three-stdlib 2.35.3 → 2.35.4
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/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +109 -106
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +4 -3
- package/webxr/ARButton.js +109 -106
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +6 -5
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
|
@@ -18,43 +18,71 @@ const WaterRefractionShader = {
|
|
|
18
18
|
value: null
|
|
19
19
|
}
|
|
20
20
|
},
|
|
21
|
-
vertexShader:
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
21
|
+
vertexShader: (
|
|
22
|
+
/* glsl */
|
|
23
|
+
`
|
|
24
|
+
uniform mat4 textureMatrix;
|
|
25
|
+
|
|
26
|
+
varying vec2 vUv;
|
|
27
|
+
varying vec4 vUvRefraction;
|
|
28
|
+
|
|
29
|
+
void main() {
|
|
30
|
+
|
|
31
|
+
vUv = uv;
|
|
32
|
+
|
|
33
|
+
vUvRefraction = textureMatrix * vec4( position, 1.0 );
|
|
34
|
+
|
|
35
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
36
|
+
|
|
37
|
+
}
|
|
38
|
+
`
|
|
39
|
+
),
|
|
40
|
+
fragmentShader: (
|
|
41
|
+
/* glsl */
|
|
42
|
+
`
|
|
43
|
+
uniform vec3 color;
|
|
44
|
+
uniform float time;
|
|
45
|
+
uniform sampler2D tDiffuse;
|
|
46
|
+
uniform sampler2D tDudv;
|
|
47
|
+
|
|
48
|
+
varying vec2 vUv;
|
|
49
|
+
varying vec4 vUvRefraction;
|
|
50
|
+
|
|
51
|
+
float blendOverlay( float base, float blend ) {
|
|
52
|
+
|
|
53
|
+
return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
|
|
54
|
+
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
vec3 blendOverlay( vec3 base, vec3 blend ) {
|
|
58
|
+
|
|
59
|
+
return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
|
|
60
|
+
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
void main() {
|
|
64
|
+
|
|
65
|
+
float waveStrength = 0.1;
|
|
66
|
+
float waveSpeed = 0.03;
|
|
67
|
+
|
|
47
68
|
// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
69
|
+
|
|
70
|
+
vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
|
|
71
|
+
distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
|
|
72
|
+
vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
|
|
73
|
+
|
|
51
74
|
// new uv coords
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
75
|
+
|
|
76
|
+
vec4 uv = vec4( vUvRefraction );
|
|
77
|
+
uv.xy += distortion;
|
|
78
|
+
|
|
79
|
+
vec4 base = texture2DProj( tDiffuse, uv );
|
|
80
|
+
|
|
81
|
+
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
|
|
82
|
+
|
|
83
|
+
}
|
|
84
|
+
`
|
|
85
|
+
)
|
|
58
86
|
};
|
|
59
87
|
exports.WaterRefractionShader = WaterRefractionShader;
|
|
60
88
|
//# sourceMappingURL=WaterRefractionShader.cjs.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"WaterRefractionShader.cjs","sources":["../../src/shaders/WaterRefractionShader.ts"],"sourcesContent":["export const WaterRefractionShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n time: {\n value: 0,\n },\n\n tDiffuse: {\n value: null,\n },\n\n tDudv: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader:
|
|
1
|
+
{"version":3,"file":"WaterRefractionShader.cjs","sources":["../../src/shaders/WaterRefractionShader.ts"],"sourcesContent":["export const WaterRefractionShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n time: {\n value: 0,\n },\n\n tDiffuse: {\n value: null,\n },\n\n tDudv: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n uniform mat4 textureMatrix;\n\n varying vec2 vUv;\n varying vec4 vUvRefraction;\n\n void main() {\n\n \tvUv = uv;\n\n \tvUvRefraction = textureMatrix * vec4( position, 1.0 );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 color;\n uniform float time;\n uniform sampler2D tDiffuse;\n uniform sampler2D tDudv;\n\n varying vec2 vUv;\n varying vec4 vUvRefraction;\n\n float blendOverlay( float base, float blend ) {\n\n \treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n }\n\n vec3 blendOverlay( vec3 base, vec3 blend ) {\n\n \treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );\n\n }\n\n void main() {\n\n float waveStrength = 0.1;\n float waveSpeed = 0.03;\n\n // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)\n\n \tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;\n \tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );\n \tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;\n\n // new uv coords\n\n vec4 uv = vec4( vUvRefraction );\n uv.xy += distortion;\n\n \tvec4 base = texture2DProj( tDiffuse, uv );\n\n \tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAAO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,OAAO;AAAA,MACL,OAAO;AAAA,IACT;AAAA,IAEA,MAAM;AAAA,MACJ,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAAO;AAAA,IACT;AAAA,IAEA,OAAO;AAAA,MACL,OAAO;AAAA,IACT;AAAA,IAEA,eAAe;AAAA,MACb,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2C7B;;"}
|
|
@@ -16,43 +16,71 @@ const WaterRefractionShader = {
|
|
|
16
16
|
value: null
|
|
17
17
|
}
|
|
18
18
|
},
|
|
19
|
-
vertexShader:
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
19
|
+
vertexShader: (
|
|
20
|
+
/* glsl */
|
|
21
|
+
`
|
|
22
|
+
uniform mat4 textureMatrix;
|
|
23
|
+
|
|
24
|
+
varying vec2 vUv;
|
|
25
|
+
varying vec4 vUvRefraction;
|
|
26
|
+
|
|
27
|
+
void main() {
|
|
28
|
+
|
|
29
|
+
vUv = uv;
|
|
30
|
+
|
|
31
|
+
vUvRefraction = textureMatrix * vec4( position, 1.0 );
|
|
32
|
+
|
|
33
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
34
|
+
|
|
35
|
+
}
|
|
36
|
+
`
|
|
37
|
+
),
|
|
38
|
+
fragmentShader: (
|
|
39
|
+
/* glsl */
|
|
40
|
+
`
|
|
41
|
+
uniform vec3 color;
|
|
42
|
+
uniform float time;
|
|
43
|
+
uniform sampler2D tDiffuse;
|
|
44
|
+
uniform sampler2D tDudv;
|
|
45
|
+
|
|
46
|
+
varying vec2 vUv;
|
|
47
|
+
varying vec4 vUvRefraction;
|
|
48
|
+
|
|
49
|
+
float blendOverlay( float base, float blend ) {
|
|
50
|
+
|
|
51
|
+
return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
|
|
52
|
+
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
vec3 blendOverlay( vec3 base, vec3 blend ) {
|
|
56
|
+
|
|
57
|
+
return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
|
|
58
|
+
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
void main() {
|
|
62
|
+
|
|
63
|
+
float waveStrength = 0.1;
|
|
64
|
+
float waveSpeed = 0.03;
|
|
65
|
+
|
|
45
66
|
// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
67
|
+
|
|
68
|
+
vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
|
|
69
|
+
distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
|
|
70
|
+
vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
|
|
71
|
+
|
|
49
72
|
// new uv coords
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
73
|
+
|
|
74
|
+
vec4 uv = vec4( vUvRefraction );
|
|
75
|
+
uv.xy += distortion;
|
|
76
|
+
|
|
77
|
+
vec4 base = texture2DProj( tDiffuse, uv );
|
|
78
|
+
|
|
79
|
+
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
|
|
80
|
+
|
|
81
|
+
}
|
|
82
|
+
`
|
|
83
|
+
)
|
|
56
84
|
};
|
|
57
85
|
export {
|
|
58
86
|
WaterRefractionShader
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"WaterRefractionShader.js","sources":["../../src/shaders/WaterRefractionShader.ts"],"sourcesContent":["export const WaterRefractionShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n time: {\n value: 0,\n },\n\n tDiffuse: {\n value: null,\n },\n\n tDudv: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader:
|
|
1
|
+
{"version":3,"file":"WaterRefractionShader.js","sources":["../../src/shaders/WaterRefractionShader.ts"],"sourcesContent":["export const WaterRefractionShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n time: {\n value: 0,\n },\n\n tDiffuse: {\n value: null,\n },\n\n tDudv: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n uniform mat4 textureMatrix;\n\n varying vec2 vUv;\n varying vec4 vUvRefraction;\n\n void main() {\n\n \tvUv = uv;\n\n \tvUvRefraction = textureMatrix * vec4( position, 1.0 );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 color;\n uniform float time;\n uniform sampler2D tDiffuse;\n uniform sampler2D tDudv;\n\n varying vec2 vUv;\n varying vec4 vUvRefraction;\n\n float blendOverlay( float base, float blend ) {\n\n \treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n }\n\n vec3 blendOverlay( vec3 base, vec3 blend ) {\n\n \treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );\n\n }\n\n void main() {\n\n float waveStrength = 0.1;\n float waveSpeed = 0.03;\n\n // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)\n\n \tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;\n \tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );\n \tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;\n\n // new uv coords\n\n vec4 uv = vec4( vUvRefraction );\n uv.xy += distortion;\n\n \tvec4 base = texture2DProj( tDiffuse, uv );\n\n \tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAAO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,OAAO;AAAA,MACL,OAAO;AAAA,IACT;AAAA,IAEA,MAAM;AAAA,MACJ,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAAO;AAAA,IACT;AAAA,IAEA,OAAO;AAAA,MACL,OAAO;AAAA,IACT;AAAA,IAEA,eAAe;AAAA,MACb,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAiBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2C7B;"}
|
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
"use strict";
|
|
2
2
|
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
|
3
3
|
const THREE = require("three");
|
|
4
|
+
const constants = require("../_polyfill/constants.cjs");
|
|
4
5
|
var GeometryCompressionUtils = {
|
|
5
6
|
/**
|
|
6
7
|
* Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
|
|
@@ -560,7 +561,7 @@ class PackedPhongMaterial extends THREE.MeshPhongMaterial {
|
|
|
560
561
|
THREE.ShaderChunk.envmap_fragment,
|
|
561
562
|
"gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
|
|
562
563
|
THREE.ShaderChunk.tonemapping_fragment,
|
|
563
|
-
|
|
564
|
+
constants.version >= 154 ? THREE.ShaderChunk.colorspace_fragment : THREE.ShaderChunk.encodings_fragment,
|
|
564
565
|
THREE.ShaderChunk.fog_fragment,
|
|
565
566
|
THREE.ShaderChunk.premultiplied_alpha_fragment,
|
|
566
567
|
THREE.ShaderChunk.dithering_fragment,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GeometryCompressionUtils.cjs","sources":["../../src/utils/GeometryCompressionUtils.js"],"sourcesContent":["/**\n * Octahedron and Quantization encodings based on work by:\n *\n * @link https://github.com/tsherif/mesh-quantization-example\n *\n */\n\nimport {\n BufferAttribute,\n Matrix3,\n Matrix4,\n MeshPhongMaterial,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n Vector3,\n REVISION,\n} from 'three'\n\nvar GeometryCompressionUtils = {\n /**\n * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.\n *\n * @param {THREE.Mesh} mesh\n * @param {String} encodeMethod\t\t\"DEFAULT\" || \"OCT1Byte\" || \"OCT2Byte\" || \"ANGLES\"\n *\n */\n compressNormals: function (mesh, encodeMethod) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const normal = mesh.geometry.attributes.normal\n\n if (!normal) {\n console.error('Geometry must contain normal attribute. ')\n }\n\n if (normal.isPacked) return\n\n if (normal.itemSize != 3) {\n console.error('normal.itemSize is not 3, which cannot be encoded. ')\n }\n\n const array = normal.array\n const count = normal.count\n\n let result\n if (encodeMethod == 'DEFAULT') {\n // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.\n result = new Uint8Array(count * 3)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[idx + 0] = encoded[0]\n result[idx + 1] = encoded[1]\n result[idx + 2] = encoded[2]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 3, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT1Byte') {\n /**\n * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage\n * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible\n * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208\n */\n\n result = new Int8Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT2Byte') {\n result = new Int16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else if (encodeMethod == 'ANGLES') {\n result = new Uint16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2])\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else {\n console.error('Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ')\n }\n\n mesh.geometry.attributes.normal.needsUpdate = true\n mesh.geometry.attributes.normal.isPacked = true\n mesh.geometry.attributes.normal.packingMethod = encodeMethod\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n if (encodeMethod == 'ANGLES') {\n mesh.material.defines.USE_PACKED_NORMAL = 0\n }\n\n if (encodeMethod == 'OCT1Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'OCT2Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'DEFAULT') {\n mesh.material.defines.USE_PACKED_NORMAL = 2\n }\n },\n\n /**\n * Make the input mesh.geometry's position attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressPositions: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const position = mesh.geometry.attributes.position\n\n if (!position) {\n console.error('Geometry must contain position attribute. ')\n }\n\n if (position.isPacked) return\n\n if (position.itemSize != 3) {\n console.error('position.itemSize is not 3, which cannot be packed. ')\n }\n\n const array = position.array\n const encodingBytes = 2\n\n const result = this.EncodingFuncs.quantizedEncode(array, encodingBytes)\n\n const quantized = result.quantized\n const decodeMat = result.decodeMat\n\n // IMPORTANT: calculate original geometry bounding info first, before updating packed positions\n if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox()\n if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere()\n\n mesh.geometry.setAttribute('position', new BufferAttribute(quantized, 3))\n mesh.geometry.attributes.position.isPacked = true\n mesh.geometry.attributes.position.needsUpdate = true\n mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_POSITION = 0\n\n mesh.material.uniforms.quantizeMatPos.value = decodeMat\n mesh.material.uniforms.quantizeMatPos.needsUpdate = true\n },\n\n /**\n * Make the input mesh.geometry's uv attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressUvs: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry property. ')\n }\n\n const uvs = mesh.geometry.attributes.uv\n\n if (!uvs) {\n console.error('Geometry must contain uv attribute. ')\n }\n\n if (uvs.isPacked) return\n\n const range = { min: Infinity, max: -Infinity }\n\n const array = uvs.array\n\n for (let i = 0; i < array.length; i++) {\n range.min = Math.min(range.min, array[i])\n range.max = Math.max(range.max, array[i])\n }\n\n let result\n\n if (range.min >= -1.0 && range.max <= 1.0) {\n // use default encoding method\n result = new Uint16Array(array.length)\n\n for (let i = 0; i < array.length; i += 2) {\n const encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2)\n\n result[i] = encoded[0]\n result[i + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 0\n } else {\n // use quantized encoding method\n result = this.EncodingFuncs.quantizedEncodeUV(array, 2)\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result.quantized, 2))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.quantized.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 1\n\n mesh.material.uniforms.quantizeMatUV.value = result.decodeMat\n mesh.material.uniforms.quantizeMatUV.needsUpdate = true\n }\n },\n\n EncodingFuncs: {\n defaultEncode: function (x, y, z, bytes) {\n if (bytes == 1) {\n const tmpx = Math.round((x + 1) * 0.5 * 255)\n const tmpy = Math.round((y + 1) * 0.5 * 255)\n const tmpz = Math.round((z + 1) * 0.5 * 255)\n return new Uint8Array([tmpx, tmpy, tmpz])\n } else if (bytes == 2) {\n const tmpx = Math.round((x + 1) * 0.5 * 65535)\n const tmpy = Math.round((y + 1) * 0.5 * 65535)\n const tmpz = Math.round((z + 1) * 0.5 * 65535)\n return new Uint16Array([tmpx, tmpy, tmpz])\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n defaultDecode: function (array, bytes) {\n if (bytes == 1) {\n return [(array[0] / 255) * 2.0 - 1.0, (array[1] / 255) * 2.0 - 1.0, (array[2] / 255) * 2.0 - 1.0]\n } else if (bytes == 2) {\n return [(array[0] / 65535) * 2.0 - 1.0, (array[1] / 65535) * 2.0 - 1.0, (array[2] / 65535) * 2.0 - 1.0]\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n // for `Angles` encoding\n anglesEncode: function (x, y, z) {\n const normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535)\n const normal1 = parseInt(0.5 * (1.0 + z) * 65535)\n return new Uint16Array([normal0, normal1])\n },\n\n // for `Octahedron` encoding\n octEncodeBest: function (x, y, z, bytes) {\n var oct, dec, best, currentCos, bestCos\n\n // Test various combinations of ceil and floor\n // to minimize rounding errors\n best = oct = octEncodeVec3(x, y, z, 'floor', 'floor')\n dec = octDecodeVec2(oct)\n bestCos = dot(x, y, z, dec)\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'floor')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'floor', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n }\n\n return best\n\n function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {\n var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n\n if (z < 0) {\n var tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n var tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1)\n\n x = tempx\n y = tempy\n\n var diff = 1 - Math.abs(x) - Math.abs(y)\n if (diff > 0) {\n diff += 0.001\n x += x > 0 ? diff / 2 : -diff / 2\n y += y > 0 ? diff / 2 : -diff / 2\n }\n }\n\n if (bytes == 1) {\n return new Int8Array([Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))])\n }\n\n if (bytes == 2) {\n return new Int16Array([\n Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)),\n Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0)),\n ])\n }\n }\n\n function octDecodeVec2(oct) {\n var x = oct[0]\n var y = oct[1]\n\n if (bytes == 1) {\n x /= x < 0 ? 127 : 128\n y /= y < 0 ? 127 : 128\n } else if (bytes == 2) {\n x /= x < 0 ? 32767 : 32768\n y /= y < 0 ? 32767 : 32768\n }\n\n var z = 1 - Math.abs(x) - Math.abs(y)\n\n if (z < 0) {\n var tmpx = x\n x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1)\n }\n\n var length = Math.sqrt(x * x + y * y + z * z)\n\n return [x / length, y / length, z / length]\n }\n\n function dot(x, y, z, vec3) {\n return x * vec3[0] + y * vec3[1] + z * vec3[2]\n }\n },\n\n quantizedEncode: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix4()\n\n const min = new Float32Array(3)\n const max = new Float32Array(3)\n\n min[0] = min[1] = min[2] = Number.MAX_VALUE\n max[0] = max[1] = max[2] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 3) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n min[2] = Math.min(min[2], array[i + 2])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n max[2] = Math.max(max[2], array[i + 2])\n }\n\n decodeMat.scale(\n new Vector3((max[0] - min[0]) / segments, (max[1] - min[1]) / segments, (max[2] - min[2]) / segments),\n )\n\n decodeMat.elements[12] = min[0]\n decodeMat.elements[13] = min[1]\n decodeMat.elements[14] = min[2]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n max[2] !== min[2] ? segments / (max[2] - min[2]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 3) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n\n quantizedEncodeUV: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix3()\n\n const min = new Float32Array(2)\n const max = new Float32Array(2)\n\n min[0] = min[1] = Number.MAX_VALUE\n max[0] = max[1] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 2) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n }\n\n decodeMat.scale((max[0] - min[0]) / segments, (max[1] - min[1]) / segments)\n\n decodeMat.elements[6] = min[0]\n decodeMat.elements[7] = min[1]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 2) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n },\n}\n\n/**\n * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial\n *\n * @param {Object} parameters\n */\nclass PackedPhongMaterial extends MeshPhongMaterial {\n constructor(parameters) {\n super()\n\n this.defines = {}\n this.type = 'PackedPhongMaterial'\n this.uniforms = UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n\n {\n quantizeMatPos: { value: null },\n quantizeMatUV: { value: null },\n },\n ])\n\n this.vertexShader = [\n '#define PHONG',\n\n 'varying vec3 vViewPosition;',\n\n '#ifndef FLAT_SHADED',\n 'varying vec3 vNormal;',\n '#endif',\n\n ShaderChunk.common,\n ShaderChunk.uv_pars_vertex,\n ShaderChunk.uv2_pars_vertex,\n ShaderChunk.displacementmap_pars_vertex,\n ShaderChunk.envmap_pars_vertex,\n ShaderChunk.color_pars_vertex,\n ShaderChunk.fog_pars_vertex,\n ShaderChunk.morphtarget_pars_vertex,\n ShaderChunk.skinning_pars_vertex,\n ShaderChunk.shadowmap_pars_vertex,\n ShaderChunk.logdepthbuf_pars_vertex,\n ShaderChunk.clipping_planes_pars_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\t#if USE_PACKED_NORMAL == 0\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat x = packedNormal.x * 2.0 - 1.0;\n\t\t\t\t\t\t\tfloat y = packedNormal.y * 2.0 - 1.0;\n\t\t\t\t\t\t\tvec2 scth = vec2(sin(x * PI), cos(x * PI));\n\t\t\t\t\t\t\tvec2 scphi = vec2(sqrt(1.0 - y * y), y);\n\t\t\t\t\t\t\treturn normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 1\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));\n\t\t\t\t\t\t\tif (v.z < 0.0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tv.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 2\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = (packedNormal * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\tuniform mat4 quantizeMatPos;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tuniform mat3 quantizeMatUV;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 0\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = (packedUV * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n 'void main() {',\n\n ShaderChunk.uv_vertex,\n\n `#ifdef USE_UV\n\t\t\t\t\t#ifdef USE_PACKED_UV\n\t\t\t\t\t\tvUv = decodeUV(vUv);\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.uv2_vertex,\n ShaderChunk.color_vertex,\n ShaderChunk.beginnormal_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\tobjectNormal = decodeNormal(objectNormal);\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_TANGENT\n\t\t\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t\t#endif\n\t\t\t\t`,\n\n ShaderChunk.morphnormal_vertex,\n ShaderChunk.skinbase_vertex,\n ShaderChunk.skinnormal_vertex,\n ShaderChunk.defaultnormal_vertex,\n\n '#ifndef FLAT_SHADED',\n '\tvNormal = normalize( transformedNormal );',\n '#endif',\n\n ShaderChunk.begin_vertex,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\ttransformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.morphtarget_vertex,\n ShaderChunk.skinning_vertex,\n ShaderChunk.displacementmap_vertex,\n ShaderChunk.project_vertex,\n ShaderChunk.logdepthbuf_vertex,\n ShaderChunk.clipping_planes_vertex,\n\n 'vViewPosition = - mvPosition.xyz;',\n\n ShaderChunk.worldpos_vertex,\n ShaderChunk.envmap_vertex,\n ShaderChunk.shadowmap_vertex,\n ShaderChunk.fog_vertex,\n\n '}',\n ].join('\\n')\n\n // Use the original MeshPhongMaterial's fragmentShader.\n this.fragmentShader = [\n '#define PHONG',\n\n 'uniform vec3 diffuse;',\n 'uniform vec3 emissive;',\n 'uniform vec3 specular;',\n 'uniform float shininess;',\n 'uniform float opacity;',\n\n ShaderChunk.common,\n ShaderChunk.packing,\n ShaderChunk.dithering_pars_fragment,\n ShaderChunk.color_pars_fragment,\n ShaderChunk.uv_pars_fragment,\n ShaderChunk.uv2_pars_fragment,\n ShaderChunk.map_pars_fragment,\n ShaderChunk.alphamap_pars_fragment,\n ShaderChunk.aomap_pars_fragment,\n ShaderChunk.lightmap_pars_fragment,\n ShaderChunk.emissivemap_pars_fragment,\n ShaderChunk.envmap_common_pars_fragment,\n ShaderChunk.envmap_pars_fragment,\n ShaderChunk.cube_uv_reflection_fragment,\n ShaderChunk.fog_pars_fragment,\n ShaderChunk.bsdfs,\n ShaderChunk.lights_pars_begin,\n ShaderChunk.lights_phong_pars_fragment,\n ShaderChunk.shadowmap_pars_fragment,\n ShaderChunk.bumpmap_pars_fragment,\n ShaderChunk.normalmap_pars_fragment,\n ShaderChunk.specularmap_pars_fragment,\n ShaderChunk.logdepthbuf_pars_fragment,\n ShaderChunk.clipping_planes_pars_fragment,\n\n 'void main() {',\n\n ShaderChunk.clipping_planes_fragment,\n\n 'vec4 diffuseColor = vec4( diffuse, opacity );',\n 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',\n 'vec3 totalEmissiveRadiance = emissive;',\n\n ShaderChunk.logdepthbuf_fragment,\n ShaderChunk.map_fragment,\n ShaderChunk.color_fragment,\n ShaderChunk.alphamap_fragment,\n ShaderChunk.alphatest_fragment,\n ShaderChunk.specularmap_fragment,\n ShaderChunk.normal_fragment_begin,\n ShaderChunk.normal_fragment_maps,\n ShaderChunk.emissivemap_fragment,\n\n // accumulation\n ShaderChunk.lights_phong_fragment,\n ShaderChunk.lights_fragment_begin,\n ShaderChunk.lights_fragment_maps,\n ShaderChunk.lights_fragment_end,\n\n // modulation\n ShaderChunk.aomap_fragment,\n\n 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',\n\n ShaderChunk.envmap_fragment,\n\n 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',\n\n ShaderChunk.tonemapping_fragment,\n parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? ShaderChunk.colorspace_fragment : ShaderChunk.encodings_fragment,\n ShaderChunk.fog_fragment,\n ShaderChunk.premultiplied_alpha_fragment,\n ShaderChunk.dithering_fragment,\n '}',\n ].join('\\n')\n\n this.setValues(parameters)\n }\n}\n\nexport { GeometryCompressionUtils, PackedPhongMaterial }\n"],"names":["BufferAttribute","x","y","oct","z","Matrix4","Vector3","Matrix3","MeshPhongMaterial","UniformsUtils","ShaderLib","ShaderChunk","REVISION"],"mappings":";;;AAmBG,IAAC,2BAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAS7B,iBAAiB,SAAU,MAAM,cAAc;AAC7C,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,8BAA8B;AAAA,IAC7C;AAED,UAAM,SAAS,KAAK,SAAS,WAAW;AAExC,QAAI,CAAC,QAAQ;AACX,cAAQ,MAAM,0CAA0C;AAAA,IACzD;AAED,QAAI,OAAO;AAAU;AAErB,QAAI,OAAO,YAAY,GAAG;AACxB,cAAQ,MAAM,qDAAqD;AAAA,IACpE;AAED,UAAM,QAAQ,OAAO;AACrB,UAAM,QAAQ,OAAO;AAErB,QAAI;AACJ,QAAI,gBAAgB,WAAW;AAE7B,eAAS,IAAI,WAAW,QAAQ,CAAC;AAEjC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAC3B,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAC3B,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAAA,MAC5B;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,YAAY;AAOrC,eAAS,IAAI,UAAU,QAAQ,CAAC;AAEhC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,YAAY;AACrC,eAAS,IAAI,WAAW,QAAQ,CAAC;AAEjC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,UAAU;AACnC,eAAS,IAAI,YAAY,QAAQ,CAAC;AAElC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,aAAa,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,CAAC;AAE1F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,OAAW;AACL,cAAQ,MAAM,0EAA0E;AAAA,IACzF;AAED,SAAK,SAAS,WAAW,OAAO,cAAc;AAC9C,SAAK,SAAS,WAAW,OAAO,WAAW;AAC3C,SAAK,SAAS,WAAW,OAAO,gBAAgB;AAGhD,QAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,WAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,IAC7D;AAED,QAAI,gBAAgB,UAAU;AAC5B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,YAAY;AAC9B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,YAAY;AAC9B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,WAAW;AAC7B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASD,mBAAmB,SAAU,MAAM;AACjC,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,8BAA8B;AAAA,IAC7C;AAED,UAAM,WAAW,KAAK,SAAS,WAAW;AAE1C,QAAI,CAAC,UAAU;AACb,cAAQ,MAAM,4CAA4C;AAAA,IAC3D;AAED,QAAI,SAAS;AAAU;AAEvB,QAAI,SAAS,YAAY,GAAG;AAC1B,cAAQ,MAAM,sDAAsD;AAAA,IACrE;AAED,UAAM,QAAQ,SAAS;AACvB,UAAM,gBAAgB;AAEtB,UAAM,SAAS,KAAK,cAAc,gBAAgB,OAAO,aAAa;AAEtE,UAAM,YAAY,OAAO;AACzB,UAAM,YAAY,OAAO;AAGzB,QAAI,KAAK,SAAS,eAAe;AAAM,WAAK,SAAS,mBAAoB;AACzE,QAAI,KAAK,SAAS,kBAAkB;AAAM,WAAK,SAAS,sBAAuB;AAE/E,SAAK,SAAS,aAAa,YAAY,IAAIA,sBAAgB,WAAW,CAAC,CAAC;AACxE,SAAK,SAAS,WAAW,SAAS,WAAW;AAC7C,SAAK,SAAS,WAAW,SAAS,cAAc;AAChD,SAAK,SAAS,WAAW,SAAS,QAAQ,UAAU,SAAS;AAG7D,QAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,WAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,IAC7D;AAED,SAAK,SAAS,QAAQ,sBAAsB;AAE5C,SAAK,SAAS,SAAS,eAAe,QAAQ;AAC9C,SAAK,SAAS,SAAS,eAAe,cAAc;AAAA,EACrD;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASD,aAAa,SAAU,MAAM;AAC3B,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,uCAAuC;AAAA,IACtD;AAED,UAAM,MAAM,KAAK,SAAS,WAAW;AAErC,QAAI,CAAC,KAAK;AACR,cAAQ,MAAM,sCAAsC;AAAA,IACrD;AAED,QAAI,IAAI;AAAU;AAElB,UAAM,QAAQ,EAAE,KAAK,UAAU,KAAK,UAAW;AAE/C,UAAM,QAAQ,IAAI;AAElB,aAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AACrC,YAAM,MAAM,KAAK,IAAI,MAAM,KAAK,MAAM,CAAC,CAAC;AACxC,YAAM,MAAM,KAAK,IAAI,MAAM,KAAK,MAAM,CAAC,CAAC;AAAA,IACzC;AAED,QAAI;AAEJ,QAAI,MAAM,OAAO,MAAQ,MAAM,OAAO,GAAK;AAEzC,eAAS,IAAI,YAAY,MAAM,MAAM;AAErC,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,CAAC,GAAG,MAAM,IAAI,CAAC,GAAG,GAAG,CAAC;AAE7E,eAAO,CAAC,IAAI,QAAQ,CAAC;AACrB,eAAO,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MAC1B;AAED,WAAK,SAAS,aAAa,MAAM,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACrE,WAAK,SAAS,WAAW,GAAG,WAAW;AACvC,WAAK,SAAS,WAAW,GAAG,cAAc;AAC1C,WAAK,SAAS,WAAW,GAAG,QAAQ,OAAO,SAAS;AAEpD,UAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,aAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,MAC7D;AAED,WAAK,SAAS,QAAQ,gBAAgB;AAAA,IAC5C,OAAW;AAEL,eAAS,KAAK,cAAc,kBAAkB,OAAO,CAAC;AAEtD,WAAK,SAAS,aAAa,MAAM,IAAIA,MAAAA,gBAAgB,OAAO,WAAW,CAAC,CAAC;AACzE,WAAK,SAAS,WAAW,GAAG,WAAW;AACvC,WAAK,SAAS,WAAW,GAAG,cAAc;AAC1C,WAAK,SAAS,WAAW,GAAG,QAAQ,OAAO,UAAU,SAAS;AAE9D,UAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,aAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,MAC7D;AAED,WAAK,SAAS,QAAQ,gBAAgB;AAEtC,WAAK,SAAS,SAAS,cAAc,QAAQ,OAAO;AACpD,WAAK,SAAS,SAAS,cAAc,cAAc;AAAA,IACpD;AAAA,EACF;AAAA,EAED,eAAe;AAAA,IACb,eAAe,SAAU,GAAG,GAAG,GAAG,OAAO;AACvC,UAAI,SAAS,GAAG;AACd,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,eAAO,IAAI,WAAW,CAAC,MAAM,MAAM,IAAI,CAAC;AAAA,MAChD,WAAiB,SAAS,GAAG;AACrB,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,eAAO,IAAI,YAAY,CAAC,MAAM,MAAM,IAAI,CAAC;AAAA,MACjD,OAAa;AACL,gBAAQ,MAAM,gCAAgC;AAAA,MAC/C;AAAA,IACF;AAAA,IAED,eAAe,SAAU,OAAO,OAAO;AACrC,UAAI,SAAS,GAAG;AACd,eAAO,CAAE,MAAM,CAAC,IAAI,MAAO,IAAM,GAAM,MAAM,CAAC,IAAI,MAAO,IAAM,GAAM,MAAM,CAAC,IAAI,MAAO,IAAM,CAAG;AAAA,MACxG,WAAiB,SAAS,GAAG;AACrB,eAAO,CAAE,MAAM,CAAC,IAAI,QAAS,IAAM,GAAM,MAAM,CAAC,IAAI,QAAS,IAAM,GAAM,MAAM,CAAC,IAAI,QAAS,IAAM,CAAG;AAAA,MAC9G,OAAa;AACL,gBAAQ,MAAM,gCAAgC;AAAA,MAC/C;AAAA,IACF;AAAA;AAAA,IAGD,cAAc,SAAU,GAAG,GAAG,GAAG;AAC/B,YAAM,UAAU,SAAS,OAAO,IAAM,KAAK,MAAM,GAAG,CAAC,IAAI,KAAK,MAAM,KAAK;AACzE,YAAM,UAAU,SAAS,OAAO,IAAM,KAAK,KAAK;AAChD,aAAO,IAAI,YAAY,CAAC,SAAS,OAAO,CAAC;AAAA,IAC1C;AAAA;AAAA,IAGD,eAAe,SAAU,GAAG,GAAG,GAAG,OAAO;AACvC,UAAI,KAAK,KAAK,MAAM,YAAY;AAIhC,aAAO,MAAM,cAAc,GAAG,GAAG,GAAG,SAAS,OAAO;AACpD,YAAM,cAAc,GAAG;AACvB,gBAAU,IAAI,GAAG,GAAG,GAAG,GAAG;AAE1B,YAAM,cAAc,GAAG,GAAG,GAAG,QAAQ,OAAO;AAC5C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AACP,kBAAU;AAAA,MACX;AAED,YAAM,cAAc,GAAG,GAAG,GAAG,SAAS,MAAM;AAC5C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AACP,kBAAU;AAAA,MACX;AAED,YAAM,cAAc,GAAG,GAAG,GAAG,QAAQ,MAAM;AAC3C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AAAA,MACR;AAED,aAAO;AAEP,eAAS,cAAc,IAAI,IAAI,IAAI,OAAO,OAAO;AAC/C,YAAIC,KAAI,MAAM,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE;AACvD,YAAIC,KAAI,MAAM,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE;AAEvD,YAAI,IAAI,GAAG;AACT,cAAI,SAAS,IAAI,KAAK,IAAIA,EAAC,MAAMD,MAAK,IAAI,IAAI;AAC9C,cAAI,SAAS,IAAI,KAAK,IAAIA,EAAC,MAAMC,MAAK,IAAI,IAAI;AAE9C,UAAAD,KAAI;AACJ,UAAAC,KAAI;AAEJ,cAAI,OAAO,IAAI,KAAK,IAAID,EAAC,IAAI,KAAK,IAAIC,EAAC;AACvC,cAAI,OAAO,GAAG;AACZ,oBAAQ;AACR,YAAAD,MAAKA,KAAI,IAAI,OAAO,IAAI,CAAC,OAAO;AAChC,YAAAC,MAAKA,KAAI,IAAI,OAAO,IAAI,CAAC,OAAO;AAAA,UACjC;AAAA,QACF;AAED,YAAI,SAAS,GAAG;AACd,iBAAO,IAAI,UAAU,CAAC,KAAK,KAAK,EAAED,KAAI,SAASA,KAAI,IAAI,IAAI,EAAE,GAAG,KAAK,KAAK,EAAEC,KAAI,SAASA,KAAI,IAAI,IAAI,EAAE,CAAC,CAAC;AAAA,QAC1G;AAED,YAAI,SAAS,GAAG;AACd,iBAAO,IAAI,WAAW;AAAA,YACpB,KAAK,KAAK,EAAED,KAAI,WAAWA,KAAI,IAAI,IAAI,EAAE;AAAA,YACzC,KAAK,KAAK,EAAEC,KAAI,WAAWA,KAAI,IAAI,IAAI,EAAE;AAAA,UACrD,CAAW;AAAA,QACF;AAAA,MACF;AAED,eAAS,cAAcC,MAAK;AAC1B,YAAIF,KAAIE,KAAI,CAAC;AACb,YAAID,KAAIC,KAAI,CAAC;AAEb,YAAI,SAAS,GAAG;AACd,UAAAF,MAAKA,KAAI,IAAI,MAAM;AACnB,UAAAC,MAAKA,KAAI,IAAI,MAAM;AAAA,QAC7B,WAAmB,SAAS,GAAG;AACrB,UAAAD,MAAKA,KAAI,IAAI,QAAQ;AACrB,UAAAC,MAAKA,KAAI,IAAI,QAAQ;AAAA,QACtB;AAED,YAAIE,KAAI,IAAI,KAAK,IAAIH,EAAC,IAAI,KAAK,IAAIC,EAAC;AAEpC,YAAIE,KAAI,GAAG;AACT,cAAI,OAAOH;AACX,UAAAA,MAAK,IAAI,KAAK,IAAIC,EAAC,MAAMD,MAAK,IAAI,IAAI;AACtC,UAAAC,MAAK,IAAI,KAAK,IAAI,IAAI,MAAMA,MAAK,IAAI,IAAI;AAAA,QAC1C;AAED,YAAI,SAAS,KAAK,KAAKD,KAAIA,KAAIC,KAAIA,KAAIE,KAAIA,EAAC;AAE5C,eAAO,CAACH,KAAI,QAAQC,KAAI,QAAQE,KAAI,MAAM;AAAA,MAC3C;AAED,eAAS,IAAIH,IAAGC,IAAGE,IAAG,MAAM;AAC1B,eAAOH,KAAI,KAAK,CAAC,IAAIC,KAAI,KAAK,CAAC,IAAIE,KAAI,KAAK,CAAC;AAAA,MAC9C;AAAA,IACF;AAAA,IAED,iBAAiB,SAAU,OAAO,OAAO;AACvC,UAAI,WAAW;AAEf,UAAI,SAAS,GAAG;AACd,oBAAY,IAAI,WAAW,MAAM,MAAM;AACvC,mBAAW;AAAA,MACnB,WAAiB,SAAS,GAAG;AACrB,oBAAY,IAAI,YAAY,MAAM,MAAM;AACxC,mBAAW;AAAA,MACnB,OAAa;AACL,gBAAQ,MAAM,yBAAyB;AAAA,MACxC;AAED,YAAM,YAAY,IAAIC,cAAS;AAE/B,YAAM,MAAM,IAAI,aAAa,CAAC;AAC9B,YAAM,MAAM,IAAI,aAAa,CAAC;AAE9B,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO;AAClC,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO;AAEnC,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AAAA,MACvC;AAED,gBAAU;AAAA,QACR,IAAIC,MAAO,SAAE,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,QAAQ;AAAA,MACrG;AAED,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAC9B,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAC9B,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAE9B,gBAAU,UAAW;AAErB,YAAM,aAAa,IAAI,aAAa;AAAA,QAClC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,MAC3D,CAAO;AAED,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AAAA,MACtE;AAED,aAAO;AAAA,QACL;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,IAED,mBAAmB,SAAU,OAAO,OAAO;AACzC,UAAI,WAAW;AAEf,UAAI,SAAS,GAAG;AACd,oBAAY,IAAI,WAAW,MAAM,MAAM;AACvC,mBAAW;AAAA,MACnB,WAAiB,SAAS,GAAG;AACrB,oBAAY,IAAI,YAAY,MAAM,MAAM;AACxC,mBAAW;AAAA,MACnB,OAAa;AACL,gBAAQ,MAAM,yBAAyB;AAAA,MACxC;AAED,YAAM,YAAY,IAAIC,cAAS;AAE/B,YAAM,MAAM,IAAI,aAAa,CAAC;AAC9B,YAAM,MAAM,IAAI,aAAa,CAAC;AAE9B,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO;AACzB,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO;AAE1B,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AAAA,MACvC;AAED,gBAAU,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,QAAQ;AAE1E,gBAAU,SAAS,CAAC,IAAI,IAAI,CAAC;AAC7B,gBAAU,SAAS,CAAC,IAAI,IAAI,CAAC;AAE7B,gBAAU,UAAW;AAErB,YAAM,aAAa,IAAI,aAAa;AAAA,QAClC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,MAC3D,CAAO;AAED,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AAAA,MACtE;AAED,aAAO;AAAA,QACL;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,EACF;AACH;AAOA,MAAM,4BAA4BC,MAAAA,kBAAkB;AAAA,EAClD,YAAY,YAAY;AACtB,UAAO;AAEP,SAAK,UAAU,CAAE;AACjB,SAAK,OAAO;AACZ,SAAK,WAAWC,MAAa,cAAC,MAAM;AAAA,MAClCC,MAAS,UAAC,MAAM;AAAA,MAEhB;AAAA,QACE,gBAAgB,EAAE,OAAO,KAAM;AAAA,QAC/B,eAAe,EAAE,OAAO,KAAM;AAAA,MAC/B;AAAA,IACP,CAAK;AAED,SAAK,eAAe;AAAA,MAClB;AAAA,MAEA;AAAA,MAEA;AAAA,MACA;AAAA,MACA;AAAA,MAEAC,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAiCA;AAAA;AAAA;AAAA;AAAA;AAAA,MAMA;AAAA;AAAA;AAAA;AAAA;AAAA,MAMA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAkBA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA,MAMAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MASAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA,MAMAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,IACN,EAAM,KAAK,IAAI;AAGX,SAAK,iBAAiB;AAAA,MACpB;AAAA,MAEA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA;AAAA,MAGZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA;AAAA,MAGZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZ,SAASC,MAAQ,SAAC,QAAQ,QAAQ,EAAE,CAAC,KAAK,MAAMD,MAAW,YAAC,sBAAsBA,MAAAA,YAAY;AAAA,MAC9FA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZ;AAAA,IACN,EAAM,KAAK,IAAI;AAEX,SAAK,UAAU,UAAU;AAAA,EAC1B;AACH;;;"}
|
|
1
|
+
{"version":3,"file":"GeometryCompressionUtils.cjs","sources":["../../src/utils/GeometryCompressionUtils.js"],"sourcesContent":["/**\n * Octahedron and Quantization encodings based on work by:\n *\n * @link https://github.com/tsherif/mesh-quantization-example\n *\n */\n\nimport {\n BufferAttribute,\n Matrix3,\n Matrix4,\n MeshPhongMaterial,\n ShaderChunk,\n ShaderLib,\n UniformsUtils,\n Vector3,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nvar GeometryCompressionUtils = {\n /**\n * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.\n *\n * @param {THREE.Mesh} mesh\n * @param {String} encodeMethod\t\t\"DEFAULT\" || \"OCT1Byte\" || \"OCT2Byte\" || \"ANGLES\"\n *\n */\n compressNormals: function (mesh, encodeMethod) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const normal = mesh.geometry.attributes.normal\n\n if (!normal) {\n console.error('Geometry must contain normal attribute. ')\n }\n\n if (normal.isPacked) return\n\n if (normal.itemSize != 3) {\n console.error('normal.itemSize is not 3, which cannot be encoded. ')\n }\n\n const array = normal.array\n const count = normal.count\n\n let result\n if (encodeMethod == 'DEFAULT') {\n // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.\n result = new Uint8Array(count * 3)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[idx + 0] = encoded[0]\n result[idx + 1] = encoded[1]\n result[idx + 2] = encoded[2]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 3, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT1Byte') {\n /**\n * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage\n * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible\n * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208\n */\n\n result = new Int8Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 1\n } else if (encodeMethod == 'OCT2Byte') {\n result = new Int16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2)\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else if (encodeMethod == 'ANGLES') {\n result = new Uint16Array(count * 2)\n\n for (let idx = 0; idx < array.length; idx += 3) {\n const encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2])\n\n result[(idx / 3) * 2 + 0] = encoded[0]\n result[(idx / 3) * 2 + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.normal.bytes = result.length * 2\n } else {\n console.error('Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ')\n }\n\n mesh.geometry.attributes.normal.needsUpdate = true\n mesh.geometry.attributes.normal.isPacked = true\n mesh.geometry.attributes.normal.packingMethod = encodeMethod\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n if (encodeMethod == 'ANGLES') {\n mesh.material.defines.USE_PACKED_NORMAL = 0\n }\n\n if (encodeMethod == 'OCT1Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'OCT2Byte') {\n mesh.material.defines.USE_PACKED_NORMAL = 1\n }\n\n if (encodeMethod == 'DEFAULT') {\n mesh.material.defines.USE_PACKED_NORMAL = 2\n }\n },\n\n /**\n * Make the input mesh.geometry's position attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressPositions: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry. ')\n }\n\n const position = mesh.geometry.attributes.position\n\n if (!position) {\n console.error('Geometry must contain position attribute. ')\n }\n\n if (position.isPacked) return\n\n if (position.itemSize != 3) {\n console.error('position.itemSize is not 3, which cannot be packed. ')\n }\n\n const array = position.array\n const encodingBytes = 2\n\n const result = this.EncodingFuncs.quantizedEncode(array, encodingBytes)\n\n const quantized = result.quantized\n const decodeMat = result.decodeMat\n\n // IMPORTANT: calculate original geometry bounding info first, before updating packed positions\n if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox()\n if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere()\n\n mesh.geometry.setAttribute('position', new BufferAttribute(quantized, 3))\n mesh.geometry.attributes.position.isPacked = true\n mesh.geometry.attributes.position.needsUpdate = true\n mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes\n\n // modify material\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_POSITION = 0\n\n mesh.material.uniforms.quantizeMatPos.value = decodeMat\n mesh.material.uniforms.quantizeMatPos.needsUpdate = true\n },\n\n /**\n * Make the input mesh.geometry's uv attribute encoded and compressed.\n * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.\n *\n * @param {THREE.Mesh} mesh\n *\n */\n compressUvs: function (mesh) {\n if (!mesh.geometry) {\n console.error('Mesh must contain geometry property. ')\n }\n\n const uvs = mesh.geometry.attributes.uv\n\n if (!uvs) {\n console.error('Geometry must contain uv attribute. ')\n }\n\n if (uvs.isPacked) return\n\n const range = { min: Infinity, max: -Infinity }\n\n const array = uvs.array\n\n for (let i = 0; i < array.length; i++) {\n range.min = Math.min(range.min, array[i])\n range.max = Math.max(range.max, array[i])\n }\n\n let result\n\n if (range.min >= -1.0 && range.max <= 1.0) {\n // use default encoding method\n result = new Uint16Array(array.length)\n\n for (let i = 0; i < array.length; i += 2) {\n const encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2)\n\n result[i] = encoded[0]\n result[i + 1] = encoded[1]\n }\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result, 2, true))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 0\n } else {\n // use quantized encoding method\n result = this.EncodingFuncs.quantizedEncodeUV(array, 2)\n\n mesh.geometry.setAttribute('uv', new BufferAttribute(result.quantized, 2))\n mesh.geometry.attributes.uv.isPacked = true\n mesh.geometry.attributes.uv.needsUpdate = true\n mesh.geometry.attributes.uv.bytes = result.quantized.length * 2\n\n if (!(mesh.material instanceof PackedPhongMaterial)) {\n mesh.material = new PackedPhongMaterial().copy(mesh.material)\n }\n\n mesh.material.defines.USE_PACKED_UV = 1\n\n mesh.material.uniforms.quantizeMatUV.value = result.decodeMat\n mesh.material.uniforms.quantizeMatUV.needsUpdate = true\n }\n },\n\n EncodingFuncs: {\n defaultEncode: function (x, y, z, bytes) {\n if (bytes == 1) {\n const tmpx = Math.round((x + 1) * 0.5 * 255)\n const tmpy = Math.round((y + 1) * 0.5 * 255)\n const tmpz = Math.round((z + 1) * 0.5 * 255)\n return new Uint8Array([tmpx, tmpy, tmpz])\n } else if (bytes == 2) {\n const tmpx = Math.round((x + 1) * 0.5 * 65535)\n const tmpy = Math.round((y + 1) * 0.5 * 65535)\n const tmpz = Math.round((z + 1) * 0.5 * 65535)\n return new Uint16Array([tmpx, tmpy, tmpz])\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n defaultDecode: function (array, bytes) {\n if (bytes == 1) {\n return [(array[0] / 255) * 2.0 - 1.0, (array[1] / 255) * 2.0 - 1.0, (array[2] / 255) * 2.0 - 1.0]\n } else if (bytes == 2) {\n return [(array[0] / 65535) * 2.0 - 1.0, (array[1] / 65535) * 2.0 - 1.0, (array[2] / 65535) * 2.0 - 1.0]\n } else {\n console.error('number of bytes must be 1 or 2')\n }\n },\n\n // for `Angles` encoding\n anglesEncode: function (x, y, z) {\n const normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535)\n const normal1 = parseInt(0.5 * (1.0 + z) * 65535)\n return new Uint16Array([normal0, normal1])\n },\n\n // for `Octahedron` encoding\n octEncodeBest: function (x, y, z, bytes) {\n var oct, dec, best, currentCos, bestCos\n\n // Test various combinations of ceil and floor\n // to minimize rounding errors\n best = oct = octEncodeVec3(x, y, z, 'floor', 'floor')\n dec = octDecodeVec2(oct)\n bestCos = dot(x, y, z, dec)\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'floor')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'floor', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n bestCos = currentCos\n }\n\n oct = octEncodeVec3(x, y, z, 'ceil', 'ceil')\n dec = octDecodeVec2(oct)\n currentCos = dot(x, y, z, dec)\n\n if (currentCos > bestCos) {\n best = oct\n }\n\n return best\n\n function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {\n var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0))\n\n if (z < 0) {\n var tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n var tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1)\n\n x = tempx\n y = tempy\n\n var diff = 1 - Math.abs(x) - Math.abs(y)\n if (diff > 0) {\n diff += 0.001\n x += x > 0 ? diff / 2 : -diff / 2\n y += y > 0 ? diff / 2 : -diff / 2\n }\n }\n\n if (bytes == 1) {\n return new Int8Array([Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))])\n }\n\n if (bytes == 2) {\n return new Int16Array([\n Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)),\n Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0)),\n ])\n }\n }\n\n function octDecodeVec2(oct) {\n var x = oct[0]\n var y = oct[1]\n\n if (bytes == 1) {\n x /= x < 0 ? 127 : 128\n y /= y < 0 ? 127 : 128\n } else if (bytes == 2) {\n x /= x < 0 ? 32767 : 32768\n y /= y < 0 ? 32767 : 32768\n }\n\n var z = 1 - Math.abs(x) - Math.abs(y)\n\n if (z < 0) {\n var tmpx = x\n x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1)\n y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1)\n }\n\n var length = Math.sqrt(x * x + y * y + z * z)\n\n return [x / length, y / length, z / length]\n }\n\n function dot(x, y, z, vec3) {\n return x * vec3[0] + y * vec3[1] + z * vec3[2]\n }\n },\n\n quantizedEncode: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix4()\n\n const min = new Float32Array(3)\n const max = new Float32Array(3)\n\n min[0] = min[1] = min[2] = Number.MAX_VALUE\n max[0] = max[1] = max[2] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 3) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n min[2] = Math.min(min[2], array[i + 2])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n max[2] = Math.max(max[2], array[i + 2])\n }\n\n decodeMat.scale(\n new Vector3((max[0] - min[0]) / segments, (max[1] - min[1]) / segments, (max[2] - min[2]) / segments),\n )\n\n decodeMat.elements[12] = min[0]\n decodeMat.elements[13] = min[1]\n decodeMat.elements[14] = min[2]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n max[2] !== min[2] ? segments / (max[2] - min[2]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 3) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n\n quantizedEncodeUV: function (array, bytes) {\n let quantized, segments\n\n if (bytes == 1) {\n quantized = new Uint8Array(array.length)\n segments = 255\n } else if (bytes == 2) {\n quantized = new Uint16Array(array.length)\n segments = 65535\n } else {\n console.error('number of bytes error! ')\n }\n\n const decodeMat = new Matrix3()\n\n const min = new Float32Array(2)\n const max = new Float32Array(2)\n\n min[0] = min[1] = Number.MAX_VALUE\n max[0] = max[1] = -Number.MAX_VALUE\n\n for (let i = 0; i < array.length; i += 2) {\n min[0] = Math.min(min[0], array[i + 0])\n min[1] = Math.min(min[1], array[i + 1])\n max[0] = Math.max(max[0], array[i + 0])\n max[1] = Math.max(max[1], array[i + 1])\n }\n\n decodeMat.scale((max[0] - min[0]) / segments, (max[1] - min[1]) / segments)\n\n decodeMat.elements[6] = min[0]\n decodeMat.elements[7] = min[1]\n\n decodeMat.transpose()\n\n const multiplier = new Float32Array([\n max[0] !== min[0] ? segments / (max[0] - min[0]) : 0,\n max[1] !== min[1] ? segments / (max[1] - min[1]) : 0,\n ])\n\n for (let i = 0; i < array.length; i += 2) {\n quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0])\n quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1])\n }\n\n return {\n quantized: quantized,\n decodeMat: decodeMat,\n }\n },\n },\n}\n\n/**\n * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial\n *\n * @param {Object} parameters\n */\nclass PackedPhongMaterial extends MeshPhongMaterial {\n constructor(parameters) {\n super()\n\n this.defines = {}\n this.type = 'PackedPhongMaterial'\n this.uniforms = UniformsUtils.merge([\n ShaderLib.phong.uniforms,\n\n {\n quantizeMatPos: { value: null },\n quantizeMatUV: { value: null },\n },\n ])\n\n this.vertexShader = [\n '#define PHONG',\n\n 'varying vec3 vViewPosition;',\n\n '#ifndef FLAT_SHADED',\n 'varying vec3 vNormal;',\n '#endif',\n\n ShaderChunk.common,\n ShaderChunk.uv_pars_vertex,\n ShaderChunk.uv2_pars_vertex,\n ShaderChunk.displacementmap_pars_vertex,\n ShaderChunk.envmap_pars_vertex,\n ShaderChunk.color_pars_vertex,\n ShaderChunk.fog_pars_vertex,\n ShaderChunk.morphtarget_pars_vertex,\n ShaderChunk.skinning_pars_vertex,\n ShaderChunk.shadowmap_pars_vertex,\n ShaderChunk.logdepthbuf_pars_vertex,\n ShaderChunk.clipping_planes_pars_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\t#if USE_PACKED_NORMAL == 0\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat x = packedNormal.x * 2.0 - 1.0;\n\t\t\t\t\t\t\tfloat y = packedNormal.y * 2.0 - 1.0;\n\t\t\t\t\t\t\tvec2 scth = vec2(sin(x * PI), cos(x * PI));\n\t\t\t\t\t\t\tvec2 scphi = vec2(sqrt(1.0 - y * y), y);\n\t\t\t\t\t\t\treturn normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 1\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));\n\t\t\t\t\t\t\tif (v.z < 0.0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tv.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 2\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = (packedNormal * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\tuniform mat4 quantizeMatPos;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tuniform mat3 quantizeMatUV;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n `#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 0\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = (packedUV * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n 'void main() {',\n\n ShaderChunk.uv_vertex,\n\n `#ifdef USE_UV\n\t\t\t\t\t#ifdef USE_PACKED_UV\n\t\t\t\t\t\tvUv = decodeUV(vUv);\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.uv2_vertex,\n ShaderChunk.color_vertex,\n ShaderChunk.beginnormal_vertex,\n\n `#ifdef USE_PACKED_NORMAL\n\t\t\t\t\tobjectNormal = decodeNormal(objectNormal);\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_TANGENT\n\t\t\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t\t#endif\n\t\t\t\t`,\n\n ShaderChunk.morphnormal_vertex,\n ShaderChunk.skinbase_vertex,\n ShaderChunk.skinnormal_vertex,\n ShaderChunk.defaultnormal_vertex,\n\n '#ifndef FLAT_SHADED',\n '\tvNormal = normalize( transformedNormal );',\n '#endif',\n\n ShaderChunk.begin_vertex,\n\n `#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\ttransformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;\n\t\t\t\t\t#endif\n\t\t\t\t#endif`,\n\n ShaderChunk.morphtarget_vertex,\n ShaderChunk.skinning_vertex,\n ShaderChunk.displacementmap_vertex,\n ShaderChunk.project_vertex,\n ShaderChunk.logdepthbuf_vertex,\n ShaderChunk.clipping_planes_vertex,\n\n 'vViewPosition = - mvPosition.xyz;',\n\n ShaderChunk.worldpos_vertex,\n ShaderChunk.envmap_vertex,\n ShaderChunk.shadowmap_vertex,\n ShaderChunk.fog_vertex,\n\n '}',\n ].join('\\n')\n\n // Use the original MeshPhongMaterial's fragmentShader.\n this.fragmentShader = [\n '#define PHONG',\n\n 'uniform vec3 diffuse;',\n 'uniform vec3 emissive;',\n 'uniform vec3 specular;',\n 'uniform float shininess;',\n 'uniform float opacity;',\n\n ShaderChunk.common,\n ShaderChunk.packing,\n ShaderChunk.dithering_pars_fragment,\n ShaderChunk.color_pars_fragment,\n ShaderChunk.uv_pars_fragment,\n ShaderChunk.uv2_pars_fragment,\n ShaderChunk.map_pars_fragment,\n ShaderChunk.alphamap_pars_fragment,\n ShaderChunk.aomap_pars_fragment,\n ShaderChunk.lightmap_pars_fragment,\n ShaderChunk.emissivemap_pars_fragment,\n ShaderChunk.envmap_common_pars_fragment,\n ShaderChunk.envmap_pars_fragment,\n ShaderChunk.cube_uv_reflection_fragment,\n ShaderChunk.fog_pars_fragment,\n ShaderChunk.bsdfs,\n ShaderChunk.lights_pars_begin,\n ShaderChunk.lights_phong_pars_fragment,\n ShaderChunk.shadowmap_pars_fragment,\n ShaderChunk.bumpmap_pars_fragment,\n ShaderChunk.normalmap_pars_fragment,\n ShaderChunk.specularmap_pars_fragment,\n ShaderChunk.logdepthbuf_pars_fragment,\n ShaderChunk.clipping_planes_pars_fragment,\n\n 'void main() {',\n\n ShaderChunk.clipping_planes_fragment,\n\n 'vec4 diffuseColor = vec4( diffuse, opacity );',\n 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',\n 'vec3 totalEmissiveRadiance = emissive;',\n\n ShaderChunk.logdepthbuf_fragment,\n ShaderChunk.map_fragment,\n ShaderChunk.color_fragment,\n ShaderChunk.alphamap_fragment,\n ShaderChunk.alphatest_fragment,\n ShaderChunk.specularmap_fragment,\n ShaderChunk.normal_fragment_begin,\n ShaderChunk.normal_fragment_maps,\n ShaderChunk.emissivemap_fragment,\n\n // accumulation\n ShaderChunk.lights_phong_fragment,\n ShaderChunk.lights_fragment_begin,\n ShaderChunk.lights_fragment_maps,\n ShaderChunk.lights_fragment_end,\n\n // modulation\n ShaderChunk.aomap_fragment,\n\n 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',\n\n ShaderChunk.envmap_fragment,\n\n 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',\n\n ShaderChunk.tonemapping_fragment,\n version >= 154 ? ShaderChunk.colorspace_fragment : ShaderChunk.encodings_fragment,\n ShaderChunk.fog_fragment,\n ShaderChunk.premultiplied_alpha_fragment,\n ShaderChunk.dithering_fragment,\n '}',\n ].join('\\n')\n\n this.setValues(parameters)\n }\n}\n\nexport { GeometryCompressionUtils, PackedPhongMaterial }\n"],"names":["BufferAttribute","x","y","oct","z","Matrix4","Vector3","Matrix3","MeshPhongMaterial","UniformsUtils","ShaderLib","ShaderChunk","version"],"mappings":";;;;AAmBG,IAAC,2BAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAS7B,iBAAiB,SAAU,MAAM,cAAc;AAC7C,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,8BAA8B;AAAA,IAC7C;AAED,UAAM,SAAS,KAAK,SAAS,WAAW;AAExC,QAAI,CAAC,QAAQ;AACX,cAAQ,MAAM,0CAA0C;AAAA,IACzD;AAED,QAAI,OAAO;AAAU;AAErB,QAAI,OAAO,YAAY,GAAG;AACxB,cAAQ,MAAM,qDAAqD;AAAA,IACpE;AAED,UAAM,QAAQ,OAAO;AACrB,UAAM,QAAQ,OAAO;AAErB,QAAI;AACJ,QAAI,gBAAgB,WAAW;AAE7B,eAAS,IAAI,WAAW,QAAQ,CAAC;AAEjC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAC3B,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAC3B,eAAO,MAAM,CAAC,IAAI,QAAQ,CAAC;AAAA,MAC5B;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,YAAY;AAOrC,eAAS,IAAI,UAAU,QAAQ,CAAC;AAEhC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,YAAY;AACrC,eAAS,IAAI,WAAW,QAAQ,CAAC;AAEjC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,GAAG,CAAC;AAE9F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,WAAe,gBAAgB,UAAU;AACnC,eAAS,IAAI,YAAY,QAAQ,CAAC;AAElC,eAAS,MAAM,GAAG,MAAM,MAAM,QAAQ,OAAO,GAAG;AAC9C,cAAM,UAAU,KAAK,cAAc,aAAa,MAAM,GAAG,GAAG,MAAM,MAAM,CAAC,GAAG,MAAM,MAAM,CAAC,CAAC;AAE1F,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AACrC,eAAQ,MAAM,IAAK,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MACtC;AAED,WAAK,SAAS,aAAa,UAAU,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACzE,WAAK,SAAS,WAAW,OAAO,QAAQ,OAAO,SAAS;AAAA,IAC9D,OAAW;AACL,cAAQ,MAAM,0EAA0E;AAAA,IACzF;AAED,SAAK,SAAS,WAAW,OAAO,cAAc;AAC9C,SAAK,SAAS,WAAW,OAAO,WAAW;AAC3C,SAAK,SAAS,WAAW,OAAO,gBAAgB;AAGhD,QAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,WAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,IAC7D;AAED,QAAI,gBAAgB,UAAU;AAC5B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,YAAY;AAC9B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,YAAY;AAC9B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAED,QAAI,gBAAgB,WAAW;AAC7B,WAAK,SAAS,QAAQ,oBAAoB;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASD,mBAAmB,SAAU,MAAM;AACjC,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,8BAA8B;AAAA,IAC7C;AAED,UAAM,WAAW,KAAK,SAAS,WAAW;AAE1C,QAAI,CAAC,UAAU;AACb,cAAQ,MAAM,4CAA4C;AAAA,IAC3D;AAED,QAAI,SAAS;AAAU;AAEvB,QAAI,SAAS,YAAY,GAAG;AAC1B,cAAQ,MAAM,sDAAsD;AAAA,IACrE;AAED,UAAM,QAAQ,SAAS;AACvB,UAAM,gBAAgB;AAEtB,UAAM,SAAS,KAAK,cAAc,gBAAgB,OAAO,aAAa;AAEtE,UAAM,YAAY,OAAO;AACzB,UAAM,YAAY,OAAO;AAGzB,QAAI,KAAK,SAAS,eAAe;AAAM,WAAK,SAAS,mBAAoB;AACzE,QAAI,KAAK,SAAS,kBAAkB;AAAM,WAAK,SAAS,sBAAuB;AAE/E,SAAK,SAAS,aAAa,YAAY,IAAIA,sBAAgB,WAAW,CAAC,CAAC;AACxE,SAAK,SAAS,WAAW,SAAS,WAAW;AAC7C,SAAK,SAAS,WAAW,SAAS,cAAc;AAChD,SAAK,SAAS,WAAW,SAAS,QAAQ,UAAU,SAAS;AAG7D,QAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,WAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,IAC7D;AAED,SAAK,SAAS,QAAQ,sBAAsB;AAE5C,SAAK,SAAS,SAAS,eAAe,QAAQ;AAC9C,SAAK,SAAS,SAAS,eAAe,cAAc;AAAA,EACrD;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASD,aAAa,SAAU,MAAM;AAC3B,QAAI,CAAC,KAAK,UAAU;AAClB,cAAQ,MAAM,uCAAuC;AAAA,IACtD;AAED,UAAM,MAAM,KAAK,SAAS,WAAW;AAErC,QAAI,CAAC,KAAK;AACR,cAAQ,MAAM,sCAAsC;AAAA,IACrD;AAED,QAAI,IAAI;AAAU;AAElB,UAAM,QAAQ,EAAE,KAAK,UAAU,KAAK,UAAW;AAE/C,UAAM,QAAQ,IAAI;AAElB,aAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AACrC,YAAM,MAAM,KAAK,IAAI,MAAM,KAAK,MAAM,CAAC,CAAC;AACxC,YAAM,MAAM,KAAK,IAAI,MAAM,KAAK,MAAM,CAAC,CAAC;AAAA,IACzC;AAED,QAAI;AAEJ,QAAI,MAAM,OAAO,MAAQ,MAAM,OAAO,GAAK;AAEzC,eAAS,IAAI,YAAY,MAAM,MAAM;AAErC,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,cAAM,UAAU,KAAK,cAAc,cAAc,MAAM,CAAC,GAAG,MAAM,IAAI,CAAC,GAAG,GAAG,CAAC;AAE7E,eAAO,CAAC,IAAI,QAAQ,CAAC;AACrB,eAAO,IAAI,CAAC,IAAI,QAAQ,CAAC;AAAA,MAC1B;AAED,WAAK,SAAS,aAAa,MAAM,IAAIA,MAAAA,gBAAgB,QAAQ,GAAG,IAAI,CAAC;AACrE,WAAK,SAAS,WAAW,GAAG,WAAW;AACvC,WAAK,SAAS,WAAW,GAAG,cAAc;AAC1C,WAAK,SAAS,WAAW,GAAG,QAAQ,OAAO,SAAS;AAEpD,UAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,aAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,MAC7D;AAED,WAAK,SAAS,QAAQ,gBAAgB;AAAA,IAC5C,OAAW;AAEL,eAAS,KAAK,cAAc,kBAAkB,OAAO,CAAC;AAEtD,WAAK,SAAS,aAAa,MAAM,IAAIA,MAAAA,gBAAgB,OAAO,WAAW,CAAC,CAAC;AACzE,WAAK,SAAS,WAAW,GAAG,WAAW;AACvC,WAAK,SAAS,WAAW,GAAG,cAAc;AAC1C,WAAK,SAAS,WAAW,GAAG,QAAQ,OAAO,UAAU,SAAS;AAE9D,UAAI,EAAE,KAAK,oBAAoB,sBAAsB;AACnD,aAAK,WAAW,IAAI,oBAAqB,EAAC,KAAK,KAAK,QAAQ;AAAA,MAC7D;AAED,WAAK,SAAS,QAAQ,gBAAgB;AAEtC,WAAK,SAAS,SAAS,cAAc,QAAQ,OAAO;AACpD,WAAK,SAAS,SAAS,cAAc,cAAc;AAAA,IACpD;AAAA,EACF;AAAA,EAED,eAAe;AAAA,IACb,eAAe,SAAU,GAAG,GAAG,GAAG,OAAO;AACvC,UAAI,SAAS,GAAG;AACd,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,GAAG;AAC3C,eAAO,IAAI,WAAW,CAAC,MAAM,MAAM,IAAI,CAAC;AAAA,MAChD,WAAiB,SAAS,GAAG;AACrB,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,cAAM,OAAO,KAAK,OAAO,IAAI,KAAK,MAAM,KAAK;AAC7C,eAAO,IAAI,YAAY,CAAC,MAAM,MAAM,IAAI,CAAC;AAAA,MACjD,OAAa;AACL,gBAAQ,MAAM,gCAAgC;AAAA,MAC/C;AAAA,IACF;AAAA,IAED,eAAe,SAAU,OAAO,OAAO;AACrC,UAAI,SAAS,GAAG;AACd,eAAO,CAAE,MAAM,CAAC,IAAI,MAAO,IAAM,GAAM,MAAM,CAAC,IAAI,MAAO,IAAM,GAAM,MAAM,CAAC,IAAI,MAAO,IAAM,CAAG;AAAA,MACxG,WAAiB,SAAS,GAAG;AACrB,eAAO,CAAE,MAAM,CAAC,IAAI,QAAS,IAAM,GAAM,MAAM,CAAC,IAAI,QAAS,IAAM,GAAM,MAAM,CAAC,IAAI,QAAS,IAAM,CAAG;AAAA,MAC9G,OAAa;AACL,gBAAQ,MAAM,gCAAgC;AAAA,MAC/C;AAAA,IACF;AAAA;AAAA,IAGD,cAAc,SAAU,GAAG,GAAG,GAAG;AAC/B,YAAM,UAAU,SAAS,OAAO,IAAM,KAAK,MAAM,GAAG,CAAC,IAAI,KAAK,MAAM,KAAK;AACzE,YAAM,UAAU,SAAS,OAAO,IAAM,KAAK,KAAK;AAChD,aAAO,IAAI,YAAY,CAAC,SAAS,OAAO,CAAC;AAAA,IAC1C;AAAA;AAAA,IAGD,eAAe,SAAU,GAAG,GAAG,GAAG,OAAO;AACvC,UAAI,KAAK,KAAK,MAAM,YAAY;AAIhC,aAAO,MAAM,cAAc,GAAG,GAAG,GAAG,SAAS,OAAO;AACpD,YAAM,cAAc,GAAG;AACvB,gBAAU,IAAI,GAAG,GAAG,GAAG,GAAG;AAE1B,YAAM,cAAc,GAAG,GAAG,GAAG,QAAQ,OAAO;AAC5C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AACP,kBAAU;AAAA,MACX;AAED,YAAM,cAAc,GAAG,GAAG,GAAG,SAAS,MAAM;AAC5C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AACP,kBAAU;AAAA,MACX;AAED,YAAM,cAAc,GAAG,GAAG,GAAG,QAAQ,MAAM;AAC3C,YAAM,cAAc,GAAG;AACvB,mBAAa,IAAI,GAAG,GAAG,GAAG,GAAG;AAE7B,UAAI,aAAa,SAAS;AACxB,eAAO;AAAA,MACR;AAED,aAAO;AAEP,eAAS,cAAc,IAAI,IAAI,IAAI,OAAO,OAAO;AAC/C,YAAIC,KAAI,MAAM,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE;AACvD,YAAIC,KAAI,MAAM,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE,IAAI,KAAK,IAAI,EAAE;AAEvD,YAAI,IAAI,GAAG;AACT,cAAI,SAAS,IAAI,KAAK,IAAIA,EAAC,MAAMD,MAAK,IAAI,IAAI;AAC9C,cAAI,SAAS,IAAI,KAAK,IAAIA,EAAC,MAAMC,MAAK,IAAI,IAAI;AAE9C,UAAAD,KAAI;AACJ,UAAAC,KAAI;AAEJ,cAAI,OAAO,IAAI,KAAK,IAAID,EAAC,IAAI,KAAK,IAAIC,EAAC;AACvC,cAAI,OAAO,GAAG;AACZ,oBAAQ;AACR,YAAAD,MAAKA,KAAI,IAAI,OAAO,IAAI,CAAC,OAAO;AAChC,YAAAC,MAAKA,KAAI,IAAI,OAAO,IAAI,CAAC,OAAO;AAAA,UACjC;AAAA,QACF;AAED,YAAI,SAAS,GAAG;AACd,iBAAO,IAAI,UAAU,CAAC,KAAK,KAAK,EAAED,KAAI,SAASA,KAAI,IAAI,IAAI,EAAE,GAAG,KAAK,KAAK,EAAEC,KAAI,SAASA,KAAI,IAAI,IAAI,EAAE,CAAC,CAAC;AAAA,QAC1G;AAED,YAAI,SAAS,GAAG;AACd,iBAAO,IAAI,WAAW;AAAA,YACpB,KAAK,KAAK,EAAED,KAAI,WAAWA,KAAI,IAAI,IAAI,EAAE;AAAA,YACzC,KAAK,KAAK,EAAEC,KAAI,WAAWA,KAAI,IAAI,IAAI,EAAE;AAAA,UACrD,CAAW;AAAA,QACF;AAAA,MACF;AAED,eAAS,cAAcC,MAAK;AAC1B,YAAIF,KAAIE,KAAI,CAAC;AACb,YAAID,KAAIC,KAAI,CAAC;AAEb,YAAI,SAAS,GAAG;AACd,UAAAF,MAAKA,KAAI,IAAI,MAAM;AACnB,UAAAC,MAAKA,KAAI,IAAI,MAAM;AAAA,QAC7B,WAAmB,SAAS,GAAG;AACrB,UAAAD,MAAKA,KAAI,IAAI,QAAQ;AACrB,UAAAC,MAAKA,KAAI,IAAI,QAAQ;AAAA,QACtB;AAED,YAAIE,KAAI,IAAI,KAAK,IAAIH,EAAC,IAAI,KAAK,IAAIC,EAAC;AAEpC,YAAIE,KAAI,GAAG;AACT,cAAI,OAAOH;AACX,UAAAA,MAAK,IAAI,KAAK,IAAIC,EAAC,MAAMD,MAAK,IAAI,IAAI;AACtC,UAAAC,MAAK,IAAI,KAAK,IAAI,IAAI,MAAMA,MAAK,IAAI,IAAI;AAAA,QAC1C;AAED,YAAI,SAAS,KAAK,KAAKD,KAAIA,KAAIC,KAAIA,KAAIE,KAAIA,EAAC;AAE5C,eAAO,CAACH,KAAI,QAAQC,KAAI,QAAQE,KAAI,MAAM;AAAA,MAC3C;AAED,eAAS,IAAIH,IAAGC,IAAGE,IAAG,MAAM;AAC1B,eAAOH,KAAI,KAAK,CAAC,IAAIC,KAAI,KAAK,CAAC,IAAIE,KAAI,KAAK,CAAC;AAAA,MAC9C;AAAA,IACF;AAAA,IAED,iBAAiB,SAAU,OAAO,OAAO;AACvC,UAAI,WAAW;AAEf,UAAI,SAAS,GAAG;AACd,oBAAY,IAAI,WAAW,MAAM,MAAM;AACvC,mBAAW;AAAA,MACnB,WAAiB,SAAS,GAAG;AACrB,oBAAY,IAAI,YAAY,MAAM,MAAM;AACxC,mBAAW;AAAA,MACnB,OAAa;AACL,gBAAQ,MAAM,yBAAyB;AAAA,MACxC;AAED,YAAM,YAAY,IAAIC,cAAS;AAE/B,YAAM,MAAM,IAAI,aAAa,CAAC;AAC9B,YAAM,MAAM,IAAI,aAAa,CAAC;AAE9B,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO;AAClC,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO;AAEnC,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AAAA,MACvC;AAED,gBAAU;AAAA,QACR,IAAIC,MAAO,SAAE,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,QAAQ;AAAA,MACrG;AAED,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAC9B,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAC9B,gBAAU,SAAS,EAAE,IAAI,IAAI,CAAC;AAE9B,gBAAU,UAAW;AAErB,YAAM,aAAa,IAAI,aAAa;AAAA,QAClC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,MAC3D,CAAO;AAED,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AAAA,MACtE;AAED,aAAO;AAAA,QACL;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,IAED,mBAAmB,SAAU,OAAO,OAAO;AACzC,UAAI,WAAW;AAEf,UAAI,SAAS,GAAG;AACd,oBAAY,IAAI,WAAW,MAAM,MAAM;AACvC,mBAAW;AAAA,MACnB,WAAiB,SAAS,GAAG;AACrB,oBAAY,IAAI,YAAY,MAAM,MAAM;AACxC,mBAAW;AAAA,MACnB,OAAa;AACL,gBAAQ,MAAM,yBAAyB;AAAA,MACxC;AAED,YAAM,YAAY,IAAIC,cAAS;AAE/B,YAAM,MAAM,IAAI,aAAa,CAAC;AAC9B,YAAM,MAAM,IAAI,aAAa,CAAC;AAE9B,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,OAAO;AACzB,UAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,OAAO;AAE1B,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AACtC,YAAI,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,GAAG,MAAM,IAAI,CAAC,CAAC;AAAA,MACvC;AAED,gBAAU,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,QAAQ;AAE1E,gBAAU,SAAS,CAAC,IAAI,IAAI,CAAC;AAC7B,gBAAU,SAAS,CAAC,IAAI,IAAI,CAAC;AAE7B,gBAAU,UAAW;AAErB,YAAM,aAAa,IAAI,aAAa;AAAA,QAClC,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,QACnD,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,YAAY,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK;AAAA,MAC3D,CAAO;AAED,eAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK,GAAG;AACxC,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AACrE,kBAAU,IAAI,CAAC,IAAI,KAAK,OAAO,MAAM,IAAI,CAAC,IAAI,IAAI,CAAC,KAAK,WAAW,CAAC,CAAC;AAAA,MACtE;AAED,aAAO;AAAA,QACL;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,EACF;AACH;AAOA,MAAM,4BAA4BC,MAAAA,kBAAkB;AAAA,EAClD,YAAY,YAAY;AACtB,UAAO;AAEP,SAAK,UAAU,CAAE;AACjB,SAAK,OAAO;AACZ,SAAK,WAAWC,MAAa,cAAC,MAAM;AAAA,MAClCC,MAAS,UAAC,MAAM;AAAA,MAEhB;AAAA,QACE,gBAAgB,EAAE,OAAO,KAAM;AAAA,QAC/B,eAAe,EAAE,OAAO,KAAM;AAAA,MAC/B;AAAA,IACP,CAAK;AAED,SAAK,eAAe;AAAA,MAClB;AAAA,MAEA;AAAA,MAEA;AAAA,MACA;AAAA,MACA;AAAA,MAEAC,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAiCA;AAAA;AAAA;AAAA;AAAA;AAAA,MAMA;AAAA;AAAA;AAAA;AAAA;AAAA,MAMA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAkBA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA,MAMAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MASAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA;AAAA;AAAA;AAAA;AAAA,MAMAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,IACN,EAAM,KAAK,IAAI;AAGX,SAAK,iBAAiB;AAAA,MACpB;AAAA,MAEA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MACA;AAAA,MACA;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA;AAAA,MAGZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA;AAAA,MAGZA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MAEZ;AAAA,MAEAA,MAAAA,YAAY;AAAA,MACZC,UAAAA,WAAW,MAAMD,MAAAA,YAAY,sBAAsBA,MAAW,YAAC;AAAA,MAC/DA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZA,MAAAA,YAAY;AAAA,MACZ;AAAA,IACN,EAAM,KAAK,IAAI;AAEX,SAAK,UAAU,UAAU;AAAA,EAC1B;AACH;;;"}
|
|
@@ -1,4 +1,5 @@
|
|
|
1
|
-
import { BufferAttribute, Matrix4, Vector3, Matrix3, MeshPhongMaterial, UniformsUtils, ShaderLib, ShaderChunk
|
|
1
|
+
import { BufferAttribute, Matrix4, Vector3, Matrix3, MeshPhongMaterial, UniformsUtils, ShaderLib, ShaderChunk } from "three";
|
|
2
|
+
import { version } from "../_polyfill/constants.js";
|
|
2
3
|
var GeometryCompressionUtils = {
|
|
3
4
|
/**
|
|
4
5
|
* Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
|
|
@@ -558,7 +559,7 @@ class PackedPhongMaterial extends MeshPhongMaterial {
|
|
|
558
559
|
ShaderChunk.envmap_fragment,
|
|
559
560
|
"gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
|
|
560
561
|
ShaderChunk.tonemapping_fragment,
|
|
561
|
-
|
|
562
|
+
version >= 154 ? ShaderChunk.colorspace_fragment : ShaderChunk.encodings_fragment,
|
|
562
563
|
ShaderChunk.fog_fragment,
|
|
563
564
|
ShaderChunk.premultiplied_alpha_fragment,
|
|
564
565
|
ShaderChunk.dithering_fragment,
|