ocearo-ui 0.1.21 → 2.0.0
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.
- package/404.html +1 -1
- package/README.fr.md +123 -133
- package/README.md +120 -134
- package/__next.__PAGE__.txt +19 -5
- package/__next._full.txt +11 -11
- package/__next._tree.txt +2 -2
- package/_next/static/chunks/0-c2-u5p6bxzo.js +1 -0
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- package/_next/static/chunks/0iqdztntvxh3c.js +119 -0
- package/_next/static/chunks/0iztd835j5p1n.js +700 -0
- package/_next/static/chunks/{2nxsyowmuwpjy.js → 0jfox92up1jvy.js} +1 -1
- package/_next/static/chunks/0jpa5m78l0ib0.js +1 -0
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- package/_next/static/chunks/0n95joti2n2py.js +3 -0
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- package/_next/static/chunks/1l-jew0-1-3eq.js +30 -0
- package/_next/static/chunks/1ptj3mv8b_tzs.js +1 -0
- package/_next/static/chunks/1w1xks0hp_tlr.js +346 -0
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- package/_next/static/chunks/2rebcvig176xk.js +564 -0
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- package/_next/static/chunks/2wayx8t5r5fi9.js +1 -0
- package/_next/static/chunks/2y3d8zopa8r5r.css +3 -0
- package/_next/static/chunks/3--qzv1u6c7_7.js +1 -0
- package/_next/static/chunks/31lugryguappr.js +1 -0
- package/_next/static/chunks/32j_j396qs7be.js +1 -0
- package/_next/static/chunks/32yn_fc-es66m.js +22 -0
- package/_next/static/chunks/34_oyzp8_pi_m.js +1 -0
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- package/_next/static/chunks/3ktj0iemsr1m-.js +1 -0
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- package/_next/static/chunks/turbopack-1h111qg8l92rw.js +1 -0
- package/_not-found/__next._full.txt +12 -12
- package/_not-found/__next._not-found.__PAGE__.txt +19 -2
- package/_not-found/__next._tree.txt +2 -2
- package/_not-found.html +1 -1
- package/_not-found.txt +12 -12
- package/boats/boats.json +40 -5
- package/index.html +1 -1
- package/index.txt +11 -11
- package/package.json +14 -14
- package/settings/__next._full.txt +14 -14
- package/settings/__next._tree.txt +2 -2
- package/settings/__next.settings.__PAGE__.txt +22 -5
- package/settings.html +1 -1
- package/settings.txt +14 -14
- package/__next._head.txt +0 -6
- package/__next._index.txt +0 -5
- package/_next/static/chunks/009rlietvsaq2.js +0 -1
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- package/_next/static/chunks/31i14-jemhnic.js +0 -863
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- package/_next/static/chunks/43ps2cu5ahf8n.js +0 -3
- package/_next/static/chunks/turbopack-0pirmko-w-775.js +0 -1
- package/_not-found/__next._head.txt +0 -6
- package/_not-found/__next._index.txt +0 -5
- package/_not-found/__next._not-found.txt +0 -5
- package/boats/ais/ais-30.glb +0 -0
- package/boats/ais/ais-31.glb +0 -0
- package/boats/ais/ais-35.glb +0 -0
- package/boats/ais/ais-36.glb +0 -0
- package/boats/ais/ais-37.glb +0 -0
- package/boats/ais/ais-40.glb +0 -0
- package/boats/ais/ais-50.glb +0 -0
- package/boats/ais/ais-60.glb +0 -0
- package/boats/ais/ais-70.glb +0 -0
- package/boats/ais/ais-80.glb +0 -0
- package/settings/__next._head.txt +0 -6
- package/settings/__next._index.txt +0 -5
- package/settings/__next.settings.txt +0 -5
- /package/_next/static/{hlKDicTyNGfd7dmHqo5m5 → baa0rBM5TIECz8JV_tLT6}/_buildManifest.js +0 -0
- /package/_next/static/{hlKDicTyNGfd7dmHqo5m5 → baa0rBM5TIECz8JV_tLT6}/_clientMiddlewareManifest.js +0 -0
- /package/_next/static/{hlKDicTyNGfd7dmHqo5m5 → baa0rBM5TIECz8JV_tLT6}/_ssgManifest.js +0 -0
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(globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,74452,(e,t,r)=>{t.exports={vpp:{angles:[52,60,75,90,110,120,135,150],speeds:[6,8,10,12,14,16,20],52:[4.98,5.86,6.31,6.45,6.51,6.52,6.41],60:[5.25,6.11,6.56,6.73,6.79,6.82,6.79],75:[5.45,6.33,6.77,7.01,7.13,7.2,7.24],90:[5.66,6.55,7,7.25,7.38,7.53,7.7],110:[5.49,6.49,7.04,7.4,7.69,7.97,8.38],120:[5.32,6.36,6.97,7.39,7.77,8.1,8.6],135:[4.81,5.92,6.68,7.15,7.55,7.95,8.85],150:[4.09,5.17,6.04,6.61,6.99,7.31,7.93],beat_angle:[43.6,42,41.2,41.2,41.7,42.1,44.2],beat_vmg:[3.26,3.91,4.24,4.34,4.36,4.34,4.16],run_angle:[144.8,147.8,148.5,149.6,171.8,175.4,177.2],run_vmg:[3.54,4.48,5.23,5.73,6.17,6.67,7.36]}}},67225,e=>{"use strict";let t,r;var n,i,o,a,l=e.i(43476),s=e.i(71645),c=e.i(30297),u=e.i(82897),d=e.i(60099),f=e.i(43257),m=e.i(66326),p=e.i(25234),h=e.i(67335),v=e.i(90072),g=e.i(67561),x=e.i(85709);let y=(n={time:0,speed:1,scale:3,opacity:.4,color:new v.Color(17510),foamColor:new v.Color(8965375),waterColor:new v.Color(6694),rainbowActive:0},i=`
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varying vec2 vUv;
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varying float vElevation;
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void main() {
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vUv = uv;
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// Add subtle vertex displacement for a wavy effect.
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float elevation = sin(position.x * 0.2 + position.y * 0.3) * 0.05;
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vElevation = elevation;
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vec3 newPosition = position + normal * elevation;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
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}
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`,o=`
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uniform float time;
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uniform float speed;
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uniform float scale;
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uniform float opacity;
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uniform vec3 color;
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uniform vec3 foamColor;
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uniform vec3 waterColor;
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uniform float rainbowActive;
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varying vec2 vUv;
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varying float vElevation;
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// Standard noise functions.
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vec4 permute(vec4 x) {
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return mod(((x * 34.0) + 1.0) * x, 289.0);
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}
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vec2 fade(vec2 t) {
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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float cnoise(vec2 P) {
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod(Pi, 289.0);
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0;
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vec4 gy = abs(gx) - 0.5;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x, gy.x);
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vec2 g10 = vec2(gx.y, gy.y);
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vec2 g01 = vec2(gx.z, gy.z);
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vec2 g11 = vec2(gx.w, gy.w);
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vec4 norm = 1.79284291400159 - 0.85373472095314 *
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vec4(dot(g00, g00), dot(g10, g10), dot(g01, g01), dot(g11, g11));
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g00 *= norm.x;
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g10 *= norm.y;
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g01 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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vec3 hsl2rgb(vec3 hsl) {
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vec3 rgb = clamp(abs(mod(hsl.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0,
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0.0, 1.0);
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rgb = rgb * rgb * (3.0 - 2.0 * rgb);
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return hsl.z + hsl.y * (rgb - 0.5) * (1.0 - abs(2.0 * hsl.z - 1.0));
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}
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void main() {
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float baseNoise = cnoise(vUv * scale + vec2(time * speed, 0.0));
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float detailNoise = cnoise(vUv * scale * 2.0 + vec2(time * speed * 1.5, 0.0)) * 0.5;
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float turbulence = cnoise(vUv * scale * 4.0 + vec2(time * speed * 2.0, 0.0)) * 0.25;
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float noise = baseNoise + detailNoise + turbulence;
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float wake = smoothstep(0.3, 0.7, 1.0 - abs(vUv.x - 0.5) * 2.0);
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float foam = smoothstep(0.4, 0.6, noise + wake);
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vec3 finalColor = mix(waterColor, foamColor, foam);
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finalColor = mix(finalColor, color, wake * 0.3);
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float alpha = opacity * (wake + foam * 0.4) * (1.0 - vUv.y);
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float highlight = smoothstep(0.2, 0.4, noise + wake) *
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(1.0 - smoothstep(0.4, 0.6, noise + wake));
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finalColor += highlight * foamColor * 0.3;
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if (rainbowActive > 0.5) {
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float rainbowHue = mod(vUv.x + time * 0.3, 1.0);
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vec3 rainbowColor = hsl2rgb(vec3(rainbowHue, 0.8, 0.5));
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finalColor = mix(finalColor, rainbowColor, 0.5);
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}
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gl_FragColor = vec4(finalColor, alpha);
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}
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`,(a=class extends v.ShaderMaterial{constructor(e){for(const t in super({vertexShader:i,fragmentShader:o,...e}),n)this.uniforms[t]=new v.Uniform(n[t]),Object.defineProperty(this,t,{get(){return this.uniforms[t].value},set(e){this.uniforms[t].value=e}});this.uniforms=v.UniformsUtils.clone(this.uniforms)}}).key=v.MathUtils.generateUUID(),a);(0,h.extend)({TrailShaderMaterial:y});let w=({color:e="#004466",waterColor:t="#001a26",foamColor:r="#88ccff",speed:n=1,scale:i=3,opacity:o=.4})=>{let a=(0,s.useRef)(),{nightMode:c}=(0,g.useOcearoContext)(),u=(0,x.useSignalKPath)("steering.autopilot.state"),d=(0,s.useRef)(!1);(0,s.useEffect)(()=>{d.current="auto"===u},[u]),(0,p.useFrame)((e,t)=>{a.current&&(a.current.uniforms.time.value+=t,a.current.uniforms.rainbowActive.value=+!!d.current)});let f=(0,s.useMemo)(()=>new v.Color(c?"#002233":e),[c,e]),m=(0,s.useMemo)(()=>new v.Color(c?"#000811":t),[c,t]),h=(0,s.useMemo)(()=>new v.Color(c?g.oBlue:r),[c,r]);return(0,l.jsxs)("mesh",{rotation:[-Math.PI/2,0,Math.PI/2],position:[0,0,22.5],children:[(0,l.jsx)("planeGeometry",{args:[40,2.2,128,32]}),(0,l.jsx)("trailShaderMaterial",{ref:a,color:f,waterColor:m,foamColor:h,speed:n,scale:i,opacity:o,transparent:!0,depthWrite:!1,blending:v.AdditiveBlending})]})};var M=e.i(28600),S=e.i(60602),b=v,C=e.i(8560);class E extends b.Mesh{constructor(e,t={}){super(e),this.isWater=!0;const r=this,n=void 0!==t.textureWidth?t.textureWidth:512,i=void 0!==t.textureHeight?t.textureHeight:512,o=void 0!==t.clipBias?t.clipBias:0,a=void 0!==t.alpha?t.alpha:1,l=void 0!==t.time?t.time:0,s=void 0!==t.waterNormals?t.waterNormals:null,c=void 0!==t.sunDirection?t.sunDirection:new b.Vector3(.70707,.70707,0),u=new b.Color(void 0!==t.sunColor?t.sunColor:0xffffff),d=new b.Color(void 0!==t.waterColor?t.waterColor:8355711),f=void 0!==t.eye?t.eye:new b.Vector3(0,0,0),m=void 0!==t.distortionScale?t.distortionScale:20,p=void 0!==t.side?t.side:b.FrontSide,h=void 0!==t.fog&&t.fog,v=new b.Plane,g=new b.Vector3,x=new b.Vector3,y=new b.Vector3,w=new b.Matrix4,M=new b.Vector3(0,0,-1),S=new b.Vector4,E=new b.Vector3,P=new b.Vector3,_=new b.Vector4,A=new b.Matrix4,T=new b.PerspectiveCamera,j=new b.WebGLRenderTarget(n,i,{type:b.HalfFloatType}),z={name:"MirrorShader",uniforms:b.UniformsUtils.merge([C.UniformsLib.fog,C.UniformsLib.lights,{normalSampler:{value:null},mirrorSampler:{value:null},alpha:{value:1},time:{value:0},size:{value:1},distortionScale:{value:20},textureMatrix:{value:new b.Matrix4},sunColor:{value:new b.Color(8355711)},sunDirection:{value:new b.Vector3(.70707,.70707,0)},eye:{value:new b.Vector3},waterColor:{value:new b.Color(5592405)}}]),vertexShader:`
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uniform mat4 textureMatrix;
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uniform float time;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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#include <common>
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#include <fog_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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void main() {
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mirrorCoord = modelMatrix * vec4( position, 1.0 );
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worldPosition = mirrorCoord.xyzw;
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mirrorCoord = textureMatrix * mirrorCoord;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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#include <beginnormal_vertex>
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#include <defaultnormal_vertex>
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#include <logdepthbuf_vertex>
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#include <fog_vertex>
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#include <shadowmap_vertex>
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}`,fragmentShader:`
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uniform sampler2D mirrorSampler;
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uniform float alpha;
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uniform float time;
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uniform float size;
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uniform float distortionScale;
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uniform sampler2D normalSampler;
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uniform vec3 sunColor;
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uniform vec3 sunDirection;
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uniform vec3 eye;
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uniform vec3 waterColor;
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varying vec4 mirrorCoord;
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varying vec4 worldPosition;
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vec4 getNoise( vec2 uv ) {
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vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
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vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
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vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
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vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
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vec4 noise = texture2D( normalSampler, uv0 ) +
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texture2D( normalSampler, uv1 ) +
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texture2D( normalSampler, uv2 ) +
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texture2D( normalSampler, uv3 );
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return noise * 0.5 - 1.0;
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}
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void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
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vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
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float direction = max( 0.0, dot( eyeDirection, reflection ) );
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specularColor += pow( direction, shiny ) * sunColor * spec;
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diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
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}
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#include <common>
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#include <packing>
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#include <bsdfs>
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164
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#include <fog_pars_fragment>
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165
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#include <logdepthbuf_pars_fragment>
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#include <lights_pars_begin>
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#include <shadowmap_pars_fragment>
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#include <shadowmask_pars_fragment>
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170
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void main() {
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#include <logdepthbuf_fragment>
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173
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vec4 noise = getNoise( worldPosition.xz * size );
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174
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vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
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175
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176
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vec3 diffuseLight = vec3(0.0);
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177
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vec3 specularLight = vec3(0.0);
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178
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179
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vec3 worldToEye = eye-worldPosition.xyz;
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180
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vec3 eyeDirection = normalize( worldToEye );
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181
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sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
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183
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float distance = length(worldToEye);
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185
|
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vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
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186
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vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
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187
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|
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188
|
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float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
|
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189
|
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float rf0 = 0.02;
|
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190
|
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float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
|
|
191
|
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vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
|
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192
|
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vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), reflectionSample + specularLight, reflectance );
|
|
193
|
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vec3 outgoingLight = albedo;
|
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194
|
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gl_FragColor = vec4( outgoingLight, alpha );
|
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195
|
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|
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196
|
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#include <tonemapping_fragment>
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197
|
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#include <colorspace_fragment>
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|
198
|
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#include <fog_fragment>
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199
|
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}`},R=new b.ShaderMaterial({name:z.name,uniforms:b.UniformsUtils.clone(z.uniforms),vertexShader:z.vertexShader,fragmentShader:z.fragmentShader,lights:!0,side:p,fog:h});R.uniforms.mirrorSampler.value=j.texture,R.uniforms.textureMatrix.value=A,R.uniforms.alpha.value=a,R.uniforms.time.value=l,R.uniforms.normalSampler.value=s,R.uniforms.sunColor.value=u,R.uniforms.waterColor.value=d,R.uniforms.sunDirection.value=c,R.uniforms.distortionScale.value=m,R.uniforms.eye.value=f,r.material=R,r.onBeforeRender=function(e,t,n){if(x.setFromMatrixPosition(r.matrixWorld),y.setFromMatrixPosition(n.matrixWorld),w.extractRotation(r.matrixWorld),g.set(0,0,1),g.applyMatrix4(w),E.subVectors(x,y),E.dot(g)>0)return;E.reflect(g).negate(),E.add(x),w.extractRotation(n.matrixWorld),M.set(0,0,-1),M.applyMatrix4(w),M.add(y),P.subVectors(x,M),P.reflect(g).negate(),P.add(x),T.position.copy(E),T.up.set(0,1,0),T.up.applyMatrix4(w),T.up.reflect(g),T.lookAt(P),T.far=n.far,T.updateMatrixWorld(),T.projectionMatrix.copy(n.projectionMatrix),A.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),A.multiply(T.projectionMatrix),A.multiply(T.matrixWorldInverse),v.setFromNormalAndCoplanarPoint(g,x),v.applyMatrix4(T.matrixWorldInverse),S.set(v.normal.x,v.normal.y,v.normal.z,v.constant);let i=T.projectionMatrix;_.x=(Math.sign(S.x)+i.elements[8])/i.elements[0],_.y=(Math.sign(S.y)+i.elements[9])/i.elements[5],_.z=-1,_.w=(1+i.elements[10])/i.elements[14],S.multiplyScalar(2/S.dot(_)),i.elements[2]=S.x,i.elements[6]=S.y,i.elements[10]=S.z+1-o,i.elements[14]=S.w,f.setFromMatrixPosition(n.matrixWorld);let a=e.getRenderTarget(),l=e.xr.enabled,s=e.shadowMap.autoUpdate;r.visible=!1,e.xr.enabled=!1,e.shadowMap.autoUpdate=!1,e.setRenderTarget(j),e.state.buffers.depth.setMask(!0),!1===e.autoClear&&e.clear(),e.render(t,T),r.visible=!0,e.xr.enabled=l,e.shadowMap.autoUpdate=s,e.setRenderTarget(a);let c=n.viewport;void 0!==c&&e.state.viewport(c)}}}var P=v;class _ extends P.Mesh{constructor(){const e=_.SkyShader,t=new P.ShaderMaterial({name:e.name,uniforms:P.UniformsUtils.clone(e.uniforms),vertexShader:e.vertexShader,fragmentShader:e.fragmentShader,side:P.BackSide,depthWrite:!1});super(new P.BoxGeometry(1,1,1),t),this.isSky=!0}}_.SkyShader={name:"SkyShader",uniforms:{turbidity:{value:2},rayleigh:{value:1},mieCoefficient:{value:.005},mieDirectionalG:{value:.8},sunPosition:{value:new P.Vector3},up:{value:new P.Vector3(0,1,0)},cloudScale:{value:2e-4},cloudSpeed:{value:1e-4},cloudCoverage:{value:.4},cloudDensity:{value:.4},cloudElevation:{value:.5},showSunDisc:{value:1},time:{value:0}},vertexShader:`
|
|
200
|
-
uniform vec3 sunPosition;
|
|
201
|
-
uniform float rayleigh;
|
|
202
|
-
uniform float turbidity;
|
|
203
|
-
uniform float mieCoefficient;
|
|
204
|
-
uniform vec3 up;
|
|
205
|
-
|
|
206
|
-
varying vec3 vWorldPosition;
|
|
207
|
-
varying vec3 vSunDirection;
|
|
208
|
-
varying float vSunfade;
|
|
209
|
-
varying vec3 vBetaR;
|
|
210
|
-
varying vec3 vBetaM;
|
|
211
|
-
varying float vSunE;
|
|
212
|
-
|
|
213
|
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// constants for atmospheric scattering
|
|
214
|
-
const float e = 2.71828182845904523536028747135266249775724709369995957;
|
|
215
|
-
const float pi = 3.141592653589793238462643383279502884197169;
|
|
216
|
-
|
|
217
|
-
// wavelength of used primaries, according to preetham
|
|
218
|
-
const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
|
|
219
|
-
// this pre-calculation replaces older TotalRayleigh(vec3 lambda) function:
|
|
220
|
-
// (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
|
|
221
|
-
const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
|
|
222
|
-
|
|
223
|
-
// mie stuff
|
|
224
|
-
// K coefficient for the primaries
|
|
225
|
-
const float v = 4.0;
|
|
226
|
-
const vec3 K = vec3( 0.686, 0.678, 0.666 );
|
|
227
|
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// MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
|
|
228
|
-
const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
|
|
229
|
-
|
|
230
|
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// earth shadow hack
|
|
231
|
-
// cutoffAngle = pi / 1.95;
|
|
232
|
-
const float cutoffAngle = 1.6110731556870734;
|
|
233
|
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const float steepness = 1.5;
|
|
234
|
-
const float EE = 1000.0;
|
|
235
|
-
|
|
236
|
-
float sunIntensity( float zenithAngleCos ) {
|
|
237
|
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zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
|
|
238
|
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return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
|
|
239
|
-
}
|
|
240
|
-
|
|
241
|
-
vec3 totalMie( float T ) {
|
|
242
|
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float c = ( 0.2 * T ) * 10E-18;
|
|
243
|
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return 0.434 * c * MieConst;
|
|
244
|
-
}
|
|
245
|
-
|
|
246
|
-
void main() {
|
|
247
|
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|
|
248
|
-
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
|
|
249
|
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vWorldPosition = worldPosition.xyz;
|
|
250
|
-
|
|
251
|
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
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252
|
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gl_Position.z = gl_Position.w; // set z to camera.far
|
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253
|
-
|
|
254
|
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vSunDirection = normalize( sunPosition );
|
|
255
|
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|
|
256
|
-
vSunE = sunIntensity( dot( vSunDirection, up ) );
|
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257
|
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|
|
258
|
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vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
|
|
259
|
-
|
|
260
|
-
float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
|
|
261
|
-
|
|
262
|
-
// extinction (absorption + out scattering)
|
|
263
|
-
// rayleigh coefficients
|
|
264
|
-
vBetaR = totalRayleigh * rayleighCoefficient;
|
|
265
|
-
|
|
266
|
-
// mie coefficients
|
|
267
|
-
vBetaM = totalMie( turbidity ) * mieCoefficient;
|
|
268
|
-
|
|
269
|
-
}`,fragmentShader:`
|
|
270
|
-
varying vec3 vWorldPosition;
|
|
271
|
-
varying vec3 vSunDirection;
|
|
272
|
-
varying vec3 vBetaR;
|
|
273
|
-
varying vec3 vBetaM;
|
|
274
|
-
varying float vSunE;
|
|
275
|
-
|
|
276
|
-
uniform float mieDirectionalG;
|
|
277
|
-
uniform vec3 up;
|
|
278
|
-
uniform float cloudScale;
|
|
279
|
-
uniform float cloudSpeed;
|
|
280
|
-
uniform float cloudCoverage;
|
|
281
|
-
uniform float cloudDensity;
|
|
282
|
-
uniform float cloudElevation;
|
|
283
|
-
uniform float showSunDisc;
|
|
284
|
-
uniform float time;
|
|
285
|
-
|
|
286
|
-
// Cloud noise functions
|
|
287
|
-
float hash( vec2 p ) {
|
|
288
|
-
return fract( sin( dot( p, vec2( 127.1, 311.7 ) ) ) * 43758.5453123 );
|
|
289
|
-
}
|
|
290
|
-
|
|
291
|
-
float noise( vec2 p ) {
|
|
292
|
-
vec2 i = floor( p );
|
|
293
|
-
vec2 f = fract( p );
|
|
294
|
-
f = f * f * ( 3.0 - 2.0 * f );
|
|
295
|
-
float a = hash( i );
|
|
296
|
-
float b = hash( i + vec2( 1.0, 0.0 ) );
|
|
297
|
-
float c = hash( i + vec2( 0.0, 1.0 ) );
|
|
298
|
-
float d = hash( i + vec2( 1.0, 1.0 ) );
|
|
299
|
-
return mix( mix( a, b, f.x ), mix( c, d, f.x ), f.y );
|
|
300
|
-
}
|
|
301
|
-
|
|
302
|
-
float fbm( vec2 p ) {
|
|
303
|
-
float value = 0.0;
|
|
304
|
-
float amplitude = 0.5;
|
|
305
|
-
for ( int i = 0; i < 5; i ++ ) {
|
|
306
|
-
value += amplitude * noise( p );
|
|
307
|
-
p *= 2.0;
|
|
308
|
-
amplitude *= 0.5;
|
|
309
|
-
}
|
|
310
|
-
return value;
|
|
311
|
-
}
|
|
312
|
-
|
|
313
|
-
// constants for atmospheric scattering
|
|
314
|
-
const float pi = 3.141592653589793238462643383279502884197169;
|
|
315
|
-
|
|
316
|
-
const float n = 1.0003; // refractive index of air
|
|
317
|
-
const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
|
|
318
|
-
|
|
319
|
-
// optical length at zenith for molecules
|
|
320
|
-
const float rayleighZenithLength = 8.4E3;
|
|
321
|
-
const float mieZenithLength = 1.25E3;
|
|
322
|
-
// 66 arc seconds -> degrees, and the cosine of that
|
|
323
|
-
const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
|
|
324
|
-
|
|
325
|
-
// 3.0 / ( 16.0 * pi )
|
|
326
|
-
const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
|
|
327
|
-
// 1.0 / ( 4.0 * pi )
|
|
328
|
-
const float ONE_OVER_FOURPI = 0.07957747154594767;
|
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329
|
-
|
|
330
|
-
float rayleighPhase( float cosTheta ) {
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|
331
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-
return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
|
|
332
|
-
}
|
|
333
|
-
|
|
334
|
-
float hgPhase( float cosTheta, float g ) {
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|
335
|
-
float g2 = pow( g, 2.0 );
|
|
336
|
-
float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
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337
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-
return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
|
|
338
|
-
}
|
|
339
|
-
|
|
340
|
-
void main() {
|
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341
|
-
|
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342
|
-
vec3 direction = normalize( vWorldPosition - cameraPosition );
|
|
343
|
-
|
|
344
|
-
// optical length
|
|
345
|
-
// cutoff angle at 90 to avoid singularity in next formula.
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346
|
-
float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
|
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347
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-
float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
|
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348
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-
float sR = rayleighZenithLength * inverse;
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349
|
-
float sM = mieZenithLength * inverse;
|
|
350
|
-
|
|
351
|
-
// combined extinction factor
|
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352
|
-
vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
|
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353
|
-
|
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354
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-
// in scattering
|
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355
|
-
float cosTheta = dot( direction, vSunDirection );
|
|
356
|
-
|
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357
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-
float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
|
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358
|
-
vec3 betaRTheta = vBetaR * rPhase;
|
|
359
|
-
|
|
360
|
-
float mPhase = hgPhase( cosTheta, mieDirectionalG );
|
|
361
|
-
vec3 betaMTheta = vBetaM * mPhase;
|
|
362
|
-
|
|
363
|
-
vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
|
|
364
|
-
Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
|
|
365
|
-
|
|
366
|
-
// nightsky
|
|
367
|
-
float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
|
|
368
|
-
float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
|
|
369
|
-
vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
|
|
370
|
-
vec3 L0 = vec3( 0.1 ) * Fex;
|
|
371
|
-
|
|
372
|
-
// composition + solar disc
|
|
373
|
-
float sundisc = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta ) * showSunDisc;
|
|
374
|
-
L0 += ( vSunE * 19000.0 * Fex ) * sundisc;
|
|
375
|
-
|
|
376
|
-
vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
|
|
377
|
-
|
|
378
|
-
// Clouds
|
|
379
|
-
if ( direction.y > 0.0 && cloudCoverage > 0.0 ) {
|
|
380
|
-
|
|
381
|
-
// Project to cloud plane (higher elevation = clouds appear lower/closer)
|
|
382
|
-
float elevation = mix( 1.0, 0.1, cloudElevation );
|
|
383
|
-
vec2 cloudUV = direction.xz / ( direction.y * elevation );
|
|
384
|
-
cloudUV *= cloudScale;
|
|
385
|
-
cloudUV += time * cloudSpeed;
|
|
386
|
-
|
|
387
|
-
// Multi-octave noise for fluffy clouds
|
|
388
|
-
float cloudNoise = fbm( cloudUV * 1000.0 );
|
|
389
|
-
cloudNoise += 0.5 * fbm( cloudUV * 2000.0 + 3.7 );
|
|
390
|
-
cloudNoise = cloudNoise * 0.5 + 0.5;
|
|
391
|
-
|
|
392
|
-
// Apply coverage threshold
|
|
393
|
-
float cloudMask = smoothstep( 1.0 - cloudCoverage, 1.0 - cloudCoverage + 0.3, cloudNoise );
|
|
394
|
-
|
|
395
|
-
// Fade clouds near horizon (adjusted by elevation)
|
|
396
|
-
float horizonFade = smoothstep( 0.0, 0.1 + 0.2 * cloudElevation, direction.y );
|
|
397
|
-
cloudMask *= horizonFade;
|
|
398
|
-
|
|
399
|
-
// Cloud lighting based on sun position
|
|
400
|
-
float sunInfluence = dot( direction, vSunDirection ) * 0.5 + 0.5;
|
|
401
|
-
float daylight = max( 0.0, vSunDirection.y * 2.0 );
|
|
402
|
-
|
|
403
|
-
// Base cloud color affected by atmosphere
|
|
404
|
-
vec3 atmosphereColor = Lin * 0.04;
|
|
405
|
-
vec3 cloudColor = mix( vec3( 0.3 ), vec3( 1.0 ), daylight );
|
|
406
|
-
cloudColor = mix( cloudColor, atmosphereColor + vec3( 1.0 ), sunInfluence * 0.5 );
|
|
407
|
-
cloudColor *= vSunE * 0.00002;
|
|
408
|
-
|
|
409
|
-
// Blend clouds with sky
|
|
410
|
-
texColor = mix( texColor, cloudColor, cloudMask * cloudDensity );
|
|
411
|
-
|
|
412
|
-
}
|
|
413
|
-
|
|
414
|
-
gl_FragColor = vec4( texColor, 1.0 );
|
|
415
|
-
|
|
416
|
-
#include <tonemapping_fragment>
|
|
417
|
-
#include <colorspace_fragment>
|
|
418
|
-
|
|
419
|
-
}`};var A=e.i(83934);let T=e=>e===Object(e)&&!Array.isArray(e)&&"function"!=typeof e;function j(e,t){let r=(0,M.useThree)(e=>e.gl),n=(0,S.useLoader)(v.TextureLoader,T(e)?Object.values(e):e);return(0,s.useLayoutEffect)(()=>{null==t||t(n)},[t]),(0,s.useEffect)(()=>{if("initTexture"in r){let e=[];Array.isArray(n)?e=n:n instanceof v.Texture?e=[n]:T(n)&&(e=Object.values(n)),e.forEach(e=>{e instanceof v.Texture&&r.initTexture(e)})}},[r,n]),(0,s.useMemo)(()=>{if(!T(e))return n;{let t={},r=0;for(let i in e)t[i]=n[r++];return t}},[e,n])}j.preload=e=>S.useLoader.preload(v.TextureLoader,e),j.clear=e=>S.useLoader.clear(v.TextureLoader,e);var z=v;let R=parseInt(v.REVISION.replace(/\D+/g,""));class D extends z.ShaderMaterial{constructor(){super({uniforms:{time:{value:0},fade:{value:1}},vertexShader:`
|
|
420
|
-
uniform float time;
|
|
421
|
-
attribute float size;
|
|
422
|
-
varying vec3 vColor;
|
|
423
|
-
void main() {
|
|
424
|
-
vColor = color;
|
|
425
|
-
vec4 mvPosition = modelViewMatrix * vec4(position, 0.5);
|
|
426
|
-
gl_PointSize = size * (30.0 / -mvPosition.z) * (3.0 + sin(time + 100.0));
|
|
427
|
-
gl_Position = projectionMatrix * mvPosition;
|
|
428
|
-
}`,fragmentShader:`
|
|
429
|
-
uniform sampler2D pointTexture;
|
|
430
|
-
uniform float fade;
|
|
431
|
-
varying vec3 vColor;
|
|
432
|
-
void main() {
|
|
433
|
-
float opacity = 1.0;
|
|
434
|
-
if (fade == 1.0) {
|
|
435
|
-
float d = distance(gl_PointCoord, vec2(0.5, 0.5));
|
|
436
|
-
opacity = 1.0 / (1.0 + exp(16.0 * (d - 0.25)));
|
|
437
|
-
}
|
|
438
|
-
gl_FragColor = vec4(vColor, opacity);
|
|
439
|
-
|
|
440
|
-
#include <tonemapping_fragment>
|
|
441
|
-
#include <${R>=154?"colorspace_fragment":"encodings_fragment"}>
|
|
442
|
-
}`})}}let L=e=>new z.Vector3().setFromSpherical(new z.Spherical(e,Math.acos(1-2*Math.random()),2*Math.random()*Math.PI)),U=s.forwardRef(({radius:e=100,depth:t=50,count:r=5e3,saturation:n=0,factor:i=4,fade:o=!1,speed:a=1},l)=>{let c=s.useRef(null),[u,d,f]=s.useMemo(()=>{let o=[],a=[],l=Array.from({length:r},()=>(.5+.5*Math.random())*i),s=new z.Color,c=e+t,u=t/r;for(let e=0;e<r;e++)c-=u*Math.random(),o.push(...L(c).toArray()),s.setHSL(e/r,n,.9),a.push(s.r,s.g,s.b);return[new Float32Array(o),new Float32Array(a),new Float32Array(l)]},[r,t,i,e,n]);(0,p.useFrame)(e=>c.current&&(c.current.uniforms.time.value=e.clock.elapsedTime*a));let[m]=s.useState(()=>new D);return s.createElement("points",{ref:l},s.createElement("bufferGeometry",null,s.createElement("bufferAttribute",{attach:"attributes-position",args:[u,3]}),s.createElement("bufferAttribute",{attach:"attributes-color",args:[d,3]}),s.createElement("bufferAttribute",{attach:"attributes-size",args:[f,1]})),s.createElement("primitive",{ref:c,object:m,attach:"material",blending:z.AdditiveBlending,"uniforms-fade-value":o,depthWrite:!1,transparent:!0,vertexColors:!0}))});var O=e.i(83402);(0,h.extend)({Water:E,Sky:_});let I=new v.Color(17510),B=new v.Color(517),V=new v.Color(0xb4cbd1),G=new v.Color,F=new v.Color,N=function({lite:e=!1}){let{nightMode:t,setNightMode:r}=(0,g.useOcearoContext)(),{getWindData:n,getCurrentWeather:i}=(0,A.useWeather)(),o=(0,s.useRef)(),a=(0,s.useRef)(),c=(0,s.useRef)(),u=(0,s.useRef)(),d=(0,s.useRef)(null),f=(0,x.useSignalKPath)("navigation.position"),m=(0,s.useRef)(null);(0,s.useEffect)(()=>{m.current=f},[f]);let h=(0,s.useRef)(0),y=(0,s.useRef)(1),w=(0,M.useThree)(e=>e.gl),b=(0,M.useThree)(e=>e.scene),C=(0,s.useMemo)(()=>new v.Vector3,[]),P=j("assets/moon.jpg"),_=(0,S.useLoader)(v.TextureLoader,"assets/waternormals.jpg");(0,s.useMemo)(()=>{_.wrapS=_.wrapT=v.RepeatWrapping},[_]);let T=(0,s.useMemo)(()=>new v.PlaneGeometry(4e3,4e3,144,144),[]),z=(0,s.useMemo)(()=>new v.MeshBasicMaterial({color:0xb4cbd1}),[]),R=(0,s.useRef)({waveAmp:{value:0},waveTime:{value:0}}),D=(0,s.useRef)(),L=(0,s.useRef)(),N=(0,s.useRef)(!1),k=(0,s.useMemo)(()=>{let e=document.createElement("canvas");e.width=e.height=128;let t=e.getContext("2d"),r=t.createRadialGradient(64,64,8,64,64,62);return r.addColorStop(0,"rgba(255,255,255,0.85)"),r.addColorStop(.55,"rgba(255,255,255,0.35)"),r.addColorStop(1,"rgba(255,255,255,0)"),t.fillStyle=r,t.fillRect(0,0,128,128),new v.CanvasTexture(e)},[]),W=(0,s.useMemo)(()=>{let e=[];for(let t=0;t<16;t++){let r=t/16*Math.PI*2+.6*Math.random(),n=500+1200*Math.random();e.push({position:[Math.cos(r)*n,260+180*Math.random(),Math.sin(r)*n],scale:[420+380*Math.random(),150+120*Math.random(),1]})}return e},[]),H=(0,s.useMemo)(()=>new v.SpriteMaterial({map:k,transparent:!0,opacity:0,depthWrite:!1,color:0xffffff}),[k]),$=(0,s.useMemo)(()=>{let e=new Float32Array(3600);for(let t=0;t<1200;t++)e[3*t]=(2*Math.random()-1)*240,e[3*t+1]=220*Math.random(),e[3*t+2]=(2*Math.random()-1)*240;let t=new v.BufferGeometry;return t.setAttribute("position",new v.BufferAttribute(e,3)),t},[]),Z=(0,s.useMemo)(()=>new v.PointsMaterial({color:0x9fc4d8,size:1.6,transparent:!0,opacity:.55,depthWrite:!1,sizeAttenuation:!0}),[]),K=(0,s.useMemo)(()=>({textureWidth:256,textureHeight:256,waterNormals:_,sunDirection:new v.Vector3,sunColor:0xffffff,waterColor:7695,distortionScale:3.7,fog:void 0!==b.fog,format:w.outputColorSpace}),[_,w.outputColorSpace,b.fog]),X=(0,s.useMemo)(()=>{if(e)return null;let t=new E(T,K),r=R.current;return t.material.onBeforeCompile=e=>{e.uniforms.waveAmp=r.waveAmp,e.uniforms.waveTime=r.waveTime,e.vertexShader=e.vertexShader.replace("void main() {",`
|
|
443
|
-
uniform float waveAmp;
|
|
444
|
-
uniform float waveTime;
|
|
445
|
-
vec3 swellDisplace(vec3 p) {
|
|
446
|
-
float fade = 1.0 - smoothstep(1500.0, 1900.0, max(abs(p.x), abs(p.y)));
|
|
447
|
-
float w1 = sin(p.x * 0.076 + p.y * 0.048 + waveTime * 1.15);
|
|
448
|
-
float w2 = sin(p.x * 0.041 - p.y * 0.052 + waveTime * 0.85);
|
|
449
|
-
float w3 = sin(-p.x * 0.022 + p.y * 0.030 + waveTime * 0.55);
|
|
450
|
-
p.z += waveAmp * fade * (0.55 * w1 + 0.30 * w2 + 0.15 * w3);
|
|
451
|
-
return p;
|
|
452
|
-
}
|
|
453
|
-
void main() {
|
|
454
|
-
vec3 wavePos = swellDisplace(position);
|
|
455
|
-
`).replace(/vec4\( position, 1.0 \)/g,"vec4( wavePos, 1.0 )")},t},[T,K,e]);return(0,p.useFrame)((r,l)=>{if(o.current&&(o.current.material.uniforms.time.value+=.5*l),R.current.waveTime.value+=l,D.current&&D.current.visible&&(D.current.rotation.y+=.004*l),L.current&&N.current){let e=L.current.geometry.attributes.position,t=e.array,r=160*l;for(let e=1;e<t.length;e+=3)t[e]-=r,t[e]<0&&(t[e]+=220);e.needsUpdate=!0}if(y.current+=l,y.current<1)return;let s=y.current;y.current=0;let f=m.current,p=f&&"number"==typeof f.latitude?f.latitude:46.15,g=f&&"number"==typeof f.longitude?f.longitude:-1.15,x=new Date,w=O.default.get("debugMode"),M=x;if(w){null===d.current&&(d.current=Date.now());let e=(Date.now()-d.current)/1e3*720%86400,t=Math.floor(e/3600),r=Math.floor(e%3600/60),n=new Date(x.getTime());n.setHours(t,r,0,0),M=n}let S=new Date(M.getFullYear(),0,0),b=M-S+(S.getTimezoneOffset()-M.getTimezoneOffset())*6e4,E=Math.PI/180,P=180/Math.PI,_=M.getHours(),A=M.getMinutes(),T=2*Math.PI/365*(b/864e5-1+(_-12)/24),j=229.18*(75e-6+.001868*Math.cos(T)-.032077*Math.sin(T)-.014615*Math.cos(2*T)-.040849*Math.sin(2*T)),U=.006918-.399912*Math.cos(T)+.070257*Math.sin(T)-.006758*Math.cos(2*T)+907e-6*Math.sin(2*T)-.002697*Math.cos(3*T)+.00148*Math.sin(3*T),k=((60*_+A+(j+4*g- -M.getTimezoneOffset())+1440)%1440/4-180)*E,W=p*E,$=90-Math.acos(Math.min(Math.max(Math.sin(W)*Math.sin(U)+Math.cos(W)*Math.cos(U)*Math.cos(k),-1),1))*P,K=(Math.atan2(Math.sin(k),Math.cos(k)*Math.sin(W)-Math.tan(U)*Math.cos(W))*P+360)%360,X=0;X=$<=-10?1:$>=5?0:(5-$)/15;let q=t||$<=-5,Y=q?Math.max($,20):Math.max($,5),Q=v.MathUtils.degToRad(90-Y),J=v.MathUtils.degToRad(K);if(C.setFromSphericalCoords(1,Q,J),o.current){let e=n()?.speed??5;h.current+=(e-h.current)*Math.min(.5*s,1);let t=Math.min(Math.max(.5*h.current,0),8),r=o.current.material.uniforms;r.distortionScale.value=t,r.sunDirection.value.copy(C).normalize();let i=O.default.get("aisLengthScalingFactor")||.7,a=Math.min(.21*h.current**2/9.81,6);R.current.waveAmp.value=a/2*i,G.copy(I).lerp(B,X),r.sunColor.value.setHex(q?4491519:0xffffff),r.waterColor.value.copy(G)}e&&(G.copy(V).lerp(B,X),z.color.copy(G));let ee=i(),et=Math.min(Math.max(ee?.cloudCover??0,0),1),er=Math.max(ee?.rain??0,0),en=er>.05;if(D.current){D.current.visible=et>.08;let e=(1-.7*X)*(en?.55:1);F.setScalar(e),H.color.copy(F),H.opacity=.15+.55*et}if(N.current=en,L.current&&(L.current.visible=en,Z.opacity=Math.min(.3+.15*er,.75)),a.current){let 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0!==t&&(this.boundingBox.setFromBufferAttribute(e),eP.setFromBufferAttribute(t),this.boundingBox.union(eP))}computeBoundingSphere(){null===this.boundingSphere&&(this.boundingSphere=new eE.Sphere),null===this.boundingBox&&this.computeBoundingBox();let e=this.attributes.instanceStart,t=this.attributes.instanceEnd;if(void 0!==e&&void 0!==t){let r=this.boundingSphere.center;this.boundingBox.getCenter(r);let n=0;for(let i=0,o=e.count;i<o;i++)e_.fromBufferAttribute(e,i),n=Math.max(n,r.distanceToSquared(e_)),e_.fromBufferAttribute(t,i),n=Math.max(n,r.distanceToSquared(e_));this.boundingSphere.radius=Math.sqrt(n),isNaN(this.boundingSphere.radius)&&console.error("THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.",this)}}toJSON(){}applyMatrix(e){return console.warn("THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4()."),this.applyMatrix4(e)}}var eT=v,ej=e.i(31497);class ez extends eT.ShaderMaterial{constructor(e){super({type:"LineMaterial",uniforms:eT.UniformsUtils.clone(eT.UniformsUtils.merge([C.UniformsLib.common,C.UniformsLib.fog,{worldUnits:{value:1},linewidth:{value:1},resolution:{value:new eT.Vector2(1,1)},dashOffset:{value:0},dashScale:{value:1},dashSize:{value:1},gapSize:{value:1}}])),vertexShader:`
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456
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#include <common>
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457
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#include <fog_pars_vertex>
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458
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#include <logdepthbuf_pars_vertex>
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459
|
-
#include <clipping_planes_pars_vertex>
|
|
460
|
-
|
|
461
|
-
uniform float linewidth;
|
|
462
|
-
uniform vec2 resolution;
|
|
463
|
-
|
|
464
|
-
attribute vec3 instanceStart;
|
|
465
|
-
attribute vec3 instanceEnd;
|
|
466
|
-
|
|
467
|
-
#ifdef USE_COLOR
|
|
468
|
-
#ifdef USE_LINE_COLOR_ALPHA
|
|
469
|
-
varying vec4 vLineColor;
|
|
470
|
-
attribute vec4 instanceColorStart;
|
|
471
|
-
attribute vec4 instanceColorEnd;
|
|
472
|
-
#else
|
|
473
|
-
varying vec3 vLineColor;
|
|
474
|
-
attribute vec3 instanceColorStart;
|
|
475
|
-
attribute vec3 instanceColorEnd;
|
|
476
|
-
#endif
|
|
477
|
-
#endif
|
|
478
|
-
|
|
479
|
-
#ifdef WORLD_UNITS
|
|
480
|
-
|
|
481
|
-
varying vec4 worldPos;
|
|
482
|
-
varying vec3 worldStart;
|
|
483
|
-
varying vec3 worldEnd;
|
|
484
|
-
|
|
485
|
-
#ifdef USE_DASH
|
|
486
|
-
|
|
487
|
-
varying vec2 vUv;
|
|
488
|
-
|
|
489
|
-
#endif
|
|
490
|
-
|
|
491
|
-
#else
|
|
492
|
-
|
|
493
|
-
varying vec2 vUv;
|
|
494
|
-
|
|
495
|
-
#endif
|
|
496
|
-
|
|
497
|
-
#ifdef USE_DASH
|
|
498
|
-
|
|
499
|
-
uniform float dashScale;
|
|
500
|
-
attribute float instanceDistanceStart;
|
|
501
|
-
attribute float instanceDistanceEnd;
|
|
502
|
-
varying float vLineDistance;
|
|
503
|
-
|
|
504
|
-
#endif
|
|
505
|
-
|
|
506
|
-
void trimSegment( const in vec4 start, inout vec4 end ) {
|
|
507
|
-
|
|
508
|
-
// trim end segment so it terminates between the camera plane and the near plane
|
|
509
|
-
|
|
510
|
-
// conservative estimate of the near plane
|
|
511
|
-
float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
|
|
512
|
-
float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
|
|
513
|
-
float nearEstimate = - 0.5 * b / a;
|
|
514
|
-
|
|
515
|
-
float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
|
|
516
|
-
|
|
517
|
-
end.xyz = mix( start.xyz, end.xyz, alpha );
|
|
518
|
-
|
|
519
|
-
}
|
|
520
|
-
|
|
521
|
-
void main() {
|
|
522
|
-
|
|
523
|
-
#ifdef USE_COLOR
|
|
524
|
-
|
|
525
|
-
vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
|
|
526
|
-
|
|
527
|
-
#endif
|
|
528
|
-
|
|
529
|
-
#ifdef USE_DASH
|
|
530
|
-
|
|
531
|
-
vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
|
|
532
|
-
vUv = uv;
|
|
533
|
-
|
|
534
|
-
#endif
|
|
535
|
-
|
|
536
|
-
float aspect = resolution.x / resolution.y;
|
|
537
|
-
|
|
538
|
-
// camera space
|
|
539
|
-
vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
|
|
540
|
-
vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
|
|
541
|
-
|
|
542
|
-
#ifdef WORLD_UNITS
|
|
543
|
-
|
|
544
|
-
worldStart = start.xyz;
|
|
545
|
-
worldEnd = end.xyz;
|
|
546
|
-
|
|
547
|
-
#else
|
|
548
|
-
|
|
549
|
-
vUv = uv;
|
|
550
|
-
|
|
551
|
-
#endif
|
|
552
|
-
|
|
553
|
-
// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
|
|
554
|
-
// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
|
|
555
|
-
// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
|
|
556
|
-
// perhaps there is a more elegant solution -- WestLangley
|
|
557
|
-
|
|
558
|
-
bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
|
|
559
|
-
|
|
560
|
-
if ( perspective ) {
|
|
561
|
-
|
|
562
|
-
if ( start.z < 0.0 && end.z >= 0.0 ) {
|
|
563
|
-
|
|
564
|
-
trimSegment( start, end );
|
|
565
|
-
|
|
566
|
-
} else if ( end.z < 0.0 && start.z >= 0.0 ) {
|
|
567
|
-
|
|
568
|
-
trimSegment( end, start );
|
|
569
|
-
|
|
570
|
-
}
|
|
571
|
-
|
|
572
|
-
}
|
|
573
|
-
|
|
574
|
-
// clip space
|
|
575
|
-
vec4 clipStart = projectionMatrix * start;
|
|
576
|
-
vec4 clipEnd = projectionMatrix * end;
|
|
577
|
-
|
|
578
|
-
// ndc space
|
|
579
|
-
vec3 ndcStart = clipStart.xyz / clipStart.w;
|
|
580
|
-
vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
|
|
581
|
-
|
|
582
|
-
// direction
|
|
583
|
-
vec2 dir = ndcEnd.xy - ndcStart.xy;
|
|
584
|
-
|
|
585
|
-
// account for clip-space aspect ratio
|
|
586
|
-
dir.x *= aspect;
|
|
587
|
-
dir = normalize( dir );
|
|
588
|
-
|
|
589
|
-
#ifdef WORLD_UNITS
|
|
590
|
-
|
|
591
|
-
// get the offset direction as perpendicular to the view vector
|
|
592
|
-
vec3 worldDir = normalize( end.xyz - start.xyz );
|
|
593
|
-
vec3 offset;
|
|
594
|
-
if ( position.y < 0.5 ) {
|
|
595
|
-
|
|
596
|
-
offset = normalize( cross( start.xyz, worldDir ) );
|
|
597
|
-
|
|
598
|
-
} else {
|
|
599
|
-
|
|
600
|
-
offset = normalize( cross( end.xyz, worldDir ) );
|
|
601
|
-
|
|
602
|
-
}
|
|
603
|
-
|
|
604
|
-
// sign flip
|
|
605
|
-
if ( position.x < 0.0 ) offset *= - 1.0;
|
|
606
|
-
|
|
607
|
-
float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
|
|
608
|
-
|
|
609
|
-
// don't extend the line if we're rendering dashes because we
|
|
610
|
-
// won't be rendering the endcaps
|
|
611
|
-
#ifndef USE_DASH
|
|
612
|
-
|
|
613
|
-
// extend the line bounds to encompass endcaps
|
|
614
|
-
start.xyz += - worldDir * linewidth * 0.5;
|
|
615
|
-
end.xyz += worldDir * linewidth * 0.5;
|
|
616
|
-
|
|
617
|
-
// shift the position of the quad so it hugs the forward edge of the line
|
|
618
|
-
offset.xy -= dir * forwardOffset;
|
|
619
|
-
offset.z += 0.5;
|
|
620
|
-
|
|
621
|
-
#endif
|
|
622
|
-
|
|
623
|
-
// endcaps
|
|
624
|
-
if ( position.y > 1.0 || position.y < 0.0 ) {
|
|
625
|
-
|
|
626
|
-
offset.xy += dir * 2.0 * forwardOffset;
|
|
627
|
-
|
|
628
|
-
}
|
|
629
|
-
|
|
630
|
-
// adjust for linewidth
|
|
631
|
-
offset *= linewidth * 0.5;
|
|
632
|
-
|
|
633
|
-
// set the world position
|
|
634
|
-
worldPos = ( position.y < 0.5 ) ? start : end;
|
|
635
|
-
worldPos.xyz += offset;
|
|
636
|
-
|
|
637
|
-
// project the worldpos
|
|
638
|
-
vec4 clip = projectionMatrix * worldPos;
|
|
639
|
-
|
|
640
|
-
// shift the depth of the projected points so the line
|
|
641
|
-
// segments overlap neatly
|
|
642
|
-
vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
|
|
643
|
-
clip.z = clipPose.z * clip.w;
|
|
644
|
-
|
|
645
|
-
#else
|
|
646
|
-
|
|
647
|
-
vec2 offset = vec2( dir.y, - dir.x );
|
|
648
|
-
// undo aspect ratio adjustment
|
|
649
|
-
dir.x /= aspect;
|
|
650
|
-
offset.x /= aspect;
|
|
651
|
-
|
|
652
|
-
// sign flip
|
|
653
|
-
if ( position.x < 0.0 ) offset *= - 1.0;
|
|
654
|
-
|
|
655
|
-
// endcaps
|
|
656
|
-
if ( position.y < 0.0 ) {
|
|
657
|
-
|
|
658
|
-
offset += - dir;
|
|
659
|
-
|
|
660
|
-
} else if ( position.y > 1.0 ) {
|
|
661
|
-
|
|
662
|
-
offset += dir;
|
|
663
|
-
|
|
664
|
-
}
|
|
665
|
-
|
|
666
|
-
// adjust for linewidth
|
|
667
|
-
offset *= linewidth;
|
|
668
|
-
|
|
669
|
-
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
|
|
670
|
-
offset /= resolution.y;
|
|
671
|
-
|
|
672
|
-
// select end
|
|
673
|
-
vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
|
|
674
|
-
|
|
675
|
-
// back to clip space
|
|
676
|
-
offset *= clip.w;
|
|
677
|
-
|
|
678
|
-
clip.xy += offset;
|
|
679
|
-
|
|
680
|
-
#endif
|
|
681
|
-
|
|
682
|
-
gl_Position = clip;
|
|
683
|
-
|
|
684
|
-
vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
|
|
685
|
-
|
|
686
|
-
#include <logdepthbuf_vertex>
|
|
687
|
-
#include <clipping_planes_vertex>
|
|
688
|
-
#include <fog_vertex>
|
|
689
|
-
|
|
690
|
-
}
|
|
691
|
-
`,fragmentShader:`
|
|
692
|
-
uniform vec3 diffuse;
|
|
693
|
-
uniform float opacity;
|
|
694
|
-
uniform float linewidth;
|
|
695
|
-
|
|
696
|
-
#ifdef USE_DASH
|
|
697
|
-
|
|
698
|
-
uniform float dashOffset;
|
|
699
|
-
uniform float dashSize;
|
|
700
|
-
uniform float gapSize;
|
|
701
|
-
|
|
702
|
-
#endif
|
|
703
|
-
|
|
704
|
-
varying float vLineDistance;
|
|
705
|
-
|
|
706
|
-
#ifdef WORLD_UNITS
|
|
707
|
-
|
|
708
|
-
varying vec4 worldPos;
|
|
709
|
-
varying vec3 worldStart;
|
|
710
|
-
varying vec3 worldEnd;
|
|
711
|
-
|
|
712
|
-
#ifdef USE_DASH
|
|
713
|
-
|
|
714
|
-
varying vec2 vUv;
|
|
715
|
-
|
|
716
|
-
#endif
|
|
717
|
-
|
|
718
|
-
#else
|
|
719
|
-
|
|
720
|
-
varying vec2 vUv;
|
|
721
|
-
|
|
722
|
-
#endif
|
|
723
|
-
|
|
724
|
-
#include <common>
|
|
725
|
-
#include <fog_pars_fragment>
|
|
726
|
-
#include <logdepthbuf_pars_fragment>
|
|
727
|
-
#include <clipping_planes_pars_fragment>
|
|
728
|
-
|
|
729
|
-
#ifdef USE_COLOR
|
|
730
|
-
#ifdef USE_LINE_COLOR_ALPHA
|
|
731
|
-
varying vec4 vLineColor;
|
|
732
|
-
#else
|
|
733
|
-
varying vec3 vLineColor;
|
|
734
|
-
#endif
|
|
735
|
-
#endif
|
|
736
|
-
|
|
737
|
-
vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
|
|
738
|
-
|
|
739
|
-
float mua;
|
|
740
|
-
float mub;
|
|
741
|
-
|
|
742
|
-
vec3 p13 = p1 - p3;
|
|
743
|
-
vec3 p43 = p4 - p3;
|
|
744
|
-
|
|
745
|
-
vec3 p21 = p2 - p1;
|
|
746
|
-
|
|
747
|
-
float d1343 = dot( p13, p43 );
|
|
748
|
-
float d4321 = dot( p43, p21 );
|
|
749
|
-
float d1321 = dot( p13, p21 );
|
|
750
|
-
float d4343 = dot( p43, p43 );
|
|
751
|
-
float d2121 = dot( p21, p21 );
|
|
752
|
-
|
|
753
|
-
float denom = d2121 * d4343 - d4321 * d4321;
|
|
754
|
-
|
|
755
|
-
float numer = d1343 * d4321 - d1321 * d4343;
|
|
756
|
-
|
|
757
|
-
mua = numer / denom;
|
|
758
|
-
mua = clamp( mua, 0.0, 1.0 );
|
|
759
|
-
mub = ( d1343 + d4321 * ( mua ) ) / d4343;
|
|
760
|
-
mub = clamp( mub, 0.0, 1.0 );
|
|
761
|
-
|
|
762
|
-
return vec2( mua, mub );
|
|
763
|
-
|
|
764
|
-
}
|
|
765
|
-
|
|
766
|
-
void main() {
|
|
767
|
-
|
|
768
|
-
#include <clipping_planes_fragment>
|
|
769
|
-
|
|
770
|
-
#ifdef USE_DASH
|
|
771
|
-
|
|
772
|
-
if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
|
|
773
|
-
|
|
774
|
-
if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
|
|
775
|
-
|
|
776
|
-
#endif
|
|
777
|
-
|
|
778
|
-
float alpha = opacity;
|
|
779
|
-
|
|
780
|
-
#ifdef WORLD_UNITS
|
|
781
|
-
|
|
782
|
-
// Find the closest points on the view ray and the line segment
|
|
783
|
-
vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
|
|
784
|
-
vec3 lineDir = worldEnd - worldStart;
|
|
785
|
-
vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
|
|
786
|
-
|
|
787
|
-
vec3 p1 = worldStart + lineDir * params.x;
|
|
788
|
-
vec3 p2 = rayEnd * params.y;
|
|
789
|
-
vec3 delta = p1 - p2;
|
|
790
|
-
float len = length( delta );
|
|
791
|
-
float norm = len / linewidth;
|
|
792
|
-
|
|
793
|
-
#ifndef USE_DASH
|
|
794
|
-
|
|
795
|
-
#ifdef USE_ALPHA_TO_COVERAGE
|
|
796
|
-
|
|
797
|
-
float dnorm = fwidth( norm );
|
|
798
|
-
alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
|
|
799
|
-
|
|
800
|
-
#else
|
|
801
|
-
|
|
802
|
-
if ( norm > 0.5 ) {
|
|
803
|
-
|
|
804
|
-
discard;
|
|
805
|
-
|
|
806
|
-
}
|
|
807
|
-
|
|
808
|
-
#endif
|
|
809
|
-
|
|
810
|
-
#endif
|
|
811
|
-
|
|
812
|
-
#else
|
|
813
|
-
|
|
814
|
-
#ifdef USE_ALPHA_TO_COVERAGE
|
|
815
|
-
|
|
816
|
-
// artifacts appear on some hardware if a derivative is taken within a conditional
|
|
817
|
-
float a = vUv.x;
|
|
818
|
-
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
|
|
819
|
-
float len2 = a * a + b * b;
|
|
820
|
-
float dlen = fwidth( len2 );
|
|
821
|
-
|
|
822
|
-
if ( abs( vUv.y ) > 1.0 ) {
|
|
823
|
-
|
|
824
|
-
alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
|
|
825
|
-
|
|
826
|
-
}
|
|
827
|
-
|
|
828
|
-
#else
|
|
829
|
-
|
|
830
|
-
if ( abs( vUv.y ) > 1.0 ) {
|
|
831
|
-
|
|
832
|
-
float a = vUv.x;
|
|
833
|
-
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
|
|
834
|
-
float len2 = a * a + b * b;
|
|
835
|
-
|
|
836
|
-
if ( len2 > 1.0 ) discard;
|
|
837
|
-
|
|
838
|
-
}
|
|
839
|
-
|
|
840
|
-
#endif
|
|
841
|
-
|
|
842
|
-
#endif
|
|
843
|
-
|
|
844
|
-
vec4 diffuseColor = vec4( diffuse, alpha );
|
|
845
|
-
#ifdef USE_COLOR
|
|
846
|
-
#ifdef USE_LINE_COLOR_ALPHA
|
|
847
|
-
diffuseColor *= vLineColor;
|
|
848
|
-
#else
|
|
849
|
-
diffuseColor.rgb *= vLineColor;
|
|
850
|
-
#endif
|
|
851
|
-
#endif
|
|
852
|
-
|
|
853
|
-
#include <logdepthbuf_fragment>
|
|
854
|
-
|
|
855
|
-
gl_FragColor = diffuseColor;
|
|
856
|
-
|
|
857
|
-
#include <tonemapping_fragment>
|
|
858
|
-
#include <${ej.version>=154?"colorspace_fragment":"encodings_fragment"}>
|
|
859
|
-
#include <fog_fragment>
|
|
860
|
-
#include <premultiplied_alpha_fragment>
|
|
861
|
-
|
|
862
|
-
}
|
|
863
|
-
`,clipping:!0}),this.isLineMaterial=!0,this.onBeforeCompile=function(){this.transparent?this.defines.USE_LINE_COLOR_ALPHA="1":delete this.defines.USE_LINE_COLOR_ALPHA},Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(e){this.uniforms.diffuse.value=e}},worldUnits:{enumerable:!0,get:function(){return"WORLD_UNITS"in this.defines},set:function(e){!0===e?this.defines.WORLD_UNITS="":delete this.defines.WORLD_UNITS}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(e){this.uniforms.linewidth.value=e}},dashed:{enumerable:!0,get:function(){return"USE_DASH"in this.defines},set(e){!!e!="USE_DASH"in this.defines&&(this.needsUpdate=!0),!0===e?this.defines.USE_DASH="":delete this.defines.USE_DASH}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(e){this.uniforms.dashScale.value=e}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(e){this.uniforms.dashSize.value=e}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(e){this.uniforms.dashOffset.value=e}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(e){this.uniforms.gapSize.value=e}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(e){this.uniforms.opacity.value=e}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(e){this.uniforms.resolution.value.copy(e)}},alphaToCoverage:{enumerable:!0,get:function(){return"USE_ALPHA_TO_COVERAGE"in this.defines},set:function(e){!!e!="USE_ALPHA_TO_COVERAGE"in this.defines&&(this.needsUpdate=!0),!0===e?(this.defines.USE_ALPHA_TO_COVERAGE="",this.extensions.derivatives=!0):(delete this.defines.USE_ALPHA_TO_COVERAGE,this.extensions.derivatives=!1)}}}),this.setValues(e)}}let eR=ej.version>=125?"uv1":"uv2",eD=new eC.Vector4,eL=new eC.Vector3,eU=new eC.Vector3,eO=new eC.Vector4,eI=new eC.Vector4,eB=new eC.Vector4,eV=new eC.Vector3,eG=new eC.Matrix4,eF=new eC.Line3,eN=new eC.Vector3,ek=new eC.Box3,eW=new eC.Sphere,eH=new eC.Vector4;function e$(e,t,n){return eH.set(0,0,-t,1).applyMatrix4(e.projectionMatrix),eH.multiplyScalar(1/eH.w),eH.x=r/n.width,eH.y=r/n.height,eH.applyMatrix4(e.projectionMatrixInverse),eH.multiplyScalar(1/eH.w),Math.abs(Math.max(eH.x,eH.y))}class eZ extends eC.Mesh{constructor(e=new eA,t=new ez({color:0xffffff*Math.random()})){super(e,t),this.isLineSegments2=!0,this.type="LineSegments2"}computeLineDistances(){let e=this.geometry,t=e.attributes.instanceStart,r=e.attributes.instanceEnd,n=new Float32Array(2*t.count);for(let e=0,i=0,o=t.count;e<o;e++,i+=2)eL.fromBufferAttribute(t,e),eU.fromBufferAttribute(r,e),n[i]=0===i?0:n[i-1],n[i+1]=n[i]+eL.distanceTo(eU);let i=new eC.InstancedInterleavedBuffer(n,2,1);return e.setAttribute("instanceDistanceStart",new eC.InterleavedBufferAttribute(i,1,0)),e.setAttribute("instanceDistanceEnd",new eC.InterleavedBufferAttribute(i,1,1)),this}raycast(e,n){let i,o,a=this.material.worldUnits,l=e.camera;null!==l||a||console.error('LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.');let s=void 0!==e.params.Line2&&e.params.Line2.threshold||0;t=e.ray;let c=this.matrixWorld,u=this.geometry,d=this.material;if(r=d.linewidth+s,null===u.boundingSphere&&u.computeBoundingSphere(),eW.copy(u.boundingSphere).applyMatrix4(c),a)i=.5*r;else{let e=Math.max(l.near,eW.distanceToPoint(t.origin));i=e$(l,e,d.resolution)}if(eW.radius+=i,!1!==t.intersectsSphere(eW)){if(null===u.boundingBox&&u.computeBoundingBox(),ek.copy(u.boundingBox).applyMatrix4(c),a)o=.5*r;else{let e=Math.max(l.near,ek.distanceToPoint(t.origin));o=e$(l,e,d.resolution)}ek.expandByScalar(o),!1!==t.intersectsBox(ek)&&(a?function(e,n){let i=e.matrixWorld,o=e.geometry,a=o.attributes.instanceStart,l=o.attributes.instanceEnd,s=Math.min(o.instanceCount,a.count);for(let o=0;o<s;o++){eF.start.fromBufferAttribute(a,o),eF.end.fromBufferAttribute(l,o),eF.applyMatrix4(i);let s=new eC.Vector3,c=new eC.Vector3;t.distanceSqToSegment(eF.start,eF.end,c,s),c.distanceTo(s)<.5*r&&n.push({point:c,pointOnLine:s,distance:t.origin.distanceTo(c),object:e,face:null,faceIndex:o,uv:null,[eR]:null})}}(this,n):function(e,n,i){let o=n.projectionMatrix,a=e.material.resolution,l=e.matrixWorld,s=e.geometry,c=s.attributes.instanceStart,u=s.attributes.instanceEnd,d=Math.min(s.instanceCount,c.count),f=-n.near;t.at(1,eB),eB.w=1,eB.applyMatrix4(n.matrixWorldInverse),eB.applyMatrix4(o),eB.multiplyScalar(1/eB.w),eB.x*=a.x/2,eB.y*=a.y/2,eB.z=0,eV.copy(eB),eG.multiplyMatrices(n.matrixWorldInverse,l);for(let n=0;n<d;n++){if(eO.fromBufferAttribute(c,n),eI.fromBufferAttribute(u,n),eO.w=1,eI.w=1,eO.applyMatrix4(eG),eI.applyMatrix4(eG),eO.z>f&&eI.z>f)continue;if(eO.z>f){let e=eO.z-eI.z,t=(eO.z-f)/e;eO.lerp(eI,t)}else if(eI.z>f){let e=eI.z-eO.z,t=(eI.z-f)/e;eI.lerp(eO,t)}eO.applyMatrix4(o),eI.applyMatrix4(o),eO.multiplyScalar(1/eO.w),eI.multiplyScalar(1/eI.w),eO.x*=a.x/2,eO.y*=a.y/2,eI.x*=a.x/2,eI.y*=a.y/2,eF.start.copy(eO),eF.start.z=0,eF.end.copy(eI),eF.end.z=0;let s=eF.closestPointToPointParameter(eV,!0);eF.at(s,eN);let d=eC.MathUtils.lerp(eO.z,eI.z,s),m=d>=-1&&d<=1,p=eV.distanceTo(eN)<.5*r;if(m&&p){eF.start.fromBufferAttribute(c,n),eF.end.fromBufferAttribute(u,n),eF.start.applyMatrix4(l),eF.end.applyMatrix4(l);let r=new eC.Vector3,o=new eC.Vector3;t.distanceSqToSegment(eF.start,eF.end,o,r),i.push({point:o,pointOnLine:r,distance:t.origin.distanceTo(o),object:e,face:null,faceIndex:n,uv:null,[eR]:null})}}}(this,l,n))}}onBeforeRender(e){let t=this.material.uniforms;t&&t.resolution&&(e.getViewport(eD),this.material.uniforms.resolution.value.set(eD.z,eD.w))}}class eK extends eA{constructor(){super(),this.isLineGeometry=!0,this.type="LineGeometry"}setPositions(e){let t=e.length-3,r=new Float32Array(2*t);for(let n=0;n<t;n+=3)r[2*n]=e[n],r[2*n+1]=e[n+1],r[2*n+2]=e[n+2],r[2*n+3]=e[n+3],r[2*n+4]=e[n+4],r[2*n+5]=e[n+5];return super.setPositions(r),this}setColors(e,t=3){let r=e.length-t,n=new Float32Array(2*r);if(3===t)for(let i=0;i<r;i+=t)n[2*i]=e[i],n[2*i+1]=e[i+1],n[2*i+2]=e[i+2],n[2*i+3]=e[i+3],n[2*i+4]=e[i+4],n[2*i+5]=e[i+5];else for(let i=0;i<r;i+=t)n[2*i]=e[i],n[2*i+1]=e[i+1],n[2*i+2]=e[i+2],n[2*i+3]=e[i+3],n[2*i+4]=e[i+4],n[2*i+5]=e[i+5],n[2*i+6]=e[i+6],n[2*i+7]=e[i+7];return super.setColors(n,t),this}fromLine(e){let t=e.geometry;return this.setPositions(t.attributes.position.array),this}}class eX extends eZ{constructor(e=new eK,t=new ez({color:0xffffff*Math.random()})){super(e,t),this.isLine2=!0,this.type="Line2"}}let eq=s.forwardRef(function({points:e,color:t=0xffffff,vertexColors:r,linewidth:n,lineWidth:i,segments:o,dashed:a,...l},c){var u,d;let f=(0,M.useThree)(e=>e.size),m=s.useMemo(()=>o?new eZ:new eX,[o]),[p]=s.useState(()=>new ez),h=(null==r||null==(u=r[0])?void 0:u.length)===4?4:3,g=s.useMemo(()=>{let n=o?new eA:new eK,i=e.map(e=>{let t=Array.isArray(e);return e instanceof v.Vector3||e instanceof v.Vector4?[e.x,e.y,e.z]:e instanceof v.Vector2?[e.x,e.y,0]:t&&3===e.length?[e[0],e[1],e[2]]:t&&2===e.length?[e[0],e[1],0]:e});if(n.setPositions(i.flat()),r){t=0xffffff;let e=r.map(e=>e instanceof v.Color?e.toArray():e);n.setColors(e.flat(),h)}return n},[e,o,r,h]);return s.useLayoutEffect(()=>{m.computeLineDistances()},[e,m]),s.useLayoutEffect(()=>{a?p.defines.USE_DASH="":delete p.defines.USE_DASH,p.needsUpdate=!0},[a,p]),s.useEffect(()=>()=>{g.dispose(),p.dispose()},[g]),s.createElement("primitive",(0,eb.default)({object:m,ref:c},l),s.createElement("primitive",{object:g,attach:"geometry"}),s.createElement("primitive",(0,eb.default)({object:p,attach:"material",color:t,vertexColors:!!r,resolution:[f.width,f.height],linewidth:null!=(d=null!=n?n:i)?d:1,dashed:a,transparent:4===h},l)))});var eY=e.i(74452);let eQ={DEG2RAD:Math.PI/180,ROTATION_INTERPOLATION_FACTOR:.05,SOG_SMOOTHING_FACTOR:.1,DEFAULT_SOG:3,ANGLE_INCREMENT:10,SPHERE_SIZE:.4,SPHERE_SEGMENTS:32,PLOTS_COUNT:5,FRAME_TO_MINUTE_RATIO:3600},eJ=(e,t)=>.44704*e*60*t*.1,e0=(e,t,r)=>{if(!e||!t)return new v.Vector3(0,0,0);let n=e*eQ.DEG2RAD,i=eJ(t,r);return new 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e=(0,s.useRef)([]),[t,r]=(0,s.useState)([]),n=(0,s.useRef)(0),i=(0,s.useRef)([]),o=(0,s.useRef)(eQ.DEFAULT_SOG),a=O.default.get("preferredWindSpeedPath")||"speedTrue",c=O.default.get("preferredWindDirectionPath")||"angleTrueWater",u=(0,s.useMemo)(()=>[`environment.wind.${c}`,`environment.wind.${a}`,"environment.wind.angleTrueWater","environment.wind.angleTrueGround","environment.wind.speedTrue","environment.wind.speedOverGround","environment.wind.angleApparent","environment.wind.speedApparent","navigation.speedOverGround","navigation.headingTrue","navigation.courseOverGroundTrue"],[c,a]),d=(0,x.useSignalKPaths)(u),f=(0,s.useMemo)(()=>{let e=d["environment.wind.angleApparent"],t=d["environment.wind.speedApparent"];if(null!=e&&null!=t&&t>0)return-e;if("directionTrue"===c){let e=d["environment.wind.directionTrue"];if(null!=e)return-(e-(d["navigation.headingTrue"]??d["navigation.courseOverGroundTrue"]??0));let t=d["environment.wind.angleTrueGround"]??d["environment.wind.angleTrueWater"];return null!=t?-t:0}let r=d[`environment.wind.${c}`]??d["environment.wind.angleTrueWater"]??d["environment.wind.angleTrueGround"];return null!=r?-r:0},[d,c]),m=(0,s.useMemo)(()=>{let e=d[`environment.wind.${a}`]??d["environment.wind.speedTrue"]??d["environment.wind.speedOverGround"];return(0,er.convertWindSpeed)(e)||0},[d,a]),h=d["navigation.speedOverGround"]||eQ.DEFAULT_SOG,g=(0,s.useRef)(m),[y,w]=(0,s.useState)(Date.now()),M=(0,s.useRef)(null);return(0,s.useEffect)(()=>{let t=Array.from({length:eQ.PLOTS_COUNT},(e,t)=>({id:t,timeInMinute:5*(t+1)}));return r(t),e.current=t.map(()=>new 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