playermap_graph 0.2.11 → 0.2.12

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/dist/index.es.js CHANGED
@@ -3648,7 +3648,8 @@ const EP = (r, e, n) => r.document ? r : {
3648
3648
  "0x15fd51c3248baf65414b97a52ff4302e653bd4f765e6784fd5eb4906ea322390": "Boss Fighters"
3649
3649
  }, CP = {
3650
3650
  // Spellcaster
3651
- "0x8df2369b088fbd3e1a6e238fe9337348b4adeb0defd4a63362ed8726ab03be65": "Spellcaster Studio"
3651
+ "0x8df2369b088fbd3e1a6e238fe9337348b4adeb0defd4a63362ed8726ab03be65": "Spellcaster Studio",
3652
+ "0x744c083e5713cd66d7c1ec3ff64e50088285709fac3d2903f20d4f37c6a351e2": "Quantic Dream"
3652
3653
  }, js = "data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='100' height='100'%3E%3Crect width='100' height='100' fill='%2322c55e'/%3E%3C/svg%3E", jr = (r) => {
3653
3654
  if (!r) return { status: "normal" };
3654
3655
  const e = r.toLowerCase().trim();
@@ -12234,15 +12235,15 @@ IncidentLight directLight;
12234
12235
  #endif`, JL = `#ifdef USE_LOGDEPTHBUF
12235
12236
  vFragDepth = 1.0 + gl_Position.w;
12236
12237
  vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
12237
- #endif`, eO = `#ifdef USE_MAP
12238
+ #endif`, e3 = `#ifdef USE_MAP
12238
12239
  vec4 sampledDiffuseColor = texture2D( map, vMapUv );
12239
12240
  #ifdef DECODE_VIDEO_TEXTURE
12240
12241
  sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
12241
12242
  #endif
12242
12243
  diffuseColor *= sampledDiffuseColor;
12243
- #endif`, tO = `#ifdef USE_MAP
12244
+ #endif`, t3 = `#ifdef USE_MAP
12244
12245
  uniform sampler2D map;
12245
- #endif`, nO = `#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
12246
+ #endif`, n3 = `#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
12246
12247
  #if defined( USE_POINTS_UV )
12247
12248
  vec2 uv = vUv;
12248
12249
  #else
@@ -12254,7 +12255,7 @@ IncidentLight directLight;
12254
12255
  #endif
12255
12256
  #ifdef USE_ALPHAMAP
12256
12257
  diffuseColor.a *= texture2D( alphaMap, uv ).g;
12257
- #endif`, iO = `#if defined( USE_POINTS_UV )
12258
+ #endif`, i3 = `#if defined( USE_POINTS_UV )
12258
12259
  varying vec2 vUv;
12259
12260
  #else
12260
12261
  #if defined( USE_MAP ) || defined( USE_ALPHAMAP )
@@ -12266,19 +12267,19 @@ IncidentLight directLight;
12266
12267
  #endif
12267
12268
  #ifdef USE_ALPHAMAP
12268
12269
  uniform sampler2D alphaMap;
12269
- #endif`, rO = `float metalnessFactor = metalness;
12270
+ #endif`, r3 = `float metalnessFactor = metalness;
12270
12271
  #ifdef USE_METALNESSMAP
12271
12272
  vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
12272
12273
  metalnessFactor *= texelMetalness.b;
12273
- #endif`, sO = `#ifdef USE_METALNESSMAP
12274
+ #endif`, s3 = `#ifdef USE_METALNESSMAP
12274
12275
  uniform sampler2D metalnessMap;
12275
- #endif`, oO = `#ifdef USE_INSTANCING_MORPH
12276
+ #endif`, o3 = `#ifdef USE_INSTANCING_MORPH
12276
12277
  float morphTargetInfluences[ MORPHTARGETS_COUNT ];
12277
12278
  float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;
12278
12279
  for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
12279
12280
  morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;
12280
12281
  }
12281
- #endif`, aO = `#if defined( USE_MORPHCOLORS )
12282
+ #endif`, a3 = `#if defined( USE_MORPHCOLORS )
12282
12283
  vColor *= morphTargetBaseInfluence;
12283
12284
  for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
12284
12285
  #if defined( USE_COLOR_ALPHA )
@@ -12287,12 +12288,12 @@ IncidentLight directLight;
12287
12288
  if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];
12288
12289
  #endif
12289
12290
  }
12290
- #endif`, lO = `#ifdef USE_MORPHNORMALS
12291
+ #endif`, l3 = `#ifdef USE_MORPHNORMALS
12291
12292
  objectNormal *= morphTargetBaseInfluence;
12292
12293
  for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
12293
12294
  if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];
12294
12295
  }
12295
- #endif`, cO = `#ifdef USE_MORPHTARGETS
12296
+ #endif`, c3 = `#ifdef USE_MORPHTARGETS
12296
12297
  #ifndef USE_INSTANCING_MORPH
12297
12298
  uniform float morphTargetBaseInfluence;
12298
12299
  uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
@@ -12306,12 +12307,12 @@ IncidentLight directLight;
12306
12307
  ivec3 morphUV = ivec3( x, y, morphTargetIndex );
12307
12308
  return texelFetch( morphTargetsTexture, morphUV, 0 );
12308
12309
  }
12309
- #endif`, uO = `#ifdef USE_MORPHTARGETS
12310
+ #endif`, u3 = `#ifdef USE_MORPHTARGETS
12310
12311
  transformed *= morphTargetBaseInfluence;
12311
12312
  for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
12312
12313
  if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
12313
12314
  }
12314
- #endif`, hO = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
12315
+ #endif`, h3 = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
12315
12316
  #ifdef FLAT_SHADED
12316
12317
  vec3 fdx = dFdx( vViewPosition );
12317
12318
  vec3 fdy = dFdy( vViewPosition );
@@ -12352,7 +12353,7 @@ IncidentLight directLight;
12352
12353
  tbn2[1] *= faceDirection;
12353
12354
  #endif
12354
12355
  #endif
12355
- vec3 nonPerturbedNormal = normal;`, dO = `#ifdef USE_NORMALMAP_OBJECTSPACE
12356
+ vec3 nonPerturbedNormal = normal;`, d3 = `#ifdef USE_NORMALMAP_OBJECTSPACE
12356
12357
  normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
12357
12358
  #ifdef FLIP_SIDED
12358
12359
  normal = - normal;
@@ -12367,25 +12368,25 @@ vec3 nonPerturbedNormal = normal;`, dO = `#ifdef USE_NORMALMAP_OBJECTSPACE
12367
12368
  normal = normalize( tbn * mapN );
12368
12369
  #elif defined( USE_BUMPMAP )
12369
12370
  normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
12370
- #endif`, fO = `#ifndef FLAT_SHADED
12371
+ #endif`, f3 = `#ifndef FLAT_SHADED
12371
12372
  varying vec3 vNormal;
12372
12373
  #ifdef USE_TANGENT
12373
12374
  varying vec3 vTangent;
12374
12375
  varying vec3 vBitangent;
12375
12376
  #endif
12376
- #endif`, pO = `#ifndef FLAT_SHADED
12377
+ #endif`, p3 = `#ifndef FLAT_SHADED
12377
12378
  varying vec3 vNormal;
12378
12379
  #ifdef USE_TANGENT
12379
12380
  varying vec3 vTangent;
12380
12381
  varying vec3 vBitangent;
12381
12382
  #endif
12382
- #endif`, mO = `#ifndef FLAT_SHADED
12383
+ #endif`, m3 = `#ifndef FLAT_SHADED
12383
12384
  vNormal = normalize( transformedNormal );
12384
12385
  #ifdef USE_TANGENT
12385
12386
  vTangent = normalize( transformedTangent );
12386
12387
  vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
12387
12388
  #endif
12388
- #endif`, gO = `#ifdef USE_NORMALMAP
12389
+ #endif`, g3 = `#ifdef USE_NORMALMAP
12389
12390
  uniform sampler2D normalMap;
12390
12391
  uniform vec2 normalScale;
12391
12392
  #endif
@@ -12407,13 +12408,13 @@ vec3 nonPerturbedNormal = normal;`, dO = `#ifdef USE_NORMALMAP_OBJECTSPACE
12407
12408
  float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );
12408
12409
  return mat3( T * scale, B * scale, N );
12409
12410
  }
12410
- #endif`, yO = `#ifdef USE_CLEARCOAT
12411
+ #endif`, y3 = `#ifdef USE_CLEARCOAT
12411
12412
  vec3 clearcoatNormal = nonPerturbedNormal;
12412
- #endif`, _O = `#ifdef USE_CLEARCOAT_NORMALMAP
12413
+ #endif`, _3 = `#ifdef USE_CLEARCOAT_NORMALMAP
12413
12414
  vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
12414
12415
  clearcoatMapN.xy *= clearcoatNormalScale;
12415
12416
  clearcoatNormal = normalize( tbn2 * clearcoatMapN );
12416
- #endif`, vO = `#ifdef USE_CLEARCOATMAP
12417
+ #endif`, v3 = `#ifdef USE_CLEARCOATMAP
12417
12418
  uniform sampler2D clearcoatMap;
12418
12419
  #endif
12419
12420
  #ifdef USE_CLEARCOAT_NORMALMAP
@@ -12422,18 +12423,18 @@ vec3 nonPerturbedNormal = normal;`, dO = `#ifdef USE_NORMALMAP_OBJECTSPACE
12422
12423
  #endif
12423
12424
  #ifdef USE_CLEARCOAT_ROUGHNESSMAP
12424
12425
  uniform sampler2D clearcoatRoughnessMap;
12425
- #endif`, xO = `#ifdef USE_IRIDESCENCEMAP
12426
+ #endif`, x3 = `#ifdef USE_IRIDESCENCEMAP
12426
12427
  uniform sampler2D iridescenceMap;
12427
12428
  #endif
12428
12429
  #ifdef USE_IRIDESCENCE_THICKNESSMAP
12429
12430
  uniform sampler2D iridescenceThicknessMap;
12430
- #endif`, bO = `#ifdef OPAQUE
12431
+ #endif`, b3 = `#ifdef OPAQUE
12431
12432
  diffuseColor.a = 1.0;
12432
12433
  #endif
12433
12434
  #ifdef USE_TRANSMISSION
12434
12435
  diffuseColor.a *= material.transmissionAlpha;
12435
12436
  #endif
12436
- gl_FragColor = vec4( outgoingLight, diffuseColor.a );`, SO = `vec3 packNormalToRGB( const in vec3 normal ) {
12437
+ gl_FragColor = vec4( outgoingLight, diffuseColor.a );`, S3 = `vec3 packNormalToRGB( const in vec3 normal ) {
12437
12438
  return normalize( normal ) * 0.5 + 0.5;
12438
12439
  }
12439
12440
  vec3 unpackRGBToNormal( const in vec3 rgb ) {
@@ -12502,9 +12503,9 @@ float viewZToPerspectiveDepth( const in float viewZ, const in float near, const
12502
12503
  }
12503
12504
  float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
12504
12505
  return ( near * far ) / ( ( far - near ) * depth - far );
12505
- }`, TO = `#ifdef PREMULTIPLIED_ALPHA
12506
+ }`, T3 = `#ifdef PREMULTIPLIED_ALPHA
12506
12507
  gl_FragColor.rgb *= gl_FragColor.a;
12507
- #endif`, wO = `vec4 mvPosition = vec4( transformed, 1.0 );
12508
+ #endif`, w3 = `vec4 mvPosition = vec4( transformed, 1.0 );
12508
12509
  #ifdef USE_BATCHING
12509
12510
  mvPosition = batchingMatrix * mvPosition;
12510
12511
  #endif
@@ -12512,22 +12513,22 @@ float perspectiveDepthToViewZ( const in float depth, const in float near, const
12512
12513
  mvPosition = instanceMatrix * mvPosition;
12513
12514
  #endif
12514
12515
  mvPosition = modelViewMatrix * mvPosition;
12515
- gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12516
+ gl_Position = projectionMatrix * mvPosition;`, M3 = `#ifdef DITHERING
12516
12517
  gl_FragColor.rgb = dithering( gl_FragColor.rgb );
12517
- #endif`, EO = `#ifdef DITHERING
12518
+ #endif`, E3 = `#ifdef DITHERING
12518
12519
  vec3 dithering( vec3 color ) {
12519
12520
  float grid_position = rand( gl_FragCoord.xy );
12520
12521
  vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
12521
12522
  dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
12522
12523
  return color + dither_shift_RGB;
12523
12524
  }
12524
- #endif`, AO = `float roughnessFactor = roughness;
12525
+ #endif`, A3 = `float roughnessFactor = roughness;
12525
12526
  #ifdef USE_ROUGHNESSMAP
12526
12527
  vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
12527
12528
  roughnessFactor *= texelRoughness.g;
12528
- #endif`, CO = `#ifdef USE_ROUGHNESSMAP
12529
+ #endif`, C3 = `#ifdef USE_ROUGHNESSMAP
12529
12530
  uniform sampler2D roughnessMap;
12530
- #endif`, RO = `#if NUM_SPOT_LIGHT_COORDS > 0
12531
+ #endif`, R3 = `#if NUM_SPOT_LIGHT_COORDS > 0
12531
12532
  varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
12532
12533
  #endif
12533
12534
  #if NUM_SPOT_LIGHT_MAPS > 0
@@ -12713,7 +12714,7 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12713
12714
  }
12714
12715
  return mix( 1.0, shadow, shadowIntensity );
12715
12716
  }
12716
- #endif`, NO = `#if NUM_SPOT_LIGHT_COORDS > 0
12717
+ #endif`, N3 = `#if NUM_SPOT_LIGHT_COORDS > 0
12717
12718
  uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
12718
12719
  varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
12719
12720
  #endif
@@ -12754,7 +12755,7 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12754
12755
  };
12755
12756
  uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
12756
12757
  #endif
12757
- #endif`, PO = `#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
12758
+ #endif`, P3 = `#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
12758
12759
  vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
12759
12760
  vec4 shadowWorldPosition;
12760
12761
  #endif
@@ -12786,7 +12787,7 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12786
12787
  vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
12787
12788
  }
12788
12789
  #pragma unroll_loop_end
12789
- #endif`, DO = `float getShadowMask() {
12790
+ #endif`, D3 = `float getShadowMask() {
12790
12791
  float shadow = 1.0;
12791
12792
  #ifdef USE_SHADOWMAP
12792
12793
  #if NUM_DIR_LIGHT_SHADOWS > 0
@@ -12818,12 +12819,12 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12818
12819
  #endif
12819
12820
  #endif
12820
12821
  return shadow;
12821
- }`, IO = `#ifdef USE_SKINNING
12822
+ }`, I3 = `#ifdef USE_SKINNING
12822
12823
  mat4 boneMatX = getBoneMatrix( skinIndex.x );
12823
12824
  mat4 boneMatY = getBoneMatrix( skinIndex.y );
12824
12825
  mat4 boneMatZ = getBoneMatrix( skinIndex.z );
12825
12826
  mat4 boneMatW = getBoneMatrix( skinIndex.w );
12826
- #endif`, LO = `#ifdef USE_SKINNING
12827
+ #endif`, L3 = `#ifdef USE_SKINNING
12827
12828
  uniform mat4 bindMatrix;
12828
12829
  uniform mat4 bindMatrixInverse;
12829
12830
  uniform highp sampler2D boneTexture;
@@ -12838,7 +12839,7 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12838
12839
  vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );
12839
12840
  return mat4( v1, v2, v3, v4 );
12840
12841
  }
12841
- #endif`, OO = `#ifdef USE_SKINNING
12842
+ #endif`, O3 = `#ifdef USE_SKINNING
12842
12843
  vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
12843
12844
  vec4 skinned = vec4( 0.0 );
12844
12845
  skinned += boneMatX * skinVertex * skinWeight.x;
@@ -12846,7 +12847,7 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12846
12847
  skinned += boneMatZ * skinVertex * skinWeight.z;
12847
12848
  skinned += boneMatW * skinVertex * skinWeight.w;
12848
12849
  transformed = ( bindMatrixInverse * skinned ).xyz;
12849
- #endif`, FO = `#ifdef USE_SKINNING
12850
+ #endif`, F3 = `#ifdef USE_SKINNING
12850
12851
  mat4 skinMatrix = mat4( 0.0 );
12851
12852
  skinMatrix += skinWeight.x * boneMatX;
12852
12853
  skinMatrix += skinWeight.y * boneMatY;
@@ -12857,17 +12858,17 @@ gl_Position = projectionMatrix * mvPosition;`, MO = `#ifdef DITHERING
12857
12858
  #ifdef USE_TANGENT
12858
12859
  objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
12859
12860
  #endif
12860
- #endif`, UO = `float specularStrength;
12861
+ #endif`, U3 = `float specularStrength;
12861
12862
  #ifdef USE_SPECULARMAP
12862
12863
  vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
12863
12864
  specularStrength = texelSpecular.r;
12864
12865
  #else
12865
12866
  specularStrength = 1.0;
12866
- #endif`, BO = `#ifdef USE_SPECULARMAP
12867
+ #endif`, B3 = `#ifdef USE_SPECULARMAP
12867
12868
  uniform sampler2D specularMap;
12868
- #endif`, kO = `#if defined( TONE_MAPPING )
12869
+ #endif`, k3 = `#if defined( TONE_MAPPING )
12869
12870
  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
12870
- #endif`, zO = `#ifndef saturate
12871
+ #endif`, z3 = `#ifndef saturate
12871
12872
  #define saturate( a ) clamp( a, 0.0, 1.0 )
12872
12873
  #endif
12873
12874
  uniform float toneMappingExposure;
@@ -12964,7 +12965,7 @@ vec3 NeutralToneMapping( vec3 color ) {
12964
12965
  float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );
12965
12966
  return mix( color, vec3( newPeak ), g );
12966
12967
  }
12967
- vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSMISSION
12968
+ vec3 CustomToneMapping( vec3 color ) { return color; }`, G3 = `#ifdef USE_TRANSMISSION
12968
12969
  material.transmission = transmission;
12969
12970
  material.transmissionAlpha = 1.0;
12970
12971
  material.thickness = thickness;
@@ -12985,7 +12986,7 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
12985
12986
  material.attenuationColor, material.attenuationDistance );
12986
12987
  material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );
12987
12988
  totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );
12988
- #endif`, VO = `#ifdef USE_TRANSMISSION
12989
+ #endif`, V3 = `#ifdef USE_TRANSMISSION
12989
12990
  uniform float transmission;
12990
12991
  uniform float thickness;
12991
12992
  uniform float attenuationDistance;
@@ -13116,7 +13117,7 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
13116
13117
  float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
13117
13118
  return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );
13118
13119
  }
13119
- #endif`, $O = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13120
+ #endif`, $3 = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13120
13121
  varying vec2 vUv;
13121
13122
  #endif
13122
13123
  #ifdef USE_MAP
@@ -13186,7 +13187,7 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
13186
13187
  #ifdef USE_THICKNESSMAP
13187
13188
  uniform mat3 thicknessMapTransform;
13188
13189
  varying vec2 vThicknessMapUv;
13189
- #endif`, jO = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13190
+ #endif`, j3 = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13190
13191
  varying vec2 vUv;
13191
13192
  #endif
13192
13193
  #ifdef USE_MAP
@@ -13280,7 +13281,7 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
13280
13281
  #ifdef USE_THICKNESSMAP
13281
13282
  uniform mat3 thicknessMapTransform;
13282
13283
  varying vec2 vThicknessMapUv;
13283
- #endif`, HO = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13284
+ #endif`, H3 = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )
13284
13285
  vUv = vec3( uv, 1 ).xy;
13285
13286
  #endif
13286
13287
  #ifdef USE_MAP
@@ -13351,7 +13352,7 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
13351
13352
  #endif
13352
13353
  #ifdef USE_THICKNESSMAP
13353
13354
  vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
13354
- #endif`, WO = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
13355
+ #endif`, W3 = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
13355
13356
  vec4 worldPosition = vec4( transformed, 1.0 );
13356
13357
  #ifdef USE_BATCHING
13357
13358
  worldPosition = batchingMatrix * worldPosition;
@@ -13361,12 +13362,12 @@ vec3 CustomToneMapping( vec3 color ) { return color; }`, GO = `#ifdef USE_TRANSM
13361
13362
  #endif
13362
13363
  worldPosition = modelMatrix * worldPosition;
13363
13364
  #endif`;
13364
- const qO = `varying vec2 vUv;
13365
+ const q3 = `varying vec2 vUv;
13365
13366
  uniform mat3 uvTransform;
13366
13367
  void main() {
13367
13368
  vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
13368
13369
  gl_Position = vec4( position.xy, 1.0, 1.0 );
13369
- }`, XO = `uniform sampler2D t2D;
13370
+ }`, X3 = `uniform sampler2D t2D;
13370
13371
  uniform float backgroundIntensity;
13371
13372
  varying vec2 vUv;
13372
13373
  void main() {
@@ -13378,14 +13379,14 @@ void main() {
13378
13379
  gl_FragColor = texColor;
13379
13380
  #include <tonemapping_fragment>
13380
13381
  #include <colorspace_fragment>
13381
- }`, YO = `varying vec3 vWorldDirection;
13382
+ }`, Y3 = `varying vec3 vWorldDirection;
13382
13383
  #include <common>
13383
13384
  void main() {
13384
13385
  vWorldDirection = transformDirection( position, modelMatrix );
13385
13386
  #include <begin_vertex>
13386
13387
  #include <project_vertex>
13387
13388
  gl_Position.z = gl_Position.w;
13388
- }`, KO = `#ifdef ENVMAP_TYPE_CUBE
13389
+ }`, K3 = `#ifdef ENVMAP_TYPE_CUBE
13389
13390
  uniform samplerCube envMap;
13390
13391
  #elif defined( ENVMAP_TYPE_CUBE_UV )
13391
13392
  uniform sampler2D envMap;
@@ -13408,14 +13409,14 @@ void main() {
13408
13409
  gl_FragColor = texColor;
13409
13410
  #include <tonemapping_fragment>
13410
13411
  #include <colorspace_fragment>
13411
- }`, ZO = `varying vec3 vWorldDirection;
13412
+ }`, Z3 = `varying vec3 vWorldDirection;
13412
13413
  #include <common>
13413
13414
  void main() {
13414
13415
  vWorldDirection = transformDirection( position, modelMatrix );
13415
13416
  #include <begin_vertex>
13416
13417
  #include <project_vertex>
13417
13418
  gl_Position.z = gl_Position.w;
13418
- }`, QO = `uniform samplerCube tCube;
13419
+ }`, Q3 = `uniform samplerCube tCube;
13419
13420
  uniform float tFlip;
13420
13421
  uniform float opacity;
13421
13422
  varying vec3 vWorldDirection;
@@ -13425,7 +13426,7 @@ void main() {
13425
13426
  gl_FragColor.a *= opacity;
13426
13427
  #include <tonemapping_fragment>
13427
13428
  #include <colorspace_fragment>
13428
- }`, JO = `#include <common>
13429
+ }`, J3 = `#include <common>
13429
13430
  #include <batching_pars_vertex>
13430
13431
  #include <uv_pars_vertex>
13431
13432
  #include <displacementmap_pars_vertex>
@@ -13452,7 +13453,7 @@ void main() {
13452
13453
  #include <logdepthbuf_vertex>
13453
13454
  #include <clipping_planes_vertex>
13454
13455
  vHighPrecisionZW = gl_Position.zw;
13455
- }`, e3 = `#if DEPTH_PACKING == 3200
13456
+ }`, eO = `#if DEPTH_PACKING == 3200
13456
13457
  uniform float opacity;
13457
13458
  #endif
13458
13459
  #include <common>
@@ -13486,7 +13487,7 @@ void main() {
13486
13487
  #elif DEPTH_PACKING == 3203
13487
13488
  gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );
13488
13489
  #endif
13489
- }`, t3 = `#define DISTANCE
13490
+ }`, tO = `#define DISTANCE
13490
13491
  varying vec3 vWorldPosition;
13491
13492
  #include <common>
13492
13493
  #include <batching_pars_vertex>
@@ -13513,7 +13514,7 @@ void main() {
13513
13514
  #include <worldpos_vertex>
13514
13515
  #include <clipping_planes_vertex>
13515
13516
  vWorldPosition = worldPosition.xyz;
13516
- }`, n3 = `#define DISTANCE
13517
+ }`, nO = `#define DISTANCE
13517
13518
  uniform vec3 referencePosition;
13518
13519
  uniform float nearDistance;
13519
13520
  uniform float farDistance;
@@ -13537,13 +13538,13 @@ void main () {
13537
13538
  dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
13538
13539
  dist = saturate( dist );
13539
13540
  gl_FragColor = packDepthToRGBA( dist );
13540
- }`, i3 = `varying vec3 vWorldDirection;
13541
+ }`, iO = `varying vec3 vWorldDirection;
13541
13542
  #include <common>
13542
13543
  void main() {
13543
13544
  vWorldDirection = transformDirection( position, modelMatrix );
13544
13545
  #include <begin_vertex>
13545
13546
  #include <project_vertex>
13546
- }`, r3 = `uniform sampler2D tEquirect;
13547
+ }`, rO = `uniform sampler2D tEquirect;
13547
13548
  varying vec3 vWorldDirection;
13548
13549
  #include <common>
13549
13550
  void main() {
@@ -13552,7 +13553,7 @@ void main() {
13552
13553
  gl_FragColor = texture2D( tEquirect, sampleUV );
13553
13554
  #include <tonemapping_fragment>
13554
13555
  #include <colorspace_fragment>
13555
- }`, s3 = `uniform float scale;
13556
+ }`, sO = `uniform float scale;
13556
13557
  attribute float lineDistance;
13557
13558
  varying float vLineDistance;
13558
13559
  #include <common>
@@ -13574,7 +13575,7 @@ void main() {
13574
13575
  #include <logdepthbuf_vertex>
13575
13576
  #include <clipping_planes_vertex>
13576
13577
  #include <fog_vertex>
13577
- }`, o3 = `uniform vec3 diffuse;
13578
+ }`, oO = `uniform vec3 diffuse;
13578
13579
  uniform float opacity;
13579
13580
  uniform float dashSize;
13580
13581
  uniform float totalSize;
@@ -13602,7 +13603,7 @@ void main() {
13602
13603
  #include <colorspace_fragment>
13603
13604
  #include <fog_fragment>
13604
13605
  #include <premultiplied_alpha_fragment>
13605
- }`, a3 = `#include <common>
13606
+ }`, aO = `#include <common>
13606
13607
  #include <batching_pars_vertex>
13607
13608
  #include <uv_pars_vertex>
13608
13609
  #include <envmap_pars_vertex>
@@ -13634,7 +13635,7 @@ void main() {
13634
13635
  #include <worldpos_vertex>
13635
13636
  #include <envmap_vertex>
13636
13637
  #include <fog_vertex>
13637
- }`, l3 = `uniform vec3 diffuse;
13638
+ }`, lO = `uniform vec3 diffuse;
13638
13639
  uniform float opacity;
13639
13640
  #ifndef FLAT_SHADED
13640
13641
  varying vec3 vNormal;
@@ -13682,7 +13683,7 @@ void main() {
13682
13683
  #include <fog_fragment>
13683
13684
  #include <premultiplied_alpha_fragment>
13684
13685
  #include <dithering_fragment>
13685
- }`, c3 = `#define LAMBERT
13686
+ }`, cO = `#define LAMBERT
13686
13687
  varying vec3 vViewPosition;
13687
13688
  #include <common>
13688
13689
  #include <batching_pars_vertex>
@@ -13721,7 +13722,7 @@ void main() {
13721
13722
  #include <envmap_vertex>
13722
13723
  #include <shadowmap_vertex>
13723
13724
  #include <fog_vertex>
13724
- }`, u3 = `#define LAMBERT
13725
+ }`, uO = `#define LAMBERT
13725
13726
  uniform vec3 diffuse;
13726
13727
  uniform vec3 emissive;
13727
13728
  uniform float opacity;
@@ -13778,7 +13779,7 @@ void main() {
13778
13779
  #include <fog_fragment>
13779
13780
  #include <premultiplied_alpha_fragment>
13780
13781
  #include <dithering_fragment>
13781
- }`, h3 = `#define MATCAP
13782
+ }`, hO = `#define MATCAP
13782
13783
  varying vec3 vViewPosition;
13783
13784
  #include <common>
13784
13785
  #include <batching_pars_vertex>
@@ -13812,7 +13813,7 @@ void main() {
13812
13813
  #include <clipping_planes_vertex>
13813
13814
  #include <fog_vertex>
13814
13815
  vViewPosition = - mvPosition.xyz;
13815
- }`, d3 = `#define MATCAP
13816
+ }`, dO = `#define MATCAP
13816
13817
  uniform vec3 diffuse;
13817
13818
  uniform float opacity;
13818
13819
  uniform sampler2D matcap;
@@ -13858,7 +13859,7 @@ void main() {
13858
13859
  #include <fog_fragment>
13859
13860
  #include <premultiplied_alpha_fragment>
13860
13861
  #include <dithering_fragment>
13861
- }`, f3 = `#define NORMAL
13862
+ }`, fO = `#define NORMAL
13862
13863
  #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
13863
13864
  varying vec3 vViewPosition;
13864
13865
  #endif
@@ -13891,7 +13892,7 @@ void main() {
13891
13892
  #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
13892
13893
  vViewPosition = - mvPosition.xyz;
13893
13894
  #endif
13894
- }`, p3 = `#define NORMAL
13895
+ }`, pO = `#define NORMAL
13895
13896
  uniform float opacity;
13896
13897
  #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
13897
13898
  varying vec3 vViewPosition;
@@ -13913,7 +13914,7 @@ void main() {
13913
13914
  #ifdef OPAQUE
13914
13915
  gl_FragColor.a = 1.0;
13915
13916
  #endif
13916
- }`, m3 = `#define PHONG
13917
+ }`, mO = `#define PHONG
13917
13918
  varying vec3 vViewPosition;
13918
13919
  #include <common>
13919
13920
  #include <batching_pars_vertex>
@@ -13952,7 +13953,7 @@ void main() {
13952
13953
  #include <envmap_vertex>
13953
13954
  #include <shadowmap_vertex>
13954
13955
  #include <fog_vertex>
13955
- }`, g3 = `#define PHONG
13956
+ }`, gO = `#define PHONG
13956
13957
  uniform vec3 diffuse;
13957
13958
  uniform vec3 emissive;
13958
13959
  uniform vec3 specular;
@@ -14011,7 +14012,7 @@ void main() {
14011
14012
  #include <fog_fragment>
14012
14013
  #include <premultiplied_alpha_fragment>
14013
14014
  #include <dithering_fragment>
14014
- }`, y3 = `#define STANDARD
14015
+ }`, yO = `#define STANDARD
14015
14016
  varying vec3 vViewPosition;
14016
14017
  #ifdef USE_TRANSMISSION
14017
14018
  varying vec3 vWorldPosition;
@@ -14054,7 +14055,7 @@ void main() {
14054
14055
  #ifdef USE_TRANSMISSION
14055
14056
  vWorldPosition = worldPosition.xyz;
14056
14057
  #endif
14057
- }`, _3 = `#define STANDARD
14058
+ }`, _O = `#define STANDARD
14058
14059
  #ifdef PHYSICAL
14059
14060
  #define IOR
14060
14061
  #define USE_SPECULAR
@@ -14179,7 +14180,7 @@ void main() {
14179
14180
  #include <fog_fragment>
14180
14181
  #include <premultiplied_alpha_fragment>
14181
14182
  #include <dithering_fragment>
14182
- }`, v3 = `#define TOON
14183
+ }`, vO = `#define TOON
14183
14184
  varying vec3 vViewPosition;
14184
14185
  #include <common>
14185
14186
  #include <batching_pars_vertex>
@@ -14216,7 +14217,7 @@ void main() {
14216
14217
  #include <worldpos_vertex>
14217
14218
  #include <shadowmap_vertex>
14218
14219
  #include <fog_vertex>
14219
- }`, x3 = `#define TOON
14220
+ }`, xO = `#define TOON
14220
14221
  uniform vec3 diffuse;
14221
14222
  uniform vec3 emissive;
14222
14223
  uniform float opacity;
@@ -14269,7 +14270,7 @@ void main() {
14269
14270
  #include <fog_fragment>
14270
14271
  #include <premultiplied_alpha_fragment>
14271
14272
  #include <dithering_fragment>
14272
- }`, b3 = `uniform float size;
14273
+ }`, bO = `uniform float size;
14273
14274
  uniform float scale;
14274
14275
  #include <common>
14275
14276
  #include <color_pars_vertex>
@@ -14300,7 +14301,7 @@ void main() {
14300
14301
  #include <clipping_planes_vertex>
14301
14302
  #include <worldpos_vertex>
14302
14303
  #include <fog_vertex>
14303
- }`, S3 = `uniform vec3 diffuse;
14304
+ }`, SO = `uniform vec3 diffuse;
14304
14305
  uniform float opacity;
14305
14306
  #include <common>
14306
14307
  #include <color_pars_fragment>
@@ -14325,7 +14326,7 @@ void main() {
14325
14326
  #include <colorspace_fragment>
14326
14327
  #include <fog_fragment>
14327
14328
  #include <premultiplied_alpha_fragment>
14328
- }`, T3 = `#include <common>
14329
+ }`, TO = `#include <common>
14329
14330
  #include <batching_pars_vertex>
14330
14331
  #include <fog_pars_vertex>
14331
14332
  #include <morphtarget_pars_vertex>
@@ -14348,7 +14349,7 @@ void main() {
14348
14349
  #include <worldpos_vertex>
14349
14350
  #include <shadowmap_vertex>
14350
14351
  #include <fog_vertex>
14351
- }`, w3 = `uniform vec3 color;
14352
+ }`, wO = `uniform vec3 color;
14352
14353
  uniform float opacity;
14353
14354
  #include <common>
14354
14355
  #include <packing>
@@ -14364,7 +14365,7 @@ void main() {
14364
14365
  #include <tonemapping_fragment>
14365
14366
  #include <colorspace_fragment>
14366
14367
  #include <fog_fragment>
14367
- }`, M3 = `uniform float rotation;
14368
+ }`, MO = `uniform float rotation;
14368
14369
  uniform vec2 center;
14369
14370
  #include <common>
14370
14371
  #include <uv_pars_vertex>
@@ -14388,7 +14389,7 @@ void main() {
14388
14389
  #include <logdepthbuf_vertex>
14389
14390
  #include <clipping_planes_vertex>
14390
14391
  #include <fog_vertex>
14391
- }`, E3 = `uniform vec3 diffuse;
14392
+ }`, EO = `uniform vec3 diffuse;
14392
14393
  uniform float opacity;
14393
14394
  #include <common>
14394
14395
  #include <uv_pars_fragment>
@@ -14474,87 +14475,87 @@ void main() {
14474
14475
  logdepthbuf_pars_fragment: ZL,
14475
14476
  logdepthbuf_pars_vertex: QL,
14476
14477
  logdepthbuf_vertex: JL,
14477
- map_fragment: eO,
14478
- map_pars_fragment: tO,
14479
- map_particle_fragment: nO,
14480
- map_particle_pars_fragment: iO,
14481
- metalnessmap_fragment: rO,
14482
- metalnessmap_pars_fragment: sO,
14483
- morphinstance_vertex: oO,
14484
- morphcolor_vertex: aO,
14485
- morphnormal_vertex: lO,
14486
- morphtarget_pars_vertex: cO,
14487
- morphtarget_vertex: uO,
14488
- normal_fragment_begin: hO,
14489
- normal_fragment_maps: dO,
14490
- normal_pars_fragment: fO,
14491
- normal_pars_vertex: pO,
14492
- normal_vertex: mO,
14493
- normalmap_pars_fragment: gO,
14494
- clearcoat_normal_fragment_begin: yO,
14495
- clearcoat_normal_fragment_maps: _O,
14496
- clearcoat_pars_fragment: vO,
14497
- iridescence_pars_fragment: xO,
14498
- opaque_fragment: bO,
14499
- packing: SO,
14500
- premultiplied_alpha_fragment: TO,
14501
- project_vertex: wO,
14502
- dithering_fragment: MO,
14503
- dithering_pars_fragment: EO,
14504
- roughnessmap_fragment: AO,
14505
- roughnessmap_pars_fragment: CO,
14506
- shadowmap_pars_fragment: RO,
14507
- shadowmap_pars_vertex: NO,
14508
- shadowmap_vertex: PO,
14509
- shadowmask_pars_fragment: DO,
14510
- skinbase_vertex: IO,
14511
- skinning_pars_vertex: LO,
14512
- skinning_vertex: OO,
14513
- skinnormal_vertex: FO,
14514
- specularmap_fragment: UO,
14515
- specularmap_pars_fragment: BO,
14516
- tonemapping_fragment: kO,
14517
- tonemapping_pars_fragment: zO,
14518
- transmission_fragment: GO,
14519
- transmission_pars_fragment: VO,
14520
- uv_pars_fragment: $O,
14521
- uv_pars_vertex: jO,
14522
- uv_vertex: HO,
14523
- worldpos_vertex: WO,
14524
- background_vert: qO,
14525
- background_frag: XO,
14526
- backgroundCube_vert: YO,
14527
- backgroundCube_frag: KO,
14528
- cube_vert: ZO,
14529
- cube_frag: QO,
14530
- depth_vert: JO,
14531
- depth_frag: e3,
14532
- distanceRGBA_vert: t3,
14533
- distanceRGBA_frag: n3,
14534
- equirect_vert: i3,
14535
- equirect_frag: r3,
14536
- linedashed_vert: s3,
14537
- linedashed_frag: o3,
14538
- meshbasic_vert: a3,
14539
- meshbasic_frag: l3,
14540
- meshlambert_vert: c3,
14541
- meshlambert_frag: u3,
14542
- meshmatcap_vert: h3,
14543
- meshmatcap_frag: d3,
14544
- meshnormal_vert: f3,
14545
- meshnormal_frag: p3,
14546
- meshphong_vert: m3,
14547
- meshphong_frag: g3,
14548
- meshphysical_vert: y3,
14549
- meshphysical_frag: _3,
14550
- meshtoon_vert: v3,
14551
- meshtoon_frag: x3,
14552
- points_vert: b3,
14553
- points_frag: S3,
14554
- shadow_vert: T3,
14555
- shadow_frag: w3,
14556
- sprite_vert: M3,
14557
- sprite_frag: E3
14478
+ map_fragment: e3,
14479
+ map_pars_fragment: t3,
14480
+ map_particle_fragment: n3,
14481
+ map_particle_pars_fragment: i3,
14482
+ metalnessmap_fragment: r3,
14483
+ metalnessmap_pars_fragment: s3,
14484
+ morphinstance_vertex: o3,
14485
+ morphcolor_vertex: a3,
14486
+ morphnormal_vertex: l3,
14487
+ morphtarget_pars_vertex: c3,
14488
+ morphtarget_vertex: u3,
14489
+ normal_fragment_begin: h3,
14490
+ normal_fragment_maps: d3,
14491
+ normal_pars_fragment: f3,
14492
+ normal_pars_vertex: p3,
14493
+ normal_vertex: m3,
14494
+ normalmap_pars_fragment: g3,
14495
+ clearcoat_normal_fragment_begin: y3,
14496
+ clearcoat_normal_fragment_maps: _3,
14497
+ clearcoat_pars_fragment: v3,
14498
+ iridescence_pars_fragment: x3,
14499
+ opaque_fragment: b3,
14500
+ packing: S3,
14501
+ premultiplied_alpha_fragment: T3,
14502
+ project_vertex: w3,
14503
+ dithering_fragment: M3,
14504
+ dithering_pars_fragment: E3,
14505
+ roughnessmap_fragment: A3,
14506
+ roughnessmap_pars_fragment: C3,
14507
+ shadowmap_pars_fragment: R3,
14508
+ shadowmap_pars_vertex: N3,
14509
+ shadowmap_vertex: P3,
14510
+ shadowmask_pars_fragment: D3,
14511
+ skinbase_vertex: I3,
14512
+ skinning_pars_vertex: L3,
14513
+ skinning_vertex: O3,
14514
+ skinnormal_vertex: F3,
14515
+ specularmap_fragment: U3,
14516
+ specularmap_pars_fragment: B3,
14517
+ tonemapping_fragment: k3,
14518
+ tonemapping_pars_fragment: z3,
14519
+ transmission_fragment: G3,
14520
+ transmission_pars_fragment: V3,
14521
+ uv_pars_fragment: $3,
14522
+ uv_pars_vertex: j3,
14523
+ uv_vertex: H3,
14524
+ worldpos_vertex: W3,
14525
+ background_vert: q3,
14526
+ background_frag: X3,
14527
+ backgroundCube_vert: Y3,
14528
+ backgroundCube_frag: K3,
14529
+ cube_vert: Z3,
14530
+ cube_frag: Q3,
14531
+ depth_vert: J3,
14532
+ depth_frag: eO,
14533
+ distanceRGBA_vert: tO,
14534
+ distanceRGBA_frag: nO,
14535
+ equirect_vert: iO,
14536
+ equirect_frag: rO,
14537
+ linedashed_vert: sO,
14538
+ linedashed_frag: oO,
14539
+ meshbasic_vert: aO,
14540
+ meshbasic_frag: lO,
14541
+ meshlambert_vert: cO,
14542
+ meshlambert_frag: uO,
14543
+ meshmatcap_vert: hO,
14544
+ meshmatcap_frag: dO,
14545
+ meshnormal_vert: fO,
14546
+ meshnormal_frag: pO,
14547
+ meshphong_vert: mO,
14548
+ meshphong_frag: gO,
14549
+ meshphysical_vert: yO,
14550
+ meshphysical_frag: _O,
14551
+ meshtoon_vert: vO,
14552
+ meshtoon_frag: xO,
14553
+ points_vert: bO,
14554
+ points_frag: SO,
14555
+ shadow_vert: TO,
14556
+ shadow_frag: wO,
14557
+ sprite_vert: MO,
14558
+ sprite_frag: EO
14558
14559
  }, Le = {
14559
14560
  common: {
14560
14561
  diffuse: { value: /* @__PURE__ */ new Rt(16777215) },
@@ -14993,8 +14994,8 @@ Ur.physical = {
14993
14994
  vertexShader: vt.meshphysical_vert,
14994
14995
  fragmentShader: vt.meshphysical_frag
14995
14996
  };
14996
- const ld = { r: 0, b: 0, g: 0 }, Yo = /* @__PURE__ */ new Oo(), A3 = /* @__PURE__ */ new on();
14997
- function C3(r, e, n, i, s, o, a) {
14997
+ const ld = { r: 0, b: 0, g: 0 }, Yo = /* @__PURE__ */ new Oo(), AO = /* @__PURE__ */ new on();
14998
+ function CO(r, e, n, i, s, o, a) {
14998
14999
  const l = new Rt(0);
14999
15000
  let c = o === !0 ? 0 : 1, u, h, d = null, f = 0, p = null;
15000
15001
  function m(x) {
@@ -15028,7 +15029,7 @@ function C3(r, e, n, i, s, o, a) {
15028
15029
  get: function() {
15029
15030
  return this.uniforms.envMap.value;
15030
15031
  }
15031
- }), s.update(h)), Yo.copy(b.backgroundRotation), Yo.x *= -1, Yo.y *= -1, Yo.z *= -1, v.isCubeTexture && v.isRenderTargetTexture === !1 && (Yo.y *= -1, Yo.z *= -1), h.material.uniforms.envMap.value = v, h.material.uniforms.flipEnvMap.value = v.isCubeTexture && v.isRenderTargetTexture === !1 ? -1 : 1, h.material.uniforms.backgroundBlurriness.value = b.backgroundBlurriness, h.material.uniforms.backgroundIntensity.value = b.backgroundIntensity, h.material.uniforms.backgroundRotation.value.setFromMatrix4(A3.makeRotationFromEuler(Yo)), h.material.toneMapped = Dt.getTransfer(v.colorSpace) !== Yt, (d !== v || f !== v.version || p !== r.toneMapping) && (h.material.needsUpdate = !0, d = v, f = v.version, p = r.toneMapping), h.layers.enableAll(), x.unshift(h, h.geometry, h.material, 0, 0, null)) : v && v.isTexture && (u === void 0 && (u = new vi(
15032
+ }), s.update(h)), Yo.copy(b.backgroundRotation), Yo.x *= -1, Yo.y *= -1, Yo.z *= -1, v.isCubeTexture && v.isRenderTargetTexture === !1 && (Yo.y *= -1, Yo.z *= -1), h.material.uniforms.envMap.value = v, h.material.uniforms.flipEnvMap.value = v.isCubeTexture && v.isRenderTargetTexture === !1 ? -1 : 1, h.material.uniforms.backgroundBlurriness.value = b.backgroundBlurriness, h.material.uniforms.backgroundIntensity.value = b.backgroundIntensity, h.material.uniforms.backgroundRotation.value.setFromMatrix4(AO.makeRotationFromEuler(Yo)), h.material.toneMapped = Dt.getTransfer(v.colorSpace) !== Yt, (d !== v || f !== v.version || p !== r.toneMapping) && (h.material.needsUpdate = !0, d = v, f = v.version, p = r.toneMapping), h.layers.enableAll(), x.unshift(h, h.geometry, h.material, 0, 0, null)) : v && v.isTexture && (u === void 0 && (u = new vi(
15032
15033
  new Sh(2, 2),
15033
15034
  new Wr({
15034
15035
  name: "BackgroundMaterial",
@@ -15066,7 +15067,7 @@ function C3(r, e, n, i, s, o, a) {
15066
15067
  addToRenderList: y
15067
15068
  };
15068
15069
  }
15069
- function R3(r, e) {
15070
+ function RO(r, e) {
15070
15071
  const n = r.getParameter(r.MAX_VERTEX_ATTRIBS), i = {}, s = f(null);
15071
15072
  let o = s, a = !1;
15072
15073
  function l(S, R, O, P, C) {
@@ -15279,7 +15280,7 @@ function R3(r, e) {
15279
15280
  disableUnusedAttributes: x
15280
15281
  };
15281
15282
  }
15282
- function N3(r, e, n) {
15283
+ function NO(r, e, n) {
15283
15284
  let i;
15284
15285
  function s(u) {
15285
15286
  i = u;
@@ -15314,7 +15315,7 @@ function N3(r, e, n) {
15314
15315
  }
15315
15316
  this.setMode = s, this.render = o, this.renderInstances = a, this.renderMultiDraw = l, this.renderMultiDrawInstances = c;
15316
15317
  }
15317
- function P3(r, e, n, i) {
15318
+ function PO(r, e, n, i) {
15318
15319
  let s;
15319
15320
  function o() {
15320
15321
  if (s !== void 0) return s;
@@ -15367,7 +15368,7 @@ function P3(r, e, n, i) {
15367
15368
  maxSamples: w
15368
15369
  };
15369
15370
  }
15370
- function D3(r) {
15371
+ function DO(r) {
15371
15372
  const e = this;
15372
15373
  let n = null, i = 0, s = !1, o = !1;
15373
15374
  const a = new vs(), l = new St(), c = { value: null, needsUpdate: !1 };
@@ -15413,7 +15414,7 @@ function D3(r) {
15413
15414
  return e.numPlanes = _, e.numIntersection = 0, y;
15414
15415
  }
15415
15416
  }
15416
- function I3(r) {
15417
+ function IO(r) {
15417
15418
  let e = /* @__PURE__ */ new WeakMap();
15418
15419
  function n(a, l) {
15419
15420
  return l === sy ? a.mapping = lc : l === oy && (a.mapping = cc), a;
@@ -15585,7 +15586,7 @@ let lS = class {
15585
15586
  if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== e || this._pingPongRenderTarget.height !== n) {
15586
15587
  this._pingPongRenderTarget !== null && this._dispose(), this._pingPongRenderTarget = cS(e, n, i);
15587
15588
  const { _lodMax: o } = this;
15588
- ({ sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = L3(o)), this._blurMaterial = O3(o, e, n);
15589
+ ({ sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = LO(o)), this._blurMaterial = OO(o, e, n);
15589
15590
  }
15590
15591
  return s;
15591
15592
  }
@@ -15680,7 +15681,7 @@ let lS = class {
15680
15681
  cd(n, T, w, 3 * v, 2 * v), c.setRenderTarget(n), c.render(d, Ym);
15681
15682
  }
15682
15683
  };
15683
- function L3(r) {
15684
+ function LO(r) {
15684
15685
  const e = [], n = [], i = [];
15685
15686
  let s = r;
15686
15687
  const o = r - Bl + 1 + sS.length;
@@ -15727,7 +15728,7 @@ function cS(r, e, n) {
15727
15728
  function cd(r, e, n, i, s) {
15728
15729
  r.viewport.set(e, n, i, s), r.scissor.set(e, n, i, s);
15729
15730
  }
15730
- function O3(r, e, n) {
15731
+ function OO(r, e, n) {
15731
15732
  const i = new Float32Array(ua), s = new V(0, 1, 0);
15732
15733
  return new Wr({
15733
15734
  name: "SphericalGaussianBlur",
@@ -15945,7 +15946,7 @@ function Av() {
15945
15946
  `
15946
15947
  );
15947
15948
  }
15948
- function F3(r) {
15949
+ function FO(r) {
15949
15950
  let e = /* @__PURE__ */ new WeakMap(), n = null;
15950
15951
  function i(l) {
15951
15952
  if (l && l.isTexture) {
@@ -15986,7 +15987,7 @@ function F3(r) {
15986
15987
  dispose: a
15987
15988
  };
15988
15989
  }
15989
- function U3(r) {
15990
+ function UO(r) {
15990
15991
  const e = {};
15991
15992
  function n(i) {
15992
15993
  if (e[i] !== void 0)
@@ -16023,7 +16024,7 @@ function U3(r) {
16023
16024
  }
16024
16025
  };
16025
16026
  }
16026
- function B3(r, e, n, i) {
16027
+ function BO(r, e, n, i) {
16027
16028
  const s = {}, o = /* @__PURE__ */ new WeakMap();
16028
16029
  function a(d) {
16029
16030
  const f = d.target;
@@ -16092,7 +16093,7 @@ function B3(r, e, n, i) {
16092
16093
  getWireframeAttribute: h
16093
16094
  };
16094
16095
  }
16095
- function k3(r, e, n) {
16096
+ function kO(r, e, n) {
16096
16097
  let i;
16097
16098
  function s(f) {
16098
16099
  i = f;
@@ -16131,7 +16132,7 @@ function k3(r, e, n) {
16131
16132
  }
16132
16133
  this.setMode = s, this.setIndex = l, this.render = c, this.renderInstances = u, this.renderMultiDraw = h, this.renderMultiDrawInstances = d;
16133
16134
  }
16134
- function z3(r) {
16135
+ function zO(r) {
16135
16136
  const e = {
16136
16137
  geometries: 0,
16137
16138
  textures: 0
@@ -16176,7 +16177,7 @@ function z3(r) {
16176
16177
  update: i
16177
16178
  };
16178
16179
  }
16179
- function G3(r, e, n) {
16180
+ function GO(r, e, n) {
16180
16181
  const i = /* @__PURE__ */ new WeakMap(), s = new An();
16181
16182
  function o(a, l, c) {
16182
16183
  const u = a.morphTargetInfluences, h = l.morphAttributes.position || l.morphAttributes.normal || l.morphAttributes.color, d = h !== void 0 ? h.length : 0;
@@ -16222,7 +16223,7 @@ function G3(r, e, n) {
16222
16223
  update: o
16223
16224
  };
16224
16225
  }
16225
- function V3(r, e, n, i) {
16226
+ function VO(r, e, n, i) {
16226
16227
  let s = /* @__PURE__ */ new WeakMap();
16227
16228
  function o(c) {
16228
16229
  const u = i.render.frame, h = c.geometry, d = e.get(c, h);
@@ -16288,11 +16289,11 @@ function Vp(r, e) {
16288
16289
  n[i] = r.allocateTextureUnit();
16289
16290
  return n;
16290
16291
  }
16291
- function $3(r, e) {
16292
+ function $O(r, e) {
16292
16293
  const n = this.cache;
16293
16294
  n[0] !== e && (r.uniform1f(this.addr, e), n[0] = e);
16294
16295
  }
16295
- function j3(r, e) {
16296
+ function jO(r, e) {
16296
16297
  const n = this.cache;
16297
16298
  if (e.x !== void 0)
16298
16299
  (n[0] !== e.x || n[1] !== e.y) && (r.uniform2f(this.addr, e.x, e.y), n[0] = e.x, n[1] = e.y);
@@ -16301,7 +16302,7 @@ function j3(r, e) {
16301
16302
  r.uniform2fv(this.addr, e), Ln(n, e);
16302
16303
  }
16303
16304
  }
16304
- function H3(r, e) {
16305
+ function HO(r, e) {
16305
16306
  const n = this.cache;
16306
16307
  if (e.x !== void 0)
16307
16308
  (n[0] !== e.x || n[1] !== e.y || n[2] !== e.z) && (r.uniform3f(this.addr, e.x, e.y, e.z), n[0] = e.x, n[1] = e.y, n[2] = e.z);
@@ -16312,7 +16313,7 @@ function H3(r, e) {
16312
16313
  r.uniform3fv(this.addr, e), Ln(n, e);
16313
16314
  }
16314
16315
  }
16315
- function W3(r, e) {
16316
+ function WO(r, e) {
16316
16317
  const n = this.cache;
16317
16318
  if (e.x !== void 0)
16318
16319
  (n[0] !== e.x || n[1] !== e.y || n[2] !== e.z || n[3] !== e.w) && (r.uniform4f(this.addr, e.x, e.y, e.z, e.w), n[0] = e.x, n[1] = e.y, n[2] = e.z, n[3] = e.w);
@@ -16321,7 +16322,7 @@ function W3(r, e) {
16321
16322
  r.uniform4fv(this.addr, e), Ln(n, e);
16322
16323
  }
16323
16324
  }
16324
- function q3(r, e) {
16325
+ function qO(r, e) {
16325
16326
  const n = this.cache, i = e.elements;
16326
16327
  if (i === void 0) {
16327
16328
  if (In(n, e)) return;
@@ -16331,7 +16332,7 @@ function q3(r, e) {
16331
16332
  yS.set(i), r.uniformMatrix2fv(this.addr, !1, yS), Ln(n, i);
16332
16333
  }
16333
16334
  }
16334
- function X3(r, e) {
16335
+ function XO(r, e) {
16335
16336
  const n = this.cache, i = e.elements;
16336
16337
  if (i === void 0) {
16337
16338
  if (In(n, e)) return;
@@ -16341,7 +16342,7 @@ function X3(r, e) {
16341
16342
  gS.set(i), r.uniformMatrix3fv(this.addr, !1, gS), Ln(n, i);
16342
16343
  }
16343
16344
  }
16344
- function Y3(r, e) {
16345
+ function YO(r, e) {
16345
16346
  const n = this.cache, i = e.elements;
16346
16347
  if (i === void 0) {
16347
16348
  if (In(n, e)) return;
@@ -16351,11 +16352,11 @@ function Y3(r, e) {
16351
16352
  mS.set(i), r.uniformMatrix4fv(this.addr, !1, mS), Ln(n, i);
16352
16353
  }
16353
16354
  }
16354
- function K3(r, e) {
16355
+ function KO(r, e) {
16355
16356
  const n = this.cache;
16356
16357
  n[0] !== e && (r.uniform1i(this.addr, e), n[0] = e);
16357
16358
  }
16358
- function Z3(r, e) {
16359
+ function ZO(r, e) {
16359
16360
  const n = this.cache;
16360
16361
  if (e.x !== void 0)
16361
16362
  (n[0] !== e.x || n[1] !== e.y) && (r.uniform2i(this.addr, e.x, e.y), n[0] = e.x, n[1] = e.y);
@@ -16364,7 +16365,7 @@ function Z3(r, e) {
16364
16365
  r.uniform2iv(this.addr, e), Ln(n, e);
16365
16366
  }
16366
16367
  }
16367
- function Q3(r, e) {
16368
+ function QO(r, e) {
16368
16369
  const n = this.cache;
16369
16370
  if (e.x !== void 0)
16370
16371
  (n[0] !== e.x || n[1] !== e.y || n[2] !== e.z) && (r.uniform3i(this.addr, e.x, e.y, e.z), n[0] = e.x, n[1] = e.y, n[2] = e.z);
@@ -16373,7 +16374,7 @@ function Q3(r, e) {
16373
16374
  r.uniform3iv(this.addr, e), Ln(n, e);
16374
16375
  }
16375
16376
  }
16376
- function J3(r, e) {
16377
+ function JO(r, e) {
16377
16378
  const n = this.cache;
16378
16379
  if (e.x !== void 0)
16379
16380
  (n[0] !== e.x || n[1] !== e.y || n[2] !== e.z || n[3] !== e.w) && (r.uniform4i(this.addr, e.x, e.y, e.z, e.w), n[0] = e.x, n[1] = e.y, n[2] = e.z, n[3] = e.w);
@@ -16434,31 +16435,31 @@ function aF(r, e, n) {
16434
16435
  function lF(r) {
16435
16436
  switch (r) {
16436
16437
  case 5126:
16437
- return $3;
16438
+ return $O;
16438
16439
  case 35664:
16439
- return j3;
16440
+ return jO;
16440
16441
  case 35665:
16441
- return H3;
16442
+ return HO;
16442
16443
  case 35666:
16443
- return W3;
16444
+ return WO;
16444
16445
  case 35674:
16445
- return q3;
16446
+ return qO;
16446
16447
  case 35675:
16447
- return X3;
16448
+ return XO;
16448
16449
  case 35676:
16449
- return Y3;
16450
+ return YO;
16450
16451
  case 5124:
16451
16452
  case 35670:
16452
- return K3;
16453
+ return KO;
16453
16454
  case 35667:
16454
16455
  case 35671:
16455
- return Z3;
16456
+ return ZO;
16456
16457
  case 35668:
16457
16458
  case 35672:
16458
- return Q3;
16459
+ return QO;
16459
16460
  case 35669:
16460
16461
  case 35673:
16461
- return J3;
16462
+ return JO;
16462
16463
  case 5125:
16463
16464
  return eF;
16464
16465
  case 36294:
@@ -19762,7 +19763,7 @@ class DU {
19762
19763
  }
19763
19764
  let ot, ht, Qe, It, Ke, B, N, se, _e, be, me, ze, Ie, ke, et, we, Ge, Je, nt, Ve, bt, mt, kt, Y;
19764
19765
  function Pe() {
19765
- ot = new U3(q), ot.init(), mt = new SU(q, ot), ht = new P3(q, ot, e, mt), Qe = new vU(q, ot), ht.reverseDepthBuffer && f && Qe.buffers.depth.setReversed(!0), It = new z3(q), Ke = new rU(), B = new bU(q, ot, Qe, Ke, ht, mt, It), N = new I3(v), se = new F3(v), _e = new qI(q), kt = new R3(q, _e), be = new B3(q, _e, It, kt), me = new V3(q, be, _e, It), nt = new G3(q, ht, B), we = new D3(Ke), ze = new iU(v, N, se, ot, ht, kt, we), Ie = new NU(v, Ke), ke = new oU(), et = new dU(ot), Je = new C3(v, N, se, Qe, me, p, c), Ge = new yU(v, me, ht), Y = new PU(q, It, ht, Qe), Ve = new N3(q, ot, It), bt = new k3(q, ot, It), It.programs = ze.programs, v.capabilities = ht, v.extensions = ot, v.properties = Ke, v.renderLists = ke, v.shadowMap = Ge, v.state = Qe, v.info = It;
19766
+ ot = new UO(q), ot.init(), mt = new SU(q, ot), ht = new PO(q, ot, e, mt), Qe = new vU(q, ot), ht.reverseDepthBuffer && f && Qe.buffers.depth.setReversed(!0), It = new zO(q), Ke = new rU(), B = new bU(q, ot, Qe, Ke, ht, mt, It), N = new IO(v), se = new FO(v), _e = new qI(q), kt = new RO(q, _e), be = new BO(q, _e, It, kt), me = new VO(q, be, _e, It), nt = new GO(q, ht, B), we = new DO(Ke), ze = new iU(v, N, se, ot, ht, kt, we), Ie = new NU(v, Ke), ke = new oU(), et = new dU(ot), Je = new CO(v, N, se, Qe, me, p, c), Ge = new yU(v, me, ht), Y = new PU(q, It, ht, Qe), Ve = new NO(q, ot, It), bt = new kO(q, ot, It), It.programs = ze.programs, v.capabilities = ht, v.extensions = ot, v.properties = Ke, v.renderLists = ke, v.shadowMap = Ge, v.state = Qe, v.info = It;
19766
19767
  }
19767
19768
  Pe();
19768
19769
  const le = new CU(v, q);