/parser/nodelogic/elements/library/openai.d.ts +17 -0
  290. package/lib/api/parser/nodelogic/elements/library/popup.d.ts +14 -0
  291. package/lib/api/parser/nodelogic/elements/library/prompt.d.ts +17 -0
  292. package/lib/api/parser/nodelogic/elements/library/rancher.d.ts +13 -0
  293. package/lib/api/parser/nodelogic/elements/library/sound.d.ts +17 -0
  294. package/lib/api/parser/nodelogic/elements/library/sound_lib.d.ts +10 -0
  295. package/lib/api/parser/nodelogic/elements/library/text.d.ts +13 -0
  296. package/lib/api/parser/nodelogic/elements/library/wizardryelements.d.ts +1 -0
  297. package/lib/api/parser/nodelogic/io/index.d.ts +5 -0
  298. package/lib/api/parser/nodelogic/io/leafinflowport.d.ts +10 -0
  299. package/lib/api/parser/nodelogic/io/leafinflowport.spec.d.ts +1 -0
  300. package/lib/api/parser/nodelogic/io/leafmemoryio.d.ts +53 -0
  301. package/lib/api/parser/nodelogic/io/leafmemoryio.spec.d.ts +1 -0
  302. package/lib/api/parser/nodelogic/io/leafoutflowport.d.ts +10 -0
  303. package/lib/api/parser/nodelogic/io/leafoutflowport.spec.d.ts +1 -0
  304. package/lib/api/parser/nodelogic/io/leafradioRX.d.ts +4 -0
  305. package/lib/api/parser/nodelogic/io/leafradioTX.d.ts +4 -0
  306. package/lib/api/parser/nodelogic/io/leafscreenio.d.ts +10 -0
  307. package/lib/api/parser/nodelogic/wizardry/index.d.ts +2 -0
  308. package/lib/api/parser/nodelogic/wizardry/leaflisp.d.ts +22 -0
  309. package/lib/api/parser/nodelogic/wizardry/leaflisp.unit.test.d.ts +1 -0
  310. package/lib/api/parser/nodelogic/wizardry/leaflisp2.unit.test.d.ts +1 -0
  311. package/lib/api/parser/nodelogic/wizardry/leaflisphelp.d.ts +1 -0
  312. package/lib/api/parser/predicates.d.ts +15 -0
  313. package/lib/api/utils/crypto.d.ts +6 -0
  314. package/lib/api/utils/fetchnodedata.d.ts +2 -0
  315. package/lib/api/utils/leafbase64.d.ts +2 -0
  316. package/lib/api/utils/leafdataflow.d.ts +23 -0
  317. package/lib/api/utils/leafdataflow.spec.d.ts +1 -0
  318. package/lib/graphql/client.d.ts +13 -0
  319. package/lib/graphql/events.d.ts +5 -0
  320. package/lib/graphql/utils.d.ts +3 -0
  321. package/lib/index.browser.d.ts +28 -0
  322. package/lib/index.core.d.ts +24 -0
  323. package/lib/index.esm.main.js +1 -1
  324. package/lib/index.ui.d.ts +5 -0
  325. package/lib/microservices/persistentio.d.ts +1 -0
  326. package/lib/microservices/screenio.d.ts +1 -0
  327. package/lib/microservices/volatileio.d.ts +1 -0
  328. package/lib/models/dataflow.d.ts +1 -0
  329. package/package.json +23 -8
  330. /package/lib/{index.cjs.js → index.cjs} +0 -0
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_METALNESSMAP\n\n\tuniform sampler2D metalnessMap;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_MORPHNORMALS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in normal = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_MORPHTARGETS\n\n\tuniform float morphTargetBaseInfluence;\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\t\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_MORPHTARGETS\n\n\t// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:\n\t// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence)\n\t// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nfloat faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n\n#ifdef FLAT_SHADED\n\n\t// Workaround for Adreno GPUs not able to do dFdx( vViewPosition )\n\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#else\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\t#ifdef USE_TANGENT\n\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\n\t\t#endif\n\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\n\t\t#endif\n\n\t#endif\n\n#endif\n\n// non perturbed normal for clearcoat among others\n\nvec3 geometryNormal = normal;\n\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\n\n\t#ifdef FLIP_SIDED\n\n\t\tnormal = - normal;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * faceDirection;\n\n\t#endif\n\n\tnormal = normalize( normalMatrix * normal );\n\n#elif defined( TANGENTSPACE_NORMALMAP )\n\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\n\t#ifdef USE_TANGENT\n\n\t\tnormal = normalize( vTBN * mapN );\n\n\t#else\n\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\n\t#endif\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n#endif\n\n#ifdef OBJECTSPACE_NORMALMAP\n\n\tuniform mat3 normalMatrix;\n\n#endif\n\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\n\t// Normal Mapping Without Precomputed Tangents\n\t// http://www.thetenthplanet.de/archives/1180\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\n\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 N = surf_norm; // normalized\n\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\n\t}\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\n\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\n\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\n\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\n\nconst float ShiftRight8 = 1. / 256.;\n\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\n\treturn r * PackUpscale;\n}\n\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\n\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\n\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\n\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\n\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef PREMULTIPLIED_ALPHA\n\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\n\tgl_FragColor.rgb *= gl_FragColor.a;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvec4 mvPosition = vec4( transformed, 1.0 );\n\n#ifdef USE_INSTANCING\n\n\tmvPosition = instanceMatrix * mvPosition;\n\n#endif\n\nmvPosition = modelViewMatrix * mvPosition;\n\ngl_Position = projectionMatrix * mvPosition;\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nfloat roughnessFactor = roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_ROUGHNESSMAP\n\n\tuniform sampler2D roughnessMap;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): create uniforms for area light shadows\n\n\t#endif\n\t*/\n\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\n\t}\n\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\n\t}\n\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\n\t\tfloat occlusion = 1.0;\n\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\n\t\tfloat hard_shadow = step( compare , distribution.x ); // Hard Shadow\n\n\t\tif (hard_shadow != 1.0 ) {\n\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance ); // Chebeyshevs inequality\n\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); // 0.3 reduces light bleed\n\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\n\t\t}\n\t\treturn occlusion;\n\n\t}\n\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\n\t\tfloat shadow = 1.0;\n\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#else // no percentage-closer filtering:\n\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\n\t\t#endif\n\n\t\t}\n\n\t\treturn shadow;\n\n\t}\n\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\n\t// 2D texture:\n\t//\n\t// xzXZ\n\t// y Y\n\t//\n\t// Y - Positive y direction\n\t// y - Negative y direction\n\t// X - Positive x direction\n\t// x - Negative x direction\n\t// Z - Positive z direction\n\t// z - Negative z direction\n\t//\n\t// Source and test bed:\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\n\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n\t\t// Number of texels to avoid at the edge of each square\n\n\t\tvec3 absV = abs( v );\n\n\t\t// Intersect unit cube\n\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\n\t\t// Apply scale to avoid seams\n\n\t\t// two texels less per square (one texel will do for NEAREST)\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\n\t\t// Unwrap\n\n\t\t// space: -1 ... 1 range for each square\n\t\t//\n\t\t// #X##\t\tdim := ( 4 , 2 )\n\t\t// # #\t\tcenter := ( 1 , 1 )\n\n\t\tvec2 planar = v.xy;\n\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\n\t\tif ( absV.z >= almostOne ) {\n\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\n\t\t} else if ( absV.x >= almostOne ) {\n\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\n\t\t} else if ( absV.y >= almostOne ) {\n\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\n\t\t}\n\n\t\t// Transform to UV space\n\n\t\t// scale := 0.5 / dim\n\t\t// translate := ( center + 0.5 ) / dim\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n\t}\n\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\n\t\t// the vector from the light to the world-space position of the fragment.\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\n\t\t// dp = normalized distance from light to fragment position\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?\n\t\tdp += shadowBias;\n\n\t\t// bd3D = base direction 3D\n\t\tvec3 bd3D = normalize( lightToPosition );\n\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\n\t\t#else // no percentage-closer filtering\n\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\n\t\t#endif\n\n\t}\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): uniforms for area light shadows\n\n\t#endif\n\t*/\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\n\t\t// Offsetting the position used for querying occlusion along the world normal can be used to reduce shadow acne.\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\n\t#endif\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update vAreaShadowCoord with area light info\n\n\t#endif\n\t*/\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nfloat getShadowMask() {\n\n\tfloat shadow = 1.0;\n\n\t#ifdef USE_SHADOWMAP\n\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\n\tDirectionalLightShadow directionalLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\n\tSpotLightShadow spotLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\n\tPointLightShadow pointLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\n\t}\n\t#pragma unroll_loop_end\n\n\t#endif\n\n\t/*\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\n\t\t// TODO (abelnation): update shadow for Area light\n\n\t#endif\n\t*/\n\n\t#endif\n\n\treturn shadow;\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SKINNING\n\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n\t#ifdef USE_TANGENT\n\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\n\t#endif\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nfloat specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if defined( TONE_MAPPING )\n\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifndef saturate\n// <common> may have defined saturate() already\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n\nuniform float toneMappingExposure;\n\n// exposure only\nvec3 LinearToneMapping( vec3 color ) {\n\n\treturn toneMappingExposure * color;\n\n}\n\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\nvec3 ReinhardToneMapping( vec3 color ) {\n\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n\n}\n\n// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n\n}\n\n// source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs\nvec3 RRTAndODTFit( vec3 v ) {\n\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n\n}\n\n// this implementation of ACES is modified to accommodate a brighter viewing environment.\n// the scale factor of 1/0.6 is subjective. see discussion in #19621.\n\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\n\t// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ), // transposed from source\n\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\n\t// ODT_SAT => XYZ => D60_2_D65 => sRGB\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ), // transposed from source\n\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\n\tcolor *= toneMappingExposure / 0.6;\n\n\tcolor = ACESInputMat * color;\n\n\t// Apply RRT and ODT\n\tcolor = RRTAndODTFit( color );\n\n\tcolor = ACESOutputMat * color;\n\n\t// Clamp to [0, 1]\n\treturn saturate( color );\n\n}\n\nvec3 CustomToneMapping( vec3 color ) { return color; }\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_TRANSMISSIONMAP\n\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_TRANSMISSIONMAP\n\n\tuniform sampler2D transmissionMap;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n\tuniform mat3 uv2Transform;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\n\tvarying vec2 vUv;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_UV\n\n\t#ifdef UVS_VERTEX_ONLY\n\n\t\tvec2 vUv;\n\n\t#else\n\n\t\tvarying vec2 vUv;\n\n\t#endif\n\n\tuniform mat3 uvTransform;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#ifdef USE_UV\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t#ifdef USE_INSTANCING\n\n\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t#endif\n\n\tworldPosition = modelMatrix * worldPosition;\n\n#endif\n";
2
+ export default _default;
@@ -0,0 +1,260 @@
1
+ export namespace ShaderChunk {
2
+ export { alphamap_fragment };
3
+ export { alphamap_pars_fragment };
4
+ export { alphatest_fragment };
5
+ export { aomap_fragment };
6
+ export { aomap_pars_fragment };
7
+ export { begin_vertex };
8
+ export { beginnormal_vertex };
9
+ export { bsdfs };
10
+ export { bumpmap_pars_fragment };
11
+ export { clipping_planes_fragment };
12
+ export { clipping_planes_pars_fragment };
13
+ export { clipping_planes_pars_vertex };
14
+ export { clipping_planes_vertex };
15
+ export { color_fragment };
16
+ export { color_pars_fragment };
17
+ export { color_pars_vertex };
18
+ export { color_vertex };
19
+ export { common };
20
+ export { cube_uv_reflection_fragment };
21
+ export { defaultnormal_vertex };
22
+ export { displacementmap_pars_vertex };
23
+ export { displacementmap_vertex };
24
+ export { emissivemap_fragment };
25
+ export { emissivemap_pars_fragment };
26
+ export { encodings_fragment };
27
+ export { encodings_pars_fragment };
28
+ export { envmap_fragment };
29
+ export { envmap_common_pars_fragment };
30
+ export { envmap_pars_fragment };
31
+ export { envmap_pars_vertex };
32
+ export { envmap_physical_pars_fragment };
33
+ export { envmap_vertex };
34
+ export { fog_vertex };
35
+ export { fog_pars_vertex };
36
+ export { fog_fragment };
37
+ export { fog_pars_fragment };
38
+ export { gradientmap_pars_fragment };
39
+ export { lightmap_fragment };
40
+ export { lightmap_pars_fragment };
41
+ export { lights_lambert_vertex };
42
+ export { lights_pars_begin };
43
+ export { lights_toon_fragment };
44
+ export { lights_toon_pars_fragment };
45
+ export { lights_phong_fragment };
46
+ export { lights_phong_pars_fragment };
47
+ export { lights_physical_fragment };
48
+ export { lights_physical_pars_fragment };
49
+ export { lights_fragment_begin };
50
+ export { lights_fragment_maps };
51
+ export { lights_fragment_end };
52
+ export { logdepthbuf_fragment };
53
+ export { logdepthbuf_pars_fragment };
54
+ export { logdepthbuf_pars_vertex };
55
+ export { logdepthbuf_vertex };
56
+ export { map_fragment };
57
+ export { map_pars_fragment };
58
+ export { map_particle_fragment };
59
+ export { map_particle_pars_fragment };
60
+ export { metalnessmap_fragment };
61
+ export { metalnessmap_pars_fragment };
62
+ export { morphnormal_vertex };
63
+ export { morphtarget_pars_vertex };
64
+ export { morphtarget_vertex };
65
+ export { normal_fragment_begin };
66
+ export { normal_fragment_maps };
67
+ export { normalmap_pars_fragment };
68
+ export { clearcoat_normal_fragment_begin };
69
+ export { clearcoat_normal_fragment_maps };
70
+ export { clearcoat_pars_fragment };
71
+ export { packing };
72
+ export { premultiplied_alpha_fragment };
73
+ export { project_vertex };
74
+ export { dithering_fragment };
75
+ export { dithering_pars_fragment };
76
+ export { roughnessmap_fragment };
77
+ export { roughnessmap_pars_fragment };
78
+ export { shadowmap_pars_fragment };
79
+ export { shadowmap_pars_vertex };
80
+ export { shadowmap_vertex };
81
+ export { shadowmask_pars_fragment };
82
+ export { skinbase_vertex };
83
+ export { skinning_pars_vertex };
84
+ export { skinning_vertex };
85
+ export { skinnormal_vertex };
86
+ export { specularmap_fragment };
87
+ export { specularmap_pars_fragment };
88
+ export { tonemapping_fragment };
89
+ export { tonemapping_pars_fragment };
90
+ export { transmissionmap_fragment };
91
+ export { transmissionmap_pars_fragment };
92
+ export { uv_pars_fragment };
93
+ export { uv_pars_vertex };
94
+ export { uv_vertex };
95
+ export { uv2_pars_fragment };
96
+ export { uv2_pars_vertex };
97
+ export { uv2_vertex };
98
+ export { worldpos_vertex };
99
+ export { background_frag };
100
+ export { background_vert };
101
+ export { cube_frag };
102
+ export { cube_vert };
103
+ export { depth_frag };
104
+ export { depth_vert };
105
+ export { distanceRGBA_frag };
106
+ export { distanceRGBA_vert };
107
+ export { equirect_frag };
108
+ export { equirect_vert };
109
+ export { linedashed_frag };
110
+ export { linedashed_vert };
111
+ export { meshbasic_frag };
112
+ export { meshbasic_vert };
113
+ export { meshlambert_frag };
114
+ export { meshlambert_vert };
115
+ export { meshmatcap_frag };
116
+ export { meshmatcap_vert };
117
+ export { meshtoon_frag };
118
+ export { meshtoon_vert };
119
+ export { meshphong_frag };
120
+ export { meshphong_vert };
121
+ export { meshphysical_frag };
122
+ export { meshphysical_vert };
123
+ export { normal_frag };
124
+ export { normal_vert };
125
+ export { points_frag };
126
+ export { points_vert };
127
+ export { shadow_frag };
128
+ export { shadow_vert };
129
+ export { sprite_frag };
130
+ export { sprite_vert };
131
+ }
132
+ import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl.js';
133
+ import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl.js';
134
+ import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl.js';
135
+ import aomap_fragment from './ShaderChunk/aomap_fragment.glsl.js';
136
+ import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl.js';
137
+ import begin_vertex from './ShaderChunk/begin_vertex.glsl.js';
138
+ import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl.js';
139
+ import bsdfs from './ShaderChunk/bsdfs.glsl.js';
140
+ import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl.js';
141
+ import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl.js';
142
+ import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl.js';
143
+ import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl.js';
144
+ import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl.js';
145
+ import color_fragment from './ShaderChunk/color_fragment.glsl.js';
146
+ import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl.js';
147
+ import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl.js';
148
+ import color_vertex from './ShaderChunk/color_vertex.glsl.js';
149
+ import common from './ShaderChunk/common.glsl.js';
150
+ import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl.js';
151
+ import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl.js';
152
+ import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl.js';
153
+ import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl.js';
154
+ import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl.js';
155
+ import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl.js';
156
+ import encodings_fragment from './ShaderChunk/encodings_fragment.glsl.js';
157
+ import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl.js';
158
+ import envmap_fragment from './ShaderChunk/envmap_fragment.glsl.js';
159
+ import envmap_common_pars_fragment from './ShaderChunk/envmap_common_pars_fragment.glsl.js';
160
+ import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl.js';
161
+ import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl.js';
162
+ import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl.js';
163
+ import envmap_vertex from './ShaderChunk/envmap_vertex.glsl.js';
164
+ import fog_vertex from './ShaderChunk/fog_vertex.glsl.js';
165
+ import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl.js';
166
+ import fog_fragment from './ShaderChunk/fog_fragment.glsl.js';
167
+ import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl.js';
168
+ import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl.js';
169
+ import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl.js';
170
+ import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl.js';
171
+ import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl.js';
172
+ import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl.js';
173
+ import lights_toon_fragment from './ShaderChunk/lights_toon_fragment.glsl.js';
174
+ import lights_toon_pars_fragment from './ShaderChunk/lights_toon_pars_fragment.glsl.js';
175
+ import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl.js';
176
+ import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl.js';
177
+ import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl.js';
178
+ import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl.js';
179
+ import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl.js';
180
+ import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl.js';
181
+ import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl.js';
182
+ import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl.js';
183
+ import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl.js';
184
+ import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl.js';
185
+ import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl.js';
186
+ import map_fragment from './ShaderChunk/map_fragment.glsl.js';
187
+ import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl.js';
188
+ import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl.js';
189
+ import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl.js';
190
+ import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl.js';
191
+ import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl.js';
192
+ import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl.js';
193
+ import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl.js';
194
+ import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl.js';
195
+ import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl.js';
196
+ import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl.js';
197
+ import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl.js';
198
+ import clearcoat_normal_fragment_begin from './ShaderChunk/clearcoat_normal_fragment_begin.glsl.js';
199
+ import clearcoat_normal_fragment_maps from './ShaderChunk/clearcoat_normal_fragment_maps.glsl.js';
200
+ import clearcoat_pars_fragment from './ShaderChunk/clearcoat_pars_fragment.glsl.js';
201
+ import packing from './ShaderChunk/packing.glsl.js';
202
+ import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl.js';
203
+ import project_vertex from './ShaderChunk/project_vertex.glsl.js';
204
+ import dithering_fragment from './ShaderChunk/dithering_fragment.glsl.js';
205
+ import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl.js';
206
+ import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl.js';
207
+ import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl.js';
208
+ import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl.js';
209
+ import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl.js';
210
+ import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl.js';
211
+ import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl.js';
212
+ import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl.js';
213
+ import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl.js';
214
+ import skinning_vertex from './ShaderChunk/skinning_vertex.glsl.js';
215
+ import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl.js';
216
+ import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl.js';
217
+ import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl.js';
218
+ import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl.js';
219
+ import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl.js';
220
+ import transmissionmap_fragment from './ShaderChunk/transmissionmap_fragment.glsl.js';
221
+ import transmissionmap_pars_fragment from './ShaderChunk/transmissionmap_pars_fragment.glsl.js';
222
+ import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl.js';
223
+ import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl.js';
224
+ import uv_vertex from './ShaderChunk/uv_vertex.glsl.js';
225
+ import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl.js';
226
+ import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl.js';
227
+ import uv2_vertex from './ShaderChunk/uv2_vertex.glsl.js';
228
+ import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl.js';
229
+ import background_frag from './ShaderLib/background_frag.glsl.js';
230
+ import background_vert from './ShaderLib/background_vert.glsl.js';
231
+ import cube_frag from './ShaderLib/cube_frag.glsl.js';
232
+ import cube_vert from './ShaderLib/cube_vert.glsl.js';
233
+ import depth_frag from './ShaderLib/depth_frag.glsl.js';
234
+ import depth_vert from './ShaderLib/depth_vert.glsl.js';
235
+ import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl.js';
236
+ import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl.js';
237
+ import equirect_frag from './ShaderLib/equirect_frag.glsl.js';
238
+ import equirect_vert from './ShaderLib/equirect_vert.glsl.js';
239
+ import linedashed_frag from './ShaderLib/linedashed_frag.glsl.js';
240
+ import linedashed_vert from './ShaderLib/linedashed_vert.glsl.js';
241
+ import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl.js';
242
+ import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl.js';
243
+ import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl.js';
244
+ import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl.js';
245
+ import meshmatcap_frag from './ShaderLib/meshmatcap_frag.glsl.js';
246
+ import meshmatcap_vert from './ShaderLib/meshmatcap_vert.glsl.js';
247
+ import meshtoon_frag from './ShaderLib/meshtoon_frag.glsl.js';
248
+ import meshtoon_vert from './ShaderLib/meshtoon_vert.glsl.js';
249
+ import meshphong_frag from './ShaderLib/meshphong_frag.glsl.js';
250
+ import meshphong_vert from './ShaderLib/meshphong_vert.glsl.js';
251
+ import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl.js';
252
+ import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl.js';
253
+ import normal_frag from './ShaderLib/normal_frag.glsl.js';
254
+ import normal_vert from './ShaderLib/normal_vert.glsl.js';
255
+ import points_frag from './ShaderLib/points_frag.glsl.js';
256
+ import points_vert from './ShaderLib/points_vert.glsl.js';
257
+ import shadow_frag from './ShaderLib/shadow_frag.glsl.js';
258
+ import shadow_vert from './ShaderLib/shadow_vert.glsl.js';
259
+ import sprite_frag from './ShaderLib/sprite_frag.glsl.js';
260
+ import sprite_vert from './ShaderLib/sprite_vert.glsl.js';
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform sampler2D t2D;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tvec4 texColor = texture2D( t2D, vUv );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvarying vec2 vUv;\nuniform mat3 uvTransform;\n\nvoid main() {\n\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#include <envmap_common_pars_fragment>\nuniform float opacity;\n\nvarying vec3 vWorldDirection;\n\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvarying vec3 vWorldDirection;\n\n#include <common>\n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\n\tgl_Position.z = gl_Position.w; // set z to camera.far\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\n// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.\n// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for\n// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <uv_vertex>\n\n\t#include <skinbase_vertex>\n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\n\t#endif\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main () {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define DISTANCE\n\nvarying vec3 vWorldPosition;\n\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\t#include <uv_vertex>\n\n\t#include <skinbase_vertex>\n\n\t#ifdef USE_DISPLACEMENTMAP\n\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\n\t#endif\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvWorldPosition = worldPosition.xyz;\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform sampler2D tEquirect;\n\nvarying vec3 vWorldDirection;\n\n#include <common>\n\nvoid main() {\n\n\tvec3 direction = normalize( vWorldDirection );\n\n\tvec2 sampleUV = equirectUv( direction );\n\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\n\tgl_FragColor = mapTexelToLinear( texColor );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nvarying vec3 vWorldDirection;\n\n#include <common>\n\nvoid main() {\n\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform vec3 diffuse;\nuniform float opacity;\n\nuniform float dashSize;\nuniform float totalSize;\n\nvarying float vLineDistance;\n\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\n\t\tdiscard;\n\n\t}\n\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\n\toutgoingLight = diffuseColor.rgb; // simple shader\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform float scale;\nattribute float lineDistance;\n\nvarying float vLineDistance;\n\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\tvLineDistance = scale * lineDistance;\n\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform vec3 diffuse;\nuniform float opacity;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\n\t// accumulation (baked indirect lighting only)\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\n\t#endif\n\n\t// modulation\n\t#include <aomap_fragment>\n\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\n\t#include <envmap_fragment>\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\n\t#ifdef USE_ENVMAP\n\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\n\t#endif\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\n\t// accumulation\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\n\t#else\n\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\n\t#endif\n\n\t#include <lightmap_fragment>\n\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\n\t#else\n\n\t\treflectedLight.directDiffuse = vLightFront;\n\n\t#endif\n\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\n\t// modulation\n\n\t#include <aomap_fragment>\n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\n\t#include <envmap_fragment>\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define LAMBERT\n\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define MATCAP\n\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks\n\n\t#ifdef USE_MATCAP\n\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\n\t#else\n\n\t\tvec4 matcapColor = vec4( 1.0 );\n\n\t#endif\n\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define MATCAP\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\n\t#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\t\tvNormal = normalize( transformedNormal );\n\n\t#endif\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\n\tvViewPosition = - mvPosition.xyz;\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define PHONG\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\n\t// accumulation\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\n\t// modulation\n\t#include <aomap_fragment>\n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t#include <envmap_fragment>\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define PHONG\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\nvoid main() {\n\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\n\n\tvNormal = normalize( transformedNormal );\n\n#endif\n\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewPosition = - mvPosition.xyz;\n\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n\n}\n";
2
+ export default _default;
@@ -0,0 +1,2 @@
1
+ declare const _default: "\n#define STANDARD\n\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n\t#ifdef USE_TANGENT\n\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\n\t#endif\n\n#endif\n\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\n\t// accumulation\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\n\t// modulation\n\t#include <aomap_fragment>\n\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n\t// this is a stub for the transmission model\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n\n}\n";
2
+ export default _default;